added tools step to build
[carveJwlIkooP6JGAAIwe30JlM.git] / build.c
1 #include <time.h>
2 #include "vg/vg_platform.h"
3 #include "vg/vg_log.h"
4 #include "vg/vg_opt.h"
5 #include "vg/vg_build.h"
6 #include "vg/vg_build_utils_shader.h"
7 #include "vg/vg_msg.h"
8 #include "addon_types.h"
9
10 /*
11 * c build.c --release --clang
12 * c build.c --clang -p
13 * c build.c --file=game -rc --clang --play
14 */
15
16 int compiled_something = 0;
17
18 void build_server( enum compiler compiler )
19 {
20 vg_build_start( "skaterift_server", compiler );
21 vg_build_object( "server.c " );
22 vg_build_link( "-lm -lsdkencryptedappticket -lsteam_api " );
23 vg_build_library_dir( "-L./vg/dep/steam " );
24
25 vg_build_bin_dependency_file( "vg/dep/steam/steamclient.so" );
26 vg_build_bin_dependency_file( "vg/dep/steam/libsteam_api.so" );
27 vg_build_bin_dependency_file( "vg/dep/steam/libsdkencryptedappticket.so" );
28
29 vg_build();
30 compiled_something = 1;
31 }
32
33 void write_msg( vg_msg *msg, const char *path ){
34 FILE *fp = fopen( path, "wb" );
35 if( !fp ){
36 vg_error( "Cannot open %s for writing.\n", path );
37 exit(0);
38 }
39
40 fwrite( msg->buf, msg->cur, 1, fp );
41 fclose( fp );
42 vg_success( "Written %s (%ub)\n", path, msg->cur );
43 }
44
45 void write_generic_addon_inf( u32 type, const char *title,
46 const char *content, const char *dest ){
47 u8 descriptor_buf[ 512 ];
48 vg_msg descriptor = {0};
49 descriptor.buf = descriptor_buf;
50 descriptor.max = sizeof(descriptor_buf);
51 vg_msg_frame( &descriptor, "workshop" );
52 vg_msg_wkvstr( &descriptor, "title", title );
53 vg_msg_wkvstr( &descriptor, "author", "Skaterift" );
54 vg_msg_wkvu32( &descriptor, "type", type );
55 vg_msg_end_frame( &descriptor );
56 vg_msg_wkvstr( &descriptor, "content", content );
57 write_msg( &descriptor, dest );
58 }
59
60 void build_shaders(void);
61 void build_game( enum compiler compiler )
62 {
63 static int shaders_built = 0;
64 if( !shaders_built ){
65 shaders_built = 1;
66 build_shaders();
67 }
68
69 vg_build_start( "skaterift", compiler );
70 vg_build_object( "skaterift.c " );
71 vg_build_add_link_for_graphics();
72 vg_build_add_link_for_game();
73
74 vg_build_copy_graphics_dependencies();
75 vg_build_copy_game_dependencies();
76
77 vg_build_symbolic_link( "textures_src", "textures" );
78 vg_build_symbolic_link( "models_src", "models" );
79 vg_build_symbolic_link( "boards_src", "boards" );
80 vg_build_symbolic_link( "maps_src", "maps" );
81 vg_build_symbolic_link( "sound_src", "sound" );
82 vg_build_symbolic_link( "playermodels_src", "playermodels" );
83 vg_build_syscall( "mkdir -p %s/cfg", vg_compiler.build_dir );
84
85 vg_build_syscall( "mkdir -p %s/tools", vg_compiler.build_dir );
86 vg_build_syscall( "cp blender_export.py %s/tools/", vg_compiler.build_dir );
87
88 write_generic_addon_inf( k_addon_type_board,
89 "Longboard", "board.mdl",
90 "boards_src/skaterift_long/addon.inf");
91 write_generic_addon_inf( k_addon_type_board,
92 "Fractal", "board.mdl",
93 "boards_src/skaterift_fract/addon.inf");
94 write_generic_addon_inf( k_addon_type_board,
95 "Striped", "board.mdl",
96 "boards_src/skaterift_striped/addon.inf");
97 write_generic_addon_inf( k_addon_type_board,
98 "Licco", "board.mdl",
99 "boards_src/skaterift_licco/addon.inf");
100 write_generic_addon_inf( k_addon_type_board,
101 "Hypno", "board.mdl",
102 "boards_src/skaterift_spiral/addon.inf");
103 write_generic_addon_inf( k_addon_type_board,
104 "Shark", "board.mdl",
105 "boards_src/skaterift_shark/addon.inf");
106
107 write_generic_addon_inf( k_addon_type_player,
108 "De'folde", "ch_new.mdl",
109 "playermodels_src/skaterift_new/addon.inf" );
110 write_generic_addon_inf( k_addon_type_player,
111 "Jordan", "ch_jordan.mdl",
112 "playermodels_src/skaterift_jordan/addon.inf" );
113 write_generic_addon_inf( k_addon_type_player,
114 "Outlaw", "ch_outlaw.mdl",
115 "playermodels_src/skaterift_outlaw/addon.inf" );
116
117 vg_build();
118 compiled_something = 1;
119 }
120
121 int main( int argc, char *argv[] ){
122 time_t uid = time(NULL);
123
124 char *arg;
125 while( vg_argp( argc, argv ) )
126 {
127 if( vg_long_opt( "debug" ) || vg_opt( 'd' ) )
128 vg_build_mode_debug();
129
130 if( vg_long_opt( "release" ) || vg_opt( 'r' ) )
131 vg_build_mode_release();
132
133 if( vg_long_opt( "clang-server" ) )
134 build_server( k_compiler_clang );
135
136 if( vg_long_opt( "clang" ) )
137 build_game( k_compiler_clang );
138
139 if( vg_long_opt( "gcc" ) )
140 build_game( k_compiler_gcc );
141
142 if( vg_long_opt( "mingw" ) )
143 build_game( k_compiler_mingw );
144
145 if( vg_opt('p') || vg_long_opt("run") )
146 {
147 chdir( vg_compiler.build_dir );
148 if( vg_compiler.compiler == k_compiler_mingw )
149 vg_build_syscall( "wine %s.exe", vg_compiler.name );
150 else
151 vg_build_syscall( "./%s", vg_compiler.name );
152 chdir( "../../" );
153 }
154
155 if( vg_long_opt( "tar" ) || vg_opt( 't' ) )
156 {
157 vg_build_syscall( "mkdir -p dist" );
158 if( compiled_something )
159 vg_build_syscall( "tar -chzvf dist/%s-%u.tar.gz %s",
160 vg_compiler.name, uid, vg_compiler.build_dir );
161 }
162
163 if( vg_long_opt( "zip" ) || vg_opt( 'z' ) )
164 {
165 vg_build_syscall( "mkdir -p dist" );
166 if( compiled_something )
167 vg_build_syscall( "zip -r9 dist/%s-%u.zip %s",
168 vg_compiler.name, uid, vg_compiler.build_dir );
169 }
170 }
171 }
172
173 #define _S( NAME, VS, FS ) \
174 vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME )
175
176 void build_shaders(void)
177 {
178 vg_shader_set_include_dir( "shaders" );
179
180 /* Scene */
181 _S( "scene_standard", "scene.vs", "scene_standard.fs" );
182 _S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" );
183 _S( "scene_fxglow", "scene.vs", "scene_fxglow.fs" );
184 _S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" );
185 _S( "scene_terrain", "scene.vs", "scene_terrain.fs" );
186 _S( "scene_route", "scene.vs", "scene_route.fs" );
187 _S( "scene_depth", "scene.vs", "scene_depth.fs" );
188 _S( "scene_position", "scene.vs", "scene_position.fs" );
189 _S( "scene_water", "scene.vs", "scene_water.fs" );
190 _S( "scene_water_fast", "scene.vs", "scene_water_fast.fs" );
191 _S( "scene_scoretext", "scene_sfd.vs", "scene_standard.fs" );
192
193 /* Models */
194 _S( "model_sky", "model.vs", "model_sky.fs" );
195 _S( "model_menu", "model.vs", "model_menu.fs" );
196 _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" );
197 _S( "model_board_view", "model.vs", "model_character_view.fs" );
198 _S( "model_entity", "model.vs", "model_entity.fs" );
199 _S( "model_gate", "model_gate.vs", "model_gate_lq.fs" );
200 _S( "model_font", "model_font.vs", "model_font.fs" );
201
202 /* Pointcloud */
203 _S( "point_map", "cloud.vs", "cloud.fs" );
204
205 /* 2D */
206 _S( "blit", "blit.vs", "blit.fs" );
207 _S( "blitblur", "blit.vs", "blitblur.fs" );
208 _S( "blitcolour","blit.vs", "colour.fs" );
209 _S( "routeui", "routeui.vs", "routeui.fs" );
210 }