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This repository was archived by the owner on Aug 1, 2022. It is now read-only.
Ok, the shader compiler I used (dxc and spirv-cross) are no longer required (or used), and the engine and game compile and run (Windows only for now), but you need to update the engine submodule to this commit: juanjp600/pge@655f8a0 for it to function without crashing.
This also makes assimp a submodule, and adds three new compiler directives for the engine, PGE_D3D for Direct3D support, PGE_VKR for Vulkan, and PGE_OGL for OpenGL.
I also removed the OpenVR submodule, as I didn't mean to add it.
I've been looking into supporting Linux with this (was going to make a new PR), however there is a bug in both gcc and clang that prevents PGE's String class from compiling.
I'm still looking for obvious workarounds, but I think the "workaround" is custom patches to gcc (clang doesn't support some of the c++20 features yet) or rewrite parts of the String code to work on linux. Not gonna make a new issue on PGE regarding Strings, as juanjp600/pge#56 exists, which might fix this depending on implementation. clang/llvm issuegcc issue
macOS support with CMake is unknown as I don't own a mac.
TODO: futureproof the CMake files with removal of TARGET_RUNTIME_DLLS
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All the c/cpp files compile, but the shaders are an issue I spotted.
To "compile" shaders, you will need https://github.com/microsoft/DirectXShaderCompiler and https://github.com/KhronosGroup/SPIRV-Cross.
Make sure to set
DXC_CMDto thedxc.exefile andSPVC_CMDtospirv-cross.exefile (assuming Windows).Note:
Due to the way pge is designed, the compiled shaders don't work.
This also updates assimp