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Makefile
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CC := gcc
CC_WIN32 := i686-w64-mingw32-gcc
CC_WIN64 := x86_64-w64-mingw32-gcc
CFLAGS_DEBUG := -Wall -g -O0 -std=c11
CFLAGS_RELEASE := -Wall -g -O3 -flto -std=c11
INCLUDES := -Isrc
# On Linux, only static link with my custom libcurl
LIBS_LINUX := -l:src/libs/linux/GL/libGLEW.a \
-lcrypto -lssl -lSDL2 -lGL -lm
# On Windows, static link with custom libcurl, GLEW, and SDL2
LIBS_WIN32 := -lmingw32 \
-l:src/libs/win32/GL/libglew32.a \
-l:src/libs/win32/SDL2/libSDL2.a \
-l:src/libs/win32/SDL2/libSDL2main.a \
-lmingw32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lversion \
-lopengl32 -lws2_32 -limagehlp
LIBS_WIN64 := -lmingw32 \
-l:src/libs/win64/GL/libglew32.a \
-l:src/libs/win64/SDL2/libSDL2.a \
-l:src/libs/win64/SDL2/libSDL2main.a \
-lmingw32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lversion \
-lopengl32 -lws2_32 -limagehlp
TARGET := procgame
GAME := obj/game_state.o obj/game_example.o
PROCGL := obj/procgl_base.o \
obj/viewer.o obj/postproc.o obj/shader.o obj/gbuffer.o \
obj/model.o obj/model_prims.o obj/marching_cubes.o \
obj/shader_2d.o obj/shader_3d.o obj/shader_sprite.o obj/shader_cubetex.o obj/shader_text.o \
obj/postproc_blur.o obj/postproc_gamma.o \
obj/wave.o obj/heightmap.o obj/texture.o obj/audio.o \
obj/sdf.o obj/sdf_functions.o
PROCGL_LIBS := obj/lodepng.o obj/noise1234.o obj/wavfile.o
debug_linux: INCLUDES += -Isrc/libs/linux
debug_linux: LIBS := $(LIBS_LINUX)
debug_linux: CFLAGS := $(CFLAGS_DEBUG) -rdynamic \
-DSHADER_BASE_DIR='"${CURDIR}/src/procgl/shaders/"' \
-D_POSIX_C_SOURCE=200809L -DGLEW_STATIC
debug_linux: procgame
release_linux: INCLUDES += -Isrc/libs/linux
release_linux: LIBS := $(LIBS_LINUX)
release_linux: CFLAGS := $(CFLAGS_RELEASE) -rdynamic \
-DPROCGL_STATIC_SHADERS \
-D_POSIX_C_SOURCE=200809L -DGLEW_STATIC
release_linux: clean dump_shaders procgame
release_win32: INCLUDES += -Isrc/libs/win32
release_win32: CC := $(CC_WIN32)
release_win32: LIBS := $(LIBS_WIN32)
release_win32: CFLAGS := $(CFLAGS_RELEASE) -Wl,--export-all-symbols -mwindows \
-DPROCGL_STATIC_SHADERS -DGLEW_STATIC
release_win32: TARGET := $(TARGET).exe
release_win32: clean dump_shaders procgame
release_win64: INCLUDES += -Isrc/libs/win64
release_win64: CC := $(CC_WIN64)
release_win64: LIBS := $(LIBS_WIN64)
release_win64: CFLAGS := $(CFLAGS_RELEASE) -Wl,--export-all-symbols -mwindows \
-DPROCGL_STATIC_SHADERS -DGLEW_STATIC
release_win64: TARGET := $(TARGET).exe
release_win64: clean dump_shaders procgame
procgame: obj/main.o
$(CC) $(CFLAGS) -o $(TARGET) obj/main.o $(GAME) $(PROCGL) $(PROCGL_LIBS) $(LIBS)
obj/main.o: src/main.c $(GAME) $(PROCGL) $(PROCGL_LIBS)
$(CC) $(CFLAGS) -o obj/main.o -c src/main.c $(INCLUDES)
obj/game_state.o: src/game/game_state.c src/game/game_state.h
$(CC) $(CFLAGS) -o obj/game_state.o -c src/game/game_state.c $(INCLUDES)
obj/game_example.o: src/game/game_example.c src/game/game_example.h
$(CC) $(CFLAGS) -o obj/game_example.o -c src/game/game_example.c $(INCLUDES)
obj/procgl_base.o: src/procgl/procgl_base.c src/procgl/procgl_base.h
$(CC) $(CFLAGS) -o obj/procgl_base.o -c src/procgl/procgl_base.c $(INCLUDES)
obj/viewer.o: src/procgl/viewer.c src/procgl/ext/linmath.h \
src/procgl/viewer.h
$(CC) $(CFLAGS) -o obj/viewer.o -c src/procgl/viewer.c $(INCLUDES)
obj/postproc.o: src/procgl/postproc.c src/procgl/ext/linmath.h \
src/procgl/postproc.h src/procgl/viewer.h src/procgl/shader.h
$(CC) $(CFLAGS) -o obj/postproc.o -c src/procgl/postproc.c $(INCLUDES)
obj/shader.o: src/procgl/shader.c src/procgl/ext/linmath.h \
src/procgl/viewer.h src/procgl/shader.h
$(CC) $(CFLAGS) -o obj/shader.o -c src/procgl/shader.c $(INCLUDES)
obj/gbuffer.o: src/procgl/gbuffer.c src/procgl/ext/linmath.h \
src/procgl/texture.h src/procgl/viewer.h src/procgl/shader.h \
src/procgl/gbuffer.h
$(CC) $(CFLAGS) -o obj/gbuffer.o -c src/procgl/gbuffer.c $(INCLUDES)
obj/model.o: src/procgl/model.c src/procgl/ext/linmath.h \
src/procgl/arr.h src/procgl/viewer.h src/procgl/shader.h src/procgl/model.h \
src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/model.o -c src/procgl/model.c $(INCLUDES)
obj/model_prims.o: src/procgl/model_prims.c src/procgl/ext/linmath.h \
src/procgl/arr.h src/procgl/procgl_base.h src/procgl/viewer.h src/procgl/shader.h \
src/procgl/model.h src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/model_prims.o -c src/procgl/model_prims.c $(INCLUDES)
obj/heightmap.o: src/procgl/heightmap.c src/procgl/heightmap.h \
src/procgl/wave.h
$(CC) $(CFLAGS) -o obj/heightmap.o -c src/procgl/heightmap.c $(INCLUDES)
obj/texture.o: src/procgl/texture.c src/procgl/ext/noise1234.h \
src/procgl/ext/lodepng.h src/procgl/ext/linmath.h src/procgl/texture.h \
src/procgl/heightmap.h src/procgl/wave.h
$(CC) $(CFLAGS) -o obj/texture.o -c src/procgl/texture.c $(INCLUDES)
obj/shader_2d.o: src/procgl/shaders/shader_2d.c src/procgl/ext/linmath.h \
src/procgl/viewer.h src/procgl/shader.h \
src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/shader_2d.o -c src/procgl/shaders/shader_2d.c $(INCLUDES)
obj/shader_3d.o: src/procgl/shaders/shader_3d.c src/procgl/ext/linmath.h \
src/procgl/viewer.h src/procgl/shader.h \
src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/shader_3d.o -c src/procgl/shaders/shader_3d.c $(INCLUDES)
obj/shader_sprite.o: src/procgl/shaders/shader_sprite.c src/procgl/ext/linmath.h \
src/procgl/viewer.h src/procgl/shader.h \
src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/shader_sprite.o -c src/procgl/shaders/shader_sprite.c $(INCLUDES)
obj/shader_cubetex.o: src/procgl/shaders/shader_cubetex.c \
src/procgl/ext/linmath.h src/procgl/viewer.h src/procgl/shader.h \
src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/shader_cubetex.o -c src/procgl/shaders/shader_cubetex.c $(INCLUDES)
obj/shader_text.o: src/procgl/shaders/shader_text.c src/procgl/ext/linmath.h \
src/procgl/viewer.h src/procgl/shader.h src/procgl/procgl_base.h \
src/procgl/wave.h src/procgl/heightmap.h src/procgl/texture.h
$(CC) $(CFLAGS) -o obj/shader_text.o -c src/procgl/shaders/shader_text.c $(INCLUDES)
obj/postproc_blur.o: src/procgl/shaders/postproc_blur.c src/procgl/ext/linmath.h \
src/procgl/postproc.h
$(CC) $(CFLAGS) -o obj/postproc_blur.o -c src/procgl/shaders/postproc_blur.c $(INCLUDES)
obj/postproc_gamma.o: src/procgl/shaders/postproc_gamma.c src/procgl/ext/linmath.h \
src/procgl/postproc.h
$(CC) $(CFLAGS) -o obj/postproc_gamma.o -c src/procgl/shaders/postproc_gamma.c $(INCLUDES)
obj/wave.o: src/procgl/wave.c src/procgl/wave.h
$(CC) $(CFLAGS) -o obj/wave.o -c src/procgl/wave.c $(INCLUDES)
obj/audio.o: src/procgl/audio.c src/procgl/audio.h \
src/procgl/wave.h src/procgl/arr.h src/procgl/ext/wavfile.h
$(CC) $(CFLAGS) -o obj/audio.o -c src/procgl/audio.c $(INCLUDES)
obj/sdf.o: src/procgl/sdf.c src/procgl/sdf.h \
src/procgl/wave.h src/procgl/arr.h
gperf src/procgl/sdf_keywords.gperf \
-H pg_sdf_keyword_hash -N pg_sdf_keyword_read -t --omit-struct-type \
> src/procgl/sdf_keywords.gperf.c &
$(CC) $(CFLAGS) -o obj/sdf.o -c src/procgl/sdf.c $(INCLUDES)
obj/sdf_functions.o: src/procgl/sdf_functions.c src/procgl/sdf.h \
src/procgl/wave.h src/procgl/arr.h
$(CC) $(CFLAGS) -o obj/sdf_functions.o -c src/procgl/sdf_functions.c $(INCLUDES)
obj/marching_cubes.o: src/procgl/marching_cubes.c src/procgl/sdf.h \
src/procgl/arr.h src/procgl/ext/linmath.h src/procgl/model.h
$(CC) $(CFLAGS) -o obj/marching_cubes.o -c src/procgl/marching_cubes.c $(INCLUDES)
obj/lodepng.o: src/procgl/ext/lodepng.c src/procgl/ext/lodepng.h
$(CC) $(CFLAGS) -o obj/lodepng.o -c src/procgl/ext/lodepng.c $(INCLUDES)
obj/noise1234.o: src/procgl/ext/noise1234.c src/procgl/ext/noise1234.h
$(CC) $(CFLAGS) -o obj/noise1234.o -c src/procgl/ext/noise1234.c $(INCLUDES)
obj/wavfile.o: src/procgl/ext/wavfile.c src/procgl/ext/wavfile.h
$(CC) $(CFLAGS) -o obj/wavfile.o -c src/procgl/ext/wavfile.c $(INCLUDES)
obj/easing.o: src/procgl/ext/AHEasing/easing.c src/procgl/ext/AHEasing/easing.h
$(CC) $(CFLAGS) -o obj/easing.o -c src/procgl/ext/AHEasing/easing.c $(INCLUDES)
dump_shaders: src/procgl/shaders/*.glsl
cd src/procgl/shaders && \
xxd -i text_vert.glsl >> text.glsl.h && \
xxd -i text_frag.glsl >> text.glsl.h && \
xxd -i 2d_vert.glsl >> 2d.glsl.h && \
xxd -i 2d_frag.glsl >> 2d.glsl.h && \
xxd -i 3d_vert.glsl >> 3d.glsl.h && \
xxd -i 3d_frag.glsl >> 3d.glsl.h && \
xxd -i sprite_vert.glsl >> sprite.glsl.h && \
xxd -i sprite_frag.glsl >> sprite.glsl.h && \
xxd -i cubetex_vert.glsl >> cubetex.glsl.h && \
xxd -i cubetex_frag.glsl >> cubetex.glsl.h && \
xxd -i screen_frag.glsl >> screen.glsl.h && \
xxd -i screen_vert.glsl >> screen.glsl.h && \
xxd -i post_blur3_frag.glsl >> post_blur.glsl.h && \
xxd -i post_blur5_frag.glsl >> post_blur.glsl.h && \
xxd -i post_blur7_frag.glsl >> post_blur.glsl.h && \
xxd -i post_gamma_frag.glsl >> post_gamma.glsl.h && \
xxd -i deferred_spot_vert.glsl >> deferred.glsl.h && \
xxd -i deferred_vert.glsl >> deferred.glsl.h && \
xxd -i deferred_frag.glsl >> deferred.glsl.h && \
xxd -i deferred_spot_frag.glsl >> deferred.glsl.h && \
xxd -i screen_vert.glsl >> deferred.glsl.h && \
xxd -i screen_frag.glsl >> deferred.glsl.h && \
sed -i -e 's/unsigned char/static char/g' *.glsl.h && \
sed -i -e 's/unsigned int/static unsigned/g' *.glsl.h
clean:
rm -f obj/*.o
rm -f src/procgl/shaders/*.glsl.h