1 | OS = $(shell uname)
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2 | CC = g++
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3 | CFLAGS = -std=c++11 -Wall -pedantic -rdynamic
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4 | # -rdynamic is to generate debug info for dynamic symbols on debian-based
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5 | # systems (tested on Linux Mint)
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6 | # for OSX, using -g generates a newgame.dSYS directory which has debug symbols.
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7 | # However, this has no effect on the stack trace, so there must be a way to specify a *.dSYS directory when running ./newgame
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8 | # or to instead put thos symbols directly into the executable, like -rdynamic does for Linux
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9 | #-Wextra -fno-inline
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10 |
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11 | ifeq ($(OS),Darwin)
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12 | DEP = -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo -lglfw -lglew
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13 | endif
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14 | ifeq ($(OS),Linux)
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15 | DEP = -lglfw3 -lGLEW -lGL -ldl -lX11 -lXrandr -lXxf86vm -lXinerama -lXcursor -pthread
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16 | endif
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17 |
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18 | IMGUI_FILES = IMGUI/imgui_demo.cpp IMGUI/imgui_draw.cpp IMGUI/imgui.cpp
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19 |
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20 | # If I were generating .o files as well, I should use $? instead of $^
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21 | # as this well prevent regenerating .o files for unchanged .cpp files
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22 |
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23 | newgame: new-game.cpp logger.cpp utils.cpp CrashLogger.cpp stb_image.cpp imgui_impl_glfw_gl3.cpp $(IMGUI_FILES)
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24 | $(CC) $^ $(DEP) $(CFLAGS) -o $@
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25 |
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26 | pong: pong.cpp logger.cpp
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27 | $(CC) $^ $(DEP) $(CFLAGS) -o $@
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28 |
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29 | mygame: mygame.cpp common/shader.cpp common/texture.cpp common/controls-new.cpp
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30 | $(CC) $^ $(DEP) $(CFLAGS) -o $@
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31 |
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32 | demo: game06.cpp common/shader.cpp common/texture.cpp common/controls.cpp
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33 | $(CC) $^ $(DEP) $(CFLAGS) -o $@
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34 |
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35 | VULKAN_SDK_PATH = /home/dportnoy/Desktop/VulkanSDK/1.1.106.0/x86_64
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36 | CFLAGS_VULKAN = -std=c++17 -I$(VULKAN_SDK_PATH)/include -Wall -pedantic
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37 | LIBFLAGS = -L$(VULKAN_SDK_PATH)/lib `pkg-config --static --libs glfw3` -lvulkan
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38 |
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39 | vulkangame: vulkan-game.cpp
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40 | $(CC) $(CFLAGS_VULKAN) -o $@ $^ $(LIBFLAGS)
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41 |
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42 | clean:
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43 | rm -f newgame
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44 | rm -f pong
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45 | rm -f mygame
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46 | rm -f demo
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47 | rm -f vulkangame
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