Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#! /usr/bin/env python
# encoding: utf-8
from waflib import Utils
import os
top = '.'
PROJECT_NAME = 'stdshader_dx9'
def options(opt):
# stub
return
def configure(conf):
conf.env.append_unique('DEFINES',[
'STDSHADER_DX9_DLL_EXPORT',
'FAST_MATERIALVAR_ACCESS'
])
def build(bld):
source = [
'aftershock.cpp',
'aftershock_helper.cpp',
'AccumBuff4Sample.cpp',
'accumbuff5sample.cpp',
'BaseVSShader.cpp',
'bik_dx90.cpp',
'Bloom.cpp',
'BlurFilterX.cpp',
'BlurFilterY.cpp',
'BufferClearObeyStencil_dx9.cpp',
'cable_dx9.cpp',
'cloak.cpp',
'cloak_blended_pass_helper.cpp',
'cloak_dx9_helper.cpp',
'cloud_dx9.cpp',
'colorcorrection.cpp',
'compositor.cpp',
'core_dx9.cpp',
'color_projection.cpp',
'debugmrttexture.cpp',
#'debugmorphaccumulator_dx9.cpp', [$WIN32]
'DebugTextureView.cpp',
'DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp',
'DecalModulate_dx9.cpp',
'depthwrite.cpp',
'Downsample.cpp',
'downsample_nohdr.cpp',
'Engine_Post_dx9.cpp',
'emissive_scroll_blended_pass_helper.cpp',
'eye_refract.cpp',
'eye_refract_helper.cpp',
'eyes_dx8_dx9_helper.cpp',
'eyes_dx9.cpp',
'eyeglint_dx9.cpp',
'filmdust_dx8_dx9.cpp',
'filmgrain_dx8_dx9.cpp',
'flesh_interior_blended_pass_helper.cpp',
'floatcombine.cpp',
'floatcombine_autoexpose.cpp',
'floattoscreen.cpp',
'floattoscreen_vanilla.cpp',
'HDRCombineTo16Bit.cpp',
'HDRSelectRange.cpp',
'hsl_filmgrain_pass1.cpp',
'hsl_filmgrain_pass2.cpp',
'hsv.cpp',
'introscreenspaceeffect.cpp',
'lightmappedgeneric_dx9.cpp',
'lightmappedgeneric_dx9_helper.cpp',
'lightmappedreflective.cpp',
'modulate_dx9.cpp',
'MonitorScreen_dx9.cpp',
#'morphaccumulate_dx9.cpp', [$WIN32]
#'morphweight_dx9.cpp', [$WIN32]
'motion_blur_dx9.cpp',
'occlusion_dx9.cpp',
'particlelitgeneric_dx9.cpp',
'particlelitgeneric_dx9_helper.cpp',
'particlesphere_dx9.cpp',
'portal.cpp',
'portalstaticoverlay.cpp',
'portal_refract.cpp',
'portal_refract_helper.cpp',
'pyro_vision.cpp',
'refract.cpp',
'refract_dx9_helper.cpp',
#'rendertargetblit_x360.cpp', [$X360]
'sample4x4.cpp',
'sample4x4_blend.cpp',
'screenspace_general.cpp',
'sfm_blurfilterx.cpp',
'sfm_blurfiltery.cpp',
'sfm_downsample.cpp',
'sfm_integercombine.cpp',
'shadow.cpp',
'shadowbuild_dx9.cpp',
'shadowmodel_dx9.cpp',
'shatteredglass.cpp',
'showz.cpp',
'skin_dx9_helper.cpp',
'sky_dx9.cpp',
'sky_hdr_dx9.cpp',
'sprite_dx9.cpp',
'spritecard.cpp',
'teeth.cpp',
'TreeLeaf.cpp',
'unlitgeneric_dx9.cpp',
'unlittwotexture_dx9.cpp',
'vertexlitgeneric_dx9.cpp',
'vertexlitgeneric_dx9_helper.cpp',
'volume_clouds.cpp',
'volume_clouds_helper.cpp',
'vortwarp_dx9.cpp',
'vr_distort_hud.cpp',
'vr_distort_texture.cpp',
'warp.cpp',
'water.cpp',
'weapon_sheen_pass_helper.cpp',
'windowimposter_dx90.cpp',
'wireframe_dx9.cpp',
'worldtwotextureblend.cpp',
'worldvertexalpha.cpp',
'worldvertextransition.cpp',
'worldvertextransition_dx8_helper.cpp',
'writez_dx9.cpp',
'writestencil_dx9.cpp',
'eyeball.cpp'
# $Folder 'stdshader_dbg Files', [$X360]
# {
# 'debugdepth.cpp',
# 'DebugDrawEnvmapMask.cpp',
# 'debugluxel.cpp',
# 'debugnormalmap.cpp',
# 'debugtangentspace.cpp',
# 'fillrate.cpp',
]
includes = [
'.',
'../../public',
'../../public/tier0',
'../../public/tier1',
'fxctmp9',
'vshtmp9'
] + bld.env.INCLUDES_SDL2
defines = []
libs = ['tier0','shaderlib','tier1','mathlib']
install_path = bld.env.PREFIX
bld.shlib(
source = source,
target = PROJECT_NAME,
name = PROJECT_NAME,
features = 'c cxx',
includes = includes,
defines = defines,
use = libs,
install_path = install_path,
subsystem = bld.env.MSVC_SUBSYSTEM,
idx = bld.get_taskgen_count()
)