testing with samplegame
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3ac2d65347
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a3c6563580
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@ -433,12 +433,9 @@ pub fn generateApi(self: *@This(), programName: []const u8, moduleList: []const
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mod.addImport(modName, self.nwdep.module(modName));
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}
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if (self.staticBuild) {
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std.debug.print("what the fuck\n", .{});
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const loadStatics = self.generateLoadStatics(programName, "content/_shaders") catch unreachable;
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mod.addImport("staticShaderLoader", loadStatics);
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// load each shader file recursively under content/_shaders
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}
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const loadStatics = self.generateLoadStatics(programName, "content/_shaders") catch unreachable;
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mod.addImport("staticShaderLoader", loadStatics);
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// load each shader file recursively under content/_shaders
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return mod;
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}
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@ -114,9 +114,13 @@ pub fn main() !void {
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\\
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\\ _ = core.createNameRegistry(allocator) catch return false;
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\\ core.maybeInitPackerFs(allocator) catch return false;
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\\
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\\ const loader = @import("staticShaderLoader");
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\\ loader.installStaticResources() catch return false;
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\\
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\\ if(core.BuildOption("static_build"))
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\\ {
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\\ core.engine_log("static build, using embedded shaders", .{});
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\\ const loader = @import("staticShaderLoader");
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\\ loader.installStaticResources() catch return false;
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\\ }
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\\
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\\ if (!start_modules(spec, args, allocator)) return false;
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\\ defer shutdown_modules(allocator);
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@ -164,7 +168,7 @@ pub fn main() !void {
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try content.append(0);
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var ast = try std.zig.Ast.parse(allocator, @as([:0]const u8, @ptrCast(content.items[0 .. content.items.len - 1])), .zig);
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std.debug.print("output=\n{s}", .{content.items[0 .. content.items.len - 1]});
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// std.debug.print("output=\n{s}", .{content.items[0 .. content.items.len - 1]});
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defer ast.deinit(allocator);
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const out = try ast.render(allocator);
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@ -16,8 +16,8 @@ pub fn main() !void {
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var content = std.ArrayList(u8).init(allocator);
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var writer = content.writer();
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const content_path = args[2];
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std.debug.print("content path: {s}\n", .{content_path});
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// const content_path = args[2];
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// std.debug.print("content path: {s}\n", .{content_path});
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// check the content directory and search for all _spv files
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@ -35,14 +35,14 @@ pub fn main() !void {
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var walker = dir.iterate();
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while (try walker.next()) |shaderType| {
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std.debug.print("Walk: {s}\n", .{shaderType.name});
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// std.debug.print("Walk: {s}\n", .{shaderType.name});
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if (shaderType.kind == .directory) {
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var d2 = try dir.openDir(shaderType.name, .{ .iterate = true });
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defer d2.close();
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var w2 = d2.iterate();
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while (try w2.next()) |shaderName| {
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const shaderPath = try std.fmt.allocPrint(allocator, "_shaders/{s}/{s}", .{ shaderType.name, shaderName.name });
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std.debug.print("mounted path: {s} => {s}\n", .{ shaderPath, shaderName.name });
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// std.debug.print("mounted path: {s} => {s}\n", .{ shaderPath, shaderName.name });
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try writer.print(
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"{{ const embedded align(8) = @embedFile(\"{s}\").*;\n_ = try core.fs().installFileBytesMount(\"{s}\", @constCast(&embedded), true);}}\n",
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.{ shaderName.name, shaderPath },
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@ -67,7 +67,7 @@ pub fn main() !void {
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var ast = try std.zig.Ast.parse(allocator, @as([:0]const u8, @ptrCast(content.items[0 .. content.items.len - 1])), .zig);
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std.debug.print("output=\n{s}", .{content.items[0 .. content.items.len - 1]});
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// std.debug.print("output=\n{s}", .{content.items[0 .. content.items.len - 1]});
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defer ast.deinit(allocator);
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const out = try ast.render(allocator);
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@ -26,8 +26,8 @@ pub fn start_module(spec: *core.SpecVariantMap, args: anytype, allocator: std.me
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gSoundLoader.* = soundEngine.SoundLoader.init(gSoundEngine);
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assets.getAssets().registerLoader(gSoundLoader) catch unreachable;
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var name = core.MakeName("s_test");
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gSoundEngine.loadSound(&name, "content/sounds/engineTick.wav", .{}) catch unreachable;
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// var name = core.MakeName("s_test");
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// gSoundEngine.loadSound(&name, "content/sounds/engineTick.wav", .{}) catch unreachable;
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core.engine_logs("sound start_module");
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}
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@ -191,6 +191,10 @@ pub const Parser = struct {
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self.lineNumber += 1;
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if (self.bytes[self.lineStart] == 0) {
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return null;
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}
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return self.bytes[self.lineStart..self.lineEnd];
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}
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@ -11,28 +11,22 @@ pub fn build(b: *std.Build) void {
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.backlogRoot = "../",
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});
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const sampleGame = blbuild.addProgram(.{
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const sampleGame = blbuild.program(.{
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.name = "sampleGame",
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.desc = "sdl3 project sample",
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.root_source_file = b.path("sampleGame/main.zig"),
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});
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// new build api
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//
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// const game:BlProgram = blbuild.addProgram(...)
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// game.addExtraModule(...)
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// game.setModuleEnabled("physics", true);
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// game.setModuleEnabled("audio", true);
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// game.setModuleEnabled("audio", true);
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//
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//// commits changes and adds compile steps to the builder
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// const sampleGame = game.addCompileSteps();
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//
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sampleGame.setModuleEnabled("imgui", true);
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sampleGame.setModuleEnabled("audio", true);
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sampleGame.setModuleEnabled("physics", true);
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blbuild.addExtraModule(sampleGame, "gameExtras");
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blbuild.addExtraModule(sampleGame, "videoplayer");
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blbuild.addExtraModule(sampleGame, "doomplayer");
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blbuild.addExtraModule(sampleGame, "bsp");
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const mod = sampleGame.compileInstall();
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blbuild.addExtraModule(mod, "gameExtras");
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blbuild.addExtraModule(mod, "videoplayer");
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blbuild.addExtraModule(mod, "doomplayer");
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blbuild.addExtraModule(mod, "bsp");
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// external reload modules
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const sampleGameExtern = b.addSharedLibrary(.{
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@ -513,14 +513,8 @@ pub fn deinit(self: *@This()) void {
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}
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pub fn main() anyerror!void {
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var spec = try backlog.createSpecVariant(.{
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.name = "sampleGame",
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.imgui = true,
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.physics = true,
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.audio = true,
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}, std.heap.c_allocator);
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_ = backlog.initAndRun(&NeonObjectTable, &spec);
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var spec = try backlog.getSpec("sampleGame");
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_ = backlog.startEngine(&NeonObjectTable, &spec);
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// try backlog.initializeAndRunStandardProgram(@This(), .{
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// .name = "sampleGame",
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@ -539,7 +533,7 @@ const bsp = @import("bsp");
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const FpCamera = extras.FpCamera;
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const std = @import("std");
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const backlog = @import("Backlog");
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const backlog = @import("backlog");
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const assets = backlog.assets;
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const platform = backlog.platform;
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const core = backlog.core;
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