X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=build.c;h=6d3b521a8a6a92f6003b51dfc0c5b2d226a878c0;hb=b8ff92a2caafa557608b84f4a037a5b3ce2628f7;hp=fe51c054436b0fb8f0a31e18f2c4a4ce43a3edec;hpb=a6708cef5099c83ff14816442de0954934f10276;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/build.c b/build.c index fe51c05..6d3b521 100644 --- 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 +49,46 @@ 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" ); + + 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; } @@ -109,37 +146,40 @@ 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_fast.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" ); }