//----------------------------------------------------------------------------- // SHADERDX8.VPC // // Project Script //----------------------------------------------------------------------------- $Macro SRCDIR "..\.." $Macro OUTBINDIR "$SRCDIR\..\game\bin" $Macro OUTBINNAME "shaderapidx9" $include "$SRCDIR\vpc_scripts\source_dll_base.vpc" // Common Configuration $Configuration { $Compiler { $AdditionalIncludeDirectories "$BASE;$SRCDIR\dx9sdk\include" [$WIN32 && !$GL] $AdditionalIncludeDirectories "$BASE;$SRCDIR\x360xdk\include\xbox" [$X360] $AdditionalIncludeDirectories "$BASE;..\" $PreprocessorDefinitions "$BASE;SHADERAPIDX9;SHADER_DLL_EXPORT;PROTECTED_THINGS_ENABLE;strncpy=use_Q_strncpy_instead;_snprintf=use_Q_snprintf_instead" $PreprocessorDefinitions "$BASE;USE_ACTUAL_DX" [($WIN32||$X360) && !$GL] $PreprocessorDefinitions "$BASE;GL_GLEXT_PROTOTYPES;DX_TO_GL_ABSTRACTION" [$GL] // $AdditionalOptions "/FC" } $Linker { $SystemLibraries "iconv" [$OSXALL] $GCC_ExtraLinkerFlags "-L/usr/lib32" [$LINUXALL] $SystemFrameworks "Carbon;OpenGL;Quartz;Cocoa;IOKit" [$OSXALL] $AdditionalDependencies "$BASE ws2_32.lib" [$WIN32] } } $Configuration "Debug" { $Linker [$X360] { $AdditionalDependencies "$BASE d3dx9d.lib xuirund.lib xuirenderd.lib xaudiod2.lib xmcored.lib" } } $Configuration "Release" { $Linker [$X360] { $AdditionalDependencies "$BASE d3dx9.lib xuirun.lib xuirender.lib xaudio2.lib xmcore.lib" } } $Project "shaderapidx9" { $Folder "Source Files" { $File "colorformatdx8.cpp" $File "$SRCDIR\public\filesystem_helpers.cpp" $File "hardwareconfig.cpp" $File "meshbase.cpp" $File "meshdx8.cpp" $File "recording.cpp" [$WIN32 && !$GL] $File "shaderapidx8.cpp" $File "shaderdevicebase.cpp" $File "shaderapibase.cpp" $File "shaderdevicedx8.cpp" $File "shadershadowdx8.cpp" $File "texturedx8.cpp" $File "TransitionTable.cpp" $File "cvballoctracker.cpp" $File "vertexdecl.cpp" $File "vertexshaderdx8.cpp" $File "wmi.cpp" [$WIN32 && !$GL] $File "textureheap.cpp" [$X360] $File "winutils.cpp" [!$WIN32] } $Folder "DirectX Header Files" [$WIN32 && !$GL] { $File "$SRCDIR\dx9sdk\include\d3dx9.h" $File "$SRCDIR\dx9sdk\include\d3dx9anim.h" $File "$SRCDIR\dx9sdk\include\d3dx9core.h" $File "$SRCDIR\dx9sdk\include\d3dx9effect.h" $File "$SRCDIR\dx9sdk\include\d3dx9math.h" $File "$SRCDIR\dx9sdk\include\d3dx9math.inl" $File "$SRCDIR\dx9sdk\include\d3dx9mesh.h" $File "$SRCDIR\dx9sdk\include\d3dx9shader.h" $File "$SRCDIR\dx9sdk\include\d3dx9shape.h" $File "$SRCDIR\dx9sdk\include\d3dx9tex.h" } $Folder "Public Header Files" { $File "$SRCDIR\public\shaderapi\IShaderDevice.h" $File "$SRCDIR\public\shaderapi\ishaderutil.h" $File "$SRCDIR\public\shaderapi\ishaderapi.h" $File "$SRCDIR\public\shaderapi\ishaderdynamic.h" $File "$SRCDIR\public\shaderapi\ishadershadow.h" $File "$SRCDIR\public\materialsystem\idebugtextureinfo.h" $File "$SRCDIR\public\materialsystem\ivballoctracker.h" $File "$SRCDIR\public\materialsystem\shader_vcs_version.h" } $Folder "Header Files" { $File "TransitionTable.h" $File "vertexdecl.h" $File "colorformatdx8.h" $File "dynamicib.h" $File "dynamicvb.h" $File "hardwareconfig.h" $File "meshbase.h" $File "imeshdx8.h" $File "locald3dtypes.h" $File "recording.h" $File "shaderapidx8.h" $File "shaderdevicebase.h" $File "shaderapibase.h" $File "shaderdevicedx8.h" $File "shaderapidx8_global.h" $File "shadershadowdx8.h" $File "stubd3ddevice.h" $File "texturedx8.h" $File "vertexshaderdx8.h" $File "wmi.h" [$WIN32 && !$GL] $File "textureheap.h" [$X360] $File "winutils.h" [!$WIN32] } $Folder "Link Libraries" [$WIN32] { $File "$SRCDIR\dx9sdk\lib\d3d9.lib" [$WIN32 && !$GL] $File "$SRCDIR\dx9sdk\lib\d3dx9.lib" [$WIN32 && !$GL&&!$VS2015] $File "$LIBCOMMON\d3dx9.lib" [$WIN32 && !$GL &&$VS2015] } $Folder "Link Libraries" { $Lib bitmap $Lib mathlib $Lib tier2 $Lib "$LIBCOMMON/bzip2" $ImpLib togl [!$IS_LIB_PROJECT && $GL] } }