- phong shading
- scene graph
- raycasting
- shadow mapping
mkdir Debug && cd Debug
cmake -DCMAKE_BUILD_TYPE=Debug ..
cmake --build .
./native
mkdir Release && cd Release
cmake -DCMAKE_BUILD_TYPE=Release ..
cmake --build .
./native
cd tests
mkdir Debug && cd Debug
cmake -DCMAKE_BUILD_TYPE=Debug ..
cmake --build .
./tests
cd tests
mkdir Release && cd Release
cmake -DCMAKE_BUILD_TYPE=Release ..
cmake --build .
./tests
Currently, the native code is only tested with Cmake on linux. The cmake config uses sdl3 in the submodule and links it statically so there should be no requirement to install sdl to build or run the app
the cmake script for copying shaders only works when cmake see a change to a cpp or header file, so there's a copy_shaders.sh script as a workaround for when you've only changed the shaders
While the main project cmake takes care of most of the tracy setup, building the profiler is done by cd-ing into third_party/tracy and running.
cmake -B profiler/build -S profiler -DCMAKE_BUILD_TYPE=Release or, since Tracy assumes you're on wayland, but you can tell it to use X11 by setting LEGACY=1
cmake -B profiler/build -S profiler -DCMAKE_BUILD_TYPE=Release -DLEGACY=1 if you're on X11
to generate the build files, followed by
cmake --build profiler/build --config Release --parallel
to build, and then, finally
./profiler/build/tracy-profiler to run
also, you might need to run cmake on the main app with DCMAKE_BUILD_TYPE=RelWithDebIndo. I don't know why but the profile doesn't seem to find
the app if it's set to the normal dev-mode Debug
