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Makefile
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161 lines (109 loc) · 4.32 KB
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SOURCE_DIR=src
BUILD_DIR=build
T3D_INST=$(shell realpath ./tiny3d)
MODEL_SCALE=32
include $(N64_INST)/include/n64.mk
include $(T3D_INST)/t3d.mk
MK_ASSET=$(N64_INST)/bin/mkasset
N64_CFLAGS += -std=gnu2x -O2 -DMODEL_SCALE=$(MODEL_SCALE)
# N64_ASSET_FLAGS += -c 2 -w 256
PROJECT_NAME=t3d_test
src = src/main.c
all: $(PROJECT_NAME).z64
#----------------
# Images / Sprites
#----------------
PNG_RGBA16 := $(shell find assets/ -type f -name '*.png' | sort)
MKSPRITE_FLAGS ?=
SPRITES := $(PNG_RGBA16:assets/%.png=filesystem/%.sprite)
filesystem/%.sprite: assets/%.png
@mkdir -p $(dir $@)
@echo " [SPRITE] $@"
$(N64_MKSPRITE) -f ${shell jq -r .format ${<:%.png=%.json} || echo AUTO} --compress -o "$(dir $@)" "$<"
#----------------
# Fonts
#----------------
FONT_SOURCES := $(shell find assets/ -type f -name '*.ttf' | sort)
FONTS := $(FONT_SOURCES:assets/%.ttf=filesystem/%.font64)
MKFONT_FLAGS ?=
filesystem/%.font64: assets/%.ttf
@mkdir -p $(dir $@)
@echo " [FONT] $@"
@$(N64_MKFONT) $(MKFONT_FLAGS) -o $(dir $@) "$<"
#----------------
# 3D Models
#----------------
MESH_SOURCES := $(shell find assets/models -type f -name '*.glb' | sort)
MESH_SOURCES += $(shell find assets/maps -type f -name '*.glb' | sort)
T3DMESHES := $(MESH_SOURCES:assets/%.glb=filesystem/%.t3dm)
# inverse Model Scale will be applied to model transforms in game before rendering
filesystem/%.t3dm: assets/%.glb
@mkdir -p $(dir $@)
@mkdir -p $(dir $(@:filesystem/%.t3dm=build/assets/%.t3dm))
@echo " [T3DMODEL] $@"
$(T3D_GLTF_TO_3D) "$<" $@ --base-scale=$(MODEL_SCALE)
$(N64_BINDIR)/mkasset -o $(dir $@) -w 256
#----------------
# Maps
#----------------
MAP_SOURCES := $(shell find assets/maps -type f -name '*.blend' | sort)
COLLISION_EXPORT_FILE := $(shell find tools/collision_export/ -type f -name '*.py' | sort)
BLENDER_4 := blender
COLLISION_MESHES := $(MAP_SOURCES:assets/maps/%.blend=filesystem/maps/%.cmsh)
filesystem/maps/%.cmsh: assets/maps/%.blend $(COLLISION_EXPORT_FILE)
@mkdir -p $(dir $@)
@mkdir -p $(dir $(@:filesystem/%.cmsh=build/assets/%.cmsh))
@echo " [COLL_MESH] $@"
$(BLENDER_4) $< --background --python-exit-code 1 --python tools/collision_export/collision_export.py -- $(@:filesystem/maps/%.cmsh=build/assets/maps/%.cmsh) 1
$(N64_BINDIR)/mkasset -o $(dir $@) -w 256 $(@:filesystem/maps/%.cmsh=build/assets/maps/%.cmsh)
#----------------
# Materials
#----------------
MATERIAL_SOURCES := $(shell find assets/ -type f -name '*.mat.json' | sort)
MATERIALS := $(MATERIAL_SOURCES:assets/%.mat.json=filesystem/%.mat)
filesystem/%.mat: assets/%.mat.json
@mkdir -p $(dir $@)
@mkdir -p $(dir $(@:filesystem/%.mat=build/assets/%.mat))
@echo " [MATERIAL] $@"
python3 tools/mesh_export/material.py --default assets/materials/default.mat.json $< $(@:filesystem/%.mat=build/assets/%.mat)
$(MK_ASSET) -o $(dir $@) -w 4 $(@:filesystem/%.mat=build/assets/%.mat)
#----------------
# Audio
#----------------
#AUDIOCONV_FLAGS ?= --xm-ext-samples filesystem/samples
ASSETS_XM1 = $(wildcard assets/audio/songs/*.xm)
AUDIO_SONGS = $(addprefix filesystem/audio/songs/,$(notdir $(ASSETS_XM1:%.xm=%.xm64)))
# Run audioconv64 on all XM/YM files under assets/
# We do this file by file, but we could even do it just once for the whole
# directory, because audioconv64 supports directory walking.
filesystem/audio/songs/%.xm64: assets/audio/songs/%.xm
@mkdir -p $(dir $@)
@echo " [AUDIO] $@"
@$(N64_AUDIOCONV) $(AUDIOCONV_FLAGS) -o filesystem/audio/songs "$<"
#----------------
# Code
#----------------
SOURCES := $(shell find src/ -type f -name '*.c' | sort)
SOURCE_OBJS := $(SOURCES:src/%.c=$(BUILD_DIR)/%.o)
DEPS := $(SOURCE_OBJS:.o=.d)
# Include the dependency files, if they exist
-include $(DEPS)
#----------------
# Filesystem & Linking
#----------------
filesystem/: $(SPRITES) $(T3DMESHES) $(FONTS) $(MATERIALS) $(COLLISION_MESHES) $(AUDIO_SONGS)
$(BUILD_DIR)/$(PROJECT_NAME).dfs: filesystem/ $(SPRITES) $(T3DMESHES) $(FONTS) $(MATERIALS) $(COLLISION_MESHES)
$(BUILD_DIR)/$(PROJECT_NAME).elf: $(SOURCE_OBJS)
$(PROJECT_NAME).z64: N64_ROM_TITLE="Tiny3D Playground"
$(PROJECT_NAME).z64: $(BUILD_DIR)/$(PROJECT_NAME).dfs
clean:
rm -rf $(BUILD_DIR) *.z64
rm -rf filesystem
build_lib:
rm -rf $(BUILD_DIR) *.z64
make -C $(T3D_INST)
make all
clean-fs:
rm -rf filesystem/ $(BUILD_DIR)/$(PROJECT_NAME).dfs
-include $(wildcard $(BUILD_DIR)/*.d)
.PHONY: all clean