ScriptComponent stores only a script name string (POD, serializable); instances are reconciled by ScriptRuntime each frame (PhysicsWorld pattern): orphan/rename cleanup with OnDestroy, per-name instantiation from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT), OnCreate on bind, OnUpdate after physics step on scaled dt. Engine framerate loop only sees the base interface, so future Lua/C# behaviors plug in as foreign ScriptBehavior implementations with zero engine changes. Ships a Spinner sample script and Inspector script picker.
51 lines
1.8 KiB
CMake
51 lines
1.8 KiB
CMake
# App 层源文件:main + editor/(docking 编辑器)+ scripts/(C++ 原生脚本)
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file(GLOB EDITOR_SOURCES CONFIGURE_DEPENDS
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${CMAKE_CURRENT_SOURCE_DIR}/editor/*.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/editor/*.h)
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file(GLOB SCRIPT_SOURCES CONFIGURE_DEPENDS
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${CMAKE_CURRENT_SOURCE_DIR}/scripts/*.cpp)
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add_executable(HelloVulkan main.cpp ${EDITOR_SOURCES} ${SCRIPT_SOURCES})
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target_include_directories(HelloVulkan PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/editor)
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target_link_libraries(HelloVulkan PRIVATE Engine)
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###### 自动构建 shader ######
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find_program(GLSLC glslc REQUIRED)
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set(SHADER_SRC_DIR ${CMAKE_SOURCE_DIR}/shaders)
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set(SHADER_OUT_DIR ${CMAKE_BINARY_DIR}/bin/shaders)
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function(auto_compile_shader glsl_file) # glsl_file 是相对 SHADER_SRC_DIR 的路径
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# 推断 stage:'.vert' -> 'vert'
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get_filename_component(stage ${glsl_file} EXT)
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string(SUBSTRING ${stage} 1 -1 stage)
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set(spv ${SHADER_OUT_DIR}/${glsl_file}.spv)
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get_filename_component(spv_dir ${spv} DIRECTORY) # 保留子目录
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add_custom_command(
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OUTPUT ${spv}
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COMMAND ${CMAKE_COMMAND} -E make_directory ${spv_dir}
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COMMAND ${GLSLC} -fshader-stage=${stage}
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-o ${spv} ${SHADER_SRC_DIR}/${glsl_file}
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DEPENDS ${SHADER_SRC_DIR}/${glsl_file}
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VERBATIM)
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set_source_files_properties(${spv} PROPERTIES GENERATED TRUE)
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target_sources(${PROJECT_NAME} PRIVATE ${spv})
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set_property(DIRECTORY APPEND PROPERTY HZ_SHADER_SPV_FILES ${spv})
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endfunction()
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file(GLOB_RECURSE SHADER_SOURCES
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CONFIGURE_DEPENDS # 新增 shader 时自动重配
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RELATIVE ${SHADER_SRC_DIR}
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${SHADER_SRC_DIR}/*.vert
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${SHADER_SRC_DIR}/*.frag
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${SHADER_SRC_DIR}/*.comp)
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foreach (f ${SHADER_SOURCES})
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auto_compile_shader(${f})
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endforeach() |