first clone repo and submodules:
git clone [email protected]:robinwils/wato.git
cd wato
git submodule update --init --recursive
Build VS solution using cmake and then build GLFW inside visual studio
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 has precompiled binaries, download them from the official website and copy the folder to deps/glfw
- Add
/Zc:__cplusplus
in Configuration Properties > C/C++ > Command Line - Use the same config for Runtime Library in Configuration Properties > C/C++ > Code Generation > Runtime Library
- Link libraries:
glfw3.lib or glfw3_mt.lib
bgfxDebug.lib
bxDebug.lib
bimgDebug.lib
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 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