#! /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'] 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() )