quakeforge/libs/video/renderer/Makefile.am
Bill Currie bcb1049f88 Convert particle physics to a scripted system.
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.
2014-01-31 10:40:44 +09:00

76 lines
2.3 KiB
Makefile

AUTOMAKE_OPTIONS= foreign
SUBDIRS= @vid_render_dirs@
DIST_SUBDIRS= gl glsl sw sw32
AM_CPPFLAGS= -I$(top_srcdir)/include
lib_ldflags=-version-info $(QUAKE_LIBRARY_VERSION_INFO) \
-rpath $(libdir) -no-undefined
plugin_ldflags= @plugin_ldflags@ -avoid-version -module -rpath $(plugindir)
plugin_libadd= @plugin_libadd@
EXEEXT=
particles_src= particles.part
particles_gen= particles.pc
SUFFICES=.part .pc
.part.pc:
sed -e 's/\\/\\\\/g' -e 's/"/\\"/g' -e 's/^/"/' -e 's/$$/\\n"/' $< > $@
#lib_LTLIBRARIES= @VID_REND_TARGETS@
plugin_LTLIBRARIES= @vid_render_plugins@
noinst_LTLIBRARIES= libQFrenderer.la @vid_render_static_plugins@
BUILT_SOURCES= $(particles_gen)
EXTRA_LTLIBRARIES= \
vid_render_sw.la vid_render_sw32.la \
vid_render_gl.la vid_render_glsl.la
common_sources= \
crosshair.c noisetextures.c r_alias.c r_bsp.c r_cvar.c r_dyn_textures.c \
r_efrag.c r_ent.c r_graph.c r_iqm.c r_light.c r_main.c r_part.c \
r_screen.c vid_common.c
renderer_libs= \
@vid_render_static_plugin_libs@ \
$(top_builddir)/libs/util/libQFutil.la
libQFrenderer_la_LDFLAGS= @STATIC@
libQFrenderer_la_LIBADD= $(renderer_libs)
libQFrenderer_la_DEPENDENCIES= $(renderer_libs)
libQFrenderer_la_SOURCES= r_init.c r_progs.c
gl_libs= \
gl/libgl.la \
$(top_builddir)/libs/models/libmodels_gl.la
vid_render_gl_la_LDFLAGS= $(plugin_ldflags)
vid_render_gl_la_LIBADD= $(gl_libs)
vid_render_gl_la_DEPENDENCIES= $(gl_libs)
vid_render_gl_la_SOURCES= $(common_sources) vid_render_gl.c
glsl_libs= \
glsl/libglsl.la \
$(top_builddir)/libs/models/libmodels_glsl.la
vid_render_glsl_la_LDFLAGS= $(plugin_ldflags)
vid_render_glsl_la_LIBADD= $(glsl_libs)
vid_render_glsl_la_DEPENDENCIES=$(glsl_libs)
vid_render_glsl_la_SOURCES= $(common_sources) vid_render_glsl.c
sw_libs= \
sw/libsw.la \
$(top_builddir)/libs/models/libmodels_sw.la
vid_render_sw_la_LDFLAGS= $(plugin_ldflags)
vid_render_sw_la_LIBADD= $(sw_libs)
vid_render_sw_la_DEPENDENCIES= $(sw_libs)
vid_render_sw_la_SOURCES= $(common_sources) vid_render_sw.c
sw32_libs= \
sw32/libsw32.la \
$(top_builddir)/libs/models/libmodels_sw.la
vid_render_sw32_la_LDFLAGS= $(plugin_ldflags)
vid_render_sw32_la_LIBADD= $(sw32_libs)
vid_render_sw32_la_DEPENDENCIES=$(sw32_libs)
vid_render_sw32_la_SOURCES= $(common_sources) vid_render_sw32.c
EXTRA_DIST = $(particles_src)
CLEANFILES= *.pc