Files
lity3d/build.bat
T
shuiyu1123 7a0533d21a sync: user's Lity3D_source.zip changes
- Engine core: improved initialization and lifecycle
- Renderer: camera and rendering pipeline updates
- Editor: updated editor code
- Window: improved window handling
- Demo/main.c: scene demo with AssetManager + scene loading
- build.bat: updated build script
- 11 files modified from user's manual edits
2026-07-12 12:13:50 +08:00

111 lines
6.7 KiB
Batchfile

@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! ===
)