add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 84de2fda775e739e06fbc0a2a3ca90820f439eb3..61ac1c4caffa62ee2b63d81cc61ba85461dd8e96 100644 (file)
--- a/build.c
+++ b/build.c
@@ -1,7 +1,9 @@
+#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 
@@ -15,7 +17,7 @@ void build_server( enum compiler compiler )
 {
    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" );
@@ -26,8 +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();
@@ -38,10 +48,10 @@ void build_game( enum compiler compiler )
 
    vg_build_symbolic_link( "textures_src", "textures" );
    vg_build_symbolic_link( "models_src", "models" );
+   vg_build_symbolic_link( "maps_src", "maps" );
    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;
 }
@@ -71,6 +81,16 @@ int main( int argc, char *argv[] )
       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" );
@@ -88,3 +108,41 @@ int main( int argc, char *argv[] )
       }
    }
 }
+
+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" );
+}