#! /usr/bin/env python # encoding: utf-8 from waflib import Utils import os top = '.' PROJECT_NAME = 'shaderapidx9' def options(opt): # stub return def configure(conf): conf.env.append_unique('DEFINES',[ 'SHADERAPIDX9', 'SHADER_DLL_EXPORT', #'PROTECTED_THINGS_ENABLE', # conflicts with stlport 'strncpy=use_Q_strncpy_instead', '_snprintf=use_Q_snprintf_instead', 'GL_GLEXT_PROTOTYPES', 'DX_TO_GL_ABSTRACTION' ]) def build(bld): source = [ 'colorformatdx8.cpp', '../../public/filesystem_helpers.cpp', 'hardwareconfig.cpp', 'meshbase.cpp', 'meshdx8.cpp', #'recording.cpp', [$WIN32 && !$GL] 'shaderapidx8.cpp', 'shaderdevicebase.cpp', 'shaderapibase.cpp', 'shaderdevicedx8.cpp', 'shadershadowdx8.cpp', 'texturedx8.cpp', 'TransitionTable.cpp', 'cvballoctracker.cpp', 'vertexdecl.cpp', 'vertexshaderdx8.cpp', #'wmi.cpp', [$WIN32 && !$GL] #'textureheap.cpp', [$X360] 'winutils.cpp'# [!$WIN32] ] includes = [ '.', '../../public', '../../public/tier0', '../../public/tier1', '../../common', '../' ] + bld.env.INCLUDES_SDL2 defines = [] libs = ['tier0','tier1','tier2','vstdlib','togl','bitmap','mathlib'] if bld.env.DEST_OS == 'android': libs += ['ANDROID_SUPPORT'] install_path = bld.env.LIBDIR 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() )