NAME = ln-frag TARGET = $(NAME).out SRC_DIR = src INC_DIR = $(SRC_DIR)/include SHADER_DIR = res/shaders BUILD_DIR = build OBJ_DIR = $(BUILD_DIR)/obj SPV_DIR = $(BUILD_DIR)/spv CXX = clang++ LINK = clang GLSLC = glslc CFLAGS = -Wall -DDBG -ggdb LDFLAGS = SRC_FILES = $(wildcard $(SRC_DIR)/*.cpp) OBJ_FILES = $(patsubst $(SRC_DIR)/%.cpp, $(OBJ_DIR)/%.o, $(SRC_FILES)) OBJ_FILES_NOMAIN = $(filter-out $(OBJ_DIR)/main.o, $(OBJ_FILES)) # Object files without main.c. SHADER_FILES = $(wildcard $(SHADER_DIR)/*) RESETCOLOR = \033[0m WHITE = $(RESETCOLOR)\033[37m WHITE_BOLD = $(RESETCOLOR)\033[37;1m all: $(TARGET) release: clean release: CFLAGS = -Wall -O2 release: $(TARGET) run: $(TARGET) @ echo -e "$(WHITE_BOLD)Running... $(RESETCOLOR)./$(TARGET)" @ ./$(TARGET) # Compile project sources. $(OBJ_DIR)/%.o: $(SRC_DIR)/%.cpp $(INC_DIR)/%.hpp @ mkdir -p $(OBJ_DIR) @ echo -e "$(WHITE_BOLD)Compiling $(WHITE)$<$(WHITE_BOLD)... $(RESETCOLOR)$(CXX) $(CFLAGS) -c $< -o $@" @ $(CXX) $(CFLAGS) -c $< -o $@ # Compile vertex shaders. $(SPV_DIR)/%-vert.spv: $(SHADER_DIR)/%.vert @ mkdir -p $(SPV_DIR) @ echo -e "$(WHITE_BOLD)Compiling vertex shader $(WHITE)$<$(WHITE_BOLD)... $(RESETCOLOR)$(GLSLC) $< -o $@" @ $(GLSLC) $< -o $@ # Compile fragment shaders. $(SPV_DIR)/%-frag.spv: $(SHADER_DIR)/%.frag @ mkdir -p $(SPV_DIR) @ echo -e "$(WHITE_BOLD)Compiling fragment shader $(WHITE)$<$(WHITE_BOLD)... $(RESETCOLOR)$(GLSLC) $< -o $@" @ $(GLSLC) $< -o $@ # Link to final binary. $(TARGET): $(OBJ_FILES) @ echo -e "$(WHITE_BOLD)Linking $(WHITE)$(TARGET)$(WHITE_BOLD)...$(RESETCOLOR) $(LINK) -o $(TARGET) $(OBJ_FILES) $(LDFLAGS)" @ $(LINK) -o $(TARGET) $(OBJ_FILES) $(LDFLAGS) clean: @ echo -e "$(WHITE_BOLD)Cleaning up...$(WHITE) $(OBJ_DIR)/*.o $(TARGET) $(SPV_DIR)/*.spv $(RESETCOLOR)" @ rm -rf $(OBJ_DIR)/*.o $(TARGET) $(SPV_DIR)/*.spv .PHONY: all clean nocolor release run