Build scripts, CMake/source patches, npm packaging, and a Gitea CI workflow to compile the real Visual Pinball engine (SDL3 + WebGL2 + libwinevbs for real VBScript) to WebAssembly. The patches are validated end-to-end: the patched engine boots in a real browser, loads a real .vpx table, compiles its real GLSL shaders, computes environment map radiance, initializes physics, and starts the VBScript engine, before hanging on the one deliberately-deferred piece of work (game loop rewrite around emscripten_set_main_loop), documented in the README's roadmap.
29 lines
1.3 KiB
Bash
Executable File
29 lines
1.3 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Single source of truth for every pinned version/commit this project builds
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# against. Sourced by every other script in this directory and used to derive
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# CI cache keys. Keep these in sync with the upstream vpinball checkout's own
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# platforms/config.sh - do not drift silently.
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# Pinned to the exact commit already researched/verified in
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# /home/valknar/Projekte/vpinball-rust/repos/vpinball (HEAD as of 2026-08-21).
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VPINBALL_SHA=195f214dd4849b8ef6113fd377258b78d0dec3bf
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# Pinned to the exact commit already validated end-to-end by the
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# libwinevbs-wasm spike (compiles + runs real VBScript under Emscripten).
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# This matches vpinball's own platforms/config.sh LIBWINEVBS_SHA exactly.
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LIBWINEVBS_SHA=bcc790e58d394b282c327feca2a7c921ca022e8d
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# Mirrors vpinball's platforms/config.sh pins, so this project's wasm build
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# stays close to what every other vpinball platform actually ships.
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SDL_SHA=147a8ee32dbf9ac02f3794964490687b6bbda1bc
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SDL_IMAGE_SHA=bec9134a26c7d0f31b36d6083c25296e04cabff5
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SDL_TTF_SHA=a1ce3670aec736ecbf0936c43f2f0cc53aa61e5b
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FREEIMAGE_SHA=b1613452a0c3849d43ac877b154cf51ff9e078d3
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# Emscripten SDK version already validated by both spikes
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# (spikes/libwinevbs-wasm and spikes/sdl3-gles3-wasm).
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EMSDK_VERSION=6.0.8
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# Matches libwinevbs's `find_package(BISON 3.8.2 REQUIRED)`.
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BISON_MIN_VERSION=3.8.2
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