modular stuffs
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
diff --git a/build.c b/build.c
index 053154fc6ed7555ece6b3abb5abd21d7eef5b5f5..fd0a1026ea3b165947334236b76e115c3a6793a0 100644 (file)
--- a/build.c
+++ b/build.c
@@ -109,32 +109,36 @@ 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" );
 
-   _shader( "blit",      "shaders/blit.vs",      "shaders/blit.fs" );
-   _shader( "blitblur",  "shaders/blit.vs",      "shaders/blitblur.fs" );
-   _shader( "standard",  "shaders/standard.vs",  "shaders/standard.fs" );
-   _shader( "vblend",    "shaders/standard.vs",  "shaders/vblend.fs" );
-   _shader( "terrain",   "shaders/standard.vs",  "shaders/terrain.fs" );
-   _shader( "sky",       "shaders/standard.vs",  "shaders/sky.fs" );
-   _shader( "planeinf",  "shaders/standard.vs",  "shaders/planeinf.fs" );
-   _shader( "gpos",      "shaders/standard.vs",  "shaders/gpos.fs" );
-   _shader( "fscolour",  "shaders/blit.vs",      "shaders/colour.fs" );
-   _shader( "alphatest", "shaders/standard.vs",  "shaders/std_alphatest.fs" );
-   _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
-   _shader( "water",     "shaders/standard.vs",  "shaders/water.fs" );
-   _shader( "water_fast","shaders/standard.vs",  "shaders/water_fast.fs" );
-   _shader( "gate",      "shaders/gate.vs",      "shaders/gate.fs" );
-   _shader( "gatelq",    "shaders/gate.vs",      "shaders/gate_lq.fs" );
-   _shader( "route",     "shaders/standard.vs",  "shaders/route.fs" );
-   _shader( "routeui",   "shaders/routeui.vs",   "shaders/routeui.fs" );
-   _shader( "viewchar",  "shaders/standard_skinned.vs", "shaders/viewchar.fs" );
-   _shader( "menu",      "shaders/standard.vs",  "shaders/menu.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_gate",           "model_gate.vs",    "model_gate_lq.fs" );
+   _S( "model_font",           "model_font.vs",    "model_font.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" );
 }