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https://github.com/mwpenny/portal64-still-alive.git
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1d0b22df61
* When building with CMake, dynamic model lists are now generated * Factored common code out of generate_*_list.js files to deduplicate * Better separated generated model lists from main game code `dynamic_asset_data.c` and `dynamic_animated_asset_data.c` previously #included the corresponding generated headers, and `dynamic_asset_loader.c` declared externs for the contents. This messiness was likely done so the generated code would be built automatically (the Makefile globs all C files under `src/`). Now, model list data is output to C source files which are built explicitly. This, with some refactoring, allows the previously mentioned source files and externs to be removed. This is a bit hacky in the Makefile but will be automatic under CMake by using target properties. * Reorganized some files under `tools/`
36 lines
1.3 KiB
CMake
36 lines
1.3 KiB
CMake
set(VALVE_INTRO_VIDEO "${VPK_DIR}/Portal/hl2/media/valve.bik")
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if(NOT EXISTS ${VALVE_INTRO_VIDEO})
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# The Mac release of Portal uses a .mov instead of a .bik
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string(REPLACE ".mov" ".bik" VALVE_INTRO_VIDEO_MAC "${VALVE_INTRO_VIDEO}")
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# The Valve video doesn't exist in a VPK so we can check its type at
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# configuration time and avoid complicating the conversion commands.
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#
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# Users may forget to copy their game files before running CMake.
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# Only use the .mov if it exists at configuration time, so the build
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# system supports the common case by default.
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if (EXISTS ${VALVE_INTRO_VIDEO_MAC})
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set(VALVE_INTRO_VIDEO ${VALVE_INTRO_VIDEO_MAC})
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endif()
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endif()
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# Scaling factor when converting 3D assets
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#
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# Blender files use meters, exported FBX files use centimeters, so
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# this is used to convert back to the original design-time units
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set(MODEL_SCALE 0.01)
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# Scaling factor for render space
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set(SCENE_SCALE 128)
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# Tools for asset conversion
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set(CONVERT_ASSET "${PROJECT_SOURCE_DIR}/tools/convert_asset.py")
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set(EXPORT_FBX "${PROJECT_SOURCE_DIR}/tools/models/export_fbx.py")
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set(MODEL_LIST_UTILS "${PROJECT_SOURCE_DIR}/tools/models/model_list_utils.js")
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add_subdirectory(materials)
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add_subdirectory(models)
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add_subdirectory(sound)
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add_subdirectory(test_chambers)
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