quakeforge/libs/client/Makemodule.am
Bill Currie 9ee0eada1f [vulkan] Move non-specific lighting code out of Vulkan
The parsing of light data from maps is now in the client library, and
basic light management is in scene. Putting the light loading code into
the Vulkan renderer was a mistake I've wanted to correct for a while.
The client code still needs a bit of cleanup, but the basics are working
nicely.
2022-05-05 23:49:30 +09:00

27 lines
809 B
Text

noinst_LTLIBRARIES += libs/client/libQFclient.la
libs_client_libQFclient_la_LDFLAGS= @STATIC@
libs_client_libQFclient_la_LIBADD= libs/gamecode/libQFgamecode.la libs/util/libQFutil.la
libs_client_libQFclient_la_SOURCES= \
libs/client/cl_chase.c \
libs/client/cl_effects.c \
libs/client/cl_entities.c \
libs/client/cl_input.c \
libs/client/cl_light.c \
libs/client/cl_particles.c \
libs/client/cl_temp_entities.c \
libs/client/cl_view.c \
libs/client/cl_world.c \
libs/client/hud.c \
libs/client/locs.c \
libs/client/old_keys.c
default_input_src = libs/client/default_input.plist
default_input_gen = libs/client/default_input.plc
libs/client/cl_input.lo: libs/client/cl_input.c $(default_input_gen)
EXTRA_DIST += \
libs/client/default_input.plist
CLEANFILES += \
libs/client/*.plc