#!smake # -------------------------------------------------------------------- # Copyright (C) 1998 Nintendo. (Originated by SGI) # # $RCSfile: Makefile,v $ # $Revision: 1.1.1.1 $ # $Date: 2002/05/02 03:27:21 $ # -------------------------------------------------------------------- include /usr/include/n64/make/PRdefs SKELATOOL64:=skelatool64/skeletool64 VTF2PNG:=vtf2png SFZ2N64:=sfz2n64 $(SKELATOOL64): make -C skelatool64 OPTIMIZER := -O0 LCDEFS := -DDEBUG -g -Isrc/ -I/usr/include/n64/nustd -Werror -Wall N64LIB := -lultra_rom -lnustd ifeq ($(WITH_DEBUGGER),1) LCDEFS += -DWITH_DEBUGGER endif BASE_TARGET_NAME = build/portal LD_SCRIPT = portal.ld CP_LD_SCRIPT = build/portal ASMFILES = $(shell find asm/ -type f -name '*.s') ASMOBJECTS = $(patsubst %.s, build/%.o, $(ASMFILES)) CODEFILES = $(shell find src/ -type f -name '*.c') CODESEGMENT = build/codesegment BOOT = /usr/lib/n64/PR/bootcode/boot.6102 BOOT_OBJ = build/boot.6102.o OBJECTS = $(ASMOBJECTS) $(BOOT_OBJ) DEPS = $(patsubst %.c, build/%.d, $(CODEFILES)) $(patsubst %.c, build/%.d, $(DATAFILES)) -include $(DEPS) LCINCS = -I/usr/include/n64/PR LCDEFS += -DF3DEX_GBI_2 #LCDEFS += -DF3DEX_GBI_2 -DFOG #LCDEFS += -DF3DEX_GBI_2 -DFOG -DXBUS #LCDEFS += -DF3DEX_GBI_2 -DFOG -DXBUS -DSTOP_AUDIO LDIRT = $(BASE_TARGET_NAME).elf $(CP_LD_SCRIPT) $(BASE_TARGET_NAME).z64 $(BASE_TARGET_NAME)_no_debug.map $(ASMOBJECTS) LDFLAGS = -L/usr/lib/n64 $(N64LIB) -L$(N64_LIBGCCDIR) -lgcc default: $(BASE_TARGET_NAME).z64 include $(COMMONRULES) .s.o: $(AS) -Wa,-Iasm -o $@ $< build/%.o: %.c @mkdir -p $(@D) $(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@" $(CC) $(CFLAGS) -c -o $@ $< build/%.o: %.s @mkdir -p $(@D) $(AS) -Wa,-Iasm -o $@ $< #################### ## Assets #################### src/models/shadow_caster.h src/models/shadow_caster_geo.inc.h: assets/fbx/ShadowCaster.fbx skeletool64 -s 100 -r 0,0,0 -n shadow_caster -o src/models/shadow_caster.h assets/fbx/ShadowCaster.fbx src/models/ground.h src/models/ground_geo.inc.h: assets/fbx/Ground.fbx skeletool64 -s 100 -r 0,0,0 -n ground -o src/models/ground.h assets/fbx/Ground.fbx src/models/subject.h src/models/subject_geo.inc.h: assets/fbx/Subject.fbx skeletool64 -s 100 -r 0,0,0 -n subject -o src/models/subject.h assets/fbx/Subject.fbx src/models/sphere.h src/models/sphere_geo.inc.h: assets/fbx/Sphere.fbx skeletool64 -s 100 -r 0,0,0 -n sphere -o src/models/sphere.h assets/fbx/Sphere.fbx #################### ## vpk extraction #################### portal_pak_dir: vpk/portal_pak_dir.vpk vpk -x portal_pak_dir vpk/portal_pak_dir.vpk TEXTURE_SCRIPTS = $(shell find assets/ -type f -name '*.ims') TEXTURE_IMAGES = $(TEXTURE_SCRIPTS:assets/%.ims=portal_pak_modified/%.png) TEXTURE_VTF_SOURCES = $(TEXTURE_SCRIPTS:assets/%.ims=portal_pak_dir/%.vtf) ALL_VTF_IMAGES = $(shell find portal_pak_dir/ -type f -name '*.vtf') ALL_PNG_IMAGES = $(ALL_VTF_IMAGES:%.vtf=%.png) $(TEXTURE_VTF_SOURCES): portal_pak_dir %.png: %.vtf $(VTF2PNG) $< $@ convert_all_png: $(ALL_PNG_IMAGES) portal_pak_dir/%_copy_0.png: portal_pak_dir/%.png cp $< $@ portal_pak_dir/%_copy_1.png: portal_pak_dir/%.png cp $< $@ portal_pak_dir/%_copy_2.png: portal_pak_dir/%.png cp $< $@ portal_pak_modified/%.png: portal_pak_dir/%.png assets/%.ims @mkdir -p $(@D) convert $< $(shell cat $(@:portal_pak_modified/%.png=assets/%.ims)) $@ #################### ## Materials #################### build/assets/materials/static.h build/assets/materials/static_mat.c: assets/materials/static.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) @mkdir -p $(@D) $(SKELATOOL64) -n static -m $< -M build/assets/materials/static.h build/assets/materials/hud.h build/assets/materials/hud_mat.c: assets/materials/hud.skm.yaml $(TEXTURE_IMAGES) $(SKELATOOL64) @mkdir -p $(@D) $(SKELATOOL64) -n hud -m $< -M build/assets/materials/hud.h src/levels/level_def_gen.h: build/assets/materials/static.h build/src/scene/hud.o: build/assets/materials/hud.h #################### ## Models #################### # # Source engine scale is 64x # MODEL_LIST = assets/models/cube/cube.blend \ assets/models/portal_gun/v_portalgun.blend \ assets/models/props/button.blend \ assets/models/props/door_01.blend \ assets/models/props/cylinder_test.blend \ assets/models/props/radio.blend MODEL_HEADERS = $(MODEL_LIST:%.blend=build/%.h) MODEL_OBJECTS = $(MODEL_LIST:%.blend=build/%_geo.o) build/assets/models/%.h build/assets/models/%_geo.c: build/assets/models/%.fbx assets/materials/objects.skm.yaml assets/materials/static.skm.yaml $(SKELATOOL64) $(SKELATOOL64) -s 2.56 -c 0.01 -n $(<:build/assets/models/%.fbx=%) $(shell cat $(<:build/assets/models/%.fbx=assets/models/%.flags)) -o $(<:%.fbx=%.h) $< build/src/models/models.o: $(MODEL_HEADERS) build/src/decor/decor_object_list.o: $(MODEL_HEADERS) #################### ## Test Chambers #################### TEST_CHAMBERS = $(shell find assets/test_chambers -type f -name '*.blend') TEST_CHAMBER_HEADERS = $(TEST_CHAMBERS:%.blend=build/%.h) TEST_CHAMBER_OBJECTS = $(TEST_CHAMBERS:%.blend=build/%_geo.o) build/%.fbx: %.blend @mkdir -p $(@D) $(BLENDER_2_9) $< --background --python tools/export_fbx.py -- $@ build/assets/test_chambers/%.h build/assets/test_chambers/%_geo.c: build/assets/test_chambers/%.fbx build/assets/materials/static.h $(SKELATOOL64) $(TEXTURE_IMAGES) $(SKELATOOL64) -l -s 2.56 -c 0.01 -n $(<:build/assets/test_chambers/%.fbx=%) -m assets/materials/static.skm.yaml -o $(<:%.fbx=%.h) $< build/assets/test_chambers/%.o: build/assets/test_chambers/%.c build/assets/materials/static.h @mkdir -p $(@D) $(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@" $(CC) $(CFLAGS) -c -o $@ $< build/assets/materials/%_mat.o: build/assets/materials/%_mat.c @mkdir -p $(@D) $(CC) $(CFLAGS) -MM $^ -MF "$(@:.o=.d)" -MT"$@" $(CC) $(CFLAGS) -c -o $@ $< levels: $(TEST_CHAMBER_HEADERS) echo $(TEST_CHAMBER_HEADERS) build/assets/test_chambers/level_list.h: $(TEST_CHAMBER_HEADERS) tools/generate_level_list.js @mkdir -p $(@D) node tools/generate_level_list.js $@ $(TEST_CHAMBER_HEADERS) build/src/levels/levels.o: build/assets/test_chambers/level_list.h build/assets/materials/static.h .PHONY: levels #################### ## Sounds #################### SOUND_ATTRIBUTES = $(shell find assets/ -type f -name '*.sox') INS_SOUNDS = $(shell find assets/ -type f -name '*.ins') SOUND_CLIPS = $(SOUND_ATTRIBUTES:%.sox=build/%.aifc) $(INS_SOUNDS) $(INS_SOUNDS): portal_pak_dir build/%.aifc: %.sox portal_pak_dir @mkdir -p $(@D) sox $(<:assets/%.sox=portal_pak_dir/%.wav) $(shell cat $<) $(@:%.aifc=%.wav) $(SFZ2N64) -o $@ $(@:%.aifc=%.wav) build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl: $(SOUND_CLIPS) @mkdir -p $(@D) $(SFZ2N64) -o $@ $^ build/asm/sound_data.o: build/assets/sound/sounds.sounds build/assets/sound/sounds.sounds.tbl build/src/audio/clips.h: tools/generate_sound_ids.js $(SOUND_CLIPS) @mkdir -p $(@D) node tools/generate_sound_ids.js -o $@ -p SOUNDS_ $(SOUND_CLIPS) build/src/audio/clips.o: build/src/audio/clips.h build/src/decor/decor_object_list.o: build/src/audio/clips.h #################### ## Linking #################### $(BOOT_OBJ): $(BOOT) $(OBJCOPY) -I binary -B mips -O elf32-bigmips $< $@ # without debugger CODEOBJECTS = $(patsubst %.c, build/%.o, $(CODEFILES)) $(TEST_CHAMBER_OBJECTS) $(MODEL_OBJECTS) build/assets/materials/static_mat.o build/assets/materials/hud_mat.o CODEOBJECTS_NO_DEBUG = $(CODEOBJECTS) ifeq ($(WITH_DEBUGGER),1) CODEOBJECTS_NO_DEBUG += build/debugger/debugger_stub.o build/debugger/serial.o endif $(CODESEGMENT)_no_debug.o: $(CODEOBJECTS_NO_DEBUG) $(LD) -o $(CODESEGMENT)_no_debug.o -r $(CODEOBJECTS_NO_DEBUG) $(LDFLAGS) $(CP_LD_SCRIPT)_no_debug.ld: $(LD_SCRIPT) cpp -P -Wno-trigraphs $(LCDEFS) -DCODE_SEGMENT=$(CODESEGMENT)_no_debug.o -o $@ $< $(BASE_TARGET_NAME).z64: $(CODESEGMENT)_no_debug.o $(OBJECTS) $(CP_LD_SCRIPT)_no_debug.ld $(LD) -L. -T $(CP_LD_SCRIPT)_no_debug.ld -Map $(BASE_TARGET_NAME)_no_debug.map -o $(BASE_TARGET_NAME).elf $(OBJCOPY) --pad-to=0x100000 --gap-fill=0xFF $(BASE_TARGET_NAME).elf $(BASE_TARGET_NAME).z64 -O binary makemask $(BASE_TARGET_NAME).z64 # with debugger CODEOBJECTS_DEBUG = $(CODEOBJECTS) ifeq ($(WITH_DEBUGGER),1) CODEOBJECTS_DEBUG += build/debugger/debugger.o build/debugger/serial.o endif $(CODESEGMENT)_debug.o: $(CODEOBJECTS_DEBUG) $(LD) -o $(CODESEGMENT)_debug.o -r $(CODEOBJECTS_DEBUG) $(LDFLAGS) $(CP_LD_SCRIPT)_debug.ld: $(LD_SCRIPT) cpp -P -Wno-trigraphs $(LCDEFS) -DCODE_SEGMENT=$(CODESEGMENT)_debug.o -o $@ $< $(BASE_TARGET_NAME)_debug.z64: $(CODESEGMENT)_debug.o $(OBJECTS) $(CP_LD_SCRIPT)_debug.ld $(LD) -L. -T $(CP_LD_SCRIPT)_debug.ld -Map $(BASE_TARGET_NAME)_debug.map -o $(BASE_TARGET_NAME)_debug.elf $(OBJCOPY) --pad-to=0x100000 --gap-fill=0xFF $(BASE_TARGET_NAME)_debug.elf $(BASE_TARGET_NAME)_debug.z64 -O binary makemask $(BASE_TARGET_NAME)_debug.z64 clean: rm -rf build .SECONDARY: