glow effect
[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 #include "vg/vg_msg.h"
8 #include "addon_types.h"
9
10 /*
11 * c build.c --release --clang
12 * c build.c --clang -p
13 * c build.c --file=game -rc --clang --play
14 */
15
16 int compiled_something = 0;
17
18 void build_server( enum compiler compiler )
19 {
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 " );
24
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" );
28
29 vg_build();
30 compiled_something = 1;
31 }
32
33 void write_msg( vg_msg *msg, const char *path ){
34 FILE *fp = fopen( path, "wb" );
35 if( !fp ){
36 vg_error( "Cannot open %s for writing.\n", path );
37 exit(0);
38 }
39
40 fwrite( msg->buf, msg->cur, 1, fp );
41 fclose( fp );
42 vg_success( "Written %s (%ub)\n", path, msg->cur );
43 }
44
45 void write_generic_addon_inf( u32 type, const char *title,
46 const char *content, const char *dest ){
47 u8 descriptor_buf[ 512 ];
48 vg_msg descriptor = {0};
49 descriptor.buf = descriptor_buf;
50 descriptor.max = sizeof(descriptor_buf);
51 vg_msg_frame( &descriptor, "workshop" );
52 vg_msg_wkvstr( &descriptor, "title", title );
53 vg_msg_wkvstr( &descriptor, "author", "Skaterift" );
54 vg_msg_wkvu32( &descriptor, "type", type );
55 vg_msg_end_frame( &descriptor );
56 vg_msg_wkvstr( &descriptor, "content", content );
57 write_msg( &descriptor, dest );
58 }
59
60 void build_shaders(void);
61 void build_game( enum compiler compiler )
62 {
63 static int shaders_built = 0;
64 if( !shaders_built ){
65 shaders_built = 1;
66 build_shaders();
67 }
68
69 vg_build_start( "skaterift", compiler );
70 vg_build_object( "skaterift.c " );
71 vg_build_add_link_for_graphics();
72 vg_build_add_link_for_game();
73
74 vg_build_copy_graphics_dependencies();
75 vg_build_copy_game_dependencies();
76
77 vg_build_symbolic_link( "textures_src", "textures" );
78 vg_build_symbolic_link( "models_src", "models" );
79 vg_build_symbolic_link( "boards_src", "boards" );
80 vg_build_symbolic_link( "maps_src", "maps" );
81 vg_build_symbolic_link( "sound_src", "sound" );
82 vg_build_symbolic_link( "playermodels_src", "playermodels" );
83 vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
84
85
86 write_generic_addon_inf( k_addon_type_board,
87 "Longboard", "board.mdl",
88 "boards_src/skaterift_long/addon.inf");
89 write_generic_addon_inf( k_addon_type_board,
90 "Fractal", "board.mdl",
91 "boards_src/skaterift_fract/addon.inf");
92 write_generic_addon_inf( k_addon_type_board,
93 "Striped", "board.mdl",
94 "boards_src/skaterift_striped/addon.inf");
95 write_generic_addon_inf( k_addon_type_board,
96 "Licco", "board.mdl",
97 "boards_src/skaterift_licco/addon.inf");
98 write_generic_addon_inf( k_addon_type_board,
99 "Hypno", "board.mdl",
100 "boards_src/skaterift_spiral/addon.inf");
101 write_generic_addon_inf( k_addon_type_board,
102 "Shark", "board.mdl",
103 "boards_src/skaterift_shark/addon.inf");
104
105 write_generic_addon_inf( k_addon_type_player,
106 "De'folde", "ch_new.mdl",
107 "playermodels_src/skaterift_new/addon.inf" );
108 write_generic_addon_inf( k_addon_type_player,
109 "Jordan", "ch_jordan.mdl",
110 "playermodels_src/skaterift_jordan/addon.inf" );
111 write_generic_addon_inf( k_addon_type_player,
112 "Outlaw", "ch_outlaw.mdl",
113 "playermodels_src/skaterift_outlaw/addon.inf" );
114
115 vg_build();
116 compiled_something = 1;
117 }
118
119 int main( int argc, char *argv[] ){
120 time_t uid = time(NULL);
121
122 char *arg;
123 while( vg_argp( argc, argv ) )
124 {
125 if( vg_long_opt( "debug" ) || vg_opt( 'd' ) )
126 vg_build_mode_debug();
127
128 if( vg_long_opt( "release" ) || vg_opt( 'r' ) )
129 vg_build_mode_release();
130
131 if( vg_long_opt( "clang-server" ) )
132 build_server( k_compiler_clang );
133
134 if( vg_long_opt( "clang" ) )
135 build_game( k_compiler_clang );
136
137 if( vg_long_opt( "gcc" ) )
138 build_game( k_compiler_gcc );
139
140 if( vg_long_opt( "mingw" ) )
141 build_game( k_compiler_mingw );
142
143 if( vg_opt('p') || vg_long_opt("run") )
144 {
145 chdir( vg_compiler.build_dir );
146 if( vg_compiler.compiler == k_compiler_mingw )
147 vg_build_syscall( "wine %s.exe", vg_compiler.name );
148 else
149 vg_build_syscall( "./%s", vg_compiler.name );
150 chdir( "../../" );
151 }
152
153 if( vg_long_opt( "tar" ) || vg_opt( 't' ) )
154 {
155 vg_build_syscall( "mkdir -p dist" );
156 if( compiled_something )
157 vg_build_syscall( "tar -chzvf dist/%s-%u.tar.gz %s",
158 vg_compiler.name, uid, vg_compiler.build_dir );
159 }
160
161 if( vg_long_opt( "zip" ) || vg_opt( 'z' ) )
162 {
163 vg_build_syscall( "mkdir -p dist" );
164 if( compiled_something )
165 vg_build_syscall( "zip -r9 dist/%s-%u.zip %s",
166 vg_compiler.name, uid, vg_compiler.build_dir );
167 }
168 }
169 }
170
171 #define _S( NAME, VS, FS ) \
172 vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
173
174 void build_shaders(void)
175 {
176 vg_shader_set_include_dir( "shaders" );
177
178 /* Scene */
179 _S( "scene_standard", "scene.vs", "scene_standard.fs" );
180 _S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
181 _S( "scene_fxglow", "scene.vs", "scene_fxglow.fs" );
182 _S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
183 _S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
184 _S( "scene_route", "scene.vs", "scene_route.fs" );
185 _S( "scene_depth", "scene.vs", "scene_depth.fs" );
186 _S( "scene_position", "scene.vs", "scene_position.fs" );
187 _S( "scene_water", "scene.vs", "scene_water.fs" );
188 _S( "scene_water_fast", "scene.vs", "scene_water_fast.fs" );
189 _S( "scene_scoretext", "scene_sfd.vs", "scene_standard.fs" );
190
191 /* Models */
192 _S( "model_sky", "model.vs", "model_sky.fs" );
193 _S( "model_menu", "model.vs", "model_menu.fs" );
194 _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
195 _S( "model_board_view", "model.vs", "model_character_view.fs" );
196 _S( "model_entity", "model.vs", "model_entity.fs" );
197 _S( "model_gate", "model_gate.vs", "model_gate_lq.fs" );
198 _S( "model_font", "model_font.vs", "model_font.fs" );
199
200 /* Pointcloud */
201 _S( "point_map", "cloud.vs", "cloud.fs" );
202
203 /* 2D */
204 _S( "blit", "blit.vs", "blit.fs" );
205 _S( "blitblur", "blit.vs", "blitblur.fs" );
206 _S( "blitcolour","blit.vs", "colour.fs" );
207 _S( "routeui", "routeui.vs", "routeui.fs" );
208 }