# ***** 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 ../draw ../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_basic_shader.c intern/gpu_batch.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_immediate.c intern/gpu_init_exit.c intern/gpu_material.c intern/gpu_matrix.c intern/gpu_select.c intern/gpu_shader.c intern/gpu_texture.c intern/gpu_uniformbuffer.c intern/gpu_viewport.c gawain/attrib_binding.c gawain/attrib_binding.h gawain/batch.c gawain/batch.h gawain/buffer_id.h gawain/buffer_id.cpp gawain/common.h gawain/element.c gawain/element.h gawain/immediate.c gawain/immediate.h gawain/imm_util.c gawain/imm_util.h gawain/vertex_buffer.c gawain/vertex_buffer.h gawain/vertex_format.c gawain/vertex_format.h 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_batch.h GPU_buffers.h GPU_compositing.h GPU_debug.h GPU_draw.h GPU_extensions.h GPU_framebuffer.h GPU_glew.h GPU_immediate.h GPU_init_exit.h GPU_material.h GPU_matrix.h GPU_select.h GPU_shader.h GPU_texture.h GPU_uniformbuffer.h GPU_viewport.h intern/gpu_codegen.h intern/gpu_private.h ) 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_simple_lighting_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_2D_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.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_image_vert.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_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_interlace_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_flat_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_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_screenspace_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_smooth_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_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_smooth_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_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_smooth_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_front_back_ortho_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_overlay_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_overlay_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_overlay_simple_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_overlay_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_text_vert.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/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}")