null
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 96a8930cfaa8ddb90238c3e821e9d4691d190161..1201177d9ea357b5d1349250a3c0df00861f302f 100644 (file)
--- a/build.c
+++ b/build.c
@@ -3,6 +3,7 @@
 #include "vg/vg_log.h"
 #include "vg/vg_opt.h"
 #include "vg/vg_build.h"
+#include "vg/vg_build_utils_shader.h"
 
 /* 
  * c build.c --release --clang 
@@ -27,8 +28,16 @@ void build_server( enum compiler compiler )
    compiled_something = 1;
 }
 
+void build_shaders(void);
 void build_game( enum compiler compiler )
 {
+   static int shaders_built = 0;
+   if( !shaders_built )
+   {
+      shaders_built = 1;
+      build_shaders();
+   }
+
    vg_build_start( "skaterift", compiler );
    vg_build_object( "skaterift.c " );
    vg_build_add_link_for_graphics();
@@ -99,3 +108,40 @@ int main( int argc, char *argv[] )
       }
    }
 }
+
+#define _S( NAME, VS, FS ) \
+   vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
+
+void build_shaders(void)
+{
+   vg_shader_set_include_dir( "shaders" );
+
+   /* Scene */
+   _S( "scene_standard",            "scene.vs", "scene_standard.fs" );
+   _S( "scene_standard_alphatest",  "scene.vs", "scene_standard_alphatest.fs" );
+   _S( "scene_vertex_blend",        "scene.vs", "scene_vertex_blend.fs" );
+   _S( "scene_terrain",             "scene.vs", "scene_terrain.fs" );
+   _S( "scene_route",               "scene.vs", "scene_route.fs" );
+   _S( "scene_depth",               "scene.vs", "scene_depth.fs" );
+   _S( "scene_position",            "scene.vs", "scene_position.fs" );
+   _S( "scene_water",               "scene.vs", "scene_water.fs" );
+   _S( "scene_water_fast",          "scene.vs", "scene_water_fast.fs" );
+   _S( "scene_scoretext",           "scene_sfd.vs", "scene_standard.fs" );
+
+   /* Models */
+   _S( "model_sky",            "model.vs",         "model_sky.fs" );
+   _S( "model_menu",           "model.vs",         "model_menu.fs" );
+   _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
+   _S( "model_gate",           "model_gate.vs",    "model_gate_lq.fs" );
+
+   /* 2D */
+   _S( "blit",      "blit.vs",      "blit.fs" );
+   _S( "blitblur",  "blit.vs",      "blitblur.fs" );
+   _S( "blitcolour","blit.vs",      "colour.fs" );
+   _S( "routeui",   "routeui.vs",   "routeui.fs" );
+   
+#if 0
+   // 3D Standard
+   _S( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
+#endif
+}