+#include <time.h>
#include "vg/vg_platform.h"
#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
{
vg_build_start( "skaterift_server", compiler );
vg_build_object( "server.c " );
- vg_build_link( "-pthread -lm -lsdkencryptedappticket -lsteam_api " );
+ vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
vg_build_library_dir( "-L./vg/dep/steam " );
vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );
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();
vg_build_symbolic_link( "sound_src", "sound" );
vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
- vg_build_miniaudio();
vg_build();
compiled_something = 1;
}
if( vg_long_opt( "mingw" ) )
build_game( k_compiler_mingw );
+ if( vg_opt('p') || vg_long_opt("run") )
+ {
+ chdir( vg_compiler.build_dir );
+ if( vg_compiler.compiler == k_compiler_mingw )
+ vg_build_syscall( "wine %s.exe", vg_compiler.name );
+ else
+ vg_build_syscall( "./%s", vg_compiler.name );
+ chdir( "../../" );
+ }
+
if( vg_long_opt( "tar" ) || vg_opt( 't' ) )
{
vg_build_syscall( "mkdir -p dist" );
}
}
}
+
+void _shader( char *name, char *vs, char *fs )
+{
+ vg_build_shader( vs, fs, NULL, "shaders", name );
+}
+
+void build_shaders(void)
+{
+ vg_shader_set_include_dir( "shaders" );
+
+ // 2D
+ _shader( "blit", "shaders/blit.vs", "shaders/blit.fs" );
+ _shader( "blitblur", "shaders/blit.vs", "shaders/blitblur.fs" );
+ _shader( "blitcolour","shaders/blit.vs", "shaders/colour.fs" );
+ _shader( "routeui", "shaders/routeui.vs", "shaders/routeui.fs" );
+
+ // 3D Standard
+ _shader( "standard", "shaders/standard.vs", "shaders/standard.fs" );
+ _shader( "vblend", "shaders/standard.vs", "shaders/vblend.fs" );
+ _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
+ _shader( "terrain", "shaders/standard.vs", "shaders/terrain.fs" );
+ _shader( "alphatest", "shaders/standard.vs", "shaders/std_alphatest.fs" );
+ _shader( "route", "shaders/standard.vs", "shaders/route.fs" );
+ _shader( "menu", "shaders/standard.vs", "shaders/menu.fs" );
+
+ // 3D Skinned
+ _shader( "viewchar", "shaders/standard_skinned.vs", "shaders/viewchar.fs" );
+
+ // 3D extra/effects
+ _shader( "gpos", "shaders/standard.vs", "shaders/gpos.fs" );
+ _shader( "sky", "shaders/standard.vs", "shaders/sky.fs" );
+ _shader( "water", "shaders/standard.vs", "shaders/water.fs" );
+ _shader( "water_fast","shaders/standard.vs", "shaders/water_fast.fs" );
+ _shader( "gatelq", "shaders/gate.vs", "shaders/gate_lq.fs" );
+
+ //_shader( "planeinf", "shaders/standard.vs", "shaders/planeinf.fs" );
+ //_shader( "gate", "shaders/gate.vs", "shaders/gate.fs" );
+}