const std = @import("std"); const Build = std.Build; const Step = Build.Step; // Although this function looks imperative, note that its job is to // declaratively construct a build graph that will be executed by an external // runner. pub fn build(b: *Build) void { // Standard target options allows the person running `zig build` to choose // what target to build for. Here we do not override the defaults, which // means any target is allowed, and the default is native. Other options // for restricting supported target set are available. const target = b.standardTargetOptions(.{}); // Standard optimization options allow the person running `zig build` to select // between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not // set a preferred release mode, allowing the user to decide how to optimize. const optimize = b.standardOptimizeOption(.{}); const buildOptimize = b.option( std.builtin.OptimizeMode, "boptimize", "Prioritize performance, safety, or binary size for build time tools", ) orelse .Debug; const assets_mod = b.addModule("assets", .{ .root_source_file = .{ .path = "src/assets/root.zig" } }); const asset_manifest_mod = b.addModule("asset_manifest", .{ .root_source_file = .{ .path = "src/gen/asset_manifest.zig" } }); asset_manifest_mod.addImport("assets", assets_mod); const assets_step = b.step("assets", "Build and install assets"); b.getInstallStep().dependOn(assets_step); const assetc = buildAssetCompiler(b, buildOptimize); assetc.root_module.addImport("assets", assets_mod); assetc.root_module.addImport("asset_manifest", asset_manifest_mod); buildAssets(b, assets_step, assetc, "assets") catch |err| { std.log.err("Failed to build assets {}\n", .{err}); @panic("buildAssets"); }; const zalgebra_dep = b.dependency("zalgebra", .{}); const lib = b.addSharedLibrary(.{ .name = "learnopengl", .root_source_file = .{ .path = "src/game.zig" }, .target = target, .optimize = optimize, }); lib.root_module.addImport("zalgebra", zalgebra_dep.module("zalgebra")); lib.root_module.addImport("assets", assets_mod); lib.root_module.addImport("asset_manifest", asset_manifest_mod); const install_lib = b.addInstallArtifact(lib, .{ .dest_dir = .{ .override = .prefix } }); b.getInstallStep().dependOn(&install_lib.step); const exe = b.addExecutable(.{ .name = "learnopengl", // In this case the main source file is merely a path, however, in more // complicated build scripts, this could be a generated file. .root_source_file = .{ .path = "src/main.zig" }, .target = target, .optimize = optimize, }); if (b.systemIntegrationOption("SDL2", .{ .default = b.host.result.os.tag != .windows })) { lib.linkSystemLibrary("SDL2"); exe.linkSystemLibrary("SDL2"); } else { if (b.lazyDependency("SDL", .{ .target = target, .optimize = .ReleaseSafe, })) |sdl_dep| { const sdl2 = sdl_dep.artifact("SDL2"); lib.linkLibrary(sdl2); exe.linkLibrary(sdl2); } } // This declares intent for the executable to be installed into the // standard location when the user invokes the "install" step (the default // step when running `zig build`). const install_exe = b.addInstallArtifact(exe, .{ .dest_dir = .{ .override = .prefix } }); b.getInstallStep().dependOn(&install_exe.step); // This *creates* a Run step in the build graph, to be executed when another // step is evaluated that depends on it. The next line below will establish // such a dependency. const run_cmd = b.addRunArtifact(exe); // By making the run step depend on the install step, it will be run from the // installation directory rather than directly from within the cache directory. // This is not necessary, however, if the application depends on other installed // files, this ensures they will be present and in the expected location. run_cmd.step.dependOn(b.getInstallStep()); // This allows the user to pass arguments to the application in the build // command itself, like this: `zig build run -- arg1 arg2 etc` if (b.args) |args| { run_cmd.addArgs(args); } // This creates a build step. It will be visible in the `zig build --help` menu, // and can be selected like this: `zig build run` // This will evaluate the `run` step rather than the default, which is "install". const run_step = b.step("run", "Run the app"); run_step.dependOn(&run_cmd.step); // // Creates a step for unit testing. This only builds the test executable // // but does not run it. // const lib_unit_tests = b.addTest(.{ // .root_source_file = .{ .path = "src/root.zig" }, // .target = target, // .optimize = optimize, // }); // const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests); const exe_unit_tests = b.addTest(.{ .root_source_file = .{ .path = "src/main.zig" }, .target = target, .optimize = optimize, }); const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests); // Similar to creating the run step earlier, this exposes a `test` step to // the `zig build --help` menu, providing a way for the user to request // running the unit tests. const test_step = b.step("test", "Run unit tests"); // test_step.dependOn(&run_lib_unit_tests.step); test_step.dependOn(&run_exe_unit_tests.step); } const NestedAssetDef = union(enum) { path: std.StringArrayHashMapUnmanaged(NestedAssetDef), asset: usize, pub fn put(self: *NestedAssetDef, allocator: std.mem.Allocator, path: []const u8, id: usize) !void { var iter = try std.fs.path.componentIterator(path); const filename = iter.last().?.name; _ = iter.first(); // Skip first one because it's always "assets" _ = iter.next(); var current = &self.path; while (iter.next()) |comp| { if (comp.name.ptr == filename.ptr) break; const gop = try current.getOrPut(allocator, comp.name); if (!gop.found_existing) { gop.value_ptr.* = NestedAssetDef{ .path = .{} }; } current = &gop.value_ptr.path; } try current.put(allocator, std.fs.path.stem(filename), NestedAssetDef{ .asset = id }); } pub fn deinit(self: *NestedAssetDef, allocator: std.mem.Allocator) void { switch (self.*) { .path => |*path| path.deinit(allocator), else => {}, } } }; // Find all assets and cook them using assetc fn buildAssets(b: *std.Build, step: *Step, assetc: *Step.Compile, path: []const u8) !void { const assetsPath = b.pathFromRoot(path); defer b.allocator.free(assetsPath); var assetsDir = try std.fs.openDirAbsolute(assetsPath, .{ .iterate = true }); defer assetsDir.close(); var asset_id: usize = 1; // Start at 1 because asset id 0 = null asset var meshes = NestedAssetDef{ .path = .{} }; var shaders = NestedAssetDef{ .path = .{} }; var shader_programs = NestedAssetDef{ .path = .{} }; var asset_paths = std.ArrayList([]const u8).init(b.allocator); var walker = try assetsDir.walk(b.allocator); defer walker.deinit(); while (try walker.next()) |entry| { if (std.mem.endsWith(u8, entry.basename, ".obj")) { const run_assetc = b.addRunArtifact(assetc); run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) }); const out_name = try std.mem.concat( b.allocator, u8, &.{ std.fs.path.stem(entry.basename), ".mesh" }, ); const compiled_file = run_assetc.addOutputFileArg(out_name); const out_path = b.pathJoin(&.{ path, std.fs.path.dirname(entry.path) orelse "", out_name, }); const install_asset = b.addInstallFileWithDir( compiled_file, .prefix, out_path, ); step.dependOn(&install_asset.step); { const id = asset_id; asset_id += 1; try meshes.put(b.allocator, out_path, id); try asset_paths.append(out_path); } } if (std.mem.endsWith(u8, entry.basename, ".glsl")) { const out_path = b.pathJoin(&.{ path, entry.path, }); const install_shader = b.addInstallFileWithDir(.{ .path = out_path }, .prefix, out_path); step.dependOn(&install_shader.step); { const id = asset_id; asset_id += 1; try shaders.put(b.allocator, out_path, id); try asset_paths.append(out_path); } } // Shader program if (std.mem.endsWith(u8, entry.basename, ".prog")) { const run_assetc = b.addRunArtifact(assetc); run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) }); const compiled_file = run_assetc.addOutputFileArg(b.dupe(entry.basename)); const out_path = b.pathJoin(&.{ path, entry.path, }); const install_asset = b.addInstallFileWithDir( compiled_file, .prefix, out_path, ); step.dependOn(&install_asset.step); { const id = asset_id; asset_id += 1; try shader_programs.put(b.allocator, out_path, id); try asset_paths.append(out_path); } } } const manifest_step = try writeAssetManifest(b, step, asset_paths.items, &meshes, &shaders, &shader_programs); assetc.step.dependOn(&manifest_step.step); } fn writeNestedAssetDef(writer: anytype, handle: []const u8, name: []const u8, asset_def: *NestedAssetDef, indent: usize) !void { switch (asset_def.*) { .path => |*path| { var iter = path.iterator(); try writer.writeByteNTimes(' ', indent * 4); try std.fmt.format(writer, "pub const {} = struct {{\n", .{std.zig.fmtId(name)}); while (iter.next()) |entry| { try writeNestedAssetDef(writer, handle, entry.key_ptr.*, entry.value_ptr, indent + 1); } try writer.writeByteNTimes(' ', indent * 4); try std.fmt.format(writer, "}};\n", .{}); }, .asset => |id| { try writer.writeByteNTimes(' ', indent * 4); try std.fmt.format(writer, "pub const {} = Handle.{s}{{ .id = {} }};\n", .{ std.zig.fmtId(name), handle, id }); }, } } fn writeAssetManifest( b: *Build, asset_step: *Step, asset_paths: [][]const u8, meshes: *NestedAssetDef, shaders: *NestedAssetDef, shader_programs: *NestedAssetDef, ) !*Step.WriteFile { var mesh_asset_manifest = std.ArrayList(u8).init(b.allocator); const writer = mesh_asset_manifest.writer(); try writer.writeAll("// Generated file, do not edit manually!\n\n"); try writer.writeAll("const std = @import(\"std\");\n"); // TODO: import AssetId instead of harcoding u32s try writer.writeAll("const Handle = @import(\"assets\").Handle;\n\n"); try writeNestedAssetDef(writer, "Mesh", "Meshes", meshes, 0); try writer.writeByte('\n'); try writeNestedAssetDef(writer, "Shader", "Shaders", shaders, 0); try writer.writeByte('\n'); try writeNestedAssetDef(writer, "ShaderProgram", "ShaderPrograms", shader_programs, 0); try writer.writeByte('\n'); try writer.writeAll("pub const asset_paths = [_][]const u8{\n"); for (asset_paths) |path| { try std.fmt.format(writer, " \"{}\",\n", .{std.zig.fmtEscapes(path)}); } try writer.writeAll("};\n\n"); try writer.writeAll("pub const asset_path_to_asset_id = std.ComptimeStringMap(u32, .{\n"); for (asset_paths, 0..) |path, i| { try std.fmt.format(writer, " .{{ \"{}\", {} }},\n", .{ std.zig.fmtEscapes(path), i + 1 }); } try writer.writeAll("});\n\n"); const result = mesh_asset_manifest.toOwnedSlice() catch @panic("OOM"); const write_step = b.addWriteFiles(); write_step.addBytesToSource(result, "src/gen/asset_manifest.gen.zig"); asset_step.dependOn(&write_step.step); return write_step; } fn buildAssetCompiler(b: *Build, optimize: std.builtin.OptimizeMode) *Step.Compile { const assimp_dep = b.dependency("zig-assimp", .{ .target = b.host, .optimize = optimize, //.formats = @as([]const u8, "3DS,3MF,AC,AMF,ASE,Assbin,Assjson,Assxml,B3D,Blender,BVH,C4D,COB,Collada,CSM,DXF,FBX,glTF,glTF2,HMP,IFC,Irr,LWO,LWS,M3D,MD2,MD3,MD5,MDC,MDL,MMD,MS3D,NDO,NFF,Obj,OFF,Ogre,OpenGEX,Ply,Q3BSP,Q3D,Raw,SIB,SMD,Step,STEPParser,STL,Terragen,Unreal,X,X3D,XGL"), .formats = @as([]const u8, "Obj"), }); //const assimp = assimp_dep.builder.dependency("assimp", .{}); const assimp_lib = assimp_dep.artifact("assimp"); const assetc = b.addExecutable(.{ .name = "assetc", .target = b.host, .root_source_file = .{ .path = "tools/asset_compiler.zig" }, .optimize = optimize, }); assetc.root_module.addAnonymousImport("formats", .{ .root_source_file = .{ .path = "src/formats.zig" } }); assetc.linkLibrary(assimp_lib); assetc.linkLibC(); assetc.linkLibCpp(); b.installArtifact(assetc); return assetc; }