255 lines
8.8 KiB
Zig
255 lines
8.8 KiB
Zig
// MVK_CONFIG_USE_METAL_ARGUMENT_BUFFERS=1 -- use this if you're getting that odd crash on mac
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b: *std.Build,
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bEngine: *std.Build, // used to resolve executable paths from within the engine's root directory
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opts: bh.Options,
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nw_mod: *std.Build.Module,
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gltf2ozz: ozz.GltfToOzz,
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options: *std.Build.Step.Options,
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cookShaders: bool,
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backlogRoot: []const u8,
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// list of all shaders discovered under
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// content/_shaders/def
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reflectShaderPathList: [][]u8 = undefined,
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nwdep: *std.Build.Dependency,
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apigen: *std.Build.Step.Compile,
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shaderEmbedGen: *std.Build.Step.Compile,
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loadDynamicsGen: *std.Build.Step.Compile,
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rcGen: *std.Build.Step.Compile,
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generatedApis: std.StringHashMapUnmanaged(*std.Build.Module) = .{},
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pub const BuildSystem = @This();
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const std = @import("std");
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const Build = std.Build;
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const LazyPath = Build.LazyPath;
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const ozz = @import("ozz");
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pub const InitOptions = struct {
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import_name: []const u8 = "Backlog",
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backlogRoot: []const u8 = "./BacklogEngine",
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target: std.Build.ResolvedTarget,
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optimize: std.builtin.OptimizeMode,
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};
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pub fn init(b: *std.Build, initOptions: InitOptions) BuildSystem {
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const buildOpts = declareBuildOptions(b);
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var opts = bh.Options{
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.target = initOptions.target,
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.optimize = initOptions.optimize,
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.static_build = b.option(bool, "static_build", "builds backlog dependencies for static linking") orelse false,
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.tracy = b.option(bool, "tracy", "builds with tracy support") orelse false,
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};
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if (opts.target.result.os.tag == .linux) {
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// using a static build for linux... object loading hell is not fun...
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// i have skill issues in that realm right now
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std.debug.print("Important! only supporting static builds for linux", .{});
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opts.static_build = true;
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}
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const nwdep = b.dependency(initOptions.import_name, .{
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.target = opts.target,
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.optimize = opts.optimize,
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.static_build = opts.static_build,
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});
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var self = BuildSystem{
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.b = b,
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.bEngine = nwdep.builder,
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.opts = opts,
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.nw_mod = nwdep.module("Backlog"),
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.backlogRoot = initOptions.backlogRoot,
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.options = createGameOptions(b, buildOpts, opts),
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.gltf2ozz = ozz.GltfToOzz.init(nwdep.builder, .{}),
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.cookShaders = b.option(bool, "cookShaders", "generates shaders and updates .json files before running the build. (needs to be done whenever shaders are updated, this just runs tools/scripts/cook-shaders.py)") orelse false,
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.nwdep = nwdep,
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.apigen = nwdep.artifact("backlog-apigen"),
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.loadDynamicsGen = nwdep.artifact("backlog-generate-loadDynamics"),
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.rcGen = nwdep.artifact("backlog-generate-rc"),
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.shaderEmbedGen = nwdep.artifact("backlog-shaderEmbedGen"),
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};
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const exeList = [1]*std.Build.Step.Compile{self.gltf2ozz.exe};
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const install_tools = b.step("tools", "installs tools needed to generate outputs for the engine");
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for (exeList) |exe| {
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const toolsInstall = b.addInstallArtifact(exe, .{
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.dest_dir = .{ .override = .{ .custom = "tools" } },
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});
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install_tools.dependOn(&toolsInstall.step);
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}
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{
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const runArtifact = b.addRunArtifact(self.gltf2ozz.exe);
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if (b.args) |args| {
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runArtifact.addArgs(args);
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}
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const run_exe = b.step("gltf2ozz", "runs the gltf animation converter.");
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run_exe.dependOn(&runArtifact.step);
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}
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self.addDependencyInstalls(self.b, .ReleaseFast);
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return self;
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}
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// Build Options for the engine,
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// should generally be written as false = default
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// true = enabling something
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const BuildOptions = struct {
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mutex_job_queue: bool,
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zero_logging: bool,
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slow_logging: bool,
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force_mailbox: bool,
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};
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fn declareBuildOptions(b: *std.Build) BuildOptions {
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return .{
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.mutex_job_queue = b.option(bool, "mutex_job_queue", "temporary test, reverts to old mutex based queue behaviour in jobs.zig:JobManager") orelse false,
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.zero_logging = b.option(bool, "zero_logging", "disables all logging, only intended for use on job dispatch testing") orelse false,
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.slow_logging = b.option(bool, "slow_logging", "Disables buffered logging, takes a hit to performance but gain timing information on logging") orelse false,
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.force_mailbox = b.option(bool, "force_mailbox", "forces mailbox mode for present mode. unlocks framerate to irresponsible levels") orelse false,
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};
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}
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fn createGameOptions(b: *std.Build, options: BuildOptions, bhopts: bh.Options) *std.Build.Step.Options {
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const opts = b.addOptions();
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inline for (@typeInfo(BuildOptions).@"struct".fields) |field| {
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opts.addOption(bool, field.name, @field(options, field.name));
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}
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// forward the options to the build options
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opts.addOption(bool, "tracy", bhopts.tracy);
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opts.addOption(bool, "static_build", bhopts.static_build);
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return opts;
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}
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pub fn addExtraModule(self: *BuildSystem, mod: *std.Build.Module, moduleName: []const u8) void {
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const dep = self.b.dependency(moduleName, .{ .target = self.opts.target, .optimize = self.opts.optimize, .static_build = self.opts.static_build });
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mod.addImport(moduleName, dep.module(moduleName));
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}
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fn addDependencyInstalls(self: *BuildSystem, b: *std.Build, optimize: std.builtin.OptimizeMode) void {
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if (self.opts.static_build) {
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return;
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}
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inline for (DynamicDepList) |d| {
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b.installArtifact(b.dependency(
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d.dep,
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.{ .target = self.opts.target, .optimize = optimize, .static_build = self.opts.static_build },
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).artifact(d.artifact));
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}
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}
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const DynamicDepList: []const struct { dep: []const u8, artifact: []const u8 } = &.{
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.{ .dep = "sdl3", .artifact = "SDL3" },
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.{ .dep = "spng", .artifact = "spng_c" },
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.{ .dep = "lua", .artifact = "luac" },
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.{ .dep = "miniaudio", .artifact = "miniaudio_c" },
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.{ .dep = "zphysics", .artifact = "joltc" },
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// .{ .dep = "enet", .artifact = "enet_c" },
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.{ .dep = "ozz", .artifact = "ozz_cpp" },
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};
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// all other modules are disabled by default
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pub const defaultEnabledModules: []const []const u8 = &.{
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"core",
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"assets",
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"platform",
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"rend",
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};
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pub const moduleOrder: []const []const u8 = &.{
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"core",
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"sys",
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"assets",
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"platform",
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"net",
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"physics",
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"audio",
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"rend",
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"ui",
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"imgui",
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"papyrus",
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};
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pub fn addProgram(
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self: *@This(),
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name: []const u8,
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) *Program {
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const p = self.b.allocator.create(Program) catch unreachable;
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p.* = .{
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.name = name,
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.opts = self.opts,
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.buildSystem = self,
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.allocator = self.b.allocator,
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};
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return p;
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}
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pub fn generateRc(self: *@This(), programName: []const u8, iconPath: []const u8) !std.Build.LazyPath {
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const run = self.b.addRunArtifact(self.rcGen);
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const pfile = self.b.fmt("{s}.rc", .{programName});
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const output = run.addOutputFileArg(pfile);
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run.addArg(iconPath);
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return output;
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}
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pub fn generateInstallStaticResources(self: *@This(), programName: []const u8, shadersPath: []const u8) !*std.Build.Module {
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const run = self.b.addRunArtifact(self.shaderEmbedGen);
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const pfile = self.b.fmt("{s}ShaderGen.zig", .{programName});
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const output = run.addOutputFileArg(pfile);
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run.addArg(shadersPath);
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const b = self.b;
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const mod = self.b.addModule(pfile, .{
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.target = self.opts.target,
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.optimize = self.opts.optimize,
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.root_source_file = output,
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});
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mod.addImport("core", self.nwdep.module("core"));
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var dir = try std.fs.cwd().openDir("content/_shaders", .{ .iterate = true });
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defer dir.close();
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var walker = dir.iterate();
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while (try walker.next()) |shaderType| {
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if (shaderType.kind == .directory) {
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var d2 = try dir.openDir(shaderType.name, .{ .iterate = true });
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defer d2.close();
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var w2 = d2.iterate();
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while (try w2.next()) |shaderName| {
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const shaderPath = b.fmt("content/_shaders/{s}/{s}", .{ shaderType.name, shaderName.name });
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mod.addAnonymousImport(shaderName.name, .{
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.root_source_file = b.path(shaderPath),
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});
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}
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}
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}
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return mod;
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}
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// ========= standalone build instance =======
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// maybe the default should be like an engine launcher/project launcher or something
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pub fn build(b: *std.Build) void {
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const opts = bh.declareOptions(b);
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engineDeps.buildGenerators(b, opts);
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}
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const bh = @import("bh");
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const engineDeps = @import("build/engineDeps.zig");
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const program = @import("build/program.zig");
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const Program = program.Program;
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