2007-03-24 21:09:55 +00:00
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#
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# $Id$
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#
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2008-01-07 19:13:47 +00:00
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# ***** BEGIN GPL LICENSE BLOCK *****
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2007-03-24 21:09:55 +00:00
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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2008-01-07 19:13:47 +00:00
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# of the License, or (at your option) any later version.
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2007-03-24 21:09:55 +00:00
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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# All rights reserved.
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#
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# The Original Code is: all of this file.
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#
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# Contributor(s): none yet.
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#
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2008-01-07 19:13:47 +00:00
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# ***** END GPL LICENSE BLOCK *****
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2007-03-24 21:09:55 +00:00
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#
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#
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2007-03-25 13:54:07 +00:00
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LIBNAME = nodes
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2007-03-25 16:05:46 +00:00
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DIR = $(OCGDIR)/blender/$(LIBNAME)
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2007-03-24 21:09:55 +00:00
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include nan_compile.mk
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CFLAGS += $(LEVEL_1_C_WARNINGS)
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2007-03-25 16:47:31 +00:00
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CPPFLAGS += -I../../blenkernel
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2007-03-24 21:09:55 +00:00
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CPPFLAGS += -I$(NAN_GUARDEDALLOC)/include
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CPPFLAGS += -I../../makesdna
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2009-07-21 20:05:16 +00:00
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CPPFLAGS += -I../../makesrna
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2007-03-24 21:09:55 +00:00
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CPPFLAGS += -I../../blenlib
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2007-12-29 14:56:16 +00:00
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CPPFLAGS += -I../../editors/include
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2007-03-25 16:47:31 +00:00
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CPPFLAGS += -I../../imbuf
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2007-03-24 21:09:55 +00:00
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CPPFLAGS += -I../../render/extern/include
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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CPPFLAGS += -I../../gpu
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CPPFLAGS += -I$(NAN_GLEW)/include
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2007-12-05 16:58:52 +00:00
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CPPFLAGS += -I$(OPENGL_HEADERS)
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2007-12-29 14:56:16 +00:00
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2.5
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
2009-01-22 14:59:49 +00:00
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DIRS = SHD_nodes CMP_nodes TEX_nodes
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2007-12-29 14:56:16 +00:00
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include nan_subdirs.mk
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