Mercurial > games > semicongine
changeset 857:64b40937d0df
did: adjust build-variables and config
author | Sam <sam@basx.dev> |
---|---|
date | Tue, 26 Dec 2023 19:13:58 +0700 |
parents | 1ecc948dbacd |
children | 869cecde0a22 |
files | semicongine/build.nim semicongine/core.nim semicongine/core/buildconfig.nim semicongine/core/constants.nim semicongine/mesh.nim |
diffstat | 5 files changed, 41 insertions(+), 35 deletions(-) [+] |
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--- a/semicongine/build.nim Tue Dec 26 15:16:57 2023 +0700 +++ b/semicongine/build.nim Tue Dec 26 19:13:58 2023 +0700 @@ -1,8 +1,11 @@ +# this should be used with nimscript + import std/strformat import std/os import std/strutils import ./core/audiotypes +import ./core/constants const BLENDER_CONVERT_SCRIPT = currentSourcePath().parentDir().parentDir().joinPath("scripts/blender_gltf_converter.py") @@ -26,24 +29,23 @@ proc semicongine_pack*(outdir: string, bundleType: string, resourceRoot: string) = switch("define", "BUNDLETYPE=" & bundleType) - switch("define", "RESOURCEROOT=" & resourceRoot) rmDir(outdir) mkDir(outdir) - let resourcedir = joinPath(projectDir(), resourceRoot) - if os.dirExists(resourcedir): - let outdir_resources = joinPath(outdir, resourceRoot) - if bundleType == "dir": - cpDir(resourcedir, outdir_resources) - elif bundleType == "zip": - mkDir(outdir_resources) - for resource in listDirs(resourcedir): - let outputfile = joinPath(outdir_resources, resource.splitPath().tail & ".zip") - withdir resource: - if defined(linux): - exec &"zip -r {outputfile} ." - elif defined(windows): - exec &"powershell Compress-Archive * {outputfile}" + + echo "BUILD: Packing assets from '" & resourceRoot & "' into directory '" & outdir & "'" + let outdir_resources = joinPath(outdir, RESOURCEROOT) + if bundleType == "dir": + cpDir(resourceRoot, outdir_resources) + elif bundleType == "zip": + mkDir(outdir_resources) + for resource in listDirs(resourceRoot): + let outputfile = joinPath(outdir_resources, resource.splitPath().tail & ".zip") + withdir resource: + if defined(linux): + exec &"zip -r {outputfile} ." + elif defined(windows): + exec &"powershell Compress-Archive * {outputfile}" proc semicongine_zip*(dir: string) = withdir dir.parentDir:
--- a/semicongine/core.nim Tue Dec 26 15:16:57 2023 +0700 +++ b/semicongine/core.nim Tue Dec 26 19:13:58 2023 +0700 @@ -2,25 +2,27 @@ export math import ./core/audiotypes -import ./core/fonttypes -import ./core/vulkanapi import ./core/buildconfig import ./core/color +import ./core/constants +import ./core/dynamic_arrays +import ./core/fonttypes import ./core/gpu_types -import ./core/dynamic_arrays import ./core/imagetypes import ./core/matrix +import ./core/utils import ./core/vector -import ./core/utils +import ./core/vulkanapi -export vulkanapi export audiotypes -export fonttypes export buildconfig export color +export constants +export dynamic_arrays +export fonttypes export gpu_types -export dynamic_arrays export imagetypes export matrix +export utils export vector -export utils +export vulkanapi
--- a/semicongine/core/buildconfig.nim Tue Dec 26 15:16:57 2023 +0700 +++ b/semicongine/core/buildconfig.nim Tue Dec 26 19:13:58 2023 +0700 @@ -54,9 +54,6 @@ const ENGINE_LOGLEVEL* = parseEnum[Level](LOGLEVEL) # resource bundleing settings, need to be configured per project -const RESOURCEROOT* {.strdefine.}: string = "" # should be the "mod" directory const BUNDLETYPE* {.strdefine.}: string = "" # dir, zip, exe - static: - assert RESOURCEROOT != "", ENGINENAME & " requires -d:RESOURCEROOT=resources" assert BUNDLETYPE in ["dir", "zip", "exe"], ENGINENAME & " requires one of -d:BUNDLETYPE=dir -d:BUNDLETYPE=zip -d:BUNDLETYPE=exe"
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/semicongine/core/constants.nim Tue Dec 26 19:13:58 2023 +0700 @@ -0,0 +1,1 @@ +const RESOURCEROOT*: string = "resources"
--- a/semicongine/mesh.nim Tue Dec 26 15:16:57 2023 +0700 +++ b/semicongine/mesh.nim Tue Dec 26 19:13:58 2023 +0700 @@ -502,10 +502,10 @@ result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE, pos) result[].initVertexAttribute("color", col) -proc grid*(rows, columns, cellSize=1.0'f32, color="ffffffff", material=EMPTY_MATERIAL.initMaterialData()): Mesh = +proc grid*(columns, rows: int, cellSize=1.0'f32, color="ffffffff", material=EMPTY_MATERIAL.initMaterialData()): Mesh = result = Mesh( - vertexCount: rows * columns + (rows + columns + 1), + vertexCount: int((rows + 1) * (columns + 1)), instanceTransforms: @[Unit4F32], indexType: Small, name: &"grid-{instanceCounter}", @@ -513,14 +513,18 @@ ) inc instanceCounter + let + color = toRGBA(color) + center_offset_x = -(float32(columns) * cellSize) / 2'f32 + center_offset_y = -(float32(rows) * cellSize) / 2'f32 var - pos = @[newVec3f(0, 0)] - col = @[c, c] - for h in 0 ..< rows: - for w in 0 ..< columns: - pos.add newVec3f(cos(float32(i) * step) * half_w, sin(float32(i) * step) * half_h) - col.add c - result[].smallIndices.add [uint16(0), uint16(i + 1), uint16(i + 2)] + pos = @[newVec3f(center_offset_x, center_offset_y)] + col = @[color, color] + for h in 0 .. rows: + for w in 0 .. columns: + pos.add newVec3f(center_offset_x + float32(w) * cellSize, center_offset_y + float32(h) * cellSize) + col.add color + result[].smallIndices.add [uint16(0), uint16(1), uint16(2)] result[].initVertexAttribute(DEFAULT_POSITION_ATTRIBUTE, pos) result[].initVertexAttribute("color", col)