Add panda/src/configfiles

This commit is contained in:
rdb 2014-05-30 12:27:21 +02:00
parent e3b663da3a
commit e9f4e44e99
5 changed files with 163 additions and 8 deletions

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@ -596,17 +596,17 @@ find_package(FFMPEG)
find_package(SWScale)
find_package(SWResample)
package_option(FFMPEG DEFAULT ON
package_option(FFMPEG
"Enables support for audio- and video-decoding using the FFMPEG library.")
package_option(SWSCALE DEFAULT ON
package_option(SWSCALE
"Enables support for FFMPEG's libswscale for video rescaling.")
package_option(SWRESAMPLE DEFAULT ON
package_option(SWRESAMPLE
"Enables support for FFMPEG's libresample for audio resampling.")
# Is ODE installed, and where?
find_package(ODE)
package_option(ODE DEFAULT ON
package_option(ODE
"Enables support for ridid-body physics using the Open Dynamics Engine.")
# Is OpenGL installed, and where?
@ -620,7 +620,7 @@ package_option(GL "Enable OpenGL support.")
# libraries appropriate to the version you want to compile against.
set(MIN_GL_VERSION "1 1" CACHE STRING
"The variable is the major, minor version of OpenGL, separated by a
space (instead of a dot). Thus, "1 1" means OpenGL version 1.1.
space (instead of a dot). Thus, \"1 1\" means OpenGL version 1.1.
This defines the minimum runtime version of OpenGL that Panda will
require. Setting it to a higher version will compile in hard

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@ -62,8 +62,6 @@ set(P3DTOOLBASE_SOURCES
composite_sources(p3dtoolbase P3DTOOLBASE_SOURCES)
add_library(p3dtoolbase ${P3DTOOLBASE_HEADERS} ${P3DTOOLBASE_SOURCES})
if(HAVE_PYTHON)
target_link_libraries(p3dtoolbase ${PYTHON_LIBRARIES})
endif()
target_use_packages(p3dtoolbase THREADS PYTHON)
install(TARGETS p3dtoolbase DESTINATION lib)

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@ -19,6 +19,7 @@ if(HAVE_FREETYPE)
endif()
# Include panda source directories
add_subdirectory(src/configfiles)
add_subdirectory(src/pandabase)
add_subdirectory(src/express)
add_subdirectory(src/downloader)

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@ -0,0 +1,31 @@
# Set some variables that are used in panda.prc.in.
set(AUX_DISPLAYS)
if(HAVE_GL)
set(AUX_DISPLAYS "${AUX_DISPLAYS}
aux-display pandagl")
endif()
if(HAVE_DX9)
set(AUX_DISPLAYS "${AUX_DISPLAYS}
aux-display pandadx9")
endif()
if(HAVE_TINYDISPLAY)
set(AUX_DISPLAYS "${AUX_DISPLAYS}
aux-display p3tinydisplay")
endif()
if(HAVE_RAD_MSS)
set(AUDIO_LIBRARY_NAME p3miles_audio)
elseif(HAVE_FMODEX)
set(AUDIO_LIBRARY_NAME p3fmod_audio)
elseif(HAVE_OPENAL)
set(AUDIO_LIBRARY_NAME p3openal_audio)
else()
set(AUDIO_LIBRARY_NAME none)
endif()
configure_file(panda.prc.in "${CMAKE_BINARY_DIR}/etc/20_panda.prc")
install(FILES "${CMAKE_BINARY_DIR}/etc/20_panda.prc" DESTINATION etc)

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@ -0,0 +1,125 @@
//
// panda.prc.in
//
// This file defines the script to auto-generate panda.prc at
// CMake time. This is intended to fill in some of the default
// parameters, in particular the default display types.
//
#output 20_panda.prc notouch
#### Generated automatically by CMake ${CMAKE_VERSION} from panda.prc.in.
################################# DO NOT EDIT ###########################
plugin-path $THIS_PRC_DIR/../lib
# Let's set up a default window size of 800x600. The user can
# override this in his or her personal prc file.
win-size 800 600
# Define the display types that have been compiled in. Panda will
# pick one of these by going through the list in this order until one
# is found that works, unless the user specifically requests a
# particular display type with the load-display directive.
${AUX_DISPLAYS}
# Define an appropriate default audio library.
audio-library-name ${AUDIO_LIBRARY_NAME}
# The egg loader is handy to have available by default. This allows
# clients to load egg files. (The bam loader is built-in so bam files
# are always loadable).
# By qualifying with the extension "egg", we indicate the egg loader
# should be made available only if you explicitly name a file with an
# .egg extension.
# Also see ptloader, which is built as part of pandatool; it allows
# files of more exotic types (like .flt, .mb, .lwo, and .dxf) to be
# loaded directly into Panda.
load-file-type egg pandaegg
# These entries work very similar to load-file-type, except they are
# used by the MovieVideo and MovieAudio code to determine which module
# should be loaded in order to decode files of the given extension.
# ffmpeg is added by default because it used to be compiled in.
# The * is a special catch-all extension that is consulted unless a
# loader has been defined with an explicit extension.
load-audio-type * p3ffmpeg
load-video-type * p3ffmpeg
# The following lines define some handy object types to use within the
# egg syntax. This remaps <ObjectType> { name } into whatever egg
# syntax is given by egg-object-type-name, which makes a handy
# abbreviation for modeling packages (like Maya) to insert
# sophisticated egg syntax into the generated egg file, using a single
# object type string.
egg-object-type-portal <Scalar> portal { 1 }
egg-object-type-polylight <Scalar> polylight { 1 }
egg-object-type-seq24 <Switch> { 1 } <Scalar> fps { 24 }
egg-object-type-seq12 <Switch> { 1 } <Scalar> fps { 12 }
egg-object-type-seq10 <Switch> { 1 } <Scalar> fps { 10 }
egg-object-type-seq8 <Switch> { 1 } <Scalar> fps { 8 }
egg-object-type-seq6 <Switch> { 1} <Scalar> fps { 6 }
egg-object-type-seq4 <Switch> { 1} <Scalar> fps { 4 }
egg-object-type-seq2 <Switch> { 1} <Scalar> fps { 2 }
egg-object-type-indexed <Scalar> indexed { 1 }
egg-object-type-binary <Scalar> alpha { binary }
egg-object-type-dual <Scalar> alpha { dual }
egg-object-type-glass <Scalar> alpha { blend_no_occlude }
# These are just shortcuts to define the Model and DCS flags, which
# indicate nodes that should not be flattened out of the hierarchy
# during the conversion process. DCS goes one step further and
# indicates that the node's transform is important and should be
# preserved (DCS stands for Dynamic Coordinate System). Notouch is
# even stronger, and means not to do any flattening below the node at
# all.
egg-object-type-model <Model> { 1 }
egg-object-type-dcs <DCS> { 1 }
egg-object-type-notouch <DCS> { no_touch }
# The following define various kinds of collision geometry. These
# mark the geometry at this level and below as invisible collision
# polygons, which can be used by Panda's collision system to detect
# collisions more optimally than regular visible polygons.
egg-object-type-barrier <Collide> { Polyset descend }
egg-object-type-sphere <Collide> { Sphere descend }
egg-object-type-invsphere <Collide> { InvSphere descend }
egg-object-type-tube <Collide> { Tube descend }
# As above, but these are flagged to be "intangible", so that they
# will trigger an event but not stop an object from passing through.
egg-object-type-trigger <Collide> { Polyset descend intangible }
egg-object-type-trigger-sphere <Collide> { Sphere descend intangible }
# "floor" and "dupefloor" define the nodes in question as floor
# polygons. dupefloor means to duplicate the geometry first so that
# the same polygons serve both as visible geometry and as collision
# polygons.
egg-object-type-floor <Collide> { Polyset descend level }
egg-object-type-dupefloor <Collide> { Polyset keep descend level }
# "bubble" puts an invisible bubble around an object, but does not
# otherwise remove the geometry.
egg-object-type-bubble <Collide> { Sphere keep descend }
# "ghost" turns off the normal collide bit that is set on visible
# geometry by default, so that if you are using visible geometry for
# collisions, this particular geometry will not be part of those
# collisions--it is ghostlike.
egg-object-type-ghost <Scalar> collide-mask { 0 }
# "glow" is useful for halo effects and things of that ilk. It
# renders the object in add mode instead of the normal opaque mode.
egg-object-type-glow <Scalar> blend { add }
# This isn't used in the egg loader, it controls a setting only within
# maya2egg itself. So if it appears in an egg file, it means nothing.
egg-object-type-keep-all-uvsets