fix long standing grind bug
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index c0a79b654a6d36fe94deb373207fbd542ce2ec09..6af9096e684cea05b8d19ca63bf45061f0000777 100644 (file)
--- a/build.c
+++ b/build.c
@@ -4,6 +4,8 @@
 #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 
@@ -32,8 +34,7 @@ void build_shaders(void);
 void build_game( enum compiler compiler )
 {
    static int shaders_built = 0;
-   if( !shaders_built )
-   {
+   if( !shaders_built ){
       shaders_built = 1;
       build_shaders();
    }
@@ -48,10 +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;
 }
@@ -109,37 +143,40 @@ int main( int argc, char *argv[] )
    }
 }
 
-void _shader( char *name, char *vs, char *fs )
-{
-   vg_build_shader( vs, fs, NULL, "shaders", name );
-}
+#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" );
 
-   // 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" );
+   /* 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" );
 }