code is still unused, but the intention is to use this to solve the double sided lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0 eventually. The code works and matches the fixed function lighting pretty much exactly, but still needs optimizations. The actual integration in object draw will be committed later when more fixing & testing, there's lots of different combinations and unclear OpenGL state here.
85 lines
2.1 KiB
CMake
85 lines
2.1 KiB
CMake
# ***** BEGIN GPL LICENSE BLOCK *****
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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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# of the License, or (at your option) any later version.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# The Original Code is Copyright (C) 2006, Blender Foundation
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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): Jacques Beaurain.
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#
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# ***** END GPL LICENSE BLOCK *****
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set(INC
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.
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../blenkernel
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../blenlib
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../blenloader
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../bmesh
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../imbuf
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../makesdna
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../makesrna
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# For node muting stuff...
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../nodes
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../nodes/intern
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../../../intern/guardedalloc
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../../../intern/smoke/extern
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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intern/gpu_buffers.c
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intern/gpu_codegen.c
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intern/gpu_draw.c
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intern/gpu_extensions.c
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intern/gpu_fixed_material.c
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intern/gpu_material.c
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GPU_buffers.h
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GPU_draw.h
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GPU_extensions.h
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GPU_material.h
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intern/gpu_codegen.h
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)
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data_to_c_simple(shaders/gpu_shader_fixed_fragment.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_fixed_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC)
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if(WITH_MOD_SMOKE)
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add_definitions(-DWITH_SMOKE)
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endif()
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add_definitions(-DGLEW_STATIC)
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if(WITH_IMAGE_DDS)
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add_definitions(-DWITH_DDS)
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endif()
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blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")
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