Add shader compilation to Makefile
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@@ -5,6 +5,7 @@ MACHINE = $(shell uname -m)
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PLATFORM = $(KERNEL)_$(MACHINE)
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CC = clang
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CXX = clang++
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SLANGC = slangc
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C_SRCS = src/main.c
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C_UNITY_SRCS = src/wapp/wapp.c \
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src/config/config_src.c \
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@@ -17,11 +18,14 @@ LDFLAGS = -g -DWP_DEBUG_ASSERT
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LDLIBS = -lm
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WND_BKND = SDL
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GPU_BKND = Vulkan
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SLANGC_FLAGS = -entry vertMain -entry fragMain
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SHADER_SRC = src/shaders/shader.slang
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BUILD_ROOT = .build
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BUILDDIR = $(BUILD_ROOT)/$(PLATFORM)
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OBJDIR = $(BUILDDIR)/obj
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COBJDIR = $(OBJDIR)/c
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CXXOBJDIR = $(OBJDIR)/cxx
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SHADER_OUTDIR = $(BUILDDIR)/shaders
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ifeq ($(WND_BKND), SDL)
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CFLAGS += -DUSE_SDL_WINDOW_BACKEND
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@@ -41,12 +45,12 @@ CXX_UNITY_OBJS = $(patsubst %.cpp, $(CXXOBJDIR)/%.o, $(CXX_UNITY_SRCS))
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OBJS = $(COBJS) $(C_UNITY_OBJS) $(CXX_UNITY_OBJS)
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OUT_NAME = main
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OUT = $(BUILDDIR)/$(OUT_NAME)
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SHADER_OUT = $(SHADER_OUTDIR)/shader.spv
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build: $(OUT)
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build: $(OUT) $(SHADER_OUT)
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$(OUT): $(OBJS)
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$(CXX) $(LDFLAGS) -o "$@" $^ $(LDLIBS)
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@cp -r src/shaders $(BUILDDIR)
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$(COBJS): $(COBJDIR)/%.o: %.c
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@mkdir -p "$(@D)"
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@@ -60,6 +64,10 @@ $(CXX_UNITY_OBJS): $(CXXOBJDIR)/%.o: %.cpp FORCE
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@mkdir -p "$(@D)"
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$(CXX) $(CXXFLAGS) "$<" -o "$@"
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$(SHADER_OUT): $(SHADER_SRC)
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@mkdir -p $(SHADER_OUTDIR)
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$(SLANGC) $(SHADER_SRC) $(SLANGC_FLAGS) -o $(SHADER_OUT)
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run:
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@cd $(BUILDDIR) && ./$(OUT_NAME)
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