#include "helper.h" #include "c.h" #include "ld.h" #include "runner.h" #include "tier1/utlstring.h" #include "tier1/commandline.h" void build_shader( const char *szName ) { IFileSystem2::MakeDirectory(CUtlString("build/funnygame/assets/gfx")); CUtlVector slang_args = { CUtlString("funnyassets/gfx_shaders/%s.slang", szName), "-o", CUtlString("build/funnygame/assets/gfx/%s.spv", szName), }; IRunner::Run("slangc", slang_args); }; int assets_build() { IFileSystem2::CopyDirectory("build", "tools"); IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/maps"); IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/gfx"); IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/textures"); IFileSystem2::CopyDirectory(CUtlString("build/funnygame/assets"), "funnyassets/materials"); build_shader("mesh_frag"); build_shader("mesh_vert"); build_shader("agx_comp"); build_shader("mesh_edge_detection_comp"); CUtlVector python_args = { "build/tools/makepak64.py", CUtlString("build/funnygame/assets"), bStaticBuild ? CUtlString("%s/bin/%s.pak", szOutputDir.GetString(), "rtt") : CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "rtt"), }; V_printf("%s\n", bStaticBuild ? CUtlString("%s/bin/%s.pak", szOutputDir.GetString(), "rtt").GetString() : CUtlString("%s/funnygame/%s.pak", szOutputDir.GetString(), "rtt").GetString() ); IRunner::Run("python3", python_args); return 0; }; DECLARE_BUILD_STAGE(assets, assets_build);