const std = @import("std"); const sdl3 = @import("sdl3"); const dependencyList = [_][]const u8{ "core", "assets", "sdl3", "platform", "shaderTypes", "objLoader", "zgltf", "ozz", }; pub fn build(b: *std.Build) void { const target = b.standardTargetOptions(.{}); const optimize = b.standardOptimizeOption(.{}); const mod = b.addModule("rend", .{ .target = target, .optimize = optimize, .root_source_file = b.path("src/rend.zig"), }); for (dependencyList) |depName| { const dep = b.dependency(depName, .{ .target = target, .optimize = optimize }); const dep_mod = dep.module(depName); mod.addImport(depName, dep_mod); if (std.mem.eql(u8, depName, "ozz")) { mod.linkLibrary(dep.artifact("ozz_cpp")); } } sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "sample.vert", b.path("shaders/sample.vert.json")); sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "meshes.vert", b.path("shaders/meshes.vert.json")); sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "lit_mesh.frag", b.path("shaders/lit_mesh.frag.json")); sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "debug.frag", b.path("shaders/debug.frag.json")); sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "debug.vert", b.path("shaders/debug.vert.json")); sdl3.shaderDefintion(b, mod, "../../lib/sdl3", optimize, "depthOnly.frag", b.path("shaders/depthOnly.frag.json")); // ========== tests ========== const tests = b.addTest(.{ .target = target, .optimize = optimize, .root_source_file = b.path("tests/tests.zig"), }); const test_step = b.step("test", "run unit tests for rend"); tests.root_module.addImport("platform", mod); const runArtifact = b.addRunArtifact(tests); test_step.dependOn(&runArtifact.step); b.installArtifact(tests); }