2022-03-27 10:47:18 +00:00
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#!/bin/bash
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# --------------------------------------------
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# Usage
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print_usage () {
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echo
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echo Build Command Syntax:
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echo " $0 [mode] [platform] [arch]"
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echo
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echo "Release Mode Options:"
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echo " debug"
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echo " prod"
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echo
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echo "Platform Options:"
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echo " win32"
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echo " osx"
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echo " wasm"
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echo
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echo "Arch Options: (architecture)"
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echo " intel (valid with Platform Win32 and OSX) (default)"
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echo " arm64 (only valid for Platform OSX)"
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}
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# --------------------------------------------
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# Arguments
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MODE=$1
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PLATFORM=$2
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ARCH=$3
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PACKAGE=$4
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if [ "${MODE}" == "" ] | [ "${PLATFORM}" == "" ]
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then
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print_usage
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exit 0
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fi
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# Default to Intel architecture if none provided
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if [ "${ARCH}" == "" ]
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then
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ARCH="intel"
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fi
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if [ "${ARCH}" != "intel" ] && [ "${ARCH}" != "arm64" ]
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then
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echo "Uknown target architecture: ${ARCH}"
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print_usage
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exit 0
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fi
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# --------------------------------------------
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# Utilities
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pushdir () {
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command pushd "$@" > /dev/null
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}
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popdir () {
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command popd "$@" > /dev/null
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}
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add_flag () {
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local -n ref=$1
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ref="$ref $2"
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}
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# --------------------------------------------
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# Getting Project Path
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#
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# Project is stored in PROJECT_PATH
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SCRIPT_REL_DIR=$(dirname "${BASH_SOURCE[0]}")
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pushdir $SCRIPT_REL_DIR
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pushdir ..
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PROJECT_PATH=$(pwd)
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popdir
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popdir
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# --------------------------------------------
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# Platform/Mode Specific Variables
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# Compiler Selection
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Compiler_win32="cl"
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Compiler_osx="clang++"
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WasiSdk="/c/drive/apps/wasi-sdk"
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Compiler_wasm="$WasiSdk/bin/clang++"
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Compiler_linux="clang++"
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# Platform Entry Points
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PlatformEntry_win32="src_v2/platform/win32/lumenarium_first_win32.cpp"
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PlatformEntry_osx="src_v2/platform/osx/lumenarium_first_osx.cpp"
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PlatformEntry_wasm="src_v2/platform/wasm/lumenarium_first_wasm.cpp"
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PlatformEntry_linux="src_v2/platform/linux/lumenarium_first_linux.cpp"
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# Intermediate Outputs
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CompilerOutput_win32="lumenarium.o"
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CompilerOutput_osx="lumenarium"
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CompilerOutput_wasm="lumenarium.wasm"
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CompilerOutput_linux=""
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# Executables
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LinkerOutput_win32="lumenarium.exe"
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LinkerOutput_osx="lumenarium"
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LinkerOutput_wasm="lumenarium.wasm"
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LinkerOutput_linux=""
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# Wasm Sys Root
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WasmSysRoot="${PROJECT_PATH}/src_v2/platform/wasm/sysroot/"
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# Compiler Flags
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CompilerFlags_win32="-nologo"
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add_flag CompilerFlags_win32 "-FC" # display errors with full path
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add_flag CompilerFlags_win32 "-WX" # treat warnings as errors
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add_flag CompilerFlags_win32 "-W4" # output warning level
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add_flag CompilerFlags_win32 "-Z7" # generate C compatible debug info
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# add_flag CompilerFlags_win32 "-Oi" # generate intrinsic functions
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# add_flag CompilerFlags_win32 "-MTd" # create a debug multithreaded exe w/ Libcmtd.lib
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# add_flag CompilerFlags_win32 "-fp:fast" # fast floating point model
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add_flag CompilerFlags_win32 "-wd4505" #
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add_flag CompilerFlags_win32 "-wd4100" #
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add_flag CompilerFlags_win32 "-wd4189" #
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add_flag CompilerFlags_win32 "-wd4702" #
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2022-03-29 16:09:50 +00:00
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add_flag CompilerFlags_win32 "-wd4996" # _CRT_SECURE_NO_WARNINGS
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2022-03-27 10:47:18 +00:00
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CompilerFlags_osx=""
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CompilerFlags_wasm=""
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add_flag CompilerFlags_wasm "-Wno-writable-strings" #
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add_flag CompilerFlags_wasm "--target=wasm32" #
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add_flag CompilerFlags_wasm "-nostdlib" #
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add_flag CompilerFlags_wasm "-Wl,--no-entry" #
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add_flag CompilerFlags_wasm "-Wl,--allow-undefined" #
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add_flag CompilerFlags_wasm "-Wl,--export-all" #
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CompilerFlags_linux=""
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CompilerFlags_DEBUG_win32=""
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add_flag CompilerFlags_DEBUG_win32 "-Od" #
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add_flag CompilerFlags_DEBUG_win32 "-Zi" #
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add_flag CompilerFlags_DEBUG_win32 "-DDEBUG" #
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2022-03-29 16:09:50 +00:00
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add_flag CompilerFlags_DEBUG_win32 "-DPRINT_ASSERTS"
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2022-03-27 10:47:18 +00:00
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CompilerFlags_DEBUG="-O0"
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add_flag CompilerFlags_DEBUG "-g" #
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add_flag CompilerFlags_DEBUG "-DDEBUG" #
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CompilerFlags_PROD="-O3"
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# Compiler flags that no matter what, we want to define
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# for the most part these pass the build parameters into the executable
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CompilerFlags_common="-DPLATFORM_${PLATFORM}=1 -DMODE_${MODE}=1 -DARCH_${ARCH}=1"
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# Linker Flags
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LinkerFlags_win32="-NOLOGO"
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add_flag LinkerFlags_win32 "-incremental:no" #
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add_flag LinkerFlags_win32 "-subsystem:windows" #
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# add_flag LinkerFlags_win32 "-entry:WinMain" #
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add_flag LinkerFlags_win32 "-opt:ref" # eliminate functions that are never referenced
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LinkerFlags_osx=""
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LinkerFlags_wasm="--no-entry"
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add_flag LinkerFlags_wasm "--export-dynamic" #
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add_flag LinkerFlags_wasm "--unresolved-symbols=import-functions" #
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LinkerFlags_linux=""
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LinkerFlags_DEBUG="-debug"
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LinkerFlags_PROD=""
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# Linker Libs
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LinkerLibs_win32="user32.lib kernel32.lib gdi32.lib opengl32.lib"
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# winmm.lib gdi32.lib dsound.lib Ws2_32.lib Comdlg32.lib Winspool.lib"
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LinkerLibs_osx="-framework OpenGL -framework Cocoa"
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LinkerLibs_wasm=""
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LinkerLibs_linux=""
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# --------------------------------------------
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# Varible Selection
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# Select Platform Variables
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if [ "${PLATFORM}" == "win32" ]
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then
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Compiler=$Compiler_win32
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PlatformEntry=$PlatformEntry_win32
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CompilerFlags=$CompilerFlags_win32
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CompilerOutput=$CompilerOutput_win32
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LinkerOutput=$LinkerOutput_win32
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LinkerFlags=$LinkerFlags_win32
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LinkerLibs=$LinkerLibs_win32
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elif [ "${PLATFORM}" == "osx" ]
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then
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Compiler=$Compiler_osx
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PlatformEntry=$PlatformEntry_osx
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CompilerFlags=$CompilerFlags_osx
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CompilerOutput=$CompilerOutput_osx
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LinkerOutput=$LinkerOutput_osx
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LinkerFlags=$LinkerFlags_osx
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LinkerLibs=$LinkerLibs_osx
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elif [ "${PLATFORM}" == "wasm" ]
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then
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Compiler=$Compiler_wasm
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PlatformEntry=$PlatformEntry_wasm
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CompilerFlags=$CompilerFlags_wasm
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CompilerOutput=$CompilerOutput_wasm
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LinkerOutput=$LinkerOutput_wasm
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LinkerFlags=$LinkerFlags_wasm
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LinkerLibs=$LinkerLibs_wasm
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elif [ "${PLATFORM}" == "linux" ]
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then
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Compiler=$Compiler_linux
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PlatformEntry=$PlatformEntry_linux
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CompilerFlags=$CompilerFlags_linux
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CompilerOutput=$CompilerOutput_linux
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LinkerOutput=$LinkerOutput_linux
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LinkerFlags=$LinkerFlags_linux
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LinkerLibs=$LinkerLibs_linux
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else
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echo "Attempting to build for an unknown platform: ${PLATFORM}"
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print_usage
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exit 0
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fi
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# Select Release Mode Variables
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if [ "${MODE}" == "debug" ]
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then
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if [ $PLATFORM == "win32" ]
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then
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CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG_win32}"
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else
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CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG}"
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fi
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LinkerFlags="${LinkerFlags} ${LinkerFlags_DEBUG}"
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elif [ "${MODE}" == "prod" ]
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then
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CompilerFlags="${CompilerFlags} ${CompilerFlags_PROD}"
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LinkerFlags="${LinkerFlags} ${LinkerFlags_PROD}"
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else
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echo "Attempting to build for an unknown release mode: ${MODE}"
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print_usage
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exit 0
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fi
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# Common Flags
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CompilerFlags="${CompilerFlags} ${CompilerFlags_common}"
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# --------------------------------------------
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# Build Path Construction
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#
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# This determines where the generated executable will
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# be located. In general, it can be found at
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# project_path/run_tree/platform/arch/release_mode/lumenarium.exe
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#
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# This section also ensures that the path requested actually exists
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BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${ARCH}/${MODE}"
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EntryPath="${PROJECT_PATH}/${PlatformEntry}"
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# Exception for wasm, which doesn't care about cpu architecture
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if [ $PLATFORM == "wasm" ]
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then
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BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${MODE}"
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fi
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# Make the build directory,
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# "-p" flag makes it make the entire tree, and not emit errors if it
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# exists.
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mkdir -p "${BuildDir}"
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# --------------------------------------------
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# Compilation
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echo "Building To: ${BuildDir}/${LinkerOutput}"
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echo
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pushdir $BuildDir
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rm ${CompilerOutput} 2> /dev/null
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rm ${LinkerOutput} 2> /dev/null
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echo "COMPILING..."
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if [ $PLATFORM == "win32" ]
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then
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$Compiler \
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$CompilerFlags \
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$EntryPath \
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-link \
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$LinkerFlags \
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$LinkerLibs \
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-OUT:${LinkerOutput}
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elif [ $PLATFORM == "wasm" ]
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then
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$Compiler \
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$CompilerFlags \
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-o $LinkerOutput \
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$EntryPath
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cp \
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"${PROJECT_PATH}/src_v2/platform/wasm/lumenarium_wasm_imports.js" \
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./lumenarium_wasm_imports.js
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else
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$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs
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fi
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echo "Finished..."
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popdir
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