# ***** 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. # ***** END GPL LICENSE BLOCK ***** # WITH_OPENGL limits the visibility of the opengl headers to just GPU and bg_gpu, # to more easily highlight codepadths in other libraries that need to be refactored, # bf_gpu is allowed to have opengl regardless of this option. if(NOT WITH_OPENGL) add_definitions(-DWITH_OPENGL) endif() set(INC . ../blenkernel ../blenlib ../bmesh ../draw ../imbuf ../makesdna ../makesrna ../editors/include # 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_attr_binding.c intern/gpu_batch.c intern/gpu_batch_presets.c intern/gpu_batch_utils.c intern/gpu_buffers.c intern/gpu_codegen.c intern/gpu_context.cpp intern/gpu_debug.c intern/gpu_draw.c intern/gpu_element.c intern/gpu_extensions.c intern/gpu_framebuffer.c intern/gpu_immediate.c intern/gpu_immediate_util.c intern/gpu_init_exit.c intern/gpu_material.c intern/gpu_matrix.c intern/gpu_platform.c intern/gpu_primitive.c intern/gpu_select.c intern/gpu_select_pick.c intern/gpu_select_sample_query.c intern/gpu_shader.c intern/gpu_shader_interface.c intern/gpu_state.c intern/gpu_texture.c intern/gpu_uniformbuffer.c intern/gpu_vertex_buffer.c intern/gpu_vertex_format.c intern/gpu_viewport.c GPU_attr_binding.h GPU_batch.h GPU_batch_presets.h GPU_batch_utils.h GPU_buffers.h GPU_common.h GPU_context.h GPU_debug.h GPU_draw.h GPU_element.h GPU_extensions.h GPU_framebuffer.h GPU_glew.h GPU_immediate.h GPU_immediate_util.h GPU_init_exit.h GPU_legacy_stubs.h GPU_material.h GPU_matrix.h GPU_platform.h GPU_primitive.h GPU_select.h GPU_shader.h GPU_shader_interface.h GPU_state.h GPU_texture.h GPU_uniformbuffer.h GPU_vertex_buffer.h GPU_vertex_format.h GPU_viewport.h intern/gpu_attr_binding_private.h intern/gpu_batch_private.h intern/gpu_codegen.h intern/gpu_context_private.h intern/gpu_material_library.h intern/gpu_matrix_private.h intern/gpu_primitive_private.h intern/gpu_private.h intern/gpu_select_private.h intern/gpu_shader_private.h intern/gpu_vertex_format_private.h ) set(LIB ) if(NOT WITH_SYSTEM_GLEW) list(APPEND LIB ${BLENDER_GLEW_LIBRARIES} ) endif() data_to_c_simple(shaders/gpu_shader_depth_only_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_checker_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_diag_stripes_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_simple_lighting_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_simple_lighting_smooth_color_alpha_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_flat_id_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_area_borders_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_area_borders_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_widget_base_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_widget_base_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_widget_shadow_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_nodelink_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_nodelink_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_line_dashed_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_line_dashed_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_smooth_color_dithered_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_image_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_image_rect_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_image_multi_rect_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_desaturate_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_linear_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_shuffle_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_mask_uniform_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_modulate_alpha_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_alpha_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_varying_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_depth_copy_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_multisample_resolve_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_variying_size_variying_id_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_objectspace_variying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_screenspace_variying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_screen_aligned_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_camera_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_distance_line_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_instance_edges_variying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_points_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_facedots_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_edges_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_faces_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_edituvs_stretch_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_simple_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_simple_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_separate_rgb.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_separate_xyz.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_set.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_shader_to_rgba.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_squeeze.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_subsurface_scattering.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_brick.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_checker.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_environment.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_gradient.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_image.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_magic.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_musgrave.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_noise.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_sky.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_texture_coordinates.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_voronoi.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_wave.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_tex_white_noise.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_toon.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_translucent.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_transparent.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_vertex_color.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_volume_scatter.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_wireframe.glsl SRC) data_to_c_simple(shaders/material/gpu_shader_material_world_normals.glsl SRC) data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_gpencil_stroke_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_gpencil_fill_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_gpencil_fill_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_cfg_world_clip_lib.glsl SRC) data_to_c_simple(shaders/gpu_shader_common_obinfos_lib.glsl SRC) if(WITH_MOD_SMOKE) add_definitions(-DWITH_SMOKE) endif() add_definitions(${GL_DEFINITIONS}) if(WITH_IMAGE_DDS) add_definitions(-DWITH_DDS) endif() blender_add_lib(bf_gpu "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")