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https://github.com/bailwillharr/engine.git
synced 2024-09-21 04:51:18 +00:00
Do some stuff
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@ -13,7 +13,7 @@
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namespace components {
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class DECLSPEC Camera : public Component {
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class ENGINE_API Camera : public Component {
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public:
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Camera(Object* parent);
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@ -7,7 +7,7 @@ class Window;
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class Input;
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class ResourceManager;
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class DECLSPEC Component {
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class ENGINE_API Component {
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public:
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@ -8,7 +8,7 @@
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namespace components {
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class DECLSPEC CustomComponent : public Component {
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class ENGINE_API CustomComponent : public Component {
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public:
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CustomComponent(Object* parent);
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@ -14,7 +14,7 @@
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namespace components {
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class DECLSPEC Renderer : public Component {
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class ENGINE_API Renderer : public Component {
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public:
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Renderer(Object*);
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@ -11,7 +11,7 @@
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namespace components {
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class DECLSPEC UI : public Component {
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class ENGINE_API UI : public Component {
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public:
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UI(Object*);
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@ -14,7 +14,7 @@
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namespace components {
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class DECLSPEC Transform : public Component {
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class ENGINE_API Transform : public Component {
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// Scale, rotate (XYZ), translate
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@ -1,13 +1,13 @@
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#pragma once
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#ifndef DECLSPEC
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#ifndef ENGINE_API
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# ifdef _MSC_VER
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# ifdef ENGINE_EXPORTS
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# define DECLSPEC __declspec(dllexport)
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# define ENGINE_API __declspec(dllexport)
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# else
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# define DECLSPEC __declspec(dllimport)
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# define ENGINE_API __declspec(dllimport)
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# endif
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# else
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# define DECLSPEC
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# define ENGINE_API
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# endif
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#endif
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@ -19,7 +19,7 @@ enum class InputDevice : int {
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};
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// This class should be used to get platform/input-device independent input
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class DECLSPEC Input {
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class ENGINE_API Input {
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public:
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@ -33,7 +33,7 @@ struct GameIO {
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// This object lives until it is deleted by its parent(s) or finally when the "Scene" is destroyed.
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// Therefore it is safe to return raw pointers
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class DECLSPEC Object {
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class ENGINE_API Object {
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public:
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Object(std::string name, Object* parent, SceneRoot& root, struct GameIO things);
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@ -9,7 +9,7 @@
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// Doesn't own resources, only holds weak_ptrs
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class DECLSPEC ResourceManager {
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class ENGINE_API ResourceManager {
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public:
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ResourceManager();
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@ -12,7 +12,7 @@
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namespace resources {
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class DECLSPEC Font : public Resource {
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class ENGINE_API Font : public Resource {
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public:
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@ -22,7 +22,7 @@ struct Vertex {
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namespace resources {
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class DECLSPEC Mesh : public Resource {
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class ENGINE_API Mesh : public Resource {
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public:
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Mesh(const std::vector<Vertex>& vertices);
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@ -5,7 +5,7 @@
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#include <string>
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#include <filesystem>
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class DECLSPEC Resource {
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class ENGINE_API Resource {
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public:
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Resource(const std::filesystem::path& resPath, const std::string& type);
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@ -13,7 +13,7 @@
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namespace resources {
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class DECLSPEC Shader : public Resource {
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class ENGINE_API Shader : public Resource {
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public:
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Shader(const std::filesystem::path& resPath);
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@ -8,7 +8,7 @@
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namespace resources {
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class DECLSPEC Texture : public Resource {
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class ENGINE_API Texture : public Resource {
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private:
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@ -7,7 +7,7 @@
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#include <filesystem>
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// Holds everything you would expect to find in a game scene
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class DECLSPEC SceneRoot : public Object {
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class ENGINE_API SceneRoot : public Object {
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public:
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// create a new empty scene
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@ -14,9 +14,9 @@
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#include <array>
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#include <string>
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DECLSPEC extern const uint64_t BILLION;
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ENGINE_API extern const uint64_t BILLION;
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class DECLSPEC Window {
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class ENGINE_API Window {
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public:
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Window(const std::string& title);
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97
renderer/CMakeLists.txt
Normal file
97
renderer/CMakeLists.txt
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@ -0,0 +1,97 @@
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cmake_minimum_required(VERSION 3.4)
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# options
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project(
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engine_renderer
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LANGUAGES CXX
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VERSION "0.1.0"
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)
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add_library(${PROJECT_NAME} SHARED
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src/renderer.cpp
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# API
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include/renderer.hpp
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)
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# compiling options:
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target_compile_definitions(${PROJECT_NAME} PRIVATE DEFINITIONS "PROJECT_EXPORTS")
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set_property(TARGET ${PROJECT_NAME} PROPERTY CXX_STANDARD 20)
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set_property(TARGET ${PROJECT_NAME} PROPERTY CXX_STANDARD_REQUIRED ON)
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if (MSVC)
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target_compile_options(${PROJECT_NAME} PRIVATE /W3)
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target_compile_options(${PROJECT_NAME} PRIVATE /MP)
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endif()
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target_include_directories(${PROJECT_NAME} PUBLIC include)
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target_include_directories(${PROJECT_NAME} PRIVATE src)
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# Pass some project information into the source code
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configure_file(config.h.in config.h)
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target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
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# libraries:
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# MinGW library if using it
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if (MINGW)
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target_link_libraries(${PROJECT_NAME} PUBLIC mingw32)
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endif()
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# SDL2:
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set(SDL2_DISABLE_INSTALL ON CACHE INTERNAL "" FORCE)
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set(SDL_SHARED ON CACHE INTERNAL "" FORCE)
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set(SDL_STATIC OFF CACHE INTERNAL "" FORCE)
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set(SDL_TEST OFF CACHE INTERNAL "" FORCE)
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set(BUILD_SHARED_LIBS ON)
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add_subdirectory(dependencies/SDL)
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target_include_directories(${PROJECT_NAME} PUBLIC dependencies/SDL/include)
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target_link_libraries(${PROJECT_NAME} PUBLIC SDL2::SDL2)
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target_link_libraries(${PROJECT_NAME} PUBLIC SDL2::SDL2main)
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# GLM:
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set(BUILD_SHARED_LIBS OFF)
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add_subdirectory(dependencies/glm)
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target_include_directories(${PROJECT_NAME} PUBLIC dependencies/glm)
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# GLAD:
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set(GLAD_PROFILE "core" CACHE INTERNAL "" FORCE)
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set(GLAD_API "gl=3.3" CACHE INTERNAL "" FORCE)
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if (CMAKE_BUILD_TYPE STREQUAL "Debug")
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set(GLAD_GENERATOR "c-debug" CACHE INTERNAL "" FORCE)
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else()
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set(GLAD_GENERATOR "c" CACHE INTERNAL "" FORCE)
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endif()
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set(GLAD_SPEC "gl" CACHE INTERNAL "" FORCE)
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set(BUILD_SHARED_LIBS OFF)
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add_subdirectory(dependencies/glad)
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set_property(TARGET glad PROPERTY POSITION_INDEPENDENT_CODE ON)
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target_link_libraries(${PROJECT_NAME} PUBLIC glad)
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target_include_directories(${PROJECT_NAME} PUBLIC dependencies/glad/include)
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# spdlog
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set(SPDLOG_BUILD_SHARED ON CACHE INTERNAL "" FORCE)
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set(BUILD_SHARED_LIBS ON)
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add_subdirectory(dependencies/spdlog)
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target_link_libraries(${PROJECT_NAME} PUBLIC spdlog)
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target_include_directories(${PROJECT_NAME} PUBLIC dependencies/spdlog/include)
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# freetype
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set(FT_DISABLE_ZLIB TRUE CACHE INTERNAL "" FORCE)
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set(FT_DISABLE_BZIP2 TRUE CACHE INTERNAL "" FORCE)
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set(FT_DISABLE_PNG TRUE CACHE INTERNAL "" FORCE)
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set(FT_DISABLE_HARFBUZZ TRUE CACHE INTERNAL "" FORCE)
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set(FT_DISABLE_BROTLI TRUE CACHE INTERNAL "" FORCE)
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set(BUILD_SHARED_LIBS ON)
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add_subdirectory(dependencies/freetype)
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target_link_libraries(${PROJECT_NAME} PRIVATE freetype)
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target_include_directories(${PROJECT_NAME} PRIVATE dependencies/freetype/include)
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# stb
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target_include_directories(${PROJECT_NAME} PRIVATE dependencies/stb)
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