source-engine/materialsystem/shaderapidx9/wscript

92 lines
1.8 KiB
Python
Executable File

#! /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',
])
if conf.env.DEST_OS == 'win32' and not conf.env.GL:
conf.env.append_unique('DEFINES',[
'USE_ACTUAL_DX',
])
def build(bld):
source = [
'colorformatdx8.cpp',
'../../public/filesystem_helpers.cpp',
'hardwareconfig.cpp',
'meshbase.cpp',
'meshdx8.cpp',
'shaderapidx8.cpp',
'shaderdevicebase.cpp',
'shaderapibase.cpp',
'shaderdevicedx8.cpp',
'shadershadowdx8.cpp',
'texturedx8.cpp',
'TransitionTable.cpp',
'cvballoctracker.cpp',
'vertexdecl.cpp',
'vertexshaderdx8.cpp',
#'textureheap.cpp', [$X360]
'../../public/tier0/memoverride.cpp'
]
if bld.env.DEST_OS == 'win32' and not bld.env.GL:
source += [
'recording.cpp',
'wmi.cpp'
]
if bld.env.DEST_OS != 'win32':
source += ['winutils.cpp']
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']
elif bld.env.DEST_OS == 'win32' and not bld.env.GL:
libs += ['D3D9', 'D3DX9', 'bzip2']
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()
)