add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
1 #include <time.h>
2 #include "vg/vg_platform.h"
3 #include "vg/vg_log.h"
4 #include "vg/vg_opt.h"
5 #include "vg/vg_build.h"
6 #include "vg/vg_build_utils_shader.h"
7
8 /*
9 * c build.c --release --clang
10 * c build.c --clang -p
11 * c build.c --file=game -rc --clang --play
12 */
13
14 int compiled_something = 0;
15
16 void build_server( enum compiler compiler )
17 {
18 vg_build_start( "skaterift_server", compiler );
19 vg_build_object( "server.c " );
20 vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
21 vg_build_library_dir( "-L./vg/dep/steam " );
22
23 vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );
24 vg_build_bin_dependency_file( "vg/dep/steam/libsteam_api.so" );
25 vg_build_bin_dependency_file( "vg/dep/steam/libsdkencryptedappticket.so" );
26
27 vg_build();
28 compiled_something = 1;
29 }
30
31 void build_shaders(void);
32 void build_game( enum compiler compiler )
33 {
34 static int shaders_built = 0;
35 if( !shaders_built )
36 {
37 shaders_built = 1;
38 build_shaders();
39 }
40
41 vg_build_start( "skaterift", compiler );
42 vg_build_object( "skaterift.c " );
43 vg_build_add_link_for_graphics();
44 vg_build_add_link_for_game();
45
46 vg_build_copy_graphics_dependencies();
47 vg_build_copy_game_dependencies();
48
49 vg_build_symbolic_link( "textures_src", "textures" );
50 vg_build_symbolic_link( "models_src", "models" );
51 vg_build_symbolic_link( "maps_src", "maps" );
52 vg_build_symbolic_link( "sound_src", "sound" );
53 vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
54
55 vg_build();
56 compiled_something = 1;
57 }
58
59 int main( int argc, char *argv[] )
60 {
61 time_t uid = time(NULL);
62
63 char *arg;
64 while( vg_argp( argc, argv ) )
65 {
66 if( vg_long_opt( "debug" ) || vg_opt( 'd' ) )
67 vg_build_mode_debug();
68
69 if( vg_long_opt( "release" ) || vg_opt( 'r' ) )
70 vg_build_mode_release();
71
72 if( vg_long_opt( "clang-server" ) )
73 build_server( k_compiler_clang );
74
75 if( vg_long_opt( "clang" ) )
76 build_game( k_compiler_clang );
77
78 if( vg_long_opt( "gcc" ) )
79 build_game( k_compiler_gcc );
80
81 if( vg_long_opt( "mingw" ) )
82 build_game( k_compiler_mingw );
83
84 if( vg_opt('p') || vg_long_opt("run") )
85 {
86 chdir( vg_compiler.build_dir );
87 if( vg_compiler.compiler == k_compiler_mingw )
88 vg_build_syscall( "wine %s.exe", vg_compiler.name );
89 else
90 vg_build_syscall( "./%s", vg_compiler.name );
91 chdir( "../../" );
92 }
93
94 if( vg_long_opt( "tar" ) || vg_opt( 't' ) )
95 {
96 vg_build_syscall( "mkdir -p dist" );
97 if( compiled_something )
98 vg_build_syscall( "tar -chzvf dist/%s-%u.tar.gz %s",
99 vg_compiler.name, uid, vg_compiler.build_dir );
100 }
101
102 if( vg_long_opt( "zip" ) || vg_opt( 'z' ) )
103 {
104 vg_build_syscall( "mkdir -p dist" );
105 if( compiled_something )
106 vg_build_syscall( "zip -r9 dist/%s-%u.zip %s",
107 vg_compiler.name, uid, vg_compiler.build_dir );
108 }
109 }
110 }
111
112 void _shader( char *name, char *vs, char *fs )
113 {
114 vg_build_shader( vs, fs, NULL, "shaders", name );
115 }
116
117 void build_shaders(void)
118 {
119 vg_shader_set_include_dir( "shaders" );
120
121 // 2D
122 _shader( "blit", "shaders/blit.vs", "shaders/blit.fs" );
123 _shader( "blitblur", "shaders/blit.vs", "shaders/blitblur.fs" );
124 _shader( "blitcolour","shaders/blit.vs", "shaders/colour.fs" );
125 _shader( "routeui", "shaders/routeui.vs", "shaders/routeui.fs" );
126
127 // 3D Standard
128 _shader( "standard", "shaders/standard.vs", "shaders/standard.fs" );
129 _shader( "vblend", "shaders/standard.vs", "shaders/vblend.fs" );
130 _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
131 _shader( "terrain", "shaders/standard.vs", "shaders/terrain.fs" );
132 _shader( "alphatest", "shaders/standard.vs", "shaders/std_alphatest.fs" );
133 _shader( "route", "shaders/standard.vs", "shaders/route.fs" );
134 _shader( "menu", "shaders/standard.vs", "shaders/menu.fs" );
135
136 // 3D Skinned
137 _shader( "viewchar", "shaders/standard_skinned.vs", "shaders/viewchar.fs" );
138
139 // 3D extra/effects
140 _shader( "gpos", "shaders/standard.vs", "shaders/gpos.fs" );
141 _shader( "sky", "shaders/standard.vs", "shaders/sky.fs" );
142 _shader( "water", "shaders/standard.vs", "shaders/water.fs" );
143 _shader( "water_fast","shaders/standard.vs", "shaders/water_fast.fs" );
144 _shader( "gatelq", "shaders/gate.vs", "shaders/gate_lq.fs" );
145
146 //_shader( "planeinf", "shaders/standard.vs", "shaders/planeinf.fs" );
147 //_shader( "gate", "shaders/gate.vs", "shaders/gate.fs" );
148 }