mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-15 12:09:06 +00:00
616 lines
13 KiB
Makefile
616 lines
13 KiB
Makefile
#
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#
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MAINTAINERCLEANFILES = Makefile.in
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SUBDIRS = driver
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lib_LTLIBRARIES = libnel3d.la
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EXTRA_DIST = mesh_mrm_skin_template.cpp mesh_mrm_skinned_template.cpp
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libnel3d_la_SOURCES = \
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anim_ctrl.cpp \
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anim_detail_trav.cpp \
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anim_detail_trav.h \
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animatable.cpp \
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animatable.h \
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animated_lightmap.cpp \
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animated_lightmap.h \
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animated_material.cpp \
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animated_material.h \
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animated_morph.cpp \
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animated_morph.h \
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animated_value.cpp \
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animated_value.h \
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animation.cpp \
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animation.h \
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animation_optimizer.cpp \
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animation_optimizer.h \
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animation_playlist.cpp \
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animation_playlist.h \
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animation_set.cpp \
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animation_set.h \
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animation_set_user.cpp \
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animation_set_user.h \
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animation_time.cpp \
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async_file_manager_3d.cpp \
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async_file_manager_3d.h \
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async_texture_block.cpp \
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async_texture_block.h \
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async_texture_manager.cpp \
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async_texture_manager.h \
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bezier_patch.cpp \
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bezier_patch.h \
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bloom_effect.cpp \
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bloom_effect.h \
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bone.cpp \
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bone.h \
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bsp_tree.h \
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camera.cpp \
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camera.h \
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camera_col.cpp \
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camera_col.h \
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channel_mixer.cpp \
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channel_mixer.h \
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clip_trav.cpp \
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clip_trav.h \
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cloud.cpp \
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cloud.h \
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cloud_scape.cpp \
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cloud_scape.h \
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cloud_scape_user.cpp \
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cloud_scape_user.h \
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cluster.cpp \
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cluster.h \
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coarse_mesh_build.cpp \
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coarse_mesh_build.h \
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coarse_mesh_manager.cpp \
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coarse_mesh_manager.h \
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computed_string.cpp \
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computed_string.h \
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cube_grid.cpp \
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cube_grid.h \
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cube_map_builder.cpp \
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cube_map_builder.h \
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debug_vb.cpp \
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debug_vb.h \
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deform_2d.cpp \
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deform_2d.h \
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driver.cpp \
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driver.h \
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driver_material_inline.h \
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driver_user.cpp \
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driver_user.h \
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driver_user2.cpp \
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dru.cpp \
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dru.h \
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event_mouse_listener.cpp \
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event_mouse_listener.h \
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fast_ptr_list.cpp \
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fast_ptr_list.h \
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fasthls_modifier.cpp \
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fasthls_modifier.h \
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flare_model.cpp \
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flare_model.h \
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flare_shape.cpp \
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flare_shape.h \
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font_generator.cpp \
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font_generator.h \
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font_manager.cpp \
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font_manager.h \
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frustum.cpp \
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heat_haze.cpp \
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heat_haze.h \
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height_map.cpp \
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hls_color_texture.cpp \
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hls_color_texture.h \
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hls_texture_bank.cpp \
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hls_texture_bank.h \
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hls_texture_manager.cpp \
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hls_texture_manager.h \
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hrc_trav.cpp \
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hrc_trav.h \
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ig_surface_light.cpp \
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ig_surface_light.h \
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ig_surface_light_build.cpp \
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ig_surface_light_build.h \
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index_buffer.cpp \
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index_buffer.h \
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init_3d.cpp \
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init_3d.h \
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instance_group_user.cpp \
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instance_group_user.h \
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instance_lighter.cpp \
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instance_lighter.h \
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key.cpp \
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key.h \
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landscape.cpp \
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landscape.h \
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landscape_collision_grid.cpp \
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landscape_collision_grid.h \
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landscape_def.cpp \
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landscape_def.h \
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landscape_face_vector_manager.cpp \
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landscape_face_vector_manager.h \
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landscape_model.cpp \
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landscape_model.h \
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landscape_profile.cpp \
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landscape_profile.h \
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landscape_user.cpp \
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landscape_user.h \
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landscape_vegetable_block.cpp \
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landscape_vegetable_block.h \
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landscapeig_manager.cpp \
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landscapevb_allocator.cpp \
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landscapevb_allocator.h \
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landscapevb_info.cpp \
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landscapevb_info.h \
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layered_ordering_table.h \
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light.cpp \
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light.h \
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light_contribution.cpp \
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light_contribution.h \
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light_influence_interpolator.cpp \
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light_influence_interpolator.h \
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light_trav.cpp \
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light_trav.h \
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light_user.cpp \
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light_user.h \
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lighting_manager.cpp \
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lighting_manager.h \
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load_balancing_trav.cpp \
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load_balancing_trav.h \
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lod_character_builder.cpp \
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lod_character_builder.h \
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lod_character_instance.cpp \
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lod_character_instance.h \
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lod_character_manager.cpp \
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lod_character_manager.h \
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lod_character_shape.cpp \
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lod_character_shape.h \
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lod_character_shape_bank.cpp \
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lod_character_shape_bank.h \
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lod_character_texture.cpp \
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lod_character_texture.h \
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logic_info.cpp \
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material.cpp \
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material.h \
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matrix_3x4.cpp \
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matrix_3x4.h \
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mesh.cpp \
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mesh.h \
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mesh_base.cpp \
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mesh_base.h \
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mesh_base_instance.cpp \
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mesh_base_instance.h \
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mesh_blender.cpp \
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mesh_blender.h \
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mesh_block_manager.cpp \
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mesh_block_manager.h \
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mesh_geom.cpp \
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mesh_geom.h \
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mesh_instance.cpp \
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mesh_instance.h \
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mesh_morpher.cpp \
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mesh_morpher.h \
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mesh_mrm.cpp \
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mesh_mrm.h \
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mesh_mrm_instance.cpp \
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mesh_mrm_instance.h \
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mesh_mrm_skin.cpp \
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mesh_mrm_skin_template.cpp \
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mesh_mrm_skinned.cpp \
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mesh_mrm_skinned.h \
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mesh_mrm_skinned_instance.cpp \
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mesh_mrm_skinned_instance.h \
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mesh_mrm_skinned_template.cpp \
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mesh_multi_lod.cpp \
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mesh_multi_lod.h \
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mesh_multi_lod_instance.cpp \
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mesh_multi_lod_instance.h \
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mesh_vertex_program.cpp \
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mesh_vertex_program.h \
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meshvp_per_pixel_light.cpp \
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meshvp_per_pixel_light.h \
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meshvp_wind_tree.cpp \
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meshvp_wind_tree.h \
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mini_col.cpp \
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mini_col.h \
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motion_blur.cpp \
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motion_blur.h \
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mrm_builder.cpp \
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mrm_builder.h \
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mrm_internal.cpp \
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mrm_internal.h \
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mrm_level_detail.cpp \
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mrm_level_detail.h \
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mrm_mesh.cpp \
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mrm_mesh.h \
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mrm_parameters.cpp \
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mrm_parameters.h \
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nelu.cpp \
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nelu.h \
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noise_3d.cpp \
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noise_3d.h \
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occlusion_query.h \
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ordering_table.h \
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packed_zone.cpp \
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packed_zone.h \
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packed_world.cpp \
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packed_world.h \
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particle_system.cpp \
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particle_system.h \
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particle_system_manager.cpp \
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particle_system_manager.h \
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particle_system_model.cpp \
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particle_system_model.h \
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particle_system_process.cpp \
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particle_system_process.h \
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particle_system_shape.cpp \
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particle_system_shape.h \
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particle_system_sound_user.cpp \
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patch.cpp \
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patch.h \
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patch_lightmap.cpp \
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patch_noise.cpp \
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patch_rdr_pass.cpp \
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patch_rdr_pass.h \
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patch_render.cpp \
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patch_vegetable.cpp \
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patchdlm_context.cpp \
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patchdlm_context.h \
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patchuv_locator.cpp \
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patchuv_locator.h \
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play_list_manager.cpp \
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play_list_manager.h \
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play_list_manager_user.cpp \
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play_list_manager_user.h \
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play_list_user.cpp \
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play_list_user.h \
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point_light.cpp \
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point_light.h \
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point_light_model.cpp \
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point_light_model.h \
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point_light_named.cpp \
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point_light_named.h \
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point_light_named_array.cpp \
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point_light_named_array.h \
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portal.cpp \
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portal.h \
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primitive_profile.cpp \
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ps_allocator.cpp \
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ps_allocator.h \
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ps_attrib.h \
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ps_attrib_maker.h \
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ps_attrib_maker_bin_op.cpp \
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ps_attrib_maker_bin_op.h \
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ps_attrib_maker_bin_op_inline.h \
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ps_attrib_maker_helper.cpp \
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ps_attrib_maker_helper.h \
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ps_attrib_maker_iterators.h \
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ps_attrib_maker_template.cpp \
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ps_attrib_maker_template.h \
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ps_color.cpp \
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ps_color.h \
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ps_direction.h \
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ps_dot.cpp \
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ps_dot.h \
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ps_edit.h \
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ps_emitter.cpp \
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ps_emitter.h \
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ps_face.cpp \
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ps_face.h \
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ps_face_look_at.cpp \
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ps_face_look_at.h \
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ps_fan_light.cpp \
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ps_fan_light.h \
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ps_float.cpp \
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ps_float.h \
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ps_force.cpp \
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ps_force.h \
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ps_int.cpp \
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ps_int.h \
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ps_iterator.h \
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ps_light.cpp \
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ps_light.h \
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ps_located.cpp \
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ps_located.h \
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ps_lod.h \
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ps_macro.h \
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ps_mesh.cpp \
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ps_mesh.h \
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ps_misc.h \
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ps_particle.cpp \
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ps_particle.h \
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ps_particle2.cpp \
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ps_particle2.h \
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ps_particle_basic.cpp \
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ps_particle_basic.h \
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ps_plane_basis.h \
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ps_plane_basis_maker.cpp \
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ps_plane_basis_maker.h \
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ps_quad.cpp \
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ps_quad.h \
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ps_register_attribs.cpp \
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ps_register_color_attribs.h \
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ps_register_emitters.cpp \
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ps_register_float_attribs.h \
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ps_register_forces.cpp \
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ps_register_int_attribs.h \
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ps_register_particles.cpp \
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ps_register_plane_basis_attribs.h \
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ps_register_zones.cpp \
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ps_ribbon.cpp \
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ps_ribbon.h \
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ps_ribbon_base.cpp \
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ps_ribbon_base.h \
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ps_ribbon_look_at.cpp \
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ps_ribbon_look_at.h \
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ps_shockwave.cpp \
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ps_shockwave.h \
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ps_spawn_info.h \
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ps_sound.cpp \
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ps_sound.h \
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ps_tail_dot.cpp \
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ps_tail_dot.h \
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ps_util.cpp \
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ps_util.h \
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ps_zone.cpp \
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ps_zone.h \
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ptr_set.cpp \
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ptr_set.h \
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quad_effect.cpp \
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quad_effect.h \
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quad_grid.cpp \
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quad_grid.h \
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quad_grid_clip_cluster.cpp \
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quad_grid_clip_cluster.h \
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quad_grid_clip_manager.cpp \
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quad_grid_clip_manager.h \
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radix_sort.cpp \
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radix_sort.h \
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raw_skin.cpp \
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raw_skin.h \
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raw_skinned.cpp \
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raw_skinned.h \
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ray_mesh.cpp \
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ray_mesh.h \
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register_3d.cpp \
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register_3d.h \
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render_trav.cpp \
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render_trav.h \
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root_model.cpp \
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root_model.h \
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scene.cpp \
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scene.h \
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scene_group.cpp \
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scene_group.h \
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scene_user.cpp \
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scene_user.h \
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scissor.cpp \
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seg_remanence.cpp \
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seg_remanence.h \
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seg_remanence_shape.cpp \
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seg_remanence_shape.h \
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shader.cpp \
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shader.h \
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shadow_map.cpp \
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shadow_map.h \
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shadow_map_manager.cpp \
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shadow_map_manager.h \
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shadow_poly_receiver.cpp \
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shadow_poly_receiver.h \
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shadow_skin.cpp \
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shadow_skin.h \
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shape.cpp \
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shape.h \
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shape_bank.cpp \
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shape_bank.h \
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shape_bank_user.cpp \
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shape_bank_user.h \
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shape_info.cpp \
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shape_info.h \
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shifted_triangle_cache.cpp \
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shifted_triangle_cache.h \
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skeleton_model.cpp \
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skeleton_model.h \
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skeleton_shape.cpp \
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skeleton_shape.h \
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skeleton_spawn_script.cpp \
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skeleton_spawn_script.h \
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skeleton_weight.cpp \
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skeleton_weight.h \
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static_quad_grid.cpp \
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static_quad_grid.h \
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std3d.cpp \
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std3d.h \
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stripifier.cpp \
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stripifier.h \
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surface_light_grid.cpp \
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surface_light_grid.h \
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tangent_space_build.cpp \
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tangent_space_build.h \
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target_anim_ctrl.cpp \
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tess_block.cpp \
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tess_block.h \
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tess_face_priority_list.cpp \
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tess_face_priority_list.h \
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tess_list.cpp \
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tess_list.h \
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tessellation.cpp \
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tessellation.h \
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text_context.cpp \
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text_context.h \
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text_context_user.cpp \
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text_context_user.h \
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texture.cpp \
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texture.h \
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texture_blank.cpp \
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texture_blank.h \
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texture_bloom.cpp \
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texture_bloom.h \
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texture_blend.cpp \
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texture_blend.h \
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texture_bump.cpp \
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texture_bump.h \
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texture_cube.cpp \
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texture_cube.h \
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texture_dlm.cpp \
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texture_dlm.h \
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texture_emboss.cpp \
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texture_emboss.h \
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texture_far.cpp \
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texture_far.h \
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texture_file.cpp \
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texture_file.h \
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texture_font.cpp \
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texture_font.h \
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texture_grouped.cpp \
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texture_grouped.h \
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texture_mem.cpp \
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texture_mem.h \
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texture_multi_file.cpp \
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texture_multi_file.h \
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texture_near.cpp \
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texture_near.h \
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texture_user.cpp \
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texture_user.h \
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tile_bank.cpp \
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tile_bank.h \
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tile_color.cpp \
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tile_color.h \
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tile_element.cpp \
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tile_element.h \
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tile_far_bank.cpp \
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tile_far_bank.h \
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tile_light_influence.cpp \
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tile_light_influence.h \
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tile_lumel.cpp \
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tile_lumel.h \
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tile_noise_map.cpp \
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tile_noise_map.h \
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tile_vegetable_desc.cpp \
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tile_vegetable_desc.h \
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track.cpp \
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track.h \
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track_bezier.h \
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track_keyframer.cpp \
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track_keyframer.h \
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track_sampled_common.cpp \
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track_sampled_common.h \
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track_sampled_quat.cpp \
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track_sampled_quat.h \
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track_sampled_quat_small_header.cpp \
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track_sampled_quat_small_header.h \
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track_sampled_vector.cpp \
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track_sampled_vector.h \
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track_tcb.h \
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transform.cpp \
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transform.h \
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transform_shape.cpp \
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transform_shape.h \
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transformable.cpp \
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transformable.h \
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trav_scene.cpp \
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trav_scene.h \
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u_bone.cpp \
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u_camera.cpp \
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u_instance.cpp \
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u_instance_material.cpp \
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u_material.cpp \
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u_particle_system_instance.cpp \
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u_point_light.cpp \
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u_shape.cpp \
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u_skeleton.cpp \
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u_transform.cpp \
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u_transformable.cpp \
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u_visual_collision_mesh.cpp \
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u_water.cpp \
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vegetable.cpp \
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vegetable.h \
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vegetable_blend_layer_model.cpp \
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vegetable_blend_layer_model.h \
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vegetable_clip_block.cpp \
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|
vegetable_clip_block.h \
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vegetable_def.cpp \
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|
vegetable_def.h \
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vegetable_instance_group.cpp \
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vegetable_instance_group.h \
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vegetable_light_ex.cpp \
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vegetable_light_ex.h \
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vegetable_manager.cpp \
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vegetable_manager.h \
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vegetable_quadrant.cpp \
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vegetable_quadrant.h \
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vegetable_shape.cpp \
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vegetable_shape.h \
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vegetable_sort_block.cpp \
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vegetable_sort_block.h \
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vegetable_uv8.cpp \
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vegetable_uv8.h \
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vegetablevb_allocator.cpp \
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vegetablevb_allocator.h \
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vertex_buffer.cpp \
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|
vertex_buffer.h \
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vertex_buffer_heap.cpp \
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vertex_buffer_heap.h \
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|
vertex_program.cpp \
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vertex_program.h \
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vertex_program_parse.cpp \
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vertex_program_parse.h \
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vertex_stream_manager.cpp \
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vertex_stream_manager.h \
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viewport.cpp \
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|
visual_collision_entity.cpp \
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|
visual_collision_entity.h \
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visual_collision_entity_user.cpp \
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|
visual_collision_entity_user.h \
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visual_collision_manager.cpp \
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|
visual_collision_manager.h \
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visual_collision_manager_user.cpp \
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visual_collision_manager_user.h \
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visual_collision_mesh.cpp \
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visual_collision_mesh.h \
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water_env_map.cpp \
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|
water_env_map.h \
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water_env_map_user.cpp \
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water_env_map_user.h \
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water_height_map.cpp \
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water_height_map.h \
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water_model.cpp \
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water_model.h \
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water_pool_manager.cpp \
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water_pool_manager.h \
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water_shape.cpp \
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water_shape.h \
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zone.cpp \
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|
zone.h \
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zone_corner_smoother.cpp \
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zone_corner_smoother.h \
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zone_lighter.cpp \
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zone_lighter.h \
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zone_manager.cpp \
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zone_manager.h \
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zone_search.cpp \
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zone_search.h \
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zone_smoother.cpp \
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|
zone_smoother.h \
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zone_symmetrisation.cpp \
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zone_symmetrisation.h \
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zone_tgt_smoother.cpp \
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zone_tgt_smoother.h
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noinst_HEADERS = std3d.h
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# mesh_vertex_program.h meshvp_wind_tree.h
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AM_CXXFLAGS = -I$(top_srcdir)/src @FREETYPE_CFLAGS@
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libnel3d_la_LIBADD = @FREETYPE_LIBS@ -lc -ldl -lpthread
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libnel3d_la_LDFLAGS = -version-info @LIBTOOL_VERSION@
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pkgconfigdir = $(libdir)/pkgconfig
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pkgconfig_DATA = nel-3d.pc
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# End of Makefile.am
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