Significantly Update CMakeFile to reduce clutter

This is to reduce repetition and better integrate Tracy.

Some options are added as well.
main
En Yi 2024-12-21 18:42:45 +08:00
parent ee65e3c974
commit f3defcf656
5 changed files with 94 additions and 243 deletions

View File

@ -2,10 +2,18 @@ set(PROJECT_NAME HATPC_remake)
set(CMAKE_C_COMPILER clang)
set(CMAKE_C_FLAGS "-Wall -Wextra")
cmake_minimum_required(VERSION 3.22.1)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
project(${PROJECT_NAME} C CXX)
set(CMAKE_C_STANDARD 99)
set(RAYLIB_DIR /usr/local/lib CACHE FILEPATH "directory to Raylib")
set(LIBZSTD_DIR /usr/local/lib CACHE FILEPATH "directory to zstd")
option(RUN_PROFILER OFF)
option(INCLUDE_ASAN ON)
option(EXPORT_MMAP OFF)
option(BUILD_EXTRAS OFF)
# If you want to use Heaptrack to profile the memory
# Do not compile in ASAN
if (EMSCRIPTEN)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
@ -24,208 +32,69 @@ set(GAME_LIBS
lib_scenes
)
if (${RUN_PROFILER})
set(GAME_LIBS
lib_scenes
pthread
dl
)
endif()
add_subdirectory(engine)
add_subdirectory(scenes)
if (NOT EMSCRIPTEN)
add_subdirectory(res)
endif ()
add_executable(${PROJECT_NAME}
main.c
)
# Use Heaptrack to profile the main application
# Do not compile in ASAN
target_include_directories(${PROJECT_NAME}
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(${PROJECT_NAME}
${GAME_LIBS}
)
add_executable(level_player
level_test.c
)
# Use Heaptrack to profile the main application
# Do not compile in ASAN
target_include_directories(level_player
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(level_player
${GAME_LIBS}
)
add_executable(sandbox_trace
scene_test.c
macro(add_target_exe name)
add_executable(${name}
${name}.c
tracy/public/TracyClient.cpp
)
target_compile_definitions(sandbox_trace
PUBLIC
TRACY_ENABLE
TRACY_ON_DEMAND
)
target_include_directories(sandbox_trace
target_include_directories(${name}
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
PUBLIC
tracy/public/
)
target_link_libraries(sandbox_trace
if (RUN_PROFILER)
target_compile_definitions(${name}
PUBLIC
lib_scenes_trace
pthread
dl
TRACY_ENABLE
TRACY_ON_DEMAND
)
add_executable(scene_test
scene_test.c
)
target_include_directories(scene_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
if (NOT EMSCRIPTEN)
target_compile_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
endif()
target_link_libraries(scene_test
${GAME_LIBS}
)
if (NOT EMSCRIPTEN)
add_executable(EntManager_test
entManager_test.c
)
target_compile_options(EntManager_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(EntManager_test PRIVATE -fsanitize=address -gdwarf-4)
target_include_directories(EntManager_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(EntManager_test
if (INCLUDE_ASAN)
target_compile_options(${name} PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(${name} PRIVATE -fsanitize=address -gdwarf-4)
endif ()
if (EXPORT_MMAP)
target_link_options(${name} PRIVATE -Xlinker -Map=scene_test.map)
endif()
endif ()
target_link_libraries(${name}
PUBLIC
${GAME_LIBS}
)
endmacro()
add_target_exe(main)
add_target_exe(level_test)
add_target_exe(scene_test)
add_executable(scene_test_mem
scene_test.c
)
target_include_directories(scene_test_mem
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_options(scene_test_mem PRIVATE -Xlinker -Map=scene_test.map)
target_link_libraries(scene_test_mem
${GAME_LIBS}
)
add_executable(water_test
water_test.c
)
target_include_directories(water_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(water_test
${GAME_LIBS}
)
target_compile_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
add_executable(level_load_test
level_load_test.c
)
target_include_directories(level_load_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(level_load_test
${GAME_LIBS}
)
target_compile_options(level_load_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(level_load_test PRIVATE -fsanitize=address -gdwarf-4)
add_executable(menu_test
menu_test.c
)
target_include_directories(menu_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(menu_test
${GAME_LIBS}
)
add_executable(assets_test
assets_test.c
)
target_include_directories(assets_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(assets_test
${GAME_LIBS}
)
add_executable(particle_test
particle_test.c
)
target_include_directories(particle_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(particle_test
${GAME_LIBS}
)
add_executable(scene_man_test
scene_man_test.c
)
target_include_directories(scene_man_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(scene_man_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(scene_man_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(scene_man_test
${GAME_LIBS}
)
add_executable(level_select_test
level_select_test.c
)
target_include_directories(level_select_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(level_select_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(level_select_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(level_select_test
${GAME_LIBS}
)
if (NOT EMSCRIPTEN)
if (BUILD_EXTRAS AND NOT RUN_PROFILER)
add_target_exe(entManager_test)
add_target_exe(water_test)
add_target_exe(level_load_test)
add_target_exe(menu_test)
add_target_exe(assets_test)
add_target_exe(particle_test)
add_target_exe(scene_man_test)
add_target_exe(level_select_test)
endif()
if (BUILD_TESTING)
find_package(cmocka 1.1.0 REQUIRED)
add_subdirectory(tests)

View File

@ -7,6 +7,8 @@
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include "tracy/TracyC.h"
#define N_SCENES 1
Scene_t *scenes[N_SCENES];
@ -30,13 +32,8 @@ int main(int argc, char** argv)
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
init_engine(&engine, (Vector2){screenWidth, screenHeight});
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
#ifndef NDEBUG
load_from_infofile("res/assets.info.raw", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
#else
load_from_rres("res/myresources.rres", &engine.assets);
init_player_creation_rres("res/myresources.rres", "player_spr.info", &engine.assets);
#endif
init_item_creation(&engine.assets);
load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
@ -91,6 +88,7 @@ int main(int argc, char** argv)
const float DT = 1.0f/60.0f;
while (!WindowShouldClose())
{
TracyCFrameMark;
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
Scene_t* curr_scene = engine.scenes[engine.curr_scene];
@ -106,11 +104,16 @@ int main(int argc, char** argv)
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
{
TracyCZoneN(ctx, "Update", true)
update_scene(curr_scene, delta_time);
update_entity_manager(&curr_scene->ent_manager);
update_sfx_list(&engine);
TracyCZoneEnd(ctx)
}
// This is needed to advance time delta
render_scene(curr_scene);
update_sfx_list(&engine);
if (curr_scene->state != 0)
{

View File

@ -15,37 +15,18 @@ add_library(lib_scenes STATIC
target_include_directories(lib_scenes
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(lib_scenes
PUBLIC
lib_engine
${CMAKE_CURRENT_LIST_DIR}/../tracy/public/
)
add_library(lib_scenes_trace STATIC
assets_loader.c
player_ent.c
items_ent.c
water_flow.c
editor_scene.c
menu_scene.c
level_select_scene.c
game_scene.c
game_systems.c
scene_systems.c
camera_systems.c
engine_impl.c
)
target_compile_definitions(lib_scenes_trace
if (${RUN_PROFILER})
target_compile_definitions(lib_scenes
PUBLIC
TRACY_ENABLE
TRACY_ON_DEMAND
)
target_include_directories(lib_scenes_trace
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${CMAKE_CURRENT_LIST_DIR}/../tracy/public/
)
target_link_libraries(lib_scenes_trace
endif()
target_link_libraries(lib_scenes
PUBLIC
lib_engine
)

View File

@ -1,3 +1,5 @@
#include "tracy/TracyC.h"
#include "scene_impl.h"
#include "game_systems.h"
#include "water_flow.h"
@ -135,6 +137,7 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
static void render_regular_game_scene(Scene_t* scene)
{
TracyCZoneN(ctx, "GameRender", true)
// This function will render the game scene outside of the intended draw function
// Just for clarity and separation of logic
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
@ -464,6 +467,7 @@ static void render_regular_game_scene(Scene_t* scene)
}
EndMode2D();
EndTextureMode();
TracyCZoneEnd(ctx)
}
static void at_level_start(Scene_t* scene)

View File

@ -1,7 +1,5 @@
#include "assets_tag.h"
#ifdef TRACY_ENABLE
#include "tracy/TracyC.h"
#endif
#include "game_systems.h"
@ -781,9 +779,7 @@ void spike_collision_system(Scene_t* scene)
void tile_collision_system(Scene_t* scene)
{
#ifdef TRACY_ENABLE
TracyCZoneN(ctx, "TileCol", true)
#endif
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
@ -924,9 +920,7 @@ void tile_collision_system(Scene_t* scene)
}
}
#ifdef TRACY_ENABLE
TracyCZoneEnd(ctx)
#endif
}
void friction_coefficient_update_system(Scene_t* scene)