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const std = @import("std");
const ShaderStage = enum { fragment, vertex };
pub fn build(b: *std.Build) void {
const target = b.standardTargetOptions(.{});
const optimize = b.standardOptimizeOption(.{});
const glfw = b.addStaticLibrary(.{
.name = "glfw",
.target = target,
.optimize = optimize,
});
glfw.addCSourceFiles(.{ .files = &[_][]const u8{
"ext/glfw/src/cocoa_init.m",
"ext/glfw/src/cocoa_joystick.m",
"ext/glfw/src/cocoa_monitor.m",
"ext/glfw/src/cocoa_time.c",
"ext/glfw/src/cocoa_window.m",
"ext/glfw/src/context.c",
"ext/glfw/src/egl_context.c",
"ext/glfw/src/glx_context.c",
"ext/glfw/src/init.c",
"ext/glfw/src/input.c",
"ext/glfw/src/linux_joystick.c",
"ext/glfw/src/monitor.c",
"ext/glfw/src/nsgl_context.m",
"ext/glfw/src/null_init.c",
"ext/glfw/src/null_joystick.c",
"ext/glfw/src/null_monitor.c",
"ext/glfw/src/null_window.c",
"ext/glfw/src/osmesa_context.c",
"ext/glfw/src/platform.c",
"ext/glfw/src/posix_module.c",
"ext/glfw/src/posix_poll.c",
"ext/glfw/src/posix_thread.c",
"ext/glfw/src/posix_time.c",
"ext/glfw/src/vulkan.c",
"ext/glfw/src/wgl_context.c",
"ext/glfw/src/win32_init.c",
"ext/glfw/src/win32_joystick.c",
"ext/glfw/src/win32_module.c",
"ext/glfw/src/win32_monitor.c",
"ext/glfw/src/win32_thread.c",
"ext/glfw/src/win32_time.c",
"ext/glfw/src/win32_window.c",
"ext/glfw/src/window.c",
"ext/glfw/src/wl_init.c",
"ext/glfw/src/wl_monitor.c",
"ext/glfw/src/wl_window.c",
"ext/glfw/src/x11_init.c",
"ext/glfw/src/x11_monitor.c",
"ext/glfw/src/x11_window.c",
"ext/glfw/src/xkb_unicode.c",
}, .flags = &[_][]const u8{ "-D_GLFW_X11", "-Wall", "-Wextra" } });
glfw.linkLibC();
const exe = b.addExecutable(.{
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
.name = "sideros",
});
exe.addIncludePath(b.path("ext/glfw/include"));
// If "opengl" was passed as an option, this statement will define USE_OPENGL,
// which will be checked inside renderer.zig, it will use the opengl backend if that was defined,
// else it won't thus the backend will be vulkan
const opengl = b.option(bool, "opengl", "Use OpenGL instead of Vulkan.") orelse false;
const options = b.addOptions();
options.addOption(bool, "opengl", opengl);
exe.root_module.addOptions("config", options);
if (opengl) {
exe.addIncludePath(b.path("ext/gl/include"));
exe.addCSourceFile(.{
.file = b.path("ext/gl/src/glad.c"),
.flags = &[_][]const u8{"-Iinclude"},
});
} else {
exe.linkSystemLibrary("vulkan");
compileAllShaders(b, exe);
}
exe.linkLibrary(glfw);
exe.linkLibC();
b.installArtifact(exe);
const run_cmd = b.addRunArtifact(exe);
run_cmd.step.dependOn(b.getInstallStep());
if (b.args) |args| {
run_cmd.addArgs(args);
}
const run_step = b.step("run", "Run the app");
run_step.dependOn(&run_cmd.step);
const exe_unit_tests = b.addTest(.{
.root_source_file = b.path("src/main.zig"),
.target = target,
.optimize = optimize,
});
const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
const test_step = b.step("test", "Run unit tests");
test_step.dependOn(&run_exe_unit_tests.step);
}
fn compileAllShaders(b: *std.Build, exe: *std.Build.Step.Compile) void {
const shaders_dir = if (@hasDecl(@TypeOf(b.build_root.handle), "openIterableDir"))
b.build_root.handle.openIterableDir("assets/shaders", .{}) catch @panic("Failed to open shaders directory")
else
b.build_root.handle.openDir("assets/shaders", .{ .iterate = true }) catch @panic("Failed to open shaders directory");
var file_it = shaders_dir.iterate();
while (file_it.next() catch @panic("Failed to iterate shader directory")) |entry| {
if (entry.kind == .file) {
const ext = std.fs.path.extension(entry.name);
const basename = std.fs.path.basename(entry.name);
const name = basename[0 .. basename.len - ext.len];
if (std.mem.eql(u8, ext, ".vert")) {
addShader(b, exe, name, .vertex);
} else if (std.mem.eql(u8, ext, ".frag")) {
addShader(b, exe, name, .fragment);
}
}
}
}
fn addShader(b: *std.Build, exe: *std.Build.Step.Compile, name: []const u8, stage: ShaderStage) void {
const mod_name = std.fmt.allocPrint(b.allocator, "{s}_{s}", .{ name, if (stage == .vertex) "vert" else "frag" }) catch @panic("");
const source = std.fmt.allocPrint(b.allocator, "assets/shaders/{s}.{s}", .{ name, if (stage == .vertex) "vert" else "frag" }) catch @panic("");
const outpath = std.fmt.allocPrint(b.allocator, "assets/shaders/{s}_{s}.spv", .{ name, if (stage == .vertex) "vert" else "frag" }) catch @panic("");
const shader_compilation = b.addSystemCommand(&.{"glslc"});
shader_compilation.addArg("-o");
const output = shader_compilation.addOutputFileArg(outpath);
shader_compilation.addFileArg(b.path(source));
exe.root_module.addAnonymousImport(mod_name, .{ .root_source_file = output });
}
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