Fixes for Linux
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3
.gitignore
vendored
Normal file
3
.gitignore
vendored
Normal file
@@ -0,0 +1,3 @@
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bin/
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build/
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*.txt.user
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@@ -23,7 +23,9 @@ set (CMAKE_DEBUG_POSTFIX "_d")
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if(WIN32)
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set(COMMON_LIBS sb7 optimized glfw3 debug glfw3_d ${GLFW_LIBRARIES} ${OPENGL_LIBRARIES})
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elseif (UNIX)
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set(COMMON_LIBS sb7 glfw3 ${GLFW_LIBRARIES} rt dl)
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find_package(PkgConfig REQUIRED)
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pkg_check_modules(GLFW REQUIRED glfw3)
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set(COMMON_LIBS sb7 glfw3 X11 Xrandr Xinerama Xi Xxf86vm Xcursor GL rt dl)
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else()
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set(COMMON_LIBS sb7)
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endif()
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@@ -144,7 +146,7 @@ foreach(EXAMPLE ${EXAMPLES})
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endforeach(EXAMPLE)
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IF (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_LINUX")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -D_LINUX -std=c++0x")
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ENDIF (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
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include_directories( include )
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@@ -32,6 +32,9 @@
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#define WIN32_LEAN_AND_MEAN 1
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#include <Windows.h>
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#else
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#include <unistd.h>
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#define Sleep(t) sleep(t)
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#endif
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#include "GL/gl3w.h"
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@@ -28,7 +28,7 @@
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#include "GL/glext.h"
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void * sb6GetProcAddress(const char * funcname);
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GL3WglProc sb6GetProcAddress(const char * funcname);
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int sb6IsExtensionSupported(const char * extname);
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#endif /* __SB6EXT_H__ */
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@@ -133,14 +133,14 @@ public:
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GLuint fs;
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};
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GLuint shaders[2];
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};
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} shader;
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vs = sb7::shader::load("media/shaders/dflandscape/dflandscape.vs.glsl", GL_VERTEX_SHADER);
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fs = sb7::shader::load("media/shaders/dflandscape/dflandscape.fs.glsl", GL_FRAGMENT_SHADER);
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shader.vs = sb7::shader::load("media/shaders/dflandscape/dflandscape.vs.glsl", GL_VERTEX_SHADER);
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shader.fs = sb7::shader::load("media/shaders/dflandscape/dflandscape.fs.glsl", GL_FRAGMENT_SHADER);
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glDeleteProgram(sdf_program);
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sdf_program = sb7::program::link_from_shaders(shaders, 2, true);
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sdf_program = sb7::program::link_from_shaders(shader.shaders, 2, true);
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GLint foo = glGetUniformLocation(sdf_program, "uv_transform");
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}
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@@ -31,7 +31,7 @@ sb7::application * sb7::application::app = 0;
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#include <string.h>
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void * sb6GetProcAddress(const char * funcname)
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GL3WglProc sb6GetProcAddress(const char * funcname)
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{
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return gl3wGetProcAddress(funcname);
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}
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@@ -146,12 +146,12 @@ public:
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GLuint fs;
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};
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GLuint shaders[2];
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};
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} shader;
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vs = sb7::shader::load("media/shaders/sdfdemo/sdf.vs.glsl", GL_VERTEX_SHADER);
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fs = sb7::shader::load("media/shaders/sdfdemo/sdf.fs.glsl", GL_FRAGMENT_SHADER);
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shader.vs = sb7::shader::load("media/shaders/sdfdemo/sdf.vs.glsl", GL_VERTEX_SHADER);
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shader.fs = sb7::shader::load("media/shaders/sdfdemo/sdf.fs.glsl", GL_FRAGMENT_SHADER);
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sdf_program = sb7::program::link_from_shaders(shaders, 2, true);
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sdf_program = sb7::program::link_from_shaders(shader.shaders, 2, true);
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GLint foo = glGetUniformLocation(sdf_program, "uv_transform");
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}
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