プロジェクトに含まれているメイクファイルにソースを追加しています。今のところ、完璧に動作します。メイクファイルに変数のサイズに制限がありますか?
make: *** No rule to make target 'engine/obj/graphics/window.o', needed by 'lib/engine.a'. Stop.
それだけで長さにその何かを始める遮断ていますので、私が想定しています。私はコードで示される2つの行のコメントを外した場合でも、作るには、次のエラーを出してくれる。これは、変数の長さのいくつかの制限がある場合、それの周りには何か方法はありますか?
CXX = g++
CXXFLAGS = -std=c++11 -g -Wall -Wextra
OUT_DIR=out
LIB_OUT_DIR=lib
APP_NAME=main
ENGINE_NAME=engine.a
EXECUTABLE=$(OUT_DIR)/$(APP_NAME)
ENGINE_LIB=$(LIB_OUT_DIR)/$(ENGINE_NAME)
ENGINE_OBJECT_DIR=engine/obj
ENGINE_HEADER_DIR=engine/include
ENGINE_SOURCE_DIR=engine/src
ENGINE_SHADER_DIR=engine/shaders
APP_OBJECT_DIR=app/obj
APP_SOURCE_DIR=app/src
ENGINE_OBJECTS = $(ENGINE_OBJECT_DIR)/graphics/window.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/shader_program.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/array.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/attribute_definition.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/abstract/buffer.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/simple_buffer.o
# ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/instance_buffer.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/graphics/index_buffer.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/math/vec2.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/math/vec3.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/math/vec4.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/math/mat4.o
ENGINE_OBJECTS += $(ENGINE_OBJECT_DIR)/util/logging.o
ENGINE_SOURCES = $(ENGINE_SOURCE_DIR)/graphics/window.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/shader_program.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/array.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/attribute_definition.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/abstract/buffer.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/simple_buffer.cpp
# ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/instance_buffer.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/graphics/index_buffer.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/math/vec2.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/math/vec3.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/math/vec4.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/math/mat4.cpp
ENGINE_SOURCES += $(ENGINE_SOURCE_DIR)/util/logging.cpp
ENGINE_SHADERS = \
$(OUT_DIR)/vertexshader.glsl \
$(OUT_DIR)/fragmentshader.glsl
APP_OBJECTS = \
$(APP_OBJECT_DIR)/main.o
APP_SOURCES = \
$(APP_SOURCE_DIR)/main.cpp
ENGINE_CXX_LIBS=-Wl,-Bstatic -lGLEW -lglfw3 -pthread -Wl,-Bdynamic -lGL -lGLU -ldl -lX11 -lXi -lXxf86vm -lXrandr -lXcursor -lXinerama
APP_CXX_LIBS=-L$(LIB_OUT_DIR) -l:$(ENGINE_NAME)
.PHONY: all build clean engine app run
all: clean build run
clean:
rm -f $(OUT_DIR)/* $(LIB_OUT_DIR)/* $(ENGINE_OBJECTS) $(APP_OBJECTS)
build: engine app
run:
cd $(OUT_DIR) && \
./$(APP_NAME)
engine: $(ENGINE_LIB) $(ENGINE_SHADERS)
app: $(EXECUTABLE)
$(ENGINE_OBJECT_DIR)/%.o: $(ENGINE_SOURCE_DIR)/%.cpp $(ENGINE_SOURCES)
$(CXX) -I$(ENGINE_HEADER_DIR) -c -o [email protected] $< $(CXXFLAGS)
$(ENGINE_LIB): $(ENGINE_OBJECTS)
ar rvs [email protected] $(ENGINE_OBJECTS)
$(OUT_DIR)/%.glsl: $(ENGINE_SHADER_DIR)/%.glsl
cp -f $< [email protected]
$(APP_OBJECT_DIR)/%.o: $(APP_SOURCE_DIR)/%.cpp $(APP_SOURCES)
$(CXX) -I$(ENGINE_HEADER_DIR) -c -o [email protected] $< $(CXXFLAGS)
$(EXECUTABLE): $(APP_OBJECTS)
$(CXX) -o [email protected] $^ $(APP_CXX_LIBS) $(ENGINE_CXX_LIBS)
あなたは間違っていると思います。サイズには限界がありますが、通常は64Kなどですが、あなたはそれに近いところにいます... $(info ENGINE_OBJECTS = $(ENGINE_OBJECTS)) 'を使って、これがそれを宣言した後の問題ではありません。私は隠された文字を探し、割り当て段階で '= 'の代わりに':= 'を使ってみることができます... – HardcoreHenry