engine/build.zig

245 lines
9.9 KiB
Zig

const std = @import("std");
const Build = std.Build;
const Step = Build.Step;
const GenerateAssetManifest = @import("tools/GenerateAssetManifest.zig");
// 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 zalgebra_dep = b.dependency("zalgebra", .{});
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);
const install_assetc_step = b.addInstallArtifact(assetc, .{ .dest_dir = .{ .override = .prefix } });
assets_step.dependOn(&install_assetc_step.step);
assetc.root_module.addImport("assets", assets_mod);
const gen_asset_manifest = buildAssets(b, &install_assetc_step.step, assets_step, assetc, "assets") catch |err| {
std.log.err("Failed to build assets {}\n", .{err});
@panic("buildAssets");
};
const gen_asset_manifest_mod = b.createModule(.{ .root_source_file = gen_asset_manifest });
gen_asset_manifest_mod.addImport("assets", assets_mod);
asset_manifest_mod.addImport("asset_manifest_gen", gen_asset_manifest_mod);
const lib = b.addSharedLibrary(.{
.name = "learnopengl",
.root_source_file = .{ .path = "src/game.zig" },
.target = target,
.optimize = optimize,
});
const lib_unit_tests = b.addTest(.{
.root_source_file = .{ .path = "src/game.zig" },
.target = target,
.optimize = optimize,
});
const lib_compiles = [_]*Step.Compile{ lib, lib_unit_tests };
inline for (lib_compiles) |l| {
l.root_module.addImport("zalgebra", zalgebra_dep.module("zalgebra"));
l.root_module.addImport("assets", assets_mod);
l.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 })) {
exe.linkSystemLibrary("SDL2");
inline for (lib_compiles) |l| {
l.linkSystemLibrary("SDL2");
}
} else {
const sdl_dep = b.dependency("SDL", .{
.target = target,
.optimize = .ReleaseSafe,
});
const sdl2 = sdl_dep.artifact("SDL2");
b.getInstallStep().dependOn(&b.addInstallArtifact(sdl2, .{ .dest_dir = .{ .override = .prefix } }).step);
exe.linkLibrary(sdl2);
inline for (lib_compiles) |l| {
l.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);
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 asset_extensions = [_][]const u8{
"obj",
"glsl",
"prog",
"png",
"jpg",
"exr",
};
// Find all assets and cook them using assetc
fn buildAssets(b: *std.Build, install_assetc_step: *Step, step: *Step, assetc: *Step.Compile, path: []const u8) !Build.LazyPath {
const assetsPath = b.pathFromRoot(path);
defer b.allocator.free(assetsPath);
var assetsDir = try std.fs.openDirAbsolute(assetsPath, .{ .iterate = true });
defer assetsDir.close();
const gen_asset_manifest = GenerateAssetManifest.create(b);
const asset_manifest_file = gen_asset_manifest.getAssetManifest();
var walker = try assetsDir.walk(b.allocator);
defer walker.deinit();
while (try walker.next()) |entry| {
const ext_with_dot = std.fs.path.extension(entry.basename);
if (ext_with_dot.len == 0) continue;
const ext = ext_with_dot[1..];
var is_known_ext = false;
for (asset_extensions) |known_ext| {
if (std.mem.eql(u8, known_ext, ext)) {
is_known_ext = true;
break;
}
}
if (!is_known_ext) continue;
const run_assetc = b.addRunArtifact(assetc);
gen_asset_manifest.addAssetListFile(run_assetc.captureStdOut());
run_assetc.step.dependOn(install_assetc_step);
run_assetc.addPathDir(b.pathFromRoot("libs/ispc_texcomp/lib"));
// First argument, input path relative to base assets dir
run_assetc.addArg(b.dupe(entry.path));
// Absolute input file arg, this will add it to step deps, cache and all that good stuff
run_assetc.addFileArg(.{ .path = b.pathJoin(&.{ path, entry.path }) });
// Generated output dir. Output asset(s) will be placed there at the same relative path as input
const result_dir = run_assetc.addOutputFileArg("assets");
const install_assets = b.addInstallDirectory(.{
.source_dir = result_dir,
.install_dir = .prefix,
.install_subdir = path,
});
step.dependOn(&install_assets.step);
}
return asset_manifest_file;
}
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_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.linkLibC();
b.installFile("libs/ispc_texcomp/lib/ispc_texcomp.dll", "ispc_texcomp.dll");
b.installFile("libs/ispc_texcomp/lib/ispc_texcomp.pdb", "ispc_texcomp.pdb");
assetc.addLibraryPath(.{ .path = "libs/ispc_texcomp/lib" });
assetc.addIncludePath(.{ .path = "libs/ispc_texcomp/include" });
assetc.linkSystemLibrary("ispc_texcomp");
assetc.root_module.addAnonymousImport("formats", .{ .root_source_file = .{ .path = "src/formats.zig" } });
assetc.linkLibrary(assimp_lib);
assetc.linkLibC();
assetc.linkLibCpp();
assetc.addCSourceFile(.{ .file = .{ .path = "libs/stb/stb_image.c" }, .flags = &.{"-std=c99"} });
assetc.addIncludePath(.{ .path = "libs/stb" });
return assetc;
}