@echo off REM ============================================================================ REM build.bat - MinGW 编译脚本 REM ============================================================================ set MINGW=C:\mingw64\bin set GCC=%MINGW%\gcc.exe set GXX=%MINGW%\g++.exe set ENGINE_DIR=Engine set DEMO_DIR=Demo set OUTPUT=Lity3D.exe set CFLAGS=-O2 -Wall -Wextra -DWIN32_LEAN_AND_MEAN -D_CRT_SECURE_NO_WARNINGS -DMATH_ASM_AVAILABLE=0 -I%ENGINE_DIR% -I%ENGINE_DIR%\include set LDFLAGS=-ld3d11 -ldxgi -ld3dcompiler -lole32 -loleaut32 -luuid -lgdi32 -luser32 -lkernel32 -lwinmm -lxinput1_4 -lwindowscodecs -static echo === Lity3DEngine ASM Build === echo Compiler: %GCC% REM 创建输出目录并清理旧对象 if not exist build mkdir build if exist build\*.o del /Q build\*.o REM 编译引擎 C 源文件 echo [1/3] Compiling Engine sources... %GCC% %CFLAGS% -c %ENGINE_DIR%\Core\engine.c -o build\engine.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Core\logger.c -o build\logger.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Core\timer.c -o build\timer.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Core\asset_manager.c -o build\asset_manager.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Window\window.c -o build\window.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\graphics_device.c -o build\graphics_device.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\renderer.c -o build\renderer.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\frustum.c -o build\frustum.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\shader.c -o build\shader.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\mesh.c -o build\mesh.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\texture.c -o build\texture.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\material.c -o build\material.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\camera.c -o build\camera.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Rendering\camera_controller.c -o build\camera_controller.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Terrain\terrain.c -o build\terrain.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Terrain\terrain_manager.c -o build\terrain_manager.o %GCC% %CFLAGS% -c %ENGINE_DIR%\ECS\world.c -o build\world.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Input\input.c -o build\input.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Physics\physics.c -o build\physics.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Audio\audio.c -o build\audio.o %GCC% %CFLAGS% -c %ENGINE_DIR%\UI\ui.c -o build\ui.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Scripting\lua_engine.c -o build\lua_engine.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Scene\scene_graph.c -o build\scene_graph.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Scene\scene_render.c -o build\scene_render.o %GCC% %CFLAGS% -c %ENGINE_DIR%\Scene\scene_serialize.c -o build\scene_serialize.o REM 编译 VisualScript 模块 echo [2/4] Compiling VisualScript... %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_core.c -o build\block_core.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_types.c -o build\block_types.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_workspace.c -o build\block_workspace.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_interaction.c -o build\block_interaction.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_renderer.c -o build\block_renderer.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_palette.c -o build\block_palette.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_executor.c -o build\block_executor.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_serializer.c -o build\block_serializer.o %GCC% %CFLAGS% -c %ENGINE_DIR%\VisualScript\block_editor.c -o build\block_editor.o REM 编译 Demo echo [3/3] Compiling Demo... %GCC% %CFLAGS% -c %DEMO_DIR%\main.c -o build\main.o %GCC% %CFLAGS% -c %DEMO_DIR%\audio_demo.c -o build\audio_demo.o %GCC% %CFLAGS% -c %DEMO_DIR%\open_world_demo.c -o build\open_world_demo.o REM 链接主程序 echo Linking main... %GXX% build\engine.o build\logger.o build\timer.o build\asset_manager.o build\window.o build\graphics_device.o build\renderer.o build\frustum.o build\shader.o build\mesh.o build\texture.o build\material.o build\camera.o build\camera_controller.o build\terrain.o build\terrain_manager.o build\world.o build\input.o build\physics.o build\audio.o build\ui.o build\lua_engine.o build\scene_graph.o build\scene_render.o build\scene_serialize.o build\block_core.o build\block_types.o build\block_workspace.o build\block_interaction.o build\block_renderer.o build\block_palette.o build\block_executor.o build\block_serializer.o build\block_editor.o build\main.o -o build\%OUTPUT% %LDFLAGS% REM 链接音频演示 echo Linking audio_demo... %GXX% build\engine.o build\logger.o build\timer.o build\asset_manager.o build\window.o build\graphics_device.o build\renderer.o build\frustum.o build\shader.o build\mesh.o build\texture.o build\material.o build\camera.o build\camera_controller.o build\terrain.o build\terrain_manager.o build\world.o build\input.o build\physics.o build\audio.o build\ui.o build\lua_engine.o build\scene_graph.o build\scene_render.o build\scene_serialize.o build\block_core.o build\block_types.o build\block_workspace.o build\block_interaction.o build\block_renderer.o build\block_palette.o build\block_executor.o build\block_serializer.o build\block_editor.o build\audio_demo.o -o build\audio_demo.exe %LDFLAGS% REM 链接开放世界演示 echo Linking open_world_demo... %GXX% build\engine.o build\logger.o build\timer.o build\asset_manager.o build\window.o build\graphics_device.o build\renderer.o build\frustum.o build\shader.o build\mesh.o build\texture.o build\material.o build\camera.o build\camera_controller.o build\terrain.o build\terrain_manager.o build\world.o build\input.o build\physics.o build\audio.o build\ui.o build\lua_engine.o build\scene_graph.o build\scene_render.o build\scene_serialize.o build\block_core.o build\block_types.o build\block_workspace.o build\block_interaction.o build\block_renderer.o build\block_palette.o build\block_executor.o build\block_serializer.o build\block_editor.o build\open_world_demo.o -o build\open_world_demo.exe %LDFLAGS% REM 编译 C# 编辑器 echo Building C# editor... dotnet build EditorCS\Lity3DEditor.csproj -c Release -o build if %ERRORLEVEL% EQU 0 ( echo. echo === Build succeeded! === echo Output: build\%OUTPUT% echo Audio Demo: build\audio_demo.exe echo Open World Demo: build\open_world_demo.exe echo Editor: build\editor.exe echo. echo Run with: build\%OUTPUT%, build\audio_demo.exe, build\open_world_demo.exe, or build\editor.exe REM 清理中间文件,保留可分发产物 del /Q build\*.o 2>nul del /Q build\libEngine.a 2>nul del /Q build\engine.log 2>nul del /Q build\screenshot*.bmp 2>nul rmdir /S /Q build\CMakeFiles 2>nul del /Q build\CMakeCache.txt 2>nul del /Q build\Makefile 2>nul del /Q build\cmake_install.cmake 2>nul del /Q build\scene.txt 2>nul del /Q build\scene_log.txt 2>nul ) else ( echo. echo === Build FAILED! === )