Cleaning up build system and updating Readme.md

This commit is contained in:
Peter Slattery 2022-10-24 14:43:48 -07:00
parent e01069edfa
commit ed474d98eb
3 changed files with 379 additions and 398 deletions

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@ -2,33 +2,31 @@
![Lumenarium Banner](./docs/images/splash.png)
## Build Lumenarium
Building Lumenarium requires having MSVC installed (sorry, Windows only for now!).
1. clone the repo onto your computer
2. Run the appropriate build batch file
- for Windows: use `build\build_app_msvc_win32_debug.bat`
- other platforms coming soon
3. Build scripts will output executables into the app_run_tree directory, by platform
Build Dependencies:
- clang
- bash
- Note for Windows Users: You can still run bash scripts using git-bash (my recommendation) or WSL
## Run Lumenarium
Windows - Debug
1. Run `app_run_tree\win32_msvc\debug\win32_foldhaus.exe`
To build Lumenarium:
1. Clone the repo onto your computer
2. Run `build\build_.sh` with the appropriate platform, architecture, and release mode flags
- Example: `build\build_.sh debug osx arm64`
- You can see the full list of supported flags by running `build\build_.sh` with no arguments
3. Build scripts will output executables into the run_tree directory.
- The above example will output the following executable: `run_tree\osx\arm64\debug\lumenarium`
If you want to run in headless mode:
1. Run `app_run_tree\win32_msvc\debug\win32_foldhaus.exe -headless`
## Debug Lumenarium
### Windows
Building in debug mode outputs pdb file info that can be read by Visual Studio or RemedyBG (preferred debugging solution, but ymmv). You can just open the exe in either application and it'll find the pdb file in the same directory
This repository features a .vscode directory which has been set up with a build task and launch.json to work out of the box.
- *Note: I have not been able to test the configuration on Windows or Linux. Feel free to open a PR if you find something is wrong with the vscode setup*
## What Is Lumenarium?
Lumenarium is our custom build light and motion control software. It allows us to design light and motion patterns for our sculptures, visualize the output long before the sculpture is built, and iterate in real time to achieve the best visual results quickly.
[Foldhaus can be found here.](https://www.foldhaus.com)
![Image of Lumenarium](./docs/images/hero-0.PNG)
Lumenarium has been used in several sculptures in museums, permanent installations, and at Burning Man. Lumenarium was developed in collaboration with [Foldhaus](https://www.foldhaus.com). The current iteration of Lumenarium was developed while working on Incenter for Burning Man '22.
## Features
*NOTE: These were features from an earlier version of Lumenarium and are still being ported over to the v2 codebase*
![Image of Lumenarium](./docs/images/hero-0.PNG)
The following features are under active development for integration in Lumenarium
* [Sculpture File Format](#sculpture-file-format)
* [DMX Output](#dmx-output)

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#!/bin/bash
# Ensure an error makes the script bail
set -e
# --------------------------------------------
# Usage
print_usage () {
echo
echo Build Command Syntax:
echo " $0 [mode] [platform] [arch]"
echo
echo "Release Mode Options:"
echo " debug"
echo " prod"
echo
echo "Platform Options:"
echo " win32"
echo " osx"
echo " wasm"
echo " raspi"
echo
echo "Arch Options: (architecture)"
echo " intel (valid with Platform Win32 and OSX) (default)"
echo " arm64 (only valid for Platform OSX)"
}
# --------------------------------------------
# Arguments
MODE=$1
PLATFORM=$2
ARCH=$3
PACKAGE=$4
if [ "${MODE}" == "" ] | [ "${PLATFORM}" == "" ]
then
print_usage
exit 0
fi
# Default to Intel architecture if none provided
if [ "${ARCH}" == "" ]
then
ARCH="intel"
fi
if [ "${ARCH}" != "intel" ] && [ "${ARCH}" != "arm64" ]
then
echo "Uknown target architecture: ${ARCH}"
print_usage
exit 0
fi
# --------------------------------------------
# Utilities
pushdir () {
command pushd "$@" > /dev/null
}
popdir () {
command popd "$@" > /dev/null
}
add_flag () {
local -n ref=$1
ref="$ref $2"
}
# --------------------------------------------
# Getting Project Path
#
# Project is stored in PROJECT_PATH
SCRIPT_REL_DIR=$(dirname "${BASH_SOURCE[0]}")
$SCRIPT_REL_DIR/build_.sh debug osx arm64
# $SCRIPT_REL_DIR/build_.sh debug wasm intel
pushdir $SCRIPT_REL_DIR
pushdir ..
PROJECT_PATH=$(pwd)
popdir
popdir
# --------------------------------------------
# Platform/Mode Specific Variables
# Compiler Selection
Compiler_win32="cl"
Compiler_osx="clang"
Compiler_raspi="clang"
WasiSdk="/c/drive/apps/wasi-sdk"
Compiler_wasm="$WasiSdk/bin/clang++"
Compiler_linux="clang++"
# Platform Entry Points
PlatformEntry_win32="src/platform/win32/lumenarium_first_win32.cpp"
PlatformEntry_osx="src/platform/osx/lumenarium_first_osx.c"
PlatformEntry_wasm="src/platform/wasm/lumenarium_first_wasm.cpp"
PlatformEntry_linux="src/platform/linux/lumenarium_first_linux.cpp"
PlatformEntry_raspi="src/platform/raspi/lumenarium_first_raspi.c"
# Intermediate Outputs
CompilerOutput_win32="lumenarium.o"
CompilerOutput_osx="lumenarium"
CompilerOutput_wasm="lumenarium.wasm"
CompilerOutput_linux=""
CompilerOutput_raspi="lumenarium"
# Executables
LinkerOutput_win32="lumenarium.exe"
LinkerOutput_osx="lumenarium"
LinkerOutput_wasm="lumenarium.wasm"
LinkerOutput_linux=""
LinkerOutput_raspi="lumenarium"
# Wasm Sys Root
WasmSysRoot="${PROJECT_PATH}/src/platform/wasm/sysroot/"
# Compiler Flags
CompilerFlags_win32="-nologo"
CompilerFlags_win32+=" -FC" # display errors with full path
CompilerFlags_win32+=" -WX" # treat warnings as errors
CompilerFlags_win32+=" -W4" # output warning level
CompilerFlags_win32+=" -Z7" # generate C compatible debug info
# CompilerFlags_win32+="-Oi" # generate intrinsic functions
# CompilerFlags_win32+="-MTd" # create a debug multithreaded exe w/ Libcmtd.lib
# CompilerFlags_win32+="-fp:fast" # fast floating point model
CompilerFlags_win32+=" -wd4505" #
CompilerFlags_win32+=" -wd4100" #
CompilerFlags_win32+=" -wd4189" #
CompilerFlags_win32+=" -wd4702" #
CompilerFlags_win32+=" -wd4996" # _CRT_SECURE_NO_WARNINGS
CompilerFlags_osx=""
CompilerFlags_wasm=""
CompilerFlags_wasm+=" -Wno-writable-strings" #
CompilerFlags_wasm+=" --target=wasm32" #
CompilerFlags_wasm+=" -nostdlib" #
CompilerFlags_wasm+=" -Wl,--no-entry" #
CompilerFlags_wasm+=" -Wl,--allow-undefined" #
CompilerFlags_wasm+=" -Wl,--export-all" #
CompilerFlags_linux=" -pthread"
CompilerFlags_raspi=" -pthread" # "--target=arm-rpi-linux-gnueabihf" # "--target=arm-linux-gnueabihf" #target
CompilerFlags_raspi+=" -lm" # link with local system math libraries
CompilerFlags_DEBUG_win32=""
CompilerFlags_DEBUG_win32+=" -Od" #
CompilerFlags_DEBUG_win32+=" -Zi" #
CompilerFlags_DEBUG_win32+=" -DDEBUG" #
# add_flag CompilerFlags_DEBUG_win32 "-DPRINT_ASSERTS"
CompilerFlags_DEBUG="-O0"
CompilerFlags_DEBUG+=" -g" #
CompilerFlags_DEBUG+=" -DDEBUG" #
if [ "${PLATFORM}" != "raspi" ]
then
CompilerFlags_DEBUG+=" -fsanitize=address" #address sanitizer
fi
CompilerFlags_PROD=" -O3"
# Compiler flags that no matter what, we want to define
# for the most part these pass the build parameters into the executable
CompilerFlags_common=" -DPLATFORM_${PLATFORM}=1 -DMODE_${MODE}=1 -DARCH_${ARCH}=1"
# Linker Flags
LinkerFlags_win32=" -NOLOGO"
LinkerFlags_win32+=" -incremental:no" #
LinkerFlags_win32+=" -subsystem:windows" #
# add_flag LinkerFlags_win32 "-entry:WinMain" #
LinkerFlags_win32+=" -opt:ref" # eliminate functions that are never referenced
LinkerFlags_osx=""
LinkerFlags_wasm="--no-entry"
LinkerFlags_wasm+=" --export-dynamic" #
LinkerFlags_wasm+=" --unresolved-symbols=import-functions" #
LinkerFlags_linux=""
LinkerFlags_raspi="-fuse-ld=lld"
LinkerFlags_DEBUG="-debug"
LinkerFlags_PROD=""
# Linker Libs
LinkerLibs_win32="user32.lib kernel32.lib gdi32.lib opengl32.lib"
# winmm.lib gdi32.lib dsound.lib Ws2_32.lib Comdlg32.lib Winspool.lib"
LinkerLibs_osx="-framework OpenGL -framework Cocoa -framework IOKit ${PROJECT_PATH}/src/libs/glfw_osx/lib-universal/libglfw3.a"
LinkerLibs_wasm=""
LinkerLibs_linux=""
LinkerLibs_raspi=""
# --------------------------------------------
# Varible Selection
# Select Platform Variables
if [ "${PLATFORM}" == "win32" ]
then
Compiler=$Compiler_win32
PlatformEntry=$PlatformEntry_win32
CompilerFlags=$CompilerFlags_win32
CompilerOutput=$CompilerOutput_win32
LinkerOutput=$LinkerOutput_win32
LinkerFlags=$LinkerFlags_win32
LinkerLibs=$LinkerLibs_win32
elif [ "${PLATFORM}" == "osx" ]
then
Compiler=$Compiler_osx
PlatformEntry=$PlatformEntry_osx
CompilerFlags=$CompilerFlags_osx
CompilerOutput=$CompilerOutput_osx
LinkerOutput=$LinkerOutput_osx
LinkerFlags=$LinkerFlags_osx
LinkerLibs=$LinkerLibs_osx
if [ "${ARCH}" == "arm64" ]
then
CompilerFlags="${CompilerFlags} -arch arm64"
elif [ "${ARCH}" == "intel" ]
then
CompilerFlags="${CompilerFlags} -arch x86_64"
else
echo "ERROR: Unrecognized Arch: ${ARCH}"
exit 0
fi
elif [ "${PLATFORM}" == "wasm" ]
then
Compiler=$Compiler_wasm
PlatformEntry=$PlatformEntry_wasm
CompilerFlags=$CompilerFlags_wasm
CompilerOutput=$CompilerOutput_wasm
LinkerOutput=$LinkerOutput_wasm
LinkerFlags=$LinkerFlags_wasm
LinkerLibs=$LinkerLibs_wasm
elif [ "${PLATFORM}" == "linux" ]
then
Compiler=$Compiler_linux
PlatformEntry=$PlatformEntry_linux
CompilerFlags=$CompilerFlags_linux
CompilerOutput=$CompilerOutput_linux
LinkerOutput=$LinkerOutput_linux
LinkerFlags=$LinkerFlags_linux
LinkerLibs=$LinkerLibs_linux
elif [ "${PLATFORM}" == "raspi" ]
then
Compiler=$Compiler_raspi
PlatformEntry=$PlatformEntry_raspi
CompilerFlags=$CompilerFlags_raspi
CompilerOutput=$CompilerOutput_raspi
LinkerOutput=$LinkerOutput_raspi
LinkerFlags=$LinkerFlags_raspi
LinkerLibs=$LinkerLibs_raspi
else
echo "Attempting to build for an unknown platform: ${PLATFORM}"
print_usage
exit 0
fi
# Select Release Mode Variables
if [ "${MODE}" == "debug" ]
then
if [ $PLATFORM == "win32" ]
then
CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG_win32}"
else
CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG}"
fi
LinkerFlags="${LinkerFlags} ${LinkerFlags_DEBUG}"
elif [ "${MODE}" == "prod" ]
then
CompilerFlags="${CompilerFlags} ${CompilerFlags_PROD}"
LinkerFlags="${LinkerFlags} ${LinkerFlags_PROD}"
else
echo "Attempting to build for an unknown release mode: ${MODE}"
print_usage
exit 0
fi
# Common Flags
CompilerFlags="${CompilerFlags} ${CompilerFlags_common}"
# --------------------------------------------
# Build Path Construction
#
# This determines where the generated executable will
# be located. In general, it can be found at
# project_path/run_tree/platform/arch/release_mode/lumenarium.exe
#
# This section also ensures that the path requested actually exists
BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${ARCH}/${MODE}"
EntryPath="${PROJECT_PATH}/${PlatformEntry}"
# Exception for wasm, which doesn't care about cpu architecture
if [ $PLATFORM == "wasm" ]
then
BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${MODE}"
fi
# Make the build directory,
# "-p" flag makes it make the entire tree, and not emit errors if it
# exists.
mkdir -p "${BuildDir}"
# --------------------------------------------
# Compilation
echo "Building To: ${BuildDir}/${LinkerOutput}"
echo
pushdir $BuildDir
echo "Cleaning: ${CompilerOutput} and ${LinkerOutput}"
rm -rf ${CompilerOutput} ${LinkerOutput}
echo "COMPILING..."
echo " COMPILE STRING: $Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs"
if [ $PLATFORM == "win32" ]
then
$Compiler \
$CompilerFlags \
$EntryPath \
-link \
$LinkerFlags \
$LinkerLibs \
-OUT:${LinkerOutput}
elif [ $PLATFORM == "wasm" ]
then
$Compiler \
$CompilerFlags \
-o $LinkerOutput \
$EntryPath
cp \
"${PROJECT_PATH}/src/platform/wasm/lumenarium_wasm_imports.js" \
./lumenarium_wasm_imports.js
else
$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs
fi
echo
echo "Finished..."
popdir

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@ -1,378 +0,0 @@
#!/bin/bash
# Ensure an error makes the script bail
set -e
# --------------------------------------------
# Usage
print_usage () {
echo
echo Build Command Syntax:
echo " $0 [mode] [platform] [arch]"
echo
echo "Release Mode Options:"
echo " debug"
echo " prod"
echo
echo "Platform Options:"
echo " win32"
echo " osx"
echo " wasm"
echo " raspi"
echo
echo "Arch Options: (architecture)"
echo " intel (valid with Platform Win32 and OSX) (default)"
echo " arm64 (only valid for Platform OSX)"
}
# --------------------------------------------
# Arguments
MODE=$1
PLATFORM=$2
ARCH=$3
PACKAGE=$4
if [ "${MODE}" == "" ] | [ "${PLATFORM}" == "" ]
then
print_usage
exit 0
fi
# Default to Intel architecture if none provided
if [ "${ARCH}" == "" ]
then
ARCH="intel"
fi
if [ "${ARCH}" != "intel" ] && [ "${ARCH}" != "arm64" ]
then
echo "Uknown target architecture: ${ARCH}"
print_usage
exit 0
fi
# --------------------------------------------
# Utilities
pushdir () {
command pushd "$@" > /dev/null
}
popdir () {
command popd "$@" > /dev/null
}
add_flag () {
local -n ref=$1
ref="$ref $2"
}
# --------------------------------------------
# Getting Project Path
#
# Project is stored in PROJECT_PATH
SCRIPT_REL_DIR=$(dirname "${BASH_SOURCE[0]}")
pushdir $SCRIPT_REL_DIR
pushdir ..
PROJECT_PATH=$(pwd)
popdir
popdir
# --------------------------------------------
# Platform/Mode Specific Variables
# Compiler Selection
Compiler_win32="cl"
Compiler_osx="clang"
Compiler_raspi="clang"
WasiSdk="/c/drive/apps/wasi-sdk"
Compiler_wasm="$WasiSdk/bin/clang++"
Compiler_linux="clang++"
# Platform Entry Points
PlatformEntry_win32="src/platform/win32/lumenarium_first_win32.cpp"
PlatformEntry_osx="src/platform/osx/lumenarium_first_osx.c"
PlatformEntry_wasm="src/platform/wasm/lumenarium_first_wasm.cpp"
PlatformEntry_linux="src/platform/linux/lumenarium_first_linux.cpp"
PlatformEntry_raspi="src/platform/raspi/lumenarium_first_raspi.c"
# Intermediate Outputs
CompilerOutput_win32="lumenarium.o"
CompilerOutput_osx="lumenarium"
CompilerOutput_wasm="lumenarium.wasm"
CompilerOutput_linux=""
CompilerOutput_raspi="lumenarium"
# Executables
LinkerOutput_win32="lumenarium.exe"
LinkerOutput_osx="lumenarium"
LinkerOutput_wasm="lumenarium.wasm"
LinkerOutput_linux=""
LinkerOutput_raspi="lumenarium"
# Wasm Sys Root
WasmSysRoot="${PROJECT_PATH}/src/platform/wasm/sysroot/"
# Compiler Flags
CompilerFlags_win32="-nologo"
CompilerFlags_win32+=" -FC" # display errors with full path
CompilerFlags_win32+=" -WX" # treat warnings as errors
CompilerFlags_win32+=" -W4" # output warning level
CompilerFlags_win32+=" -Z7" # generate C compatible debug info
# CompilerFlags_win32+="-Oi" # generate intrinsic functions
# CompilerFlags_win32+="-MTd" # create a debug multithreaded exe w/ Libcmtd.lib
# CompilerFlags_win32+="-fp:fast" # fast floating point model
CompilerFlags_win32+=" -wd4505" #
CompilerFlags_win32+=" -wd4100" #
CompilerFlags_win32+=" -wd4189" #
CompilerFlags_win32+=" -wd4702" #
CompilerFlags_win32+=" -wd4996" # _CRT_SECURE_NO_WARNINGS
CompilerFlags_osx=""
CompilerFlags_wasm=""
CompilerFlags_wasm+=" -Wno-writable-strings" #
CompilerFlags_wasm+=" --target=wasm32" #
CompilerFlags_wasm+=" -nostdlib" #
CompilerFlags_wasm+=" -Wl,--no-entry" #
CompilerFlags_wasm+=" -Wl,--allow-undefined" #
CompilerFlags_wasm+=" -Wl,--export-all" #
CompilerFlags_linux=" -pthread"
CompilerFlags_raspi=" -pthread" # "--target=arm-rpi-linux-gnueabihf" # "--target=arm-linux-gnueabihf" #target
CompilerFlags_raspi+=" -lm" # link with local system math libraries
CompilerFlags_DEBUG_win32=""
CompilerFlags_DEBUG_win32+=" -Od" #
CompilerFlags_DEBUG_win32+=" -Zi" #
CompilerFlags_DEBUG_win32+=" -DDEBUG" #
# add_flag CompilerFlags_DEBUG_win32 "-DPRINT_ASSERTS"
CompilerFlags_DEBUG="-O0"
CompilerFlags_DEBUG+=" -g" #
CompilerFlags_DEBUG+=" -DDEBUG" #
if [ "${PLATFORM}" != "raspi" ]
then
CompilerFlags_DEBUG+=" -fsanitize=address" #address sanitizer
fi
CompilerFlags_PROD=" -O3"
# Compiler flags that no matter what, we want to define
# for the most part these pass the build parameters into the executable
CompilerFlags_common=" -DPLATFORM_${PLATFORM}=1 -DMODE_${MODE}=1 -DARCH_${ARCH}=1"
# Linker Flags
LinkerFlags_win32=" -NOLOGO"
LinkerFlags_win32+=" -incremental:no" #
LinkerFlags_win32+=" -subsystem:windows" #
# add_flag LinkerFlags_win32 "-entry:WinMain" #
LinkerFlags_win32+=" -opt:ref" # eliminate functions that are never referenced
LinkerFlags_osx=""
LinkerFlags_wasm="--no-entry"
LinkerFlags_wasm+=" --export-dynamic" #
LinkerFlags_wasm+=" --unresolved-symbols=import-functions" #
LinkerFlags_linux=""
LinkerFlags_raspi="-fuse-ld=lld"
LinkerFlags_DEBUG="-debug"
LinkerFlags_PROD=""
# Linker Libs
LinkerLibs_win32="user32.lib kernel32.lib gdi32.lib opengl32.lib"
# winmm.lib gdi32.lib dsound.lib Ws2_32.lib Comdlg32.lib Winspool.lib"
LinkerLibs_osx="-framework OpenGL -framework Cocoa -framework IOKit ${PROJECT_PATH}/src/libs/glfw_osx/lib-universal/libglfw3.a"
LinkerLibs_wasm=""
LinkerLibs_linux=""
LinkerLibs_raspi=""
# --------------------------------------------
# Varible Selection
# Select Platform Variables
if [ "${PLATFORM}" == "win32" ]
then
Compiler=$Compiler_win32
PlatformEntry=$PlatformEntry_win32
CompilerFlags=$CompilerFlags_win32
CompilerOutput=$CompilerOutput_win32
LinkerOutput=$LinkerOutput_win32
LinkerFlags=$LinkerFlags_win32
LinkerLibs=$LinkerLibs_win32
elif [ "${PLATFORM}" == "osx" ]
then
Compiler=$Compiler_osx
PlatformEntry=$PlatformEntry_osx
CompilerFlags=$CompilerFlags_osx
CompilerOutput=$CompilerOutput_osx
LinkerOutput=$LinkerOutput_osx
LinkerFlags=$LinkerFlags_osx
LinkerLibs=$LinkerLibs_osx
if [ "${ARCH}" == "arm64" ]
then
CompilerFlags="${CompilerFlags} -arch arm64"
elif [ "${ARCH}" == "intel" ]
then
CompilerFlags="${CompilerFlags} -arch x86_64"
else
echo "ERROR: Unrecognized Arch: ${ARCH}"
exit 0
fi
elif [ "${PLATFORM}" == "wasm" ]
then
Compiler=$Compiler_wasm
PlatformEntry=$PlatformEntry_wasm
CompilerFlags=$CompilerFlags_wasm
CompilerOutput=$CompilerOutput_wasm
LinkerOutput=$LinkerOutput_wasm
LinkerFlags=$LinkerFlags_wasm
LinkerLibs=$LinkerLibs_wasm
elif [ "${PLATFORM}" == "linux" ]
then
Compiler=$Compiler_linux
PlatformEntry=$PlatformEntry_linux
CompilerFlags=$CompilerFlags_linux
CompilerOutput=$CompilerOutput_linux
LinkerOutput=$LinkerOutput_linux
LinkerFlags=$LinkerFlags_linux
LinkerLibs=$LinkerLibs_linux
elif [ "${PLATFORM}" == "raspi" ]
then
Compiler=$Compiler_raspi
PlatformEntry=$PlatformEntry_raspi
CompilerFlags=$CompilerFlags_raspi
CompilerOutput=$CompilerOutput_raspi
LinkerOutput=$LinkerOutput_raspi
LinkerFlags=$LinkerFlags_raspi
LinkerLibs=$LinkerLibs_raspi
else
echo "Attempting to build for an unknown platform: ${PLATFORM}"
print_usage
exit 0
fi
# Select Release Mode Variables
if [ "${MODE}" == "debug" ]
then
if [ $PLATFORM == "win32" ]
then
CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG_win32}"
else
CompilerFlags="${CompilerFlags} ${CompilerFlags_DEBUG}"
fi
LinkerFlags="${LinkerFlags} ${LinkerFlags_DEBUG}"
elif [ "${MODE}" == "prod" ]
then
CompilerFlags="${CompilerFlags} ${CompilerFlags_PROD}"
LinkerFlags="${LinkerFlags} ${LinkerFlags_PROD}"
else
echo "Attempting to build for an unknown release mode: ${MODE}"
print_usage
exit 0
fi
# Common Flags
CompilerFlags="${CompilerFlags} ${CompilerFlags_common}"
# --------------------------------------------
# Build Path Construction
#
# This determines where the generated executable will
# be located. In general, it can be found at
# project_path/run_tree/platform/arch/release_mode/lumenarium.exe
#
# This section also ensures that the path requested actually exists
BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${ARCH}/${MODE}"
EntryPath="${PROJECT_PATH}/${PlatformEntry}"
# Exception for wasm, which doesn't care about cpu architecture
if [ $PLATFORM == "wasm" ]
then
BuildDir="${PROJECT_PATH}/run_tree/${PLATFORM}/${MODE}"
fi
# Make the build directory,
# "-p" flag makes it make the entire tree, and not emit errors if it
# exists.
mkdir -p "${BuildDir}"
# --------------------------------------------
# Compilation
echo "Building To: ${BuildDir}/${LinkerOutput}"
echo
pushdir $BuildDir
echo "Cleaning: ${CompilerOutput} and ${LinkerOutput}"
rm -rf ${CompilerOutput} ${LinkerOutput}
echo "COMPILING..."
if [ $PLATFORM == "win32" ]
then
$Compiler \
$CompilerFlags \
$EntryPath \
-link \
$LinkerFlags \
$LinkerLibs \
-OUT:${LinkerOutput}
elif [ $PLATFORM == "wasm" ]
then
$Compiler \
$CompilerFlags \
-o $LinkerOutput \
$EntryPath
cp \
"${PROJECT_PATH}/src/platform/wasm/lumenarium_wasm_imports.js" \
./lumenarium_wasm_imports.js
else
# Preprocessing Steps
ConvertCsvEntry="${PROJECT_PATH}/src/tools/convert_csv.c"
$Compiler \
-o convert_csv \
$CompilerFlags \
$ConvertCsvEntry \
$LinkerLibs
./convert_csv
echo "$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs"
$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs
fi
echo "Finished..."
popdir