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Merge pull request #3 from Bytenol/1-algorithm-to-rasterize-circle
Introducing emscripten
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@@ -7,6 +7,8 @@ CMakePresets.json | |
# project specific directories | ||
build | ||
scratch | ||
ems_build | ||
node_modules | ||
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# globals | ||
out | ||
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cmake_minimum_required(VERSION 3.5.0) | ||
project(Physics_for_cpp_games_animation_with_opengl VERSION 0.1.0 LANGUAGES C CXX) | ||
cmake_minimum_required(VERSION 3.19) | ||
project(Physics_for_cpp_games_animation VERSION 0.1.0 LANGUAGES C CXX) | ||
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set(CMAKE_CXX_STANDARD 20) | ||
set(CMAKE_CXX_STANDARD_REQUIRED ON) | ||
set(EXECUTABLE_OUTPUT_PATH ${CMAKE_BINARY_DIR}/bin) | ||
set(LIBRARY_OUTPUT_PATH ${CMAKE_BINARY_DIR}/lib) | ||
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add_subdirectory(deps/SDL-release-2.30.7) | ||
if(NOT CMAKE_CXX_COMPILER) | ||
set(CMAKE_CXX_COMPILER em++) | ||
endif() | ||
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include_directories(deps/SDL-release-2.30.7/include) | ||
include_directories(include) | ||
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file(GLOB SRC_FILES "src/*.cpp") | ||
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foreach (SRC IN LISTS SRC_FILES) | ||
string(REGEX MATCH "[A-Z|a-z|0-9]+.cpp" FILE_NAME ${SRC}) | ||
string(REPLACE ".cpp" "" FILE ${FILE_NAME}) | ||
add_executable("phy_${FILE}" "src/${FILE_NAME}") | ||
target_link_libraries("phy_${FILE}" SDL2main SDL2-static) | ||
endforeach() | ||
add_subdirectory(src/rigidBodyTest) |
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Simple DirectMedia Layer | ||
Copyright (C) 1997-2011 Sam Lantinga <[email protected]> | ||
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This software is provided 'as-is', without any express or implied | ||
warranty. In no event will the authors be held liable for any damages | ||
arising from the use of this software. | ||
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Permission is granted to anyone to use this software for any purpose, | ||
including commercial applications, and to alter it and redistribute it | ||
freely, subject to the following restrictions: | ||
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1. The origin of this software must not be misrepresented; you must not | ||
claim that you wrote the original software. If you use this software | ||
in a product, an acknowledgment in the product documentation would be | ||
appreciated but is not required. | ||
2. Altered source versions must be plainly marked as such, and must not be | ||
misrepresented as being the original software. | ||
3. This notice may not be removed or altered from any source distribution. | ||
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--- | ||
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Portions of these headers taken from SDL2 (where noted) | ||
Copyright (C) 1997-2013 Sam Lantinga <[email protected]> |
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/* | ||
Simple DirectMedia Layer | ||
Copyright (C) 1997-2011 Sam Lantinga <[email protected]> | ||
This software is provided 'as-is', without any express or implied | ||
warranty. In no event will the authors be held liable for any damages | ||
arising from the use of this software. | ||
Permission is granted to anyone to use this software for any purpose, | ||
including commercial applications, and to alter it and redistribute it | ||
freely, subject to the following restrictions: | ||
1. The origin of this software must not be misrepresented; you must not | ||
claim that you wrote the original software. If you use this software | ||
in a product, an acknowledgment in the product documentation would be | ||
appreciated but is not required. | ||
2. Altered source versions must be plainly marked as such, and must not be | ||
misrepresented as being the original software. | ||
3. This notice may not be removed or altered from any source distribution. | ||
*/ | ||
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/** | ||
* \file SDL.h | ||
* | ||
* Main include header for the SDL library | ||
*/ | ||
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/** | ||
* \mainpage Simple DirectMedia Layer (SDL) | ||
* | ||
* http://www.libsdl.org/ | ||
* | ||
* \section intro_sec Introduction | ||
* | ||
* This is the Simple DirectMedia Layer, a general API that provides low | ||
* level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, | ||
* and 2D framebuffer across multiple platforms. | ||
* | ||
* SDL is written in C, but works with C++ natively, and has bindings to | ||
* several other languages, including Ada, C#, Eiffel, Erlang, Euphoria, | ||
* Guile, Haskell, Java, Lisp, Lua, ML, Objective C, Pascal, Perl, PHP, | ||
* Pike, Pliant, Python, Ruby, and Smalltalk. | ||
* | ||
* This library is distributed under GNU LGPL version 2, which can be | ||
* found in the file "COPYING". This license allows you to use SDL | ||
* freely in commercial programs as long as you link with the dynamic | ||
* library. | ||
* | ||
* The best way to learn how to use SDL is to check out the header files in | ||
* the "include" subdirectory and the programs in the "test" subdirectory. | ||
* The header files and test programs are well commented and always up to date. | ||
* More documentation is available in HTML format in "docs/index.html", and | ||
* a documentation wiki is available online at: | ||
* http://www.libsdl.org/cgi/docwiki.cgi | ||
* | ||
* The test programs in the "test" subdirectory are in the public domain. | ||
* | ||
* Frequently asked questions are answered online: | ||
* http://www.libsdl.org/faq.php | ||
* | ||
* If you need help with the library, or just want to discuss SDL related | ||
* issues, you can join the developers mailing list: | ||
* http://www.libsdl.org/mailing-list.php | ||
* | ||
* Enjoy! | ||
* Sam Lantinga ([email protected]) | ||
*/ | ||
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#ifndef _SDL_H | ||
#define _SDL_H | ||
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#include "SDL_main.h" | ||
#include "SDL_stdinc.h" | ||
#include "SDL_assert.h" | ||
#include "SDL_atomic.h" | ||
#include "SDL_audio.h" | ||
#include "SDL_clipboard.h" | ||
#include "SDL_cpuinfo.h" | ||
#include "SDL_endian.h" | ||
#include "SDL_error.h" | ||
#include "SDL_events.h" | ||
#include "SDL_hints.h" | ||
#include "SDL_loadso.h" | ||
#include "SDL_log.h" | ||
#include "SDL_mutex.h" | ||
#include "SDL_power.h" | ||
#include "SDL_render.h" | ||
#include "SDL_rwops.h" | ||
#include "SDL_thread.h" | ||
#include "SDL_timer.h" | ||
#include "SDL_version.h" | ||
#include "SDL_video.h" | ||
#include "SDL_compat.h" | ||
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#include "begin_code.h" | ||
/* Set up for C function definitions, even when using C++ */ | ||
#ifdef __cplusplus | ||
/* *INDENT-OFF* */ | ||
extern "C" { | ||
/* *INDENT-ON* */ | ||
#endif | ||
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/* As of version 0.5, SDL is loaded dynamically into the application */ | ||
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/** | ||
* \name SDL_INIT_* | ||
* | ||
* These are the flags which may be passed to SDL_Init(). You should | ||
* specify the subsystems which you will be using in your application. | ||
*/ | ||
/*@{*/ | ||
#define SDL_INIT_TIMER 0x00000001 | ||
#define SDL_INIT_AUDIO 0x00000010 | ||
#define SDL_INIT_VIDEO 0x00000020 | ||
#define SDL_INIT_JOYSTICK 0x00000200 | ||
#define SDL_INIT_HAPTIC 0x00001000 | ||
#define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ | ||
#define SDL_INIT_EVERYTHING 0x0000FFFF | ||
/*@}*/ | ||
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/** | ||
* This function initializes the subsystems specified by \c flags | ||
* Unless the ::SDL_INIT_NOPARACHUTE flag is set, it will install cleanup | ||
* signal handlers for some commonly ignored fatal signals (like SIGSEGV). | ||
*/ | ||
extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); | ||
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/** | ||
* This function initializes specific SDL subsystems | ||
*/ | ||
extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); | ||
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/** | ||
* This function cleans up specific SDL subsystems | ||
*/ | ||
extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); | ||
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/** | ||
* This function returns a mask of the specified subsystems which have | ||
* previously been initialized. | ||
* | ||
* If \c flags is 0, it returns a mask of all initialized subsystems. | ||
*/ | ||
extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); | ||
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/** | ||
* This function cleans up all initialized subsystems. You should | ||
* call it upon all exit conditions. | ||
*/ | ||
extern DECLSPEC void SDLCALL SDL_Quit(void); | ||
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/* Ends C function definitions when using C++ */ | ||
#ifdef __cplusplus | ||
/* *INDENT-OFF* */ | ||
} | ||
/* *INDENT-ON* */ | ||
#endif | ||
#include "close_code.h" | ||
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#endif /* _SDL_H */ | ||
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/* vi: set ts=4 sw=4 expandtab: */ |
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