ISPC texcomp is so, so much faster and supports bc6 (hdr) as well as bc5 and others down to bc1.
421 lines
17 KiB
Zig
421 lines
17 KiB
Zig
const std = @import("std");
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const Build = std.Build;
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const Step = Build.Step;
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// Although this function looks imperative, note that its job is to
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// declaratively construct a build graph that will be executed by an external
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// runner.
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pub fn build(b: *Build) void {
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// Standard target options allows the person running `zig build` to choose
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// what target to build for. Here we do not override the defaults, which
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// means any target is allowed, and the default is native. Other options
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// for restricting supported target set are available.
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const target = b.standardTargetOptions(.{});
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// Standard optimization options allow the person running `zig build` to select
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// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
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// set a preferred release mode, allowing the user to decide how to optimize.
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const optimize = b.standardOptimizeOption(.{});
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const buildOptimize = b.option(
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std.builtin.OptimizeMode,
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"boptimize",
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"Prioritize performance, safety, or binary size for build time tools",
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) orelse .Debug;
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const basisu_optimize = b.option(std.builtin.OptimizeMode, "basisu_optimize", "Optimization level for basisu. ReleaseSafe or faster is recommented, otherwise it's slow or can crash due to ubsan.") orelse .ReleaseFast;
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const basisu_dep = b.dependency("mach-basisu", .{
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.target = target,
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.optimize = basisu_optimize,
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});
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const zalgebra_dep = b.dependency("zalgebra", .{});
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const assets_mod = b.addModule("assets", .{ .root_source_file = .{ .path = "src/assets/root.zig" } });
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const asset_manifest_mod = b.addModule("asset_manifest", .{ .root_source_file = .{ .path = "src/gen/asset_manifest.zig" } });
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asset_manifest_mod.addImport("assets", assets_mod);
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const assets_step = b.step("assets", "Build and install assets");
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b.getInstallStep().dependOn(assets_step);
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const assetc = buildAssetCompiler(b, buildOptimize);
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const install_assetc_step = b.addInstallArtifact(assetc, .{ .dest_dir = .{ .override = .prefix } });
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assets_step.dependOn(&install_assetc_step.step);
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assetc.root_module.addImport("assets", assets_mod);
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assetc.root_module.addImport("asset_manifest", asset_manifest_mod);
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const gen_asset_manifest = buildAssets(b, &install_assetc_step.step, assets_step, assetc, "assets") catch |err| {
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std.log.err("Failed to build assets {}\n", .{err});
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@panic("buildAssets");
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};
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const gen_asset_manifest_mod = b.createModule(.{ .root_source_file = gen_asset_manifest });
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gen_asset_manifest_mod.addImport("assets", assets_mod);
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asset_manifest_mod.addImport("asset_manifest_gen", gen_asset_manifest_mod);
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const lib = b.addSharedLibrary(.{
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.name = "learnopengl",
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.root_source_file = .{ .path = "src/game.zig" },
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.target = target,
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.optimize = optimize,
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});
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const lib_unit_tests = b.addTest(.{
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.root_source_file = .{ .path = "src/game.zig" },
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.target = target,
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.optimize = optimize,
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});
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const lib_compiles = [_]*Step.Compile{ lib, lib_unit_tests };
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inline for (lib_compiles) |l| {
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l.root_module.addImport("zalgebra", zalgebra_dep.module("zalgebra"));
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l.root_module.addImport("assets", assets_mod);
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l.root_module.addImport("asset_manifest", asset_manifest_mod);
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l.linkLibrary(basisu_dep.artifact("mach-basisu"));
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l.root_module.addImport("mach-basisu", basisu_dep.module("mach-basisu"));
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}
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const install_lib = b.addInstallArtifact(lib, .{ .dest_dir = .{ .override = .prefix } });
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b.getInstallStep().dependOn(&install_lib.step);
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const exe = b.addExecutable(.{
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.name = "learnopengl",
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// In this case the main source file is merely a path, however, in more
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// complicated build scripts, this could be a generated file.
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.root_source_file = .{ .path = "src/main.zig" },
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.target = target,
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.optimize = optimize,
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});
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if (b.systemIntegrationOption("SDL2", .{ .default = b.host.result.os.tag != .windows })) {
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exe.linkSystemLibrary("SDL2");
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inline for (lib_compiles) |l| {
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l.linkSystemLibrary("SDL2");
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}
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} else {
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const sdl_dep = b.dependency("SDL", .{
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.target = target,
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.optimize = .ReleaseSafe,
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});
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const sdl2 = sdl_dep.artifact("SDL2");
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b.getInstallStep().dependOn(&b.addInstallArtifact(sdl2, .{ .dest_dir = .{ .override = .prefix } }).step);
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exe.linkLibrary(sdl2);
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inline for (lib_compiles) |l| {
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l.linkLibrary(sdl2);
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}
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}
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// This declares intent for the executable to be installed into the
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// standard location when the user invokes the "install" step (the default
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// step when running `zig build`).
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const install_exe = b.addInstallArtifact(exe, .{ .dest_dir = .{ .override = .prefix } });
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b.getInstallStep().dependOn(&install_exe.step);
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// This *creates* a Run step in the build graph, to be executed when another
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// step is evaluated that depends on it. The next line below will establish
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// such a dependency.
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const run_cmd = b.addRunArtifact(exe);
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// By making the run step depend on the install step, it will be run from the
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// installation directory rather than directly from within the cache directory.
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// This is not necessary, however, if the application depends on other installed
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// files, this ensures they will be present and in the expected location.
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run_cmd.step.dependOn(b.getInstallStep());
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// This allows the user to pass arguments to the application in the build
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// command itself, like this: `zig build run -- arg1 arg2 etc`
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if (b.args) |args| {
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run_cmd.addArgs(args);
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}
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// This creates a build step. It will be visible in the `zig build --help` menu,
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// and can be selected like this: `zig build run`
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// This will evaluate the `run` step rather than the default, which is "install".
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests);
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const exe_unit_tests = b.addTest(.{
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.root_source_file = .{ .path = "src/main.zig" },
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.target = target,
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.optimize = optimize,
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});
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const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
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// Similar to creating the run step earlier, this exposes a `test` step to
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// the `zig build --help` menu, providing a way for the user to request
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// running the unit tests.
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const test_step = b.step("test", "Run unit tests");
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test_step.dependOn(&run_lib_unit_tests.step);
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test_step.dependOn(&run_exe_unit_tests.step);
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}
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const NestedAssetDef = union(enum) {
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path: std.StringArrayHashMapUnmanaged(NestedAssetDef),
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asset: usize,
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pub fn put(self: *NestedAssetDef, allocator: std.mem.Allocator, path: []const u8, id: usize) !void {
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var iter = try std.fs.path.componentIterator(path);
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const filename = iter.last().?.name;
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_ = iter.first();
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// Skip first one because it's always "assets"
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_ = iter.next();
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var current = &self.path;
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while (iter.next()) |comp| {
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if (comp.name.ptr == filename.ptr) break;
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const gop = try current.getOrPut(allocator, comp.name);
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if (!gop.found_existing) {
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gop.value_ptr.* = NestedAssetDef{ .path = .{} };
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}
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current = &gop.value_ptr.path;
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}
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try current.put(allocator, std.fs.path.stem(filename), NestedAssetDef{ .asset = id });
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}
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pub fn deinit(self: *NestedAssetDef, allocator: std.mem.Allocator) void {
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switch (self.*) {
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.path => |*path| path.deinit(allocator),
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else => {},
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}
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}
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};
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// Find all assets and cook them using assetc
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fn buildAssets(b: *std.Build, install_assetc_step: *Step, step: *Step, assetc: *Step.Compile, path: []const u8) !Build.LazyPath {
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const assetsPath = b.pathFromRoot(path);
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defer b.allocator.free(assetsPath);
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var assetsDir = try std.fs.openDirAbsolute(assetsPath, .{ .iterate = true });
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defer assetsDir.close();
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var asset_id: usize = 1; // Start at 1 because asset id 0 = null asset
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var meshes = NestedAssetDef{ .path = .{} };
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var shaders = NestedAssetDef{ .path = .{} };
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var shader_programs = NestedAssetDef{ .path = .{} };
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var textures = NestedAssetDef{ .path = .{} };
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var asset_paths = std.ArrayList([]const u8).init(b.allocator);
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var walker = try assetsDir.walk(b.allocator);
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defer walker.deinit();
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while (try walker.next()) |entry| {
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if (std.mem.endsWith(u8, entry.basename, ".obj")) {
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const run_assetc = b.addRunArtifact(assetc);
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run_assetc.step.dependOn(install_assetc_step);
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run_assetc.addPathDir(b.pathFromRoot("libs/ispc_texcomp/lib"));
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run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) });
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const out_name = try std.mem.concat(
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b.allocator,
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u8,
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&.{ std.fs.path.stem(entry.basename), ".mesh" },
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);
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const compiled_file = run_assetc.addOutputFileArg(out_name);
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const out_path = b.pathJoin(&.{
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path,
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std.fs.path.dirname(entry.path) orelse "",
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out_name,
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});
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const install_asset = b.addInstallFileWithDir(
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compiled_file,
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.prefix,
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out_path,
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);
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step.dependOn(&install_asset.step);
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{
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const id = asset_id;
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asset_id += 1;
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try meshes.put(b.allocator, out_path, id);
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try asset_paths.append(out_path);
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}
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}
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if (std.mem.endsWith(u8, entry.basename, ".glsl")) {
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const out_path = b.pathJoin(&.{
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path,
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entry.path,
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});
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const install_shader = b.addInstallFileWithDir(.{ .path = out_path }, .prefix, out_path);
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step.dependOn(&install_shader.step);
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{
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const id = asset_id;
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asset_id += 1;
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try shaders.put(b.allocator, out_path, id);
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try asset_paths.append(out_path);
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}
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}
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// Shader program
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if (std.mem.endsWith(u8, entry.basename, ".prog")) {
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const run_assetc = b.addRunArtifact(assetc);
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run_assetc.step.dependOn(install_assetc_step);
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run_assetc.addPathDir(b.pathFromRoot("libs/ispc_texcomp/lib"));
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run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) });
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const compiled_file = run_assetc.addOutputFileArg(b.dupe(entry.basename));
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const out_path = b.pathJoin(&.{
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path,
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entry.path,
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});
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const install_asset = b.addInstallFileWithDir(
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compiled_file,
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.prefix,
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out_path,
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);
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step.dependOn(&install_asset.step);
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{
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const id = asset_id;
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asset_id += 1;
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try shader_programs.put(b.allocator, out_path, id);
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try asset_paths.append(out_path);
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}
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}
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if (std.mem.endsWith(u8, entry.basename, ".png") or std.mem.endsWith(u8, entry.basename, ".jpg") or std.mem.endsWith(u8, entry.basename, ".exr")) {
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const run_assetc = b.addRunArtifact(assetc);
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run_assetc.step.dependOn(install_assetc_step);
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run_assetc.addPathDir(b.pathFromRoot("libs/ispc_texcomp/lib"));
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run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) });
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const out_name = try std.mem.concat(
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b.allocator,
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u8,
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&.{ std.fs.path.stem(entry.basename), ".tex" }, // basisu
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);
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const compiled_file = run_assetc.addOutputFileArg(out_name);
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const out_path = b.pathJoin(&.{
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path,
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std.fs.path.dirname(entry.path) orelse "",
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out_name,
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});
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const install_asset = b.addInstallFileWithDir(
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compiled_file,
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.prefix,
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out_path,
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);
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step.dependOn(&install_asset.step);
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{
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const id = asset_id;
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asset_id += 1;
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try textures.put(b.allocator, out_path, id);
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try asset_paths.append(out_path);
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}
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}
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}
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const manifest_path = try writeAssetManifest(b, asset_paths.items, &meshes, &shaders, &shader_programs, &textures);
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return manifest_path;
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}
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fn writeNestedAssetDef(writer: anytype, handle: []const u8, name: []const u8, asset_def: *NestedAssetDef, indent: usize) !void {
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switch (asset_def.*) {
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.path => |*path| {
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var iter = path.iterator();
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try writer.writeByteNTimes(' ', indent * 4);
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try std.fmt.format(writer, "pub const {} = struct {{\n", .{std.zig.fmtId(name)});
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while (iter.next()) |entry| {
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try writeNestedAssetDef(writer, handle, entry.key_ptr.*, entry.value_ptr, indent + 1);
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}
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try writer.writeByteNTimes(' ', indent * 4);
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try std.fmt.format(writer, "}};\n", .{});
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},
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.asset => |id| {
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try writer.writeByteNTimes(' ', indent * 4);
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try std.fmt.format(writer, "pub const {} = Handle.{s}{{ .id = {} }};\n", .{ std.zig.fmtId(name), handle, id });
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},
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}
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}
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fn writeAssetManifest(
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b: *Build,
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asset_paths: [][]const u8,
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meshes: *NestedAssetDef,
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shaders: *NestedAssetDef,
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shader_programs: *NestedAssetDef,
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textures: *NestedAssetDef,
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) !Build.LazyPath {
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var mesh_asset_manifest = std.ArrayList(u8).init(b.allocator);
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const writer = mesh_asset_manifest.writer();
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try writer.writeAll("// Generated file, do not edit manually!\n\n");
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try writer.writeAll("const std = @import(\"std\");\n");
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// TODO: import AssetId instead of harcoding u32s
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try writer.writeAll("const Handle = @import(\"assets\").Handle;\n\n");
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try writeNestedAssetDef(writer, "Mesh", "Meshes", meshes, 0);
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try writer.writeByte('\n');
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try writeNestedAssetDef(writer, "Shader", "Shaders", shaders, 0);
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try writer.writeByte('\n');
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try writeNestedAssetDef(writer, "ShaderProgram", "ShaderPrograms", shader_programs, 0);
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try writer.writeByte('\n');
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try writeNestedAssetDef(writer, "Texture", "Textures", textures, 0);
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try writer.writeByte('\n');
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try writer.writeAll("pub const asset_paths = [_][]const u8{\n");
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for (asset_paths) |path| {
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try std.fmt.format(writer, " \"{}\",\n", .{std.zig.fmtEscapes(path)});
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}
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try writer.writeAll("};\n\n");
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try writer.writeAll("pub const asset_path_to_asset_id = std.ComptimeStringMap(u32, .{\n");
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for (asset_paths, 0..) |path, i| {
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try std.fmt.format(writer, " .{{ \"{}\", {} }},\n", .{ std.zig.fmtEscapes(path), i + 1 });
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}
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try writer.writeAll("});\n\n");
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const result = mesh_asset_manifest.toOwnedSlice() catch @panic("OOM");
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const write_step = b.addWriteFiles();
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const manifest_path = write_step.add("asset_manifest.gen.zig", result);
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return manifest_path;
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}
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fn buildAssetCompiler(b: *Build, optimize: std.builtin.OptimizeMode) *Step.Compile {
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const assimp_dep = b.dependency("zig-assimp", .{
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.target = b.host,
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.optimize = optimize,
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//.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"),
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.formats = @as([]const u8, "Obj"),
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});
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const assimp_lib = assimp_dep.artifact("assimp");
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const assetc = b.addExecutable(.{
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.name = "assetc",
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.target = b.host,
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.root_source_file = .{ .path = "tools/asset_compiler.zig" },
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.optimize = optimize,
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});
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assetc.linkLibC();
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b.installFile("libs/ispc_texcomp/lib/ispc_texcomp.dll", "ispc_texcomp.dll");
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b.installFile("libs/ispc_texcomp/lib/ispc_texcomp.pdb", "ispc_texcomp.pdb");
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assetc.addLibraryPath(.{ .path = "libs/ispc_texcomp/lib" });
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assetc.addIncludePath(.{ .path = "libs/ispc_texcomp/include" });
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assetc.linkSystemLibrary("ispc_texcomp");
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assetc.root_module.addAnonymousImport("formats", .{ .root_source_file = .{ .path = "src/formats.zig" } });
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assetc.linkLibrary(assimp_lib);
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assetc.linkLibC();
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assetc.linkLibCpp();
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assetc.addCSourceFile(.{ .file = .{ .path = "libs/stb/stb_image.c" }, .flags = &.{"-std=c99"} });
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assetc.addIncludePath(.{ .path = "libs/stb" });
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return assetc;
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}
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