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https://git.code.sf.net/p/quake/quakeforge
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The script format is the same as the console command-line, so no new format :). The scripts are compiled to byte code and cached. They are referenced by name (eg, "pt_fire"), though the names are likely to change. It seems to work quite well and should prove to be a good basis for scripting particle effects in general.
76 lines
2.3 KiB
Makefile
76 lines
2.3 KiB
Makefile
AUTOMAKE_OPTIONS= foreign
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SUBDIRS= @vid_render_dirs@
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DIST_SUBDIRS= gl glsl sw sw32
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AM_CPPFLAGS= -I$(top_srcdir)/include
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lib_ldflags=-version-info $(QUAKE_LIBRARY_VERSION_INFO) \
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-rpath $(libdir) -no-undefined
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plugin_ldflags= @plugin_ldflags@ -avoid-version -module -rpath $(plugindir)
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plugin_libadd= @plugin_libadd@
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EXEEXT=
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particles_src= particles.part
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particles_gen= particles.pc
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SUFFICES=.part .pc
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.part.pc:
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sed -e 's/\\/\\\\/g' -e 's/"/\\"/g' -e 's/^/"/' -e 's/$$/\\n"/' $< > $@
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#lib_LTLIBRARIES= @VID_REND_TARGETS@
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plugin_LTLIBRARIES= @vid_render_plugins@
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noinst_LTLIBRARIES= libQFrenderer.la @vid_render_static_plugins@
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BUILT_SOURCES= $(particles_gen)
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EXTRA_LTLIBRARIES= \
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vid_render_sw.la vid_render_sw32.la \
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vid_render_gl.la vid_render_glsl.la
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common_sources= \
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crosshair.c noisetextures.c r_alias.c r_bsp.c r_cvar.c r_dyn_textures.c \
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r_efrag.c r_ent.c r_graph.c r_iqm.c r_light.c r_main.c r_part.c \
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r_screen.c vid_common.c
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renderer_libs= \
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@vid_render_static_plugin_libs@ \
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$(top_builddir)/libs/util/libQFutil.la
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libQFrenderer_la_LDFLAGS= @STATIC@
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libQFrenderer_la_LIBADD= $(renderer_libs)
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libQFrenderer_la_DEPENDENCIES= $(renderer_libs)
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libQFrenderer_la_SOURCES= r_init.c r_progs.c
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gl_libs= \
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gl/libgl.la \
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$(top_builddir)/libs/models/libmodels_gl.la
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vid_render_gl_la_LDFLAGS= $(plugin_ldflags)
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vid_render_gl_la_LIBADD= $(gl_libs)
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vid_render_gl_la_DEPENDENCIES= $(gl_libs)
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vid_render_gl_la_SOURCES= $(common_sources) vid_render_gl.c
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glsl_libs= \
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glsl/libglsl.la \
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$(top_builddir)/libs/models/libmodels_glsl.la
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vid_render_glsl_la_LDFLAGS= $(plugin_ldflags)
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vid_render_glsl_la_LIBADD= $(glsl_libs)
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vid_render_glsl_la_DEPENDENCIES=$(glsl_libs)
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vid_render_glsl_la_SOURCES= $(common_sources) vid_render_glsl.c
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sw_libs= \
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sw/libsw.la \
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$(top_builddir)/libs/models/libmodels_sw.la
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vid_render_sw_la_LDFLAGS= $(plugin_ldflags)
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vid_render_sw_la_LIBADD= $(sw_libs)
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vid_render_sw_la_DEPENDENCIES= $(sw_libs)
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vid_render_sw_la_SOURCES= $(common_sources) vid_render_sw.c
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sw32_libs= \
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sw32/libsw32.la \
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$(top_builddir)/libs/models/libmodels_sw.la
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vid_render_sw32_la_LDFLAGS= $(plugin_ldflags)
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vid_render_sw32_la_LIBADD= $(sw32_libs)
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vid_render_sw32_la_DEPENDENCIES=$(sw32_libs)
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vid_render_sw32_la_SOURCES= $(common_sources) vid_render_sw32.c
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EXTRA_DIST = $(particles_src)
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CLEANFILES= *.pc
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