khanat-opennel-code/code/nel/src/3d/Makefile.am
acemtp@users.sourceforge.net d5c601ffa5 initial version
2010-05-06 02:08:41 +02:00

616 lines
13 KiB
Makefile

#
#
MAINTAINERCLEANFILES = Makefile.in
SUBDIRS = driver
lib_LTLIBRARIES = libnel3d.la
EXTRA_DIST = mesh_mrm_skin_template.cpp mesh_mrm_skinned_template.cpp
libnel3d_la_SOURCES = \
anim_ctrl.cpp \
anim_detail_trav.cpp \
anim_detail_trav.h \
animatable.cpp \
animatable.h \
animated_lightmap.cpp \
animated_lightmap.h \
animated_material.cpp \
animated_material.h \
animated_morph.cpp \
animated_morph.h \
animated_value.cpp \
animated_value.h \
animation.cpp \
animation.h \
animation_optimizer.cpp \
animation_optimizer.h \
animation_playlist.cpp \
animation_playlist.h \
animation_set.cpp \
animation_set.h \
animation_set_user.cpp \
animation_set_user.h \
animation_time.cpp \
async_file_manager_3d.cpp \
async_file_manager_3d.h \
async_texture_block.cpp \
async_texture_block.h \
async_texture_manager.cpp \
async_texture_manager.h \
bezier_patch.cpp \
bezier_patch.h \
bloom_effect.cpp \
bloom_effect.h \
bone.cpp \
bone.h \
bsp_tree.h \
camera.cpp \
camera.h \
camera_col.cpp \
camera_col.h \
channel_mixer.cpp \
channel_mixer.h \
clip_trav.cpp \
clip_trav.h \
cloud.cpp \
cloud.h \
cloud_scape.cpp \
cloud_scape.h \
cloud_scape_user.cpp \
cloud_scape_user.h \
cluster.cpp \
cluster.h \
coarse_mesh_build.cpp \
coarse_mesh_build.h \
coarse_mesh_manager.cpp \
coarse_mesh_manager.h \
computed_string.cpp \
computed_string.h \
cube_grid.cpp \
cube_grid.h \
cube_map_builder.cpp \
cube_map_builder.h \
debug_vb.cpp \
debug_vb.h \
deform_2d.cpp \
deform_2d.h \
driver.cpp \
driver.h \
driver_material_inline.h \
driver_user.cpp \
driver_user.h \
driver_user2.cpp \
dru.cpp \
dru.h \
event_mouse_listener.cpp \
event_mouse_listener.h \
fast_ptr_list.cpp \
fast_ptr_list.h \
fasthls_modifier.cpp \
fasthls_modifier.h \
flare_model.cpp \
flare_model.h \
flare_shape.cpp \
flare_shape.h \
font_generator.cpp \
font_generator.h \
font_manager.cpp \
font_manager.h \
frustum.cpp \
heat_haze.cpp \
heat_haze.h \
height_map.cpp \
hls_color_texture.cpp \
hls_color_texture.h \
hls_texture_bank.cpp \
hls_texture_bank.h \
hls_texture_manager.cpp \
hls_texture_manager.h \
hrc_trav.cpp \
hrc_trav.h \
ig_surface_light.cpp \
ig_surface_light.h \
ig_surface_light_build.cpp \
ig_surface_light_build.h \
index_buffer.cpp \
index_buffer.h \
init_3d.cpp \
init_3d.h \
instance_group_user.cpp \
instance_group_user.h \
instance_lighter.cpp \
instance_lighter.h \
key.cpp \
key.h \
landscape.cpp \
landscape.h \
landscape_collision_grid.cpp \
landscape_collision_grid.h \
landscape_def.cpp \
landscape_def.h \
landscape_face_vector_manager.cpp \
landscape_face_vector_manager.h \
landscape_model.cpp \
landscape_model.h \
landscape_profile.cpp \
landscape_profile.h \
landscape_user.cpp \
landscape_user.h \
landscape_vegetable_block.cpp \
landscape_vegetable_block.h \
landscapeig_manager.cpp \
landscapevb_allocator.cpp \
landscapevb_allocator.h \
landscapevb_info.cpp \
landscapevb_info.h \
layered_ordering_table.h \
light.cpp \
light.h \
light_contribution.cpp \
light_contribution.h \
light_influence_interpolator.cpp \
light_influence_interpolator.h \
light_trav.cpp \
light_trav.h \
light_user.cpp \
light_user.h \
lighting_manager.cpp \
lighting_manager.h \
load_balancing_trav.cpp \
load_balancing_trav.h \
lod_character_builder.cpp \
lod_character_builder.h \
lod_character_instance.cpp \
lod_character_instance.h \
lod_character_manager.cpp \
lod_character_manager.h \
lod_character_shape.cpp \
lod_character_shape.h \
lod_character_shape_bank.cpp \
lod_character_shape_bank.h \
lod_character_texture.cpp \
lod_character_texture.h \
logic_info.cpp \
material.cpp \
material.h \
matrix_3x4.cpp \
matrix_3x4.h \
mesh.cpp \
mesh.h \
mesh_base.cpp \
mesh_base.h \
mesh_base_instance.cpp \
mesh_base_instance.h \
mesh_blender.cpp \
mesh_blender.h \
mesh_block_manager.cpp \
mesh_block_manager.h \
mesh_geom.cpp \
mesh_geom.h \
mesh_instance.cpp \
mesh_instance.h \
mesh_morpher.cpp \
mesh_morpher.h \
mesh_mrm.cpp \
mesh_mrm.h \
mesh_mrm_instance.cpp \
mesh_mrm_instance.h \
mesh_mrm_skin.cpp \
mesh_mrm_skin_template.cpp \
mesh_mrm_skinned.cpp \
mesh_mrm_skinned.h \
mesh_mrm_skinned_instance.cpp \
mesh_mrm_skinned_instance.h \
mesh_mrm_skinned_template.cpp \
mesh_multi_lod.cpp \
mesh_multi_lod.h \
mesh_multi_lod_instance.cpp \
mesh_multi_lod_instance.h \
mesh_vertex_program.cpp \
mesh_vertex_program.h \
meshvp_per_pixel_light.cpp \
meshvp_per_pixel_light.h \
meshvp_wind_tree.cpp \
meshvp_wind_tree.h \
mini_col.cpp \
mini_col.h \
motion_blur.cpp \
motion_blur.h \
mrm_builder.cpp \
mrm_builder.h \
mrm_internal.cpp \
mrm_internal.h \
mrm_level_detail.cpp \
mrm_level_detail.h \
mrm_mesh.cpp \
mrm_mesh.h \
mrm_parameters.cpp \
mrm_parameters.h \
nelu.cpp \
nelu.h \
noise_3d.cpp \
noise_3d.h \
occlusion_query.h \
ordering_table.h \
packed_zone.cpp \
packed_zone.h \
packed_world.cpp \
packed_world.h \
particle_system.cpp \
particle_system.h \
particle_system_manager.cpp \
particle_system_manager.h \
particle_system_model.cpp \
particle_system_model.h \
particle_system_process.cpp \
particle_system_process.h \
particle_system_shape.cpp \
particle_system_shape.h \
particle_system_sound_user.cpp \
patch.cpp \
patch.h \
patch_lightmap.cpp \
patch_noise.cpp \
patch_rdr_pass.cpp \
patch_rdr_pass.h \
patch_render.cpp \
patch_vegetable.cpp \
patchdlm_context.cpp \
patchdlm_context.h \
patchuv_locator.cpp \
patchuv_locator.h \
play_list_manager.cpp \
play_list_manager.h \
play_list_manager_user.cpp \
play_list_manager_user.h \
play_list_user.cpp \
play_list_user.h \
point_light.cpp \
point_light.h \
point_light_model.cpp \
point_light_model.h \
point_light_named.cpp \
point_light_named.h \
point_light_named_array.cpp \
point_light_named_array.h \
portal.cpp \
portal.h \
primitive_profile.cpp \
ps_allocator.cpp \
ps_allocator.h \
ps_attrib.h \
ps_attrib_maker.h \
ps_attrib_maker_bin_op.cpp \
ps_attrib_maker_bin_op.h \
ps_attrib_maker_bin_op_inline.h \
ps_attrib_maker_helper.cpp \
ps_attrib_maker_helper.h \
ps_attrib_maker_iterators.h \
ps_attrib_maker_template.cpp \
ps_attrib_maker_template.h \
ps_color.cpp \
ps_color.h \
ps_direction.h \
ps_dot.cpp \
ps_dot.h \
ps_edit.h \
ps_emitter.cpp \
ps_emitter.h \
ps_face.cpp \
ps_face.h \
ps_face_look_at.cpp \
ps_face_look_at.h \
ps_fan_light.cpp \
ps_fan_light.h \
ps_float.cpp \
ps_float.h \
ps_force.cpp \
ps_force.h \
ps_int.cpp \
ps_int.h \
ps_iterator.h \
ps_light.cpp \
ps_light.h \
ps_located.cpp \
ps_located.h \
ps_lod.h \
ps_macro.h \
ps_mesh.cpp \
ps_mesh.h \
ps_misc.h \
ps_particle.cpp \
ps_particle.h \
ps_particle2.cpp \
ps_particle2.h \
ps_particle_basic.cpp \
ps_particle_basic.h \
ps_plane_basis.h \
ps_plane_basis_maker.cpp \
ps_plane_basis_maker.h \
ps_quad.cpp \
ps_quad.h \
ps_register_attribs.cpp \
ps_register_color_attribs.h \
ps_register_emitters.cpp \
ps_register_float_attribs.h \
ps_register_forces.cpp \
ps_register_int_attribs.h \
ps_register_particles.cpp \
ps_register_plane_basis_attribs.h \
ps_register_zones.cpp \
ps_ribbon.cpp \
ps_ribbon.h \
ps_ribbon_base.cpp \
ps_ribbon_base.h \
ps_ribbon_look_at.cpp \
ps_ribbon_look_at.h \
ps_shockwave.cpp \
ps_shockwave.h \
ps_spawn_info.h \
ps_sound.cpp \
ps_sound.h \
ps_tail_dot.cpp \
ps_tail_dot.h \
ps_util.cpp \
ps_util.h \
ps_zone.cpp \
ps_zone.h \
ptr_set.cpp \
ptr_set.h \
quad_effect.cpp \
quad_effect.h \
quad_grid.cpp \
quad_grid.h \
quad_grid_clip_cluster.cpp \
quad_grid_clip_cluster.h \
quad_grid_clip_manager.cpp \
quad_grid_clip_manager.h \
radix_sort.cpp \
radix_sort.h \
raw_skin.cpp \
raw_skin.h \
raw_skinned.cpp \
raw_skinned.h \
ray_mesh.cpp \
ray_mesh.h \
register_3d.cpp \
register_3d.h \
render_trav.cpp \
render_trav.h \
root_model.cpp \
root_model.h \
scene.cpp \
scene.h \
scene_group.cpp \
scene_group.h \
scene_user.cpp \
scene_user.h \
scissor.cpp \
seg_remanence.cpp \
seg_remanence.h \
seg_remanence_shape.cpp \
seg_remanence_shape.h \
shader.cpp \
shader.h \
shadow_map.cpp \
shadow_map.h \
shadow_map_manager.cpp \
shadow_map_manager.h \
shadow_poly_receiver.cpp \
shadow_poly_receiver.h \
shadow_skin.cpp \
shadow_skin.h \
shape.cpp \
shape.h \
shape_bank.cpp \
shape_bank.h \
shape_bank_user.cpp \
shape_bank_user.h \
shape_info.cpp \
shape_info.h \
shifted_triangle_cache.cpp \
shifted_triangle_cache.h \
skeleton_model.cpp \
skeleton_model.h \
skeleton_shape.cpp \
skeleton_shape.h \
skeleton_spawn_script.cpp \
skeleton_spawn_script.h \
skeleton_weight.cpp \
skeleton_weight.h \
static_quad_grid.cpp \
static_quad_grid.h \
std3d.cpp \
std3d.h \
stripifier.cpp \
stripifier.h \
surface_light_grid.cpp \
surface_light_grid.h \
tangent_space_build.cpp \
tangent_space_build.h \
target_anim_ctrl.cpp \
tess_block.cpp \
tess_block.h \
tess_face_priority_list.cpp \
tess_face_priority_list.h \
tess_list.cpp \
tess_list.h \
tessellation.cpp \
tessellation.h \
text_context.cpp \
text_context.h \
text_context_user.cpp \
text_context_user.h \
texture.cpp \
texture.h \
texture_blank.cpp \
texture_blank.h \
texture_bloom.cpp \
texture_bloom.h \
texture_blend.cpp \
texture_blend.h \
texture_bump.cpp \
texture_bump.h \
texture_cube.cpp \
texture_cube.h \
texture_dlm.cpp \
texture_dlm.h \
texture_emboss.cpp \
texture_emboss.h \
texture_far.cpp \
texture_far.h \
texture_file.cpp \
texture_file.h \
texture_font.cpp \
texture_font.h \
texture_grouped.cpp \
texture_grouped.h \
texture_mem.cpp \
texture_mem.h \
texture_multi_file.cpp \
texture_multi_file.h \
texture_near.cpp \
texture_near.h \
texture_user.cpp \
texture_user.h \
tile_bank.cpp \
tile_bank.h \
tile_color.cpp \
tile_color.h \
tile_element.cpp \
tile_element.h \
tile_far_bank.cpp \
tile_far_bank.h \
tile_light_influence.cpp \
tile_light_influence.h \
tile_lumel.cpp \
tile_lumel.h \
tile_noise_map.cpp \
tile_noise_map.h \
tile_vegetable_desc.cpp \
tile_vegetable_desc.h \
track.cpp \
track.h \
track_bezier.h \
track_keyframer.cpp \
track_keyframer.h \
track_sampled_common.cpp \
track_sampled_common.h \
track_sampled_quat.cpp \
track_sampled_quat.h \
track_sampled_quat_small_header.cpp \
track_sampled_quat_small_header.h \
track_sampled_vector.cpp \
track_sampled_vector.h \
track_tcb.h \
transform.cpp \
transform.h \
transform_shape.cpp \
transform_shape.h \
transformable.cpp \
transformable.h \
trav_scene.cpp \
trav_scene.h \
u_bone.cpp \
u_camera.cpp \
u_instance.cpp \
u_instance_material.cpp \
u_material.cpp \
u_particle_system_instance.cpp \
u_point_light.cpp \
u_shape.cpp \
u_skeleton.cpp \
u_transform.cpp \
u_transformable.cpp \
u_visual_collision_mesh.cpp \
u_water.cpp \
vegetable.cpp \
vegetable.h \
vegetable_blend_layer_model.cpp \
vegetable_blend_layer_model.h \
vegetable_clip_block.cpp \
vegetable_clip_block.h \
vegetable_def.cpp \
vegetable_def.h \
vegetable_instance_group.cpp \
vegetable_instance_group.h \
vegetable_light_ex.cpp \
vegetable_light_ex.h \
vegetable_manager.cpp \
vegetable_manager.h \
vegetable_quadrant.cpp \
vegetable_quadrant.h \
vegetable_shape.cpp \
vegetable_shape.h \
vegetable_sort_block.cpp \
vegetable_sort_block.h \
vegetable_uv8.cpp \
vegetable_uv8.h \
vegetablevb_allocator.cpp \
vegetablevb_allocator.h \
vertex_buffer.cpp \
vertex_buffer.h \
vertex_buffer_heap.cpp \
vertex_buffer_heap.h \
vertex_program.cpp \
vertex_program.h \
vertex_program_parse.cpp \
vertex_program_parse.h \
vertex_stream_manager.cpp \
vertex_stream_manager.h \
viewport.cpp \
visual_collision_entity.cpp \
visual_collision_entity.h \
visual_collision_entity_user.cpp \
visual_collision_entity_user.h \
visual_collision_manager.cpp \
visual_collision_manager.h \
visual_collision_manager_user.cpp \
visual_collision_manager_user.h \
visual_collision_mesh.cpp \
visual_collision_mesh.h \
water_env_map.cpp \
water_env_map.h \
water_env_map_user.cpp \
water_env_map_user.h \
water_height_map.cpp \
water_height_map.h \
water_model.cpp \
water_model.h \
water_pool_manager.cpp \
water_pool_manager.h \
water_shape.cpp \
water_shape.h \
zone.cpp \
zone.h \
zone_corner_smoother.cpp \
zone_corner_smoother.h \
zone_lighter.cpp \
zone_lighter.h \
zone_manager.cpp \
zone_manager.h \
zone_search.cpp \
zone_search.h \
zone_smoother.cpp \
zone_smoother.h \
zone_symmetrisation.cpp \
zone_symmetrisation.h \
zone_tgt_smoother.cpp \
zone_tgt_smoother.h
noinst_HEADERS = std3d.h
# mesh_vertex_program.h meshvp_wind_tree.h
AM_CXXFLAGS = -I$(top_srcdir)/src @FREETYPE_CFLAGS@
libnel3d_la_LIBADD = @FREETYPE_LIBS@ -lc -ldl -lpthread
libnel3d_la_LDFLAGS = -version-info @LIBTOOL_VERSION@
pkgconfigdir = $(libdir)/pkgconfig
pkgconfig_DATA = nel-3d.pc
# End of Makefile.am