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Build

first clone repo and submodules:

git clone [email protected]:robinwils/wato.git
cd wato
git submodule update --init --recursive

Windows

GLFW

Build VS solution using cmake and then build GLFW inside visual studio

BGFX

Build VS solution:

cd .\deps\bgfx
..\bx\tools\bin\windows\genie --with-examples --with-tools vs2022

Open solution in visual studio and build bgfx, bx and bimg

GLFW

glfw has precompiled binaries, download them from the official website and copy the folder to deps/glfw

VS options

  1. Add /Zc:__cplusplus in Configuration Properties > C/C++ > Command Line
  2. Use the same config for Runtime Library in Configuration Properties > C/C++ > Code Generation > Runtime Library
  3. Link libraries:
glfw3.lib or glfw3_mt.lib
bgfxDebug.lib
bxDebug.lib
bimgDebug.lib

Icon fonts

TODO: Automate this

Go in the iconfontheaders, apply this patch:

diff --git a/GenerateIconFontCppHeaders.py b/GenerateIconFontCppHeaders.py
index c721a0d..6fef4f6 100644
--- a/GenerateIconFontCppHeaders.py
+++ b/GenerateIconFontCppHeaders.py
@@ -708,7 +708,7 @@ class LanguageGo( Language ):

 fonts = [ FontFA4, FontFA5, FontFA5Brands, FontFA5Pro, FontFA5ProBrands, FontFA6, FontFA6Brands, FontFK, FontMD, FontKI, FontFAD, FontCI ]
 languages = [ LanguageC, LanguageCSharp, LanguagePython, LanguageGo ]
-ttf2headerC = False # convert ttf files to C and C++ headers
+ttf2headerC = True # convert ttf files to C and C++ headers

 logging.basicConfig( format='%(levelname)s : %(message)s', level = logging.INFO )

Install PyYAML and generate fonts

$ pip install PyYAML
$ python .\GenerateIconFontCppHeaders.py

Shaders

Shaders are compiled using a makefile, they are kept in the same place as bgfx shader files

You need to compile shaderc binary from the bgfx solution (tools > shaderc > shaderc) in release mode

$ cd shaders/
$ make

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