glquake/Makefile

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#---------------------------------------------------------------------------------
.SUFFIXES:
#---------------------------------------------------------------------------------
ifeq ($(strip $(DEVKITARM)),)
$(error "Please set DEVKITARM in your environment. export DEVKITARM=<path to>devkitARM")
endif
TOPDIR ?= $(CURDIR)
include $(DEVKITARM)/3ds_rules
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TARGET := nzportable
BUILD := build
SOURCES := source
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#DATA := data
INCLUDES := include
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ICON := icon.png
#ROMFS := romfs
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APP_AUTHOR := NZ:P Team
APP_TITLE := Nazi Zombies: Portable
APP_DESCRIPTION := Call of Duty Zombies remake, ctrQuake based.
#---------------------------------------------------------------------------------
# options for code generation
#---------------------------------------------------------------------------------
ARCH := -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft
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CFLAGS := -g -Wall -O3 -mword-relocations \
-fomit-frame-pointer -ffunction-sections \
$(ARCH)
CFLAGS += $(INCLUDE) -DARM11 -D_3DS -DGLQUAKE
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++11
ASFLAGS := -g $(ARCH)
LDFLAGS = -specs=3dsx.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
LIBS := -lpicaGL -lctru -lm
#---------------------------------------------------------------------------------
# list of directories containing libraries, this must be the top level containing
# include and lib
#---------------------------------------------------------------------------------
LIBDIRS := $(CTRULIB) $(DEVKITPRO)/picaGL
#---------------------------------------------------------------------------------
# no real need to edit anything past this point unless you need to add additional
# rules for different file extensions
#---------------------------------------------------------------------------------
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir))
export DEPSDIR := $(CURDIR)/$(BUILD)
COMMON_OBJS = chase.c \
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cl_hud.c \
cl_demo.c \
cl_input.c \
cl_main.c \
cl_parse.c \
cl_tent.c \
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bsp_strlcpy.c \
cmd.c \
common.c \
console.c \
crc.c \
cvar.c \
host.c \
host_cmd.c \
keys.c \
mathlib.c \
menu.c \
net_dgrm.c \
net_udpctr.c \
net_loop.c \
net_bsd.c \
net_main.c \
net_vcr.c \
pr_cmds.c \
pr_edict.c \
pr_exec.c \
sbar.c \
sv_main.c \
sv_move.c \
sv_phys.c \
sv_user.c \
view.c \
wad.c \
world.c \
zone.c \
sys_ctr.c \
snd_dma.c \
snd_mix.c \
snd_mem.c \
snd_ctr.c \
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in_ctr.c \
cd_null.c \
gl_qmb.c \
gl_decal.c \
gl_draw.c \
gl_fog.c \
gl_mesh.c \
gl_model.c \
gl_refrag.c \
gl_rlight.c \
gl_rmain.c \
gl_rmisc.c \
gl_rsurf.c \
gl_screen.c \
gl_warp.c \
gl_vidctr.c \
r_part.c \
touch_ctr.c
CFILES := $(COMMON_OBJS)
CPPFILES :=
SFILES :=
PICAFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.v.pica)))
SHLISTFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.shlist)))
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#BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
#---------------------------------------------------------------------------------
# use CXX for linking C++ projects, CC for standard C
#---------------------------------------------------------------------------------
ifeq ($(strip $(CPPFILES)),)
#---------------------------------------------------------------------------------
export LD := $(CC)
#---------------------------------------------------------------------------------
else
#---------------------------------------------------------------------------------
export LD := $(CXX)
#---------------------------------------------------------------------------------
endif
#---------------------------------------------------------------------------------
export OFILES_SOURCES := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
export OFILES_BIN := $(addsuffix .o,$(BINFILES)) \
$(PICAFILES:.v.pica=.shbin.o) $(SHLISTFILES:.shlist=.shbin.o)
export OFILES := $(OFILES_BIN) $(OFILES_SOURCES)
export HFILES := $(PICAFILES:.v.pica=_shbin.h) $(SHLISTFILES:.shlist=_shbin.h) $(addsuffix .h,$(subst .,_,$(BINFILES)))
export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
-I$(CURDIR)/$(BUILD)
export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
ifeq ($(strip $(ICON)),)
icons := $(wildcard *.png)
ifneq (,$(findstring $(TARGET).png,$(icons)))
export APP_ICON := $(TOPDIR)/$(TARGET).png
else
ifneq (,$(findstring icon.png,$(icons)))
export APP_ICON := $(TOPDIR)/icon.png
endif
endif
else
export APP_ICON := $(TOPDIR)/$(ICON)
endif
ifeq ($(strip $(NO_SMDH)),)
export _3DSXFLAGS += --smdh=$(CURDIR)/$(TARGET).smdh
endif
ifneq ($(ROMFS),)
export _3DSXFLAGS += --romfs=$(CURDIR)/$(ROMFS)
endif
.PHONY: $(BUILD) clean all
#---------------------------------------------------------------------------------
all: $(BUILD)
$(BUILD):
@[ -d $@ ] || mkdir -p $@
@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
#---------------------------------------------------------------------------------
clean:
@echo clean ...
@rm -fr $(BUILD) $(TARGET).3dsx $(OUTPUT).smdh $(TARGET).elf
#---------------------------------------------------------------------------------
else
DEPENDS := $(OFILES:.o=.d)
#---------------------------------------------------------------------------------
# main targets
#---------------------------------------------------------------------------------
ifeq ($(strip $(NO_SMDH)),)
$(OUTPUT).3dsx : $(OUTPUT).elf $(OUTPUT).smdh
else
$(OUTPUT).3dsx : $(OUTPUT).elf
endif
$(OFILES_SOURCES) : $(HFILES)
$(OUTPUT).elf : $(OFILES)
#---------------------------------------------------------------------------------
# you need a rule like this for each extension you use as binary data
#---------------------------------------------------------------------------------
%.bin.o %_bin.h : %.bin
#---------------------------------------------------------------------------------
@echo $(notdir $<)
@$(bin2o)
#---------------------------------------------------------------------------------
# rules for assembling GPU shaders
#---------------------------------------------------------------------------------
define shader-as
$(eval CURBIN := $*.shbin)
$(eval DEPSFILE := $(DEPSDIR)/$*.shbin.d)
echo "$(CURBIN).o: $< $1" > $(DEPSFILE)
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"_end[];" > `(echo $(CURBIN) | tr . _)`.h
echo "extern const u8" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`"[];" >> `(echo $(CURBIN) | tr . _)`.h
echo "extern const u32" `(echo $(CURBIN) | sed -e 's/^\([0-9]\)/_\1/' | tr . _)`_size";" >> `(echo $(CURBIN) | tr . _)`.h
picasso -o $(CURBIN) $1
bin2s $(CURBIN) | $(AS) -o $*.shbin.o
endef
%.shbin.o %_shbin.h : %.v.pica %.g.pica
@echo $(notdir $^)
@$(call shader-as,$^)
%.shbin.o %_shbin.h : %.v.pica
@echo $(notdir $<)
@$(call shader-as,$<)
%.shbin.o %_shbin.h : %.shlist
@echo $(notdir $<)
@$(call shader-as,$(foreach file,$(shell cat $<),$(dir $<)$(file)))
-include $(DEPENDS)
#---------------------------------------------------------------------------------------
endif
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#---------------------------------------------------------------------------------------