This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
78 lines
2.5 KiB
Python
78 lines
2.5 KiB
Python
#!/usr/bin/env python
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#
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# The Original Code is Copyright (C) 2006, Blender Foundation
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# All rights reserved.
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#
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# The Original Code is: all of this file.
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#
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# Contributor(s): Nathan Letwory.
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#
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# ***** END GPL LICENSE BLOCK *****
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Import ('env')
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sources = env.Glob('intern/*.c')
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sources += env.Glob('shaders/*.c')
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defs = env['BF_GL_DEFINITIONS']
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incs = [
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'.',
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'#/intern/glew-mx',
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'#/intern/guardedalloc',
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env['BF_GLEW_INC'],
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'#/intern/smoke/extern',
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'../blenkernel',
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'../blenlib',
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'../bmesh',
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'../imbuf',
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'../include',
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'../makesdna',
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'../makesrna',
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'../nodes',
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'../nodes/intern',
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]
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if env['WITH_BF_GAMEENGINE']:
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defs.append('WITH_GAMEENGINE')
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if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc', 'win64-mingw'):
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incs.append(env['BF_PTHREADS_INC'])
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if env['WITH_BF_SMOKE']:
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defs.append('WITH_SMOKE')
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if env['WITH_BF_DDS']:
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defs.append('WITH_DDS')
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# generated data files
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import os
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sources.extend((
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os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_frag.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_simple_vert.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_material.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_frag.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_sep_gaussian_blur_vert.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_vertex.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_vertex_world.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_vsm_store_frag.glsl.c"),
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os.path.join(env['DATA_SOURCES'], "gpu_shader_vsm_store_vert.glsl.c"),
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))
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env.BlenderLib('bf_gpu', sources, incs, defines=defs, libtype=['core', 'player'], priority=[160, 110])
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