diff --git a/main.cpp b/main.cpp index faf3e81..34b86bc 100644 --- a/main.cpp +++ b/main.cpp @@ -24,10 +24,15 @@ Matrix MAP{ {1,1,1,1,1,1,1,1,1} }; -int main() { - using KB = sf::Keyboard; +void draw_gui(sf::RenderWindow &window) { + sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, 300}); + rect.setPosition({0,0}); + rect.setFillColor({100, 100, 100}); + window.draw(rect); +} - sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "Zed's Ray Caster Game Thing"); +int main() { + sf::RenderWindow window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Ray Caster Game Thing"); //ZED this should set with a function float player_x = matrix::width(MAP) / 2; @@ -40,30 +45,29 @@ int main() { double moveSpeed = 0.1; double rotSpeed = 0.1; + const auto onClose = [&window](const sf::Event::Closed&) + { + window.close(); + }; + while(window.isOpen()) { rayview.render(); - - // DRAW GUI + draw_gui(window); window.display(); - if(KB::isKeyPressed(KB::W)) { + if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) { rayview.run(moveSpeed, 1); - } else if(KB::isKeyPressed(KB::S)) { + } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) { rayview.run(moveSpeed, -1); } - if(KB::isKeyPressed(KB::D)) { + if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) { rayview.rotate(rotSpeed, -1); - } else if(KB::isKeyPressed(KB::A)) { + } else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) { rayview.rotate(rotSpeed, 1); } - sf::Event event; - while(window.pollEvent(event)) { - if(event.type == sf::Event::Closed) { - window.close(); - } - } + window.handleEvents(onClose); } return 0; diff --git a/meson.build b/meson.build index bdef95f..045152e 100644 --- a/meson.build +++ b/meson.build @@ -1,12 +1,27 @@ project('raycaster', 'cpp', default_options: ['cpp_std=c++20']) +cc = meson.get_compiler('cpp') + catch2 = dependency('catch2-with-main') fmt = dependency('fmt') json = dependency('nlohmann_json') -sfml = dependency('sfml') +opengl32 = cc.find_library('opengl32', required: true) +winmm = cc.find_library('winmm', required: true) +gdi32 = cc.find_library('gdi32', required: true) +sfml_audio = dependency('sfml_audio') +sfml_graphics = dependency('sfml_graphics') +sfml_main = dependency('sfml_main') +sfml_network = dependency('sfml_network') +sfml_system = dependency('sfml_system') +sfml_window = dependency('sfml_window') -dependencies = [fmt, json, sfml] +dependencies = [ + fmt, json, opengl32, + winmm, gdi32, sfml_audio, sfml_graphics, + sfml_main, sfml_network, sfml_system, + sfml_window +] executable('runtests', [ 'dbc.cpp', @@ -15,12 +30,6 @@ executable('runtests', [ ], dependencies: dependencies + [catch2]) -executable('sfmlcaster', [ - 'dbc.cpp', - 'sfmlcaster.cpp' - ], - dependencies: dependencies) - executable('zedcaster', [ 'dbc.cpp', 'matrix.cpp', @@ -31,12 +40,12 @@ executable('zedcaster', [ ], dependencies: dependencies) -executable('amtcaster', [ - 'dbc.cpp', - 'config.cpp', - 'amt/texture.cpp', - 'amt/raycaster.cpp', - 'amt/main.cpp' - ], - cpp_args: ['-std=c++23'], - dependencies: dependencies) +# executable('amtcaster', [ +# 'dbc.cpp', +# 'config.cpp', +# 'amt/texture.cpp', +# 'amt/raycaster.cpp', +# 'amt/main.cpp' +# ], +# cpp_args: ['-std=c++23'], +# dependencies: dependencies) diff --git a/raycaster.cpp b/raycaster.cpp index d03f4a5..7a17c96 100644 --- a/raycaster.cpp +++ b/raycaster.cpp @@ -28,6 +28,8 @@ inline uint32_t dumb_lighting(uint32_t pixel, double distance) { Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int height) : + view_texture({(unsigned int)width, (unsigned int)height}), + view_sprite(view_texture), $width(width), $height(height), $window(window), $map(map), @@ -36,15 +38,13 @@ Raycaster::Raycaster(sf::RenderWindow& window, Matrix &map, int width, int heigh ZBuffer(width) { $window.setVerticalSyncEnabled(true); - view_texture.create($width, $height); - view_sprite.setTexture(view_texture); - view_sprite.setPosition(0, 0); + view_sprite.setPosition({0, 0}); pixels = make_unique($width * $height); textures.load_textures(); } void Raycaster::set_position(int x, int y) { - view_sprite.setPosition(x, y); + view_sprite.setPosition({(float)x, (float)y}); } void Raycaster::position_camera(float player_x, float player_y) { @@ -54,8 +54,7 @@ void Raycaster::position_camera(float player_x, float player_y) { } void Raycaster::draw_pixel_buffer() { - view_texture.update((uint8_t *)pixels.get(), $width, $height, 0, 0); - // BUG: can I do this once and just update it? + view_texture.update((uint8_t *)pixels.get(), {(unsigned int)$width, (unsigned int)$height}, {0, 0}); $window.draw(view_sprite); } diff --git a/sfmlcaster.cpp b/sfmlcaster.cpp deleted file mode 100644 index 154606f..0000000 --- a/sfmlcaster.cpp +++ /dev/null @@ -1,553 +0,0 @@ -#include -#include -#include -#include -#include -#include -#include "matrix.hpp" -#include -#include "dbc.hpp" - -using matrix::Matrix; -using namespace fmt; - -#define texWidth 256 // must be power of two -#define texHeight 256 // must be power of two - -#define numSprites 1 -#define numTextures 11 - -struct Sprite { - double x; - double y; - double elevation; - int texture; -}; - -//parameters for scaling and moving the sprites -#define uDiv 1 -#define vDiv 1 - -const int RAY_VIEW_WIDTH=960; -const int RAY_VIEW_HEIGHT=720; -const int RAY_VIEW_X=1280 - RAY_VIEW_WIDTH; -const int RAY_VIEW_Y=0; - -const int SCREEN_HEIGHT=RAY_VIEW_HEIGHT; -const int SCREEN_WIDTH=1280; - -Matrix MAP{ - {8,8,8,8,8,8,8,8,8}, - {8,0,2,0,0,0,0,0,8}, - {8,0,7,0,0,5,6,0,8}, - {8,0,0,0,0,0,0,0,8}, - {8,8,0,0,0,0,0,8,8}, - {8,0,0,1,3,4,0,0,8}, - {8,0,0,0,0,0,8,8,8}, - {8,0,0,0,0,0,0,0,8}, - {8,8,8,8,8,8,8,8,8} -}; - -const int MAP_SIZE=matrix::width(MAP); -const int TILE_SIZE=RAY_VIEW_HEIGHT / MAP_SIZE; -int PITCH=0; -// I chose fixed textures for this instead -const int floorTexture = 3; -const int ceilingTexture = 6; - -float player_x = RAY_VIEW_HEIGHT / 2; -float player_y = RAY_VIEW_HEIGHT / 2; - -// x and y start position -double posX = player_x / TILE_SIZE; -double posY = player_y / TILE_SIZE; - -// initial direction vector -double dirX = -1; -double dirY = 0; - -// the 2d raycaster version of camera plane -double planeX = 0; -double planeY = 0.66; - -#define rgba_color(r,g,b,a) (r<<(0*8))|(g<<(1*8))|(b<<(2*8))|(a<<(3*8)) -#define gray_color(c) rgba_color(c, c, c, 255) - -Sprite SPRITE[numSprites] = { - {4.0, 3.55, 0, 8}, -// {3.4, 1.95, 9}, -// {7.34, 5.5, 10} -}; - -double ZBuffer[RAY_VIEW_WIDTH]; -int spriteOrder[numSprites]; -double spriteDistance[numSprites]; - -std::vector texture[numTextures]; - -union RGBA { - struct { - uint8_t r; - uint8_t g; - uint8_t b; - uint8_t a; - } color; - - uint32_t out; -}; - -inline void RGBA_brightness(RGBA& pixel, double distance) { - pixel.color.r /= distance; - pixel.color.g /= distance; - pixel.color.b /= distance; -} - -#define pixcoord(X, Y) ((Y) * RAY_VIEW_WIDTH) + (X) -RGBA pixels[RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT] = {{.out=0}}; - -sf::Texture view_texture; -sf::Sprite view_sprite; - -void sortSprites(int *order, double *dist, int amount); - -void loadImage(std::vector& texture, const char *filename) { - sf::Image img; - bool good = img.loadFromFile(filename); - dbc::check(good, format("failed to load {}", filename)); - uint32_t *pixbuf = (uint32_t *)img.getPixelsPtr(); - std::copy_n(pixbuf, texture.size(), texture.begin()); -} - -void load_textures() { - for(int i = 0; i < numTextures; i++) { - texture[i].resize(texWidth * texHeight); - } - - loadImage(texture[0], "assets/tile16.png"); - loadImage(texture[1], "assets/tile02.png"); - loadImage(texture[2], "assets/tile03.png"); - loadImage(texture[3], "assets/tile32.png"); - loadImage(texture[4], "assets/tile05.png"); - loadImage(texture[5], "assets/tile17.png"); - loadImage(texture[6], "assets/tile10.png"); - loadImage(texture[7], "assets/tile01.png"); - loadImage(texture[8], "assets/portal.png"); -} - -void draw_sfml_rect(sf::RenderWindow &window, sf::Vector2f pos, sf::Vector2f size, uint8_t color) { - sf::RectangleShape rect(size); - rect.setFillColor({color, color, color}); - rect.setPosition(pos); - window.draw(rect); -} - -void draw_pixel_buffer(sf::RenderWindow &window) { - view_texture.update((uint8_t *)pixels, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT, 0, 0); - // BUG: can I do this once and just update it? - window.draw(view_sprite); -} - -void draw_gui(sf::RenderWindow &window, Matrix &map) { - draw_sfml_rect(window, - {0.0, 0.0}, - {SCREEN_WIDTH-RAY_VIEW_WIDTH, SCREEN_HEIGHT / 2}, - 100); - - draw_sfml_rect(window, - {0.0, SCREEN_HEIGHT / 2}, - {SCREEN_WIDTH-RAY_VIEW_WIDTH, SCREEN_HEIGHT / 2}, - 150); -} - -void draw_line(sf::RenderWindow &window, Point start, Point end, uint32_t color) { - int x = int(start.x); - int y = int(start.y); - int x1 = int(end.x); - int y1 = int(end.y); - int dx = std::abs(x1 - x); - int sx = x < x1 ? 1 : -1; - int dy = std::abs(y1 - y) * -1; - int sy = y < y1 ? 1 : -1; - int error = dx + dy; - - while(x != x1 || y != y1) { - int e2 = 2 * error; - - if(e2 >= dy) { - error = error + dy; - x = x + sx; - } - - if(e2 <= dx) { - error = error + dx; - y = y + sy; - } - - pixels[pixcoord(x,y)].out = color; - } -} - -void clear(sf::RenderWindow &window) { -// std::fill_n((uint32_t *)pixels, RAY_VIEW_WIDTH * RAY_VIEW_HEIGHT, 0); -// window.clear(); -} - -void ray_casting(sf::RenderWindow &window, Matrix& map) { - int w = RAY_VIEW_WIDTH; - int h = RAY_VIEW_HEIGHT; - double perpWallDist; - - // WALL CASTING - for(int x = 0; x < w; x++) { - // calculate ray position and direction - double cameraX = 2 * x / double(w) - 1; // x-coord in camera space - double rayDirX = dirX + planeX * cameraX; - double rayDirY = dirY + planeY * cameraX; - - // which box of the map we're in - int mapX = int(posX); - int mapY = int(posY); - - // length of ray from current pos to next x or y-side - double sideDistX; - double sideDistY; - - // length of ray from one x or y-side to next x or y-side - double deltaDistX = std::abs(1.0 / rayDirX); - double deltaDistY = std::abs(1.0 / rayDirY); - - int stepX = 0; - int stepY = 0; - int hit = 0; - int side = 0; - - // calculate step and initial sideDist - if(rayDirX < 0) { - stepX = -1; - sideDistX = (posX - mapX) * deltaDistX; - } else { - stepX = 1; - sideDistX = (mapX + 1.0 - posX) * deltaDistX; - } - - if(rayDirY < 0) { - stepY = -1; - sideDistY = (posY - mapY) * deltaDistY; - } else { - stepY = 1; - sideDistY = (mapY + 1.0 - posY) * deltaDistY; - } - - // perform DDA - while(hit == 0) { - if(sideDistX < sideDistY) { - sideDistX += deltaDistX; - mapX += stepX; - side = 0; - } else { - sideDistY += deltaDistY; - mapY += stepY; - side = 1; - } - - if(map[mapY][mapX] > 0) hit = 1; - } - - if(side == 0) { - perpWallDist = (sideDistX - deltaDistX); - } else { - perpWallDist = (sideDistY - deltaDistY); - } - - int lineHeight = int(h / perpWallDist); - - int drawStart = -lineHeight / 2 + h / 2 + PITCH; - if(drawStart < 0) drawStart = 0; - - int drawEnd = lineHeight / 2 + h / 2 + PITCH; - if(drawEnd >= h) drawEnd = h - 1; - - int texNum = MAP[mapY][mapX] - 1; - - // calculate value of wallX - double wallX; // where exactly the wall was hit - if(side == 0) { - wallX = posY + perpWallDist * rayDirY; - } else { - wallX = posX + perpWallDist * rayDirX; - } - wallX -= floor((wallX)); - - // x coorindate on the texture - int texX = int(wallX * double(texWidth)); - if(side == 0 && rayDirX > 0) texX = texWidth - texX - 1; - if(side == 1 && rayDirY < 0) texX = texWidth - texX - 1; - - // LODE: an integer-only bresenham or DDA like algorithm could make the texture coordinate stepping faster - - // How much to increase the texture coordinate per screen pixel - double step = 1.0 * texHeight / lineHeight; - // Starting texture coordinate - double texPos = (drawStart - PITCH - h / 2 + lineHeight / 2) * step; - - for(int y = drawStart; y < drawEnd; y++) { - int texY = (int)texPos & (texHeight - 1); - texPos += step; - RGBA pixel{.out=texture[texNum][texHeight * texY + texX]}; - RGBA_brightness(pixel, perpWallDist); - pixels[pixcoord(x, y)] = pixel; - } - - // SET THE ZBUFFER FOR THE SPRITE CASTING - ZBuffer[x] = perpWallDist; - } - - // SPRITE CASTING - // sort sprites from far to close - for(int i = 0; i < numSprites; i++) { - spriteOrder[i] = i; - // this is just the distance calculation - spriteDistance[i] = ((posX - SPRITE[i].x) * - (posX - SPRITE[i].x) + - (posY - SPRITE[i].y) * - (posY - SPRITE[i].y)); - } - - sortSprites(spriteOrder, spriteDistance, numSprites); - - // after sorting the sprites, do the projection - for(int i = 0; i < numSprites; i++) { - int sprite_index = spriteOrder[i]; - Sprite& sprite_rec = SPRITE[sprite_index]; - double spriteX = sprite_rec.x - posX; - double spriteY = sprite_rec.y - posY; - int sprite_texture_number = sprite_rec.texture; - auto sprite_texture = texture[sprite_texture_number]; - - //transform sprite with the inverse camera matrix - // [ planeX dirX ] -1 [ dirY -dirX ] - // [ ] = 1/(planeX*dirY-dirX*planeY) * [ ] - // [ planeY dirY ] [ -planeY planeX ] - - double invDet = 1.0 / (planeX * dirY - dirX * planeY); // required for correct matrix multiplication - - double transformX = invDet * (dirY * spriteX - dirX * spriteY); - //this is actually the depth inside the screen, that what Z is in 3D, the distance of sprite to player, matching sqrt(spriteDistance[i]) - - double transformY = invDet * (-planeY * spriteX + planeX * spriteY); - - int spriteScreenX = int((w / 2) * (1 + transformX / transformY)); - - int vMoveScreen = int(sprite_rec.elevation * -1 / transformY); - - // calculate the height of the sprite on screen - //using "transformY" instead of the real distance prevents fisheye - int spriteHeight = abs(int(h / transformY)) / vDiv; - - //calculate lowest and highest pixel to fill in current stripe - int drawStartY = -spriteHeight / 2 + h / 2 + vMoveScreen; - if(drawStartY < 0) drawStartY = 0; - int drawEndY = spriteHeight / 2 + h / 2 + vMoveScreen; - if(drawEndY >= h) drawEndY = h - 1; - - // calculate width the the sprite - // same as height of sprite, given that it's square - int spriteWidth = abs(int(h / transformY)) / uDiv; - int drawStartX = -spriteWidth / 2 + spriteScreenX; - if(drawStartX < 0) drawStartX = 0; - int drawEndX = spriteWidth / 2 + spriteScreenX; - if(drawEndX > w) drawEndX = w; - - //loop through every vertical stripe of the sprite on screen - for(int stripe = drawStartX; stripe < drawEndX; stripe++) { - int texX = int(256 * (stripe - (-spriteWidth / 2 + spriteScreenX)) * texWidth / spriteWidth) / 256; - // the conditions in the if are: - // 1) it's in front of the camera plane so you don't see things behind you - // 2) ZBuffer, with perpendicular distance - if(transformY > 0 && transformY < ZBuffer[stripe]) { - for(int y = drawStartY; y < drawEndY; y++) { - //256 and 128 factors to avoid floats - int d = (y - vMoveScreen) * 256 - h * 128 + spriteHeight * 128; - int texY = ((d * texHeight) / spriteHeight) / 256; - //get current color from the texture - uint32_t color = sprite_texture[texWidth * texY + texX]; - // poor person's transparency, get current color from the texture - if((color & 0x00FFFFFF) != 0) { - RGBA pixel{.out=color}; - RGBA_brightness(pixel, perpWallDist); - pixels[pixcoord(stripe, y)] = pixel; - } - } - } - } - } -} - -void draw_ceiling_floor(sf::RenderWindow &window) { - int screenHeight = RAY_VIEW_HEIGHT; - int screenWidth = RAY_VIEW_WIDTH; - - for(int y = screenHeight / 2 + 1; y < screenHeight; ++y) { - // rayDir for leftmost ray (x=0) and rightmost (x = w) - float rayDirX0 = dirX - planeX; - float rayDirY0 = dirY - planeY; - float rayDirX1 = dirX + planeX; - float rayDirY1 = dirY + planeY; - - // current y position compared to the horizon - int p = y - screenHeight / 2; - - // vertical position of the camera - // 0.5 will the camera at the center horizon. For a - // different value you need a separate loop for ceiling - // and floor since they're no longer symmetrical. - float posZ = 0.5 * screenHeight; - - // horizontal distance from the camera to the floor for the current row - // 0.5 is the z position exactly in the middle between floor and ceiling - // See NOTE in Lode's code for more. - float rowDistance = posZ / p; - - // calculate the real world step vector we have to add for each x (parallel to camera plane) - // adding step by step avoids multiplications with a wight in the inner loop - float floorStepX = rowDistance * (rayDirX1 - rayDirX0) / screenWidth; - float floorStepY = rowDistance * (rayDirY1 - rayDirY0) / screenWidth; - - - // real world coordinates of the leftmost column. - // This will be updated as we step to the right - float floorX = posX + rowDistance * rayDirX0; - float floorY = posY + rowDistance * rayDirY0; - - for(int x = 0; x < screenWidth; ++x) { - // the cell coord is simply taken from the int parts of - // floorX and floorY. - int cellX = int(floorX); - int cellY = int(floorY); - - // get the texture coordinat from the fractional part - int tx = int(texWidth * (floorX - cellX)) & (texWidth - 1); - int ty = int(texWidth * (floorY - cellY)) & (texHeight - 1); - - floorX += floorStepX; - floorY += floorStepY; - - // now get the pixel from the texture - uint32_t color; - // this uses the previous ty/tx fractional parts of - // floorX cellX to find the texture x/y. How? - - // FLOOR - color = texture[floorTexture][texWidth * ty + tx]; - pixels[pixcoord(x, y)].out = color; - - // CEILING - color = texture[ceilingTexture][texWidth * ty + tx]; - pixels[pixcoord(x, screenHeight - y - 1)].out = color; - } - } -} - -void draw_everything(sf::RenderWindow &window) { - clear(window); - draw_gui(window, MAP); - draw_ceiling_floor(window); - ray_casting(window, MAP); - draw_pixel_buffer(window); - window.display(); -} - -bool empty_space(int new_x, int new_y) { - dbc::check((size_t)new_x < matrix::width(MAP), - format("x={} too wide={}", new_x, matrix::width(MAP))); - dbc::check((size_t)new_y < matrix::height(MAP), - format("y={} too high={}", new_y, matrix::height(MAP))); - - return MAP[new_y][new_x] == 0; -} - -int main() { - using KB = sf::Keyboard; - sf::RenderWindow window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT), "SFMLCaster"); - - window.setVerticalSyncEnabled(true); - view_texture.create(RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT); - view_sprite.setTexture(view_texture); - view_sprite.setPosition(RAY_VIEW_X, 0); - - load_textures(); - - double moveSpeed = 0.1; - double rotSpeed = 0.1; - - while(window.isOpen()) { - draw_everything(window); - - if(KB::isKeyPressed(KB::X)) { - println("player position: {},{}", - posX, posY); - } - - if(KB::isKeyPressed(KB::W)) { - if(empty_space(int(posX + dirX * moveSpeed), int(posY))) posX += dirX * moveSpeed; - if(empty_space(int(posX), int(posY + dirY * moveSpeed))) posY += dirY * moveSpeed; - } else if(KB::isKeyPressed(KB::S)) { - if(empty_space(int(posX - dirX * moveSpeed), int(posY))) posX -= dirX * moveSpeed; - if(empty_space(int(posX), int(posY - dirY * moveSpeed))) posY -= dirY * moveSpeed; - } - - if(KB::isKeyPressed(KB::D)) { - double oldDirX = dirX; - dirX = dirX * cos(-rotSpeed) - dirY * sin(-rotSpeed); - dirY = oldDirX * sin(-rotSpeed) + dirY * cos(-rotSpeed); - - double oldPlaneX = planeX; - planeX = planeX * cos(-rotSpeed) - planeY * sin(-rotSpeed); - planeY = oldPlaneX * sin(-rotSpeed) + planeY * cos(-rotSpeed); - } else if(KB::isKeyPressed(KB::A)) { - double oldDirX = dirX; - dirX = dirX * cos(rotSpeed) - dirY * sin(rotSpeed); - dirY = oldDirX * sin(rotSpeed) + dirY * cos(rotSpeed); - - double oldPlaneX = planeX; - planeX = planeX * cos(rotSpeed) - planeY * sin(rotSpeed); - planeY = oldPlaneX * sin(rotSpeed) + planeY * cos(rotSpeed); - } - - if(KB::isKeyPressed(KB::E)) { - println("PITCH DISABLED"); - // PITCH = std::clamp(PITCH + 10, -60, 240); - } else if(KB::isKeyPressed(KB::Q)) { - println("PITCH DISABLED"); - // PITCH = std::clamp(PITCH - 10, -60, 240); - } - - sf::Event event; - while(window.pollEvent(event)) { - if(event.type == sf::Event::Closed) { - window.close(); - } - } - - } - - return 0; -} - -void sortSprites(int* order, double* dist, int amount) -{ - std::vector> sprites(amount); - - for(int i = 0; i < amount; i++) { - sprites[i].first = dist[i]; - sprites[i].second = order[i]; - } - - std::sort(sprites.begin(), sprites.end()); - - // restore in reverse order - for(int i = 0; i < amount; i++) { - dist[i] = sprites[amount - i - 1].first; - order[i] = sprites[amount - i - 1].second; - } -} diff --git a/wraps/openal-soft.wrap b/wraps/openal-soft.wrap deleted file mode 100644 index a46c525..0000000 --- a/wraps/openal-soft.wrap +++ /dev/null @@ -1,13 +0,0 @@ -[wrap-file] -directory = openal-soft-1.23.1 -source_url = https://github.com/kcat/openal-soft/archive/refs/tags/1.23.1.tar.gz -source_filename = openal-soft-1.23.1.tar.gz -source_hash = dfddf3a1f61059853c625b7bb03de8433b455f2f79f89548cbcbd5edca3d4a4a -patch_filename = openal-soft_1.23.1-2_patch.zip -patch_url = https://wrapdb.mesonbuild.com/v2/openal-soft_1.23.1-2/get_patch -patch_hash = e03c3afe0bb40a931d25d41d92a08b90e3c33b217d1b47210b26ca6627eb3aa3 -source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/openal-soft_1.23.1-2/openal-soft-1.23.1.tar.gz -wrapdb_version = 1.23.1-2 - -[provide] -openal = openal_dep diff --git a/wraps/sdl2.wrap b/wraps/sdl2.wrap deleted file mode 100644 index bb790fb..0000000 --- a/wraps/sdl2.wrap +++ /dev/null @@ -1,15 +0,0 @@ -[wrap-file] -directory = SDL2-2.30.6 -source_url = https://github.com/libsdl-org/SDL/releases/download/release-2.30.6/SDL2-2.30.6.tar.gz -source_filename = SDL2-2.30.6.tar.gz -source_hash = c6ef64ca18a19d13df6eb22df9aff19fb0db65610a74cc81dae33a82235cacd4 -patch_filename = sdl2_2.30.6-2_patch.zip -patch_url = https://wrapdb.mesonbuild.com/v2/sdl2_2.30.6-2/get_patch -patch_hash = aa9f6a4947b07510c2ea84fb457e965bebe5a5deeb9f5059fbcf10dfe6b76d1f -source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/sdl2_2.30.6-2/SDL2-2.30.6.tar.gz -wrapdb_version = 2.30.6-2 - -[provide] -sdl2 = sdl2_dep -sdl2main = sdl2main_dep -sdl2_test = sdl2_test_dep diff --git a/wraps/sfml.wrap b/wraps/sfml.wrap index 9c591a1..577ed1e 100644 --- a/wraps/sfml.wrap +++ b/wraps/sfml.wrap @@ -1,13 +1,14 @@ -[wrap-file] -directory = SFML-2.6.2 -source_url = https://github.com/SFML/SFML/archive/refs/tags/2.6.2.tar.gz -source_filename = 2.6.2.tar.gz -source_hash = 15ff4d608a018f287c6a885db0a2da86ea389e516d2323629e4d4407a7ce047f -patch_filename = sfml_2.6.2-1_patch.zip -patch_url = https://wrapdb.mesonbuild.com/v2/sfml_2.6.2-1/get_patch -patch_hash = 36737f7fc6d616be791c6901b15414315b3a77df82dabc80b151d628e5d48386 -source_fallback_url = https://github.com/mesonbuild/wrapdb/releases/download/sfml_2.6.2-1/2.6.2.tar.gz -wrapdb_version = 2.6.2-1 +[wrap-git] +directory=SFML-3.0.0 +url=https://github.com/SFML/SFML.git +revision=3.0.0 +depth=1 +method=cmake [provide] -sfml = sfml_dep +sfml_audio = sfml_audio_dep +sfml_graphics = sfml_graphics_dep +sfml_main = sfml_main_dep +sfml_network = sfml_network_dep +sfml_system = sfml_system_dep +sfml_window = sfml_window_dep