2 #include "vg/vg_platform.h"
5 #include "vg/vg_build.h"
6 #include "vg/vg_build_utils_shader.h"
8 #include "workshop_types.h"
11 * c build.c --release --clang
12 * c build.c --clang -p
13 * c build.c --file=game -rc --clang --play
16 int compiled_something
= 0;
18 void build_server( enum compiler compiler
)
20 vg_build_start( "skaterift_server", compiler
);
21 vg_build_object( "server.c " );
22 vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
23 vg_build_library_dir( "-L./vg/dep/steam " );
25 vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );
26 vg_build_bin_dependency_file( "vg/dep/steam/libsteam_api.so" );
27 vg_build_bin_dependency_file( "vg/dep/steam/libsdkencryptedappticket.so" );
30 compiled_something
= 1;
33 void build_shaders(void);
34 void build_game( enum compiler compiler
)
36 static int shaders_built
= 0;
42 vg_build_start( "skaterift", compiler
);
43 vg_build_object( "skaterift.c " );
44 vg_build_add_link_for_graphics();
45 vg_build_add_link_for_game();
47 vg_build_copy_graphics_dependencies();
48 vg_build_copy_game_dependencies();
50 vg_build_symbolic_link( "textures_src", "textures" );
51 vg_build_symbolic_link( "models_src", "models" );
52 vg_build_symbolic_link( "boards_src", "boards" );
53 vg_build_symbolic_link( "maps_src", "maps" );
54 vg_build_symbolic_link( "sound_src", "sound" );
55 vg_build_syscall( "mkdir -p %s/cfg", vg_compiler
.build_dir
);
57 u8 descriptor_buf
[ 512 ];
59 vg_msg_init( &descriptor
, descriptor_buf
, 512 );
60 vg_msg_frame( &descriptor
, "workshop" );
61 vg_msg_wkvstr( &descriptor
, "title", "Understate DIY Park" );
62 vg_msg_wkvstr( &descriptor
, "author", "Skaterift" );
63 vg_msg_wkvuint(&descriptor
, "type", u32 value
=k_workshop_file_type_world
);
64 vg_msg_end_frame( &descriptor
);
65 vg_msg_wkvstr( &descriptor
, "location", "USA" );
66 vg_msg_wkvstr( &descriptor
, "content", "main.mdl" );
68 if( descriptor
.error
== k_vg_msg_error_OK
){
69 FILE *fp
= fopen( "maps_src/mp_spawn/addon.inf", "wb" );
70 fwrite( descriptor_buf
, descriptor
.cur
, 1, fp
);
74 vg_msg_init( &recvtest
, descriptor_buf
, descriptor
.cur
);
77 while( vg_msg_next( &recvtest
, &cmd
) ){
78 if( cmd
.code
== k_vg_msg_code_frame
){
79 vg_info( "FRAME: [%u]%s\n", cmd
.key_djb2
, cmd
.key
);
81 else if( cmd
.code
== k_vg_msg_code_endframe
){
82 vg_info( "ENDFRAME\n" );
84 else if( cmd
.code
== k_vg_msg_code_kvstring
){
85 vg_info( "KVSTR: [%u]%s: [%u]%s\n", cmd
.key_djb2
, cmd
.key
,
87 (const char *)cmd
.value
._buf
);
93 compiled_something
= 1;
96 int main( int argc
, char *argv
[] )
98 time_t uid
= time(NULL
);
101 while( vg_argp( argc
, argv
) )
103 if( vg_long_opt( "debug" ) || vg_opt( 'd' ) )
104 vg_build_mode_debug();
106 if( vg_long_opt( "release" ) || vg_opt( 'r' ) )
107 vg_build_mode_release();
109 if( vg_long_opt( "clang-server" ) )
110 build_server( k_compiler_clang
);
112 if( vg_long_opt( "clang" ) )
113 build_game( k_compiler_clang
);
115 if( vg_long_opt( "gcc" ) )
116 build_game( k_compiler_gcc
);
118 if( vg_long_opt( "mingw" ) )
119 build_game( k_compiler_mingw
);
121 if( vg_opt('p') || vg_long_opt("run") )
123 chdir( vg_compiler
.build_dir
);
124 if( vg_compiler
.compiler
== k_compiler_mingw
)
125 vg_build_syscall( "wine %s.exe", vg_compiler
.name
);
127 vg_build_syscall( "./%s", vg_compiler
.name
);
131 if( vg_long_opt( "tar" ) || vg_opt( 't' ) )
133 vg_build_syscall( "mkdir -p dist" );
134 if( compiled_something
)
135 vg_build_syscall( "tar -chzvf dist/%s-%u.tar.gz %s",
136 vg_compiler
.name
, uid
, vg_compiler
.build_dir
);
139 if( vg_long_opt( "zip" ) || vg_opt( 'z' ) )
141 vg_build_syscall( "mkdir -p dist" );
142 if( compiled_something
)
143 vg_build_syscall( "zip -r9 dist/%s-%u.zip %s",
144 vg_compiler
.name
, uid
, vg_compiler
.build_dir
);
149 #define _S( NAME, VS, FS ) \
150 vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
152 void build_shaders(void)
154 vg_shader_set_include_dir( "shaders" );
157 _S( "scene_standard", "scene.vs", "scene_standard.fs" );
158 _S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
159 _S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
160 _S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
161 _S( "scene_route", "scene.vs", "scene_route.fs" );
162 _S( "scene_depth", "scene.vs", "scene_depth.fs" );
163 _S( "scene_position", "scene.vs", "scene_position.fs" );
164 _S( "scene_water", "scene.vs", "scene_water.fs" );
165 _S( "scene_water_fast", "scene.vs", "scene_water_fast.fs" );
166 _S( "scene_scoretext", "scene_sfd.vs", "scene_standard.fs" );
169 _S( "model_sky", "model.vs", "model_sky.fs" );
170 _S( "model_menu", "model.vs", "model_menu.fs" );
171 _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
172 _S( "model_board_view", "model.vs", "model_character_view.fs" );
173 _S( "model_entity", "model.vs", "model_entity.fs" );
174 _S( "model_gate", "model_gate.vs", "model_gate_lq.fs" );
175 _S( "model_font", "model_font.vs", "model_font.fs" );
178 _S( "point_map", "cloud.vs", "cloud.fs" );
181 _S( "blit", "blit.vs", "blit.fs" );
182 _S( "blitblur", "blit.vs", "blitblur.fs" );
183 _S( "blitcolour","blit.vs", "colour.fs" );
184 _S( "routeui", "routeui.vs", "routeui.fs" );