#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
void build_game( enum compiler compiler )
{
static int shaders_built = 0;
- if( !shaders_built )
- {
+ if( !shaders_built ){
shaders_built = 1;
build_shaders();
}
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" );
+
+ if( descriptor.error == k_vg_msg_error_OK ){
+ FILE *fp = fopen( "maps_src/mp_spawn/addon.inf", "wb" );
+ fwrite( descriptor_buf, descriptor.cur, 1, fp );
+ fclose( fp );
+
+ vg_msg recvtest;
+ vg_msg_init( &recvtest, descriptor_buf, descriptor.cur );
+
+ vg_msg_cmd cmd;
+ while( vg_msg_next( &recvtest, &cmd ) ){
+ if( cmd.code == k_vg_msg_code_frame ){
+ vg_info( "FRAME: [%u]%s\n", cmd.key_djb2, cmd.key );
+ }
+ else if( cmd.code == k_vg_msg_code_endframe ){
+ vg_info( "ENDFRAME\n" );
+ }
+ else if( cmd.code == k_vg_msg_code_kvstring ){
+ vg_info( "KVSTR: [%u]%s: [%u]%s\n", cmd.key_djb2, cmd.key,
+ cmd.value_djb2,
+ (const char *)cmd.value._buf );
+ }
+ }
+ }
+
vg_build();
compiled_something = 1;
}
_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" );