去除无用代码

pull/2/head
InkSoul 2023-07-16 22:27:07 +08:00
parent ce3f433d55
commit 1603473aaf
3 changed files with 7 additions and 68 deletions

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@ -21,14 +21,14 @@ function(buildHomework HOMEWORK_NAME)
SET(SOURCE ${SOURCE} ${CMAKE_BINARY_DIR}/xdg-shell-client-protocol.h ${CMAKE_BINARY_DIR}/xdg-shell-protocol.c )
ENDIF()
# Add shaders
set(SHADER_DIR_GLSL "../data/buster_drone/shaders/glsl")
file(GLOB SHADERS_GLSL "${SHADER_DIR_GLSL}/*.vert" "${SHADER_DIR_GLSL}/*.frag" "${SHADER_DIR_GLSL}/*.comp" "${SHADER_DIR_GLSL}/*.geom" "${SHADER_DIR_GLSL}/*.tesc" "${SHADER_DIR_GLSL}/*.tese" "${SHADER_DIR_GLSL}/*.mesh" "${SHADER_DIR_GLSL}/*.task" "${SHADER_DIR_GLSL}/*.rgen" "${SHADER_DIR_GLSL}/*.rchit" "${SHADER_DIR_GLSL}/*.rmiss" "${SHADER_DIR_GLSL}/*.rcall")
set(SHADER_DIR_HLSL "../data/buster_drone/shaders/hlsl")
file(GLOB SHADERS_HLSL "${SHADER_DIR_HLSL}/*.vert" "${SHADER_DIR_HLSL}/*.frag" "${SHADER_DIR_HLSL}/*.comp" "${SHADER_DIR_HLSL}/*.geom" "${SHADER_DIR_HLSL}/*.tesc" "${SHADER_DIR_HLSL}/*.tese" "${SHADER_DIR_HLSL}/*.mesh" "${SHADER_DIR_HLSL}/*.task" "${SHADER_DIR_HLSL}/*.rgen" "${SHADER_DIR_HLSL}/*.rchit" "${SHADER_DIR_HLSL}/*.rmiss" "${SHADER_DIR_HLSL}/*.rcall")
source_group("Shaders\\GLSL" FILES ${SHADERS_GLSL})
source_group("Shaders\\HLSL" FILES ${SHADERS_HLSL})
#set(SHADER_DIR_GLSL "../data/buster_drone/shaders/glsl")
#file(GLOB SHADERS_GLSL "${SHADER_DIR_GLSL}/*.vert" "${SHADER_DIR_GLSL}/*.frag" "${SHADER_DIR_GLSL}/*.comp" "${SHADER_DIR_GLSL}/*.geom" "${SHADER_DIR_GLSL}/*.tesc" "${SHADER_DIR_GLSL}/*.tese" "${SHADER_DIR_GLSL}/*.mesh" "${SHADER_DIR_GLSL}/*.task" "${SHADER_DIR_GLSL}/*.rgen" "${SHADER_DIR_GLSL}/*.rchit" "${SHADER_DIR_GLSL}/*.rmiss" "${SHADER_DIR_GLSL}/*.rcall")
#set(SHADER_DIR_HLSL "../data/buster_drone/shaders/hlsl")
#file(GLOB SHADERS_HLSL "${SHADER_DIR_HLSL}/*.vert" "${SHADER_DIR_HLSL}/*.frag" "${SHADER_DIR_HLSL}/*.comp" "${SHADER_DIR_HLSL}/*.geom" "${SHADER_DIR_HLSL}/*.tesc" "${SHADER_DIR_HLSL}/*.tese" "${SHADER_DIR_HLSL}/*.mesh" "${SHADER_DIR_HLSL}/*.task" "${SHADER_DIR_HLSL}/*.rgen" "${SHADER_DIR_HLSL}/*.rchit" "${SHADER_DIR_HLSL}/*.rmiss" "${SHADER_DIR_HLSL}/*.rcall")
#source_group("Shaders\\GLSL" FILES ${SHADERS_GLSL})
#source_group("Shaders\\HLSL" FILES ${SHADERS_HLSL})
# Add optional readme / tutorial
file(GLOB README_FILES "${HOMEWORK_FOLDER}/*.md")
#file(GLOB README_FILES "${HOMEWORK_FOLDER}/*.md")
if(WIN32)
add_executable(${HOMEWORK_NAME} WIN32 ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES}
"render/glTFModel.h"

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@ -1,42 +0,0 @@
#include "assetLoader.h"
void assetLoader::readDirectory(const std::string& directory, const std::string& pattern, std::map<std::string, std::string>& filelist, bool recursive)
{
std::string searchpattern(directory + "/" + pattern);
WIN32_FIND_DATA data;
HANDLE hFind;
if ((hFind = FindFirstFile(searchpattern.c_str(), &data)) != INVALID_HANDLE_VALUE) {
do {
std::string filename(data.cFileName);
filename.erase(filename.find_last_of("."), std::string::npos);
filelist[filename] = directory + "/" + data.cFileName;
} while (FindNextFile(hFind, &data) != 0);
FindClose(hFind);
}
if (recursive) {
std::string dirpattern = directory + "/*";
if ((hFind = FindFirstFile(dirpattern.c_str(), &data)) != INVALID_HANDLE_VALUE) {
do {
if (data.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) {
char subdir[MAX_PATH];
strcpy(subdir, directory.c_str());
strcat(subdir, "/");
strcat(subdir, data.cFileName);
if ((strcmp(data.cFileName, ".") != 0) && (strcmp(data.cFileName, "..") != 0)) {
readDirectory(subdir, pattern, filelist, recursive);
}
}
} while (FindNextFile(hFind, &data) != 0);
FindClose(hFind);
}
}
}
std::string assetLoader::getAssetPath()
{
return "./../data/";
}

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@ -1,19 +0,0 @@
#pragma once
#include <stdlib.h>
#include <stdio.h>
#include <fstream>
#include <iostream>
#include <string>
#include <map>
#include "vulkan/vulkan.h"
#include "VulkanDevice.hpp"
namespace assetLoader
{
void readDirectory(const std::string& directory, const std::string& pattern, std::map<std::string, std::string>& filelist, bool recursive);
std::string getAssetPath();
};