#!/bin/bash # -------------------------------------------- # 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 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" WasiSdk="/c/drive/apps/wasi-sdk" Compiler_wasm="$WasiSdk/bin/clang++" Compiler_linux="clang++" # Platform Entry Points PlatformEntry_win32="src_v2/platform/win32/lumenarium_first_win32.cpp" PlatformEntry_osx="src_v2/platform/osx/lumenarium_first_osx.c" PlatformEntry_wasm="src_v2/platform/wasm/lumenarium_first_wasm.cpp" PlatformEntry_linux="src_v2/platform/linux/lumenarium_first_linux.cpp" # Intermediate Outputs CompilerOutput_win32="lumenarium.o" CompilerOutput_osx="lumenarium" CompilerOutput_wasm="lumenarium.wasm" CompilerOutput_linux="" # Executables LinkerOutput_win32="lumenarium.exe" LinkerOutput_osx="lumenarium" LinkerOutput_wasm="lumenarium.wasm" LinkerOutput_linux="" # Wasm Sys Root WasmSysRoot="${PROJECT_PATH}/src_v2/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="" 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" # CompilerFlags_DEBUG+=" -fsanitize=address" #address sanitizer 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_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 ${PROJECT_PATH}/src_v2/libs/glfw_osx/lib-universal/libglfw3.a" LinkerLibs_wasm="" LinkerLibs_linux="" # -------------------------------------------- # Varible Selection # Select Platform Variables if [ "${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=$LinkerLibs_osx elif [ "${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 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 rm ${CompilerOutput} 2> /dev/null rm ${LinkerOutput} 2> /dev/null 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_v2/platform/wasm/lumenarium_wasm_imports.js" \ ./lumenarium_wasm_imports.js else echo "$Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs" $Compiler -o $LinkerOutput $CompilerFlags $EntryPath $LinkerLibs fi echo "Finished..." popdir