SRC_DIR = src BIN_DIR = bin SHADER_DIR = shader SHADER_QUAD_DIR = $(SHADER_DIR)/quad SHADER_ROOT_DIR = $(SHADER_DIR)/root SHADER_INCLUDE_DIR = $(SHADER_DIR)/include SHADER_TARGET_DIR = $(BIN_DIR) # find files in SHADER_ROOT_DIR # top level compute shader programs SHADERS = $(shell find $(SHADER_ROOT_DIR) -wholename "$(SHADER_ROOT_DIR)*.glsl") # find files in SHADER_INCLUDE_DIR # small chunks of shader code, included repeatedly in the top-level programs SHADER_INCLUDES = $(shell find $(SHADER_INCLUDE_DIR) -name *.glsl) SHADER_TARGETS = $(SHADERS:$(SHADER_ROOT_DIR)/%.glsl=$(SHADER_TARGET_DIR)/%.compute) TARGET = $(BIN_DIR)/oglc LAUNCH = "./launch" CC = gcc LIBS = `pkg-config --static --libs glew sdl2 cglm` CFLAGS = -I$(SRC_DIR) -Wall SRC = $(shell find $(SRC_DIR) -name *.c) OBJ = $(SRC:%.c=%.o) # create dirs if they dont exist _dummy := $(shell mkdir -p $(BIN_DIR)) $(TARGET): $(OBJ) $(SHADER_TARGETS) mkdir -p $(BIN_DIR) mkdir -p $(SHADER_TARGET_DIR) cp $(shell find $(SHADER_QUAD_DIR) -wholename "$(SHADER_QUAD_DIR)/*") $(SHADER_TARGET_DIR) $(CC) $(CFLAGS) -o $@ $(OBJ) $(LIBS) $(SHADER_TARGET_DIR)/%.compute: $(SHADER_ROOT_DIR)/%.glsl $(SHADER_INCLUDES) mkdir -p $(SHADER_TARGET_DIR) python ppp.py $< $(SHADER_INCLUDES) > $@ # how to make a .o out of a .c %.o: %.c $(CC) $(CFLAGS) -c -o $@ $< clean: -rm -r $(BIN_DIR) -rm */*.o # TODO: extract run-* out to like, python scripts? arguments can be implemented with argparse to # manage simple interface with C binary run: $(TARGET) $(LAUNCH) $(TARGET) 1.0 run-converge: $(TARGET) $(LAUNCH) $(TARGET) 0.0 .PHONY: run clean