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* Created custom pipelines and shaders for untextured and textured particle rendering. * Created custom render payload for particles * Moved all particle updates into simulation rather then render. * Uses pendingChanges.updateItem lambda to update the playload with new data for rendering. * ParticleEffectEntityItem now updates its dimensions properly, based on emitter properties. * Bug fix for dt not accumulating properly, during gaps between updates. now we just update all the time. (super cheap tho, if there are no particles animating)
29 lines
1,007 B
CMake
29 lines
1,007 B
CMake
set(TARGET_NAME entities-renderer)
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AUTOSCRIBE_SHADER_LIB(gpu model render)
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# use setup_hifi_library macro to setup our project and link appropriate Qt modules
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setup_hifi_library(Widgets OpenGL Network Script)
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add_dependency_external_projects(glm)
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find_package(GLM REQUIRED)
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target_include_directories(${TARGET_NAME} PUBLIC ${GLM_INCLUDE_DIRS})
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add_dependency_external_projects(bullet)
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find_package(Bullet REQUIRED)
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# perform the system include hack for OS X to ignore warnings
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if (APPLE)
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SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -isystem ${BULLET_INCLUDE_DIRS}")
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else()
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target_include_directories(${TARGET_NAME} SYSTEM PRIVATE ${BULLET_INCLUDE_DIRS})
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endif()
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target_link_libraries(${TARGET_NAME} ${BULLET_LIBRARIES})
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add_dependency_external_projects(polyvox)
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find_package(PolyVox REQUIRED)
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target_include_directories(${TARGET_NAME} SYSTEM PUBLIC ${POLYVOX_INCLUDE_DIRS})
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target_link_libraries(${TARGET_NAME} ${POLYVOX_LIBRARIES})
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link_hifi_libraries(shared gpu script-engine render render-utils)
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