2 #include "vg/vg_platform.h"
5 #include "vg/vg_build.h"
6 #include "vg/vg_build_utils_shader.h"
8 #include "addon_types.h"
10 u32 optimize_test_compile
= 0;
13 * Addon metadata utilities
14 * -------------------------------------------------------------------------- */
16 void write_msg( vg_msg
*msg
, const char *path
){
17 FILE *fp
= fopen( path
, "wb" );
19 vg_error( "Cannot open %s for writing.\n", path
);
23 fwrite( msg
->buf
, msg
->cur
.co
, 1, fp
);
25 vg_success( "Written %s (%ub)\n", path
, msg
->cur
);
28 void write_generic_addon_inf( u32 type
, const char *title
,
29 const char *content
, const char *dest
){
30 u8 descriptor_buf
[ 512 ];
31 vg_msg descriptor
= {0};
32 descriptor
.buf
= descriptor_buf
;
33 descriptor
.max
= sizeof(descriptor_buf
);
34 vg_msg_frame( &descriptor
, "workshop" );
35 vg_msg_wkvstr( &descriptor
, "title", title
);
36 vg_msg_wkvstr( &descriptor
, "author", "Skaterift" );
37 vg_msg_wkvu32( &descriptor
, "type", type
);
38 vg_msg_end_frame( &descriptor
);
39 vg_msg_wkvstr( &descriptor
, "content", content
);
40 write_msg( &descriptor
, dest
);
44 * Compilation specifications
45 * -------------------------------------------------------------------------- */
47 /* operates in the local files, not in the bin folders */
48 void build_game_metadata(void){
49 vg_info( "Building game metadata\n" );
50 write_generic_addon_inf( k_addon_type_board
,
51 "Longboard", "board.mdl",
52 "boards_src/skaterift_long/addon.inf");
53 write_generic_addon_inf( k_addon_type_board
,
54 "Fractal", "board.mdl",
55 "boards_src/skaterift_fract/addon.inf");
56 write_generic_addon_inf( k_addon_type_board
,
57 "Striped", "board.mdl",
58 "boards_src/skaterift_striped/addon.inf");
59 write_generic_addon_inf( k_addon_type_board
,
61 "boards_src/skaterift_licco/addon.inf");
62 write_generic_addon_inf( k_addon_type_board
,
64 "boards_src/skaterift_spiral/addon.inf");
65 write_generic_addon_inf( k_addon_type_board
,
67 "boards_src/skaterift_shark/addon.inf");
69 write_generic_addon_inf( k_addon_type_player
,
70 "De'folde", "ch_new.mdl",
71 "playermodels_src/skaterift_new/addon.inf" );
72 write_generic_addon_inf( k_addon_type_player
,
73 "Jordan", "ch_jordan.mdl",
74 "playermodels_src/skaterift_jordan/addon.inf" );
75 write_generic_addon_inf( k_addon_type_player
,
76 "Outlaw", "ch_outlaw.mdl",
77 "playermodels_src/skaterift_outlaw/addon.inf" );
78 write_generic_addon_inf( k_addon_type_player
,
79 "Chip", "ch_chip.mdl",
80 "playermodels_src/skaterift_chip/addon.inf" );
81 write_generic_addon_inf( k_addon_type_player
,
82 "Aaron", "ch_aaron.mdl",
83 "playermodels_src/skaterift_aaron/addon.inf" );
86 void build_game_content(void){
87 vg_low( "Building game content structure\n" );
88 const char *project_name
= vg_build
.project_name
.buffer
;
89 vg_symlink( "textures_src", "textures" );
90 vg_symlink( "models_src", "models" );
91 vg_symlink( "boards_src", "boards" );
92 vg_symlink( "maps_src", "maps" );
93 vg_symlink( "sound_src", "sound" );
94 vg_symlink( "playermodels_src", "playermodels" );
95 vg_syscall( "mkdir -p bin/%s/cfg", project_name
);
96 vg_syscall( "mkdir -p bin/%s/savedata", project_name
);
97 vg_syscall( "mkdir -p bin/%s/tools", project_name
);
98 vg_syscall( "cp blender_export.py bin/%s/tools/", project_name
);
101 void build_shaders(void);
102 void compile_game( int binaries
, int content
){
107 build_game_metadata();
111 vg_build_new( "skaterift" );
114 vg_add_source( "skaterift.c" );
117 vg_compile( "skaterift" );
121 build_game_content();
124 void compile_sqlite_obj(void){
125 vg_build_new( "sqlite3.o" );
126 vg_add_source( "-c dep/sqlite3/sqlite3.c " );
128 vg_compile( "sqlite3.o" );
131 void compile_server(void){
132 vg_build_new( "skaterift_server" );
133 vg_add_source( "gameserver.c" );
134 vg_add_source( "bin/sqlite3.o-linux-x86_64-clang/sqlite3.o" );
135 vg_include_dir( "-I./dep " );
136 vg_library_dir( "-L./vg/dep/steam " );
137 vg_link( "-ldl -lpthread -lm -lsdkencryptedappticket -lsteam_api " );
138 vg_add_blob( "vg/dep/steam/libsteam_api.so", "" );
139 vg_add_blob( "vg/dep/steam/libsdkencryptedappticket.so", "" );
140 vg_compile( "server" );
145 * -------------------------------------------------------------------------- */
147 void s_release_all(void){
148 vg_info( "running script: s_release_all(void)\n" );
150 vg_build
.optimization
= 3;
152 vg_build
.arch
= k_architecture_x86_64
;
153 vg_build
.compiler
= k_compiler_zigcc
;
154 vg_build
.libc
= k_libc_version_2_23
;
156 /* binaries for windows and linux */
157 vg_build
.platform
= k_platform_windows
;
158 compile_game( 1, 0 );
159 vg_tarball_last_project(); /* windows binary depot: 2103942 */
160 vg_success( "Completed 1/3\n" );
162 vg_build
.platform
= k_platform_linux
;
163 compile_game( 1, 0 );
164 vg_tarball_last_project(); /* linux binary depot: 2103941 */
165 vg_success( "Completed 2/3\n" );
167 /* content files for any platform */
168 vg_build
.platform
= k_platform_anyplatform
;
169 vg_build
.compiler
= k_compiler_blob
;
170 vg_build
.arch
= k_architecture_anyarch
;
171 vg_build
.libc
= k_libc_version_native
;
172 compile_game( 0, 1 );
173 vg_tarball_last_project(); /* content depot: 2103943 */
174 vg_success( "Completed 3/3\n" );
176 /* TODO: DRM thingy? */
179 void s_testing_build(void){
180 vg_info( "running script: s_testing_build(void)\n" );
182 vg_build
.optimization
= optimize_test_compile
;
184 vg_build
.platform
= k_platform_linux
;
185 vg_build
.arch
= k_architecture_x86_64
;
186 vg_build
.compiler
= k_compiler_clang
;
187 vg_build
.libc
= k_libc_version_native
;
189 compile_game( 1, 1 );
191 vg_success( "Completed 1/1\n" );
194 void s_testing_server(void){
195 vg_info( "running script: s_testing_server(void)\n" );
198 vg_build
.platform
= k_platform_linux
;
199 vg_build
.arch
= k_architecture_x86_64
;
200 vg_build
.compiler
= k_compiler_clang
;
201 vg_build
.libc
= k_libc_version_native
;
203 /* build sqlite3, alwasy optimized */
204 vg_build
.optimization
= 3;
205 compile_sqlite_obj();
206 vg_success( "Completed 1/2\n" );
208 vg_build
.optimization
= optimize_test_compile
;
210 vg_success( "Completed 2/2\n" );
213 int main( int argc
, char *argv
[] ){
215 while( vg_argp( argc
, argv
) ){
216 if( vg_long_opt( "release-all" ) )
219 if( vg_long_opt( "testing-build" ) )
222 if( vg_long_opt( "testing-server" ) )
226 optimize_test_compile
= 3;
229 if( vg_build
.warnings
)
230 vg_warn( "Finished with %u warnings\n", vg_build
.warnings
);
232 vg_success( "All scripts ran successfully\n" );
235 #define _S( NAME, VS, FS ) \
236 vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
238 void build_shaders(void){
239 vg_info( "Compiling shader headers\n" );
240 vg_shader_set_include_dir( "shaders" );
243 _S( "scene_standard", "scene.vs", "scene_standard.fs" );
244 _S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
245 _S( "scene_foliage", "scene_foliage.vs", "scene_foliage.fs" );
246 _S( "scene_override", "scene_override.vs", "scene_override.fs" );
247 _S( "scene_fxglow", "scene_fxglow.vs", "scene_fxglow.fs" );
248 _S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
249 _S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
250 _S( "scene_route", "scene_override.vs", "scene_route.fs" );
251 _S( "scene_depth", "scene.vs", "scene_depth.fs" );
252 _S( "scene_position", "scene.vs", "scene_position.fs" );
253 _S( "scene_cubemapped", "scene.vs", "scene_cubemapped.fs" );
254 _S( "scene_water", "scene.vs", "scene_water.fs" );
255 _S( "scene_water_fast", "scene.vs", "scene_water_fast.fs" );
256 _S( "scene_scoretext", "scene_sfd.vs", "scene_standard.fs" );
257 _S( "scene_font", "model_font.vs","scene_font.fs" );
260 _S( "model_sky", "model.vs", "model_sky.fs" );
261 _S( "model_sky_space", "model.vs", "model_sky_space.fs" );
262 _S( "model_menu", "model.vs", "model_menu.fs" );
263 _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
264 _S( "model_board_view", "model.vs", "model_character_view.fs" );
265 _S( "model_entity", "model.vs", "model_entity.fs" );
266 _S( "model_gate", "model.vs", "model_gate_lq.fs" );
267 _S( "model_gate_unlinked", "model.vs", "model_gate_unlinked.fs" );
268 _S( "model_font", "model_font.vs", "model_font.fs" );
270 _S( "particle", "particle.vs", "particle.fs" );
271 _S( "trail", "trail.vs", "trail.fs" );
274 _S( "blit", "blit.vs", "blit.fs" );
275 _S( "blitblur", "blit.vs", "blitblur.fs" );
276 _S( "blitcolour","blit.vs", "colour.fs" );
277 _S( "blit_transition", "blit.vs", "blit_transition.fs" );
278 _S( "routeui", "routeui.vs", "routeui.fs" );