introduces ios support? still needs metal
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@@ -7,15 +7,12 @@
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void build_shader( const char *szName )
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{
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const char *szGameName = ICommandLine::ParamValue("-game");
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if (szGameName == NULL)
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szGameName = "funnygame";
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IFileSystem2::MakeDirectory(CUtlString("build/%s/assets/gfx",szGameName));
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IFileSystem2::MakeDirectory(CUtlString("build/funnygame/assets/gfx"));
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CUtlVector<CUtlString> slang_args = {
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CUtlString("funnyassets/gfx_shaders/%s.slang", szName),
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"-o",
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CUtlString("build/%s/assets/gfx/%s.spv", szGameName, szName),
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CUtlString("build/funnygame/assets/gfx/%s.spv", szName),
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};
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IRunner::Run("slangc", slang_args);
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@@ -25,21 +22,19 @@ void build_shader( const char *szName )
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int assets_build()
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{
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IFileSystem2::CopyDirectory("build", "tools");
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const char *szGameName = ICommandLine::ParamValue("-game");
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if (szGameName == NULL)
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szGameName = "funnygame";
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IFileSystem2::CopyDirectory(CUtlString("build/%s/assets",szGameName), "funnyassets/maps");
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IFileSystem2::CopyDirectory(CUtlString("build/%s/assets",szGameName), "funnyassets/gfx");
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IFileSystem2::CopyDirectory(CUtlString("build/%s/assets",szGameName), "funnyassets/textures");
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IFileSystem2::CopyDirectory(CUtlString("build/%s/assets",szGameName), "funnyassets/materials");
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IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/maps");
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IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/gfx");
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IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/textures");
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IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/materials");
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build_shader("mesh_frag");
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build_shader("mesh_vert");
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build_shader("agx_comp");
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build_shader("mesh_edge_detection_comp");
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CUtlVector<CUtlString> python_args = {
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"build/tools/makepak64.py",
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CUtlString("build/%s/assets", szGameName),
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CUtlString("build/%s/game/%s/%s.pak", szGameName, szGameName, "rtt"),
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CUtlString("build/funnygame/assets"),
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CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "rtt"),
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};
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IRunner::Run("python", python_args);
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return 0;
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