# ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # The Original Code is Copyright (C) 2006, Blender Foundation # All rights reserved. # # The Original Code is: all of this file. # # Contributor(s): Jacques Beaurain. # # ***** END GPL LICENSE BLOCK ***** set(INC . ../blenkernel ../blenlib ../bmesh ../imbuf ../makesdna ../makesrna # For node muting stuff... ../nodes ../nodes/intern ../../../intern/glew-mx ../../../intern/guardedalloc ../../../intern/smoke/extern ) set(INC_SYS ${GLEW_INCLUDE_PATH} ) set(SRC intern/gpu_basic_shader.c intern/gpu_buffers.c intern/gpu_codegen.c intern/gpu_compositing.c intern/gpu_debug.c intern/gpu_draw.c intern/gpu_extensions.c intern/gpu_framebuffer.c intern/gpu_init_exit.c intern/gpu_material.c intern/gpu_select.c intern/gpu_select_pick.c intern/gpu_select_sample_query.c intern/gpu_shader.c intern/gpu_texture.c shaders/gpu_shader_fx_lib.glsl shaders/gpu_shader_fx_ssao_frag.glsl shaders/gpu_shader_fx_dof_frag.glsl shaders/gpu_shader_fx_dof_vert.glsl shaders/gpu_shader_fx_dof_hq_frag.glsl shaders/gpu_shader_fx_dof_hq_vert.glsl shaders/gpu_shader_fx_dof_hq_geo.glsl shaders/gpu_shader_fx_vert.glsl shaders/gpu_shader_material.glsl shaders/gpu_shader_sep_gaussian_blur_frag.glsl shaders/gpu_shader_sep_gaussian_blur_vert.glsl shaders/gpu_shader_basic_frag.glsl shaders/gpu_shader_basic_vert.glsl shaders/gpu_shader_basic_geom.glsl shaders/gpu_shader_vertex.glsl shaders/gpu_shader_vsm_store_frag.glsl shaders/gpu_shader_vsm_store_vert.glsl shaders/gpu_shader_fx_depth_resolve.glsl shaders/gpu_shader_fire_frag.glsl shaders/gpu_shader_smoke_frag.glsl shaders/gpu_shader_smoke_vert.glsl GPU_basic_shader.h GPU_buffers.h GPU_compositing.h GPU_debug.h GPU_draw.h GPU_extensions.h GPU_framebuffer.h GPU_glew.h GPU_init_exit.h GPU_material.h GPU_select.h GPU_shader.h GPU_texture.h intern/gpu_codegen.h intern/gpu_private.h intern/gpu_select_private.h ) data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC) data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_material.glsl SRC) data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_sep_gaussian_blur_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_basic_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_basic_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_basic_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_vertex.glsl SRC) data_to_c_simple(shaders/gpu_shader_vertex_world.glsl SRC) data_to_c_simple(shaders/gpu_shader_vsm_store_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_vsm_store_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_ssao_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_dof_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_dof_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_dof_hq_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_dof_hq_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_dof_hq_geo.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_depth_resolve.glsl SRC) data_to_c_simple(shaders/gpu_shader_fx_lib.glsl SRC) if(WITH_GAMEENGINE) add_definitions(-DWITH_GAMEENGINE) endif() if(WITH_MOD_SMOKE) add_definitions(-DWITH_SMOKE) endif() add_definitions(${GL_DEFINITIONS}) if(WITH_IMAGE_DDS) add_definitions(-DWITH_DDS) endif() if(WITH_OPENSUBDIV) add_definitions(-DWITH_OPENSUBDIV) endif() blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}")