This converts it to SFML 3.0 but the build only runs on Windows at the moment.

master
Zed A. Shaw 2 months ago
parent cdbd83ded7
commit 105c974f1c
  1. 34
      main.cpp
  2. 43
      meson.build
  3. 11
      raycaster.cpp
  4. 553
      sfmlcaster.cpp
  5. 13
      wraps/openal-soft.wrap
  6. 15
      wraps/sdl2.wrap
  7. 23
      wraps/sfml.wrap

@ -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;

@ -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)

@ -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, $height);
view_sprite.setTexture(view_texture);
view_sprite.setPosition(0, 0);
view_sprite.setPosition({0, 0});
pixels = make_unique<RGBA[]>($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);
}

@ -1,553 +0,0 @@
#include <fmt/core.h>
#include <SFML/Graphics.hpp>
#include <SFML/Graphics/Image.hpp>
#include <numbers>
#include <algorithm>
#include <cmath>
#include "matrix.hpp"
#include <cstdlib>
#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<uint32_t> 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<uint32_t>& 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<std::pair<double, int>> 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;
}
}

@ -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

@ -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

@ -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

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