+#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
{
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" );
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();
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;
}
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" );
vg_compiler.name, uid, vg_compiler.build_dir );
}
- if( vg_opt('p') || vg_long_opt("run") )
- {
- chdir( vg_compiler.build_dir );
- vg_build_syscall( "./%s", vg_compiler.name );
- chdir( "../../" );
- }
-
if( vg_long_opt( "zip" ) || vg_opt( 'z' ) )
{
vg_build_syscall( "mkdir -p dist" );
}
}
}
+
+#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_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" );
+}