fix long standing grind bug
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 96a8930cfaa8ddb90238c3e821e9d4691d190161..6af9096e684cea05b8d19ca63bf45061f0000777 100644 (file)
--- a/build.c
+++ b/build.c
@@ -3,6 +3,9 @@
 #include "vg/vg_log.h"
 #include "vg/vg_opt.h"
 #include "vg/vg_build.h"
+#include "vg/vg_build_utils_shader.h"
+#include "vg/vg_msg.h"
+#include "workshop_types.h"
 
 /* 
  * c build.c --release --clang 
@@ -27,8 +30,15 @@ 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();
@@ -39,10 +49,43 @@ void build_game( enum compiler compiler )
 
    vg_build_symbolic_link( "textures_src", "textures" );
    vg_build_symbolic_link( "models_src", "models" );
+   vg_build_symbolic_link( "boards_src", "boards" );
    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 );
 
+   u8 descriptor_buf[ 512 ];
+   vg_msg descriptor;
+   vg_msg_init( &descriptor, descriptor_buf, 512 );
+   vg_msg_frame( &descriptor, "workshop" );
+      vg_msg_wkvstr( &descriptor, "title", "Understate DIY Park" );
+      vg_msg_wkvstr( &descriptor, "author", "Skaterift" );
+      vg_msg_wkvuint(&descriptor, "type", u32 value=k_workshop_file_type_world);
+   vg_msg_end_frame( &descriptor );
+   vg_msg_wkvstr( &descriptor, "location", "USA" );
+   vg_msg_wkvstr( &descriptor, "content", "main.mdl" );
+
+   /* method 2 */
+#if 0
+   vg_info( "TRYING OUT METHOD 2 BINGO BONGO\n" );
+   vg_msg root;
+   vg_msg_init( &root, descriptor_buf, descriptor.cur );
+
+   vg_msg workshop = root;
+   if( vg_msg_seekframe( &workshop, "workshop", k_vg_msg_first )){
+      const char *err = vg_msg_seekkvstr(&workshop,"NOT HERE",k_vg_msg_first);
+      const char *author = vg_msg_seekkvstr(&workshop,"author",k_vg_msg_first);
+      const char *title = vg_msg_seekkvstr(&workshop,"title",k_vg_msg_first);
+
+      vg_info( "TITLE: %s\n", title );
+      vg_info( "AUTHOR: %s\n", author );
+      vg_info( "and error code is: %s\n", err );
+   }
+
+   const char *content = vg_msg_seekkvstr(&root, "content", k_vg_msg_first);
+   vg_info( "CONTENT: %s\n", content );
+#endif
+
    vg_build();
    compiled_something = 1;
 }
@@ -99,3 +142,41 @@ 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_board_view",     "model.vs",         "model_character_view.fs" );
+   _S( "model_entity",         "model.vs",         "model_entity.fs" );
+   _S( "model_gate",           "model_gate.vs",    "model_gate_lq.fs" );
+   _S( "model_font",           "model_font.vs",    "model_font.fs" );
+
+   /* Pointcloud */
+   _S( "point_map", "cloud.vs", "cloud.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" );
+}