Implemented cmake for parallel building in emscripten/linux

pull/28/head
sigonasr2 11 months ago
parent cf6185bb50
commit 92ac7e5cf8
  1. 4
      .gitignore
  2. 368
      CMakeLists.txt
  3. 24
      Crawler/TODO.txt
  4. BIN
      Crawler/pge.data
  5. 2
      Crawler/pge.js
  6. BIN
      Crawler/pge.wasm
  7. 3
      emscripten_build.ps1
  8. 1
      emscripten_run.ps1

4
.gitignore vendored

@ -377,3 +377,7 @@ Crawler/pixelGameEngine_wasm.o
*.tiled-session *.tiled-session
/Crawler/Crawler.tiled-session /Crawler/Crawler.tiled-session
/Crawler/assets/discordAPI.txt /Crawler/assets/discordAPI.txt
/CMakeFiles
/CMakeCache.txt
/cmake_install.cmake
/Makefile

@ -0,0 +1,368 @@
# require version 3.10 or higher
cmake_minimum_required(VERSION 3.10)
#
# Project
#
# - dictates the output executable filename
#
project(Crawler)
add_compile_options("-s" "USE_FREETYPE=1")
add_compile_options("-O2")
# Options you can set via command-line
option(HAS_TERMINAL "Show a terminal window for STDOUT/STDERR" ON)
option(USE_ALSA "Force using ALSA as audio backend (Linux-only)")
option(USE_PULSEAUDIO "Force using PulseAudio as audio backend (Linux-only)")
option(USE_SDL2_MIXER "Force using SDL2_mixer as audio backend")
#
# C_CXX_SOURCES_DIR
#
# - the place where your C/C++ source files are located
#
set(C_CXX_SOURCES_DIR "Crawler")
#
# C_CXX_HEADERS_DIR
#
# - the place where your C/C++ header files are located
#
set(C_CXX_HEADERS_DIR "Crawler")
#
# ASSETS_DIR
#
# - the place where your pictures, sound files, etc.. live
#
set(ASSETS_DIR "Crawler/assets")
##########################################################################
# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU ARE DOING!! #
##########################################################################
# Set C++ Standards
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
# Build utilizing 8 cores simultaneously.
set(CMAKE_BUILD_PARALLEL_LEVEL 8)
# output executable basename
set(OutputExecutable "${CMAKE_PROJECT_NAME}")
######################################################################
# Directories
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin")
# We need to specify the output for each configuration to make it work
# on Visual Studio solutions.
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin")
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/lib")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_PROFILE "${CMAKE_BINARY_DIR}/bin")
set(SOURCE_DATA_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${ASSETS_DIR})
set(SOURCE_CXX_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${C_CXX_HEADERS_DIR})
set(SOURCE_CXX_SRC_DIR ${CMAKE_CURRENT_SOURCE_DIR}/${C_CXX_SOURCES_DIR})
# Source Files are Curated Here
file(
GLOB SOURCE_CXX_FILES
"${SOURCE_CXX_SRC_DIR}/*.cpp"
)
# Search in the "cmake" directory for additional CMake modules.
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
# Executable aka binary output
add_executable(${OutputExecutable} ${SOURCE_CXX_FILES})
######################################################################
# MacOS
######################################################################
if(APPLE)
# OpenGL
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(OpenGL REQUIRED)
include_directories(${OpenGL_INCLUDE_DIRS})
target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
# Carbon
FIND_LIBRARY(CARBON_LIBRARY Carbon)
target_link_libraries(${OutputExecutable} ${CARBON_LIBRARY})
# GLUT
find_package(GLUT REQUIRED)
target_link_libraries(${OutputExecutable} ${GLUT_LIBRARIES})
# Threads
find_package(Threads REQUIRED)
target_link_libraries(${OutputExecutable} Threads::Threads)
include_directories(${Threads_INCLUDE_DIRS})
# SDL2_mixer
set(USE_SDL2_MIXER ON)
find_package(PNG REQUIRED)
target_link_libraries(${OutputExecutable} PNG::PNG)
include_directories(${PNG_INCLUDE_DIRS})
endif() # APPLE
######################################################################
# Windows: MinGW
######################################################################
if(WIN32 AND MINGW)
# OpenGL
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(OpenGL REQUIRED)
include_directories(${OpenGL_INCLUDE_DIRS})
target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
if (NOT HAS_TERMINAL)
target_link_libraries(${OutputExecutable} -mwindows -municode)
endif (NOT HAS_TERMINAL)
# GDI+
set(GDIPLUS_LIBRARY gdiplus)
target_link_libraries(${OutputExecutable} ${GDIPLUS_LIBRARY})
# Shlwapi
set(SHLWAPI_LIBRARY shlwapi)
target_link_libraries(${OutputExecutable} ${SHLWAPI_LIBRARY})
# Dwmapi
set(DWMAPI_LIBRARY dwmapi)
target_link_libraries(${OutputExecutable} ${DWMAPI_LIBRARY})
if(NOT USE_SDL2_MIXER)
# winmm
set(WINMM_LIBRARY winmm)
target_link_libraries(${OutputExecutable} ${WINMM_LIBRARY})
endif() # NOT USE_SDL2_MIXER
# stdc++fs
target_link_libraries(${OutputExecutable} stdc++fs)
endif()
######################################################################
# Windows: Visual Studio / MSVC
######################################################################
if(WIN32 AND MSVC)
# OpenGL
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(OpenGL REQUIRED)
include_directories(${OpenGL_INCLUDE_DIRS})
target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
# set the startup project to the target executable instead of ALL_BUILD
set_property(
DIRECTORY
${CMAKE_CURRENT_SOURCE_DIR}
PROPERTY
VS_STARTUP_PROJECT
${OutputExecutable}
)
# set working directory for Visual Studio Debugger
set_target_properties(
${OutputExecutable} PROPERTIES
VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
)
# set subsytem, console if HAS_TERMINAL is true. windows if not
if (HAS_TERMINAL)
target_link_options(${OutputExecutable} PRIVATE "/SUBSYSTEM:CONSOLE")
else ()
target_link_options(${OutputExecutable} PRIVATE "/SUBSYSTEM:WINDOWS")
endif ()
# GDI+
set(GDIPLUS_LIBRARY gdiplus)
target_link_libraries(${OutputExecutable} ${GDIPLUS_LIBRARY})
# Shlwapi
set(SHLWAPI_LIBRARY shlwapi)
target_link_libraries(${OutputExecutable} ${SHLWAPI_LIBRARY})
# Dwmapi
set(DWMAPI_LIBRARY dwmapi)
target_link_libraries(${OutputExecutable} ${DWMAPI_LIBRARY})
if(NOT USE_SDL2_MIXER)
# winmm
set(WINMM_LIBRARY winmm)
target_link_libraries(${OutputExecutable} ${WINMM_LIBRARY})
endif()
endif() # Visual Studio / MSVC
######################################################################
# Linux: using anything?
######################################################################
if(UNIX AND NOT APPLE AND NOT EMSCRIPTEN)
# OpenGL
set(OpenGL_GL_PREFERENCE LEGACY)
find_package(OpenGL REQUIRED)
include_directories(${OpenGL_INCLUDE_DIRS})
target_link_libraries(${OutputExecutable} ${OpenGL_LIBRARIES} OpenGL::GL)
# X11
find_package(X11 REQUIRED)
target_link_libraries(${OutputExecutable} X11::X11)
include_directories(${X11_INCLUDE_DIRS})
# Threads
find_package(Threads REQUIRED)
target_link_libraries(${OutputExecutable} Threads::Threads)
include_directories(${Threads_INCLUDE_DIRS})
# TODO: sanity checks
if(USE_ALSA)
# ALSA
find_package(ALSA REQUIRED)
target_link_libraries(${OutputExecutable} ALSA::ALSA)
include_directories(${ALSA_INCLUDE_DIRS})
add_compile_definitions(SOUNDWAVE_USING_ALSA=1)
elseif(USE_SDL2_MIXER)
# Because SDL2_mixer can be used on multiple platforms, we
# defer it's inclusion until outside of the platform/toolchain
# selection logic.
else() # PulseAudio is Default
# PulseAudio
find_package(PulseAudio REQUIRED)
target_link_libraries(${OutputExecutable} ${PULSEAUDIO_LIBRARY} pulse-simple)
include_directories(${PULSEAUDIO_INCLUDE_DIR})
add_compile_definitions(SOUNDWAVE_USING_PULSE=1)
endif()
find_package(PNG REQUIRED)
target_link_libraries(${OutputExecutable} PNG::PNG)
include_directories(${PNG_INCLUDE_DIRS})
# stdc++fs
target_link_libraries(${OutputExecutable} stdc++fs)
endif() # Linux
######################################################################
# Emscripten
######################################################################
if (EMSCRIPTEN)
# Generate an HTML file
set(CMAKE_EXECUTABLE_SUFFIX .html)
# Build Cache: SDL2_mixer, libpng, zlib
execute_process(COMMAND "${EMSCRIPTEN_ROOT_PATH}/embuilder${EMCC_SUFFIX}" build sdl2_mixer freetype libpng zlib)
if(EXISTS "${SOURCE_DATA_DIR}" AND IS_DIRECTORY "${SOURCE_DATA_DIR}")
target_link_options(
${OutputExecutable}
PRIVATE
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sMIN_WEBGL_VERSION=2
-sUSE_LIBPNG=1
-sUSE_FREETYPE=1
-sLLD_REPORT_UNDEFINED
-sFETCH=1
-std=c++20
--proxy-to-worker
-O2
--preload-file ${SOURCE_DATA_DIR}@assets)
else()
target_link_options(
${OutputExecutable}
PRIVATE
-sALLOW_MEMORY_GROWTH=1
-sMAX_WEBGL_VERSION=2
-sMIN_WEBGL_VERSION=2
-sUSE_LIBPNG=1
-sUSE_FREETYPE=1
-sFETCH=1
-std=c++20
--proxy-to-worker
-O2
-sLLD_REPORT_UNDEFINED)
endif()
endif() # Emscripten
if(USE_SDL2_MIXER AND NOT EMSCRIPTEN)
# SDL2_mixer
find_package(SDL2_mixer REQUIRED)
target_link_libraries(${OutputExecutable} SDL2_mixer::SDL2_mixer)
add_compile_definitions(SOUNDWAVE_USING_SDLMIXER=1)
endif() # USE_SDL2_MIXER
######################################################################
# Set include directory
######################################################################
if(IS_DIRECTORY ${SOURCE_CXX_INCLUDE_DIR})
include_directories(${SOURCE_CXX_INCLUDE_DIR})
endif()
######################################################################
# Copy assets/ directory target
######################################################################
set(DATA_OUTPUT_DIR ${CMAKE_BINARY_DIR}/bin/${ASSETS_DIR})
file(GLOB_RECURSE src_data_files
RELATIVE ${SOURCE_DATA_DIR}/ "${SOURCE_DATA_DIR}/*.*" "${SOURCE_DATA_DIR}/*")
foreach(fn ${src_data_files})
add_custom_command(
OUTPUT ${DATA_OUTPUT_DIR}/${fn}
COMMAND ${CMAKE_COMMAND} -E copy ${SOURCE_DATA_DIR}/${fn} ${DATA_OUTPUT_DIR}/${fn}
MAIN_DEPENDENCY ${SOURCE_DATA_DIR}/${fn})
list(APPEND out_data_files ${DATA_OUTPUT_DIR}/${fn})
endforeach()
add_custom_target(copy_data DEPENDS ${out_data_files})
# Copy Asset Files, if not Emscripten
if (NOT EMSCRIPTEN)
add_dependencies(${OutputExecutable} copy_data)
endif()

@ -2,29 +2,7 @@ January 1st
=========== ===========
The Hub / NPC Interactions The Hub / NPC Interactions
Save/Load Game Save/Load Game
- Save Inventory Items/Equips EMSCRIPTEN Version: ???
- Player Base Level/Stats/Accumulated Exp
- Unlock Progress
- World Map Location
- Chapter #
- Gold
- Save File Name
- Game Play Time
Load Game Screen:
Save File Name
Game Play Time
Chapter #
Level / Class
- Start a New Game File
- Load a Game (Load list displays save files in reverse chronological order based on last access)
- Playing Online (Save File Codes? Download save files? Provide a save file server?)
PC Version:
NEW GAME -> Ask for Save File Name -> Saves the Game -> Starts the Game
LOAD GAME -> Show Available Files -> Click to Load -> Start Game
EMSCRIPTEN Version:
NEW GAME -> Ask for a User ID -> Ask for a Save File Name -> Saves the Game -> Starts the Game NEW GAME -> Ask for a User ID -> Ask for a Save File Name -> Saves the Game -> Starts the Game
LOAD GAME -> Ask for a User ID -> Shows Available Files -> Click to Load -> Start Game LOAD GAME -> Ask for a User ID -> Shows Available Files -> Click to Load -> Start Game

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@ -0,0 +1,3 @@
clear
emcmake cmake .
cmake --build . -j 8

@ -0,0 +1 @@
emrun bin/index.html
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