diff options
-rw-r--r-- | games/q3cellshading/Makefile | 46 | ||||
-rw-r--r-- | games/q3cellshading/pkg-descr | 18 |
2 files changed, 31 insertions, 33 deletions
diff --git a/games/q3cellshading/Makefile b/games/q3cellshading/Makefile index 653bcc76be49..e7b6646fffe3 100644 --- a/games/q3cellshading/Makefile +++ b/games/q3cellshading/Makefile @@ -1,9 +1,5 @@ -# New ports collection makefile for: q3cellshading -# Date created: 8 Aug 2006 -# Whom: alepulver -# +# Created by: Alejandro Pulver <alepulver@FreeBSD.org> # $FreeBSD$ -# PORTNAME= q3cellshading PORTVERSION= 1.0 @@ -17,44 +13,46 @@ COMMENT= Quake III engine with Cell Shading capabilities ONLY_FOR_ARCHS= i386 ONLY_FOR_ARCHS_REASON= does not run properly; try games/ioquake3 with option + USE_ZIP= yes USE_DOS2UNIX= yes USE_GMAKE= yes WRKSRC= ${WRKDIR}/${PORTNAME}-${PORTVERSION} BUILD_WRKSRC= ${WRKSRC}/code/unix -OPTIONS_MULTI= EXE -OPTIONS_MULTI_EXE= CLIENT DEDICATED SMP -OPTIONS_DEFINE= GAMELIBS OPTIMIZED_CFLAGS -OPTIONS_DEFAULT= CLIETN DEDICATED OPTIMIZED_CFLAGS SMP -CLIENT_DESC= Build client -DEDICATED_DESC= Build dedicated server -GAMELIBS_DESC= Build game libraries (when not mandatory) -SMP_DESC= Build SMP (threaded) client - +LIBDIR= ${PREFIX}/lib/${PORTNAME} MAKE_ENV= LIBDIR="${LIBDIR}" PLIST_SUB= LIBDIR="${LIBDIR:S/${PREFIX}\///}" -LIBDIR= ${PREFIX}/lib/${PORTNAME} VM_ARCHS= i386 powerpc +OPTIONS_DEFINE= GAMELIBS OPTIMIZED_CFLAGS +OPTIONS_MULTI= FLAVOR +OPTIONS_MULTI_FLAVOR= CLIENT DEDICATED SMP_CLIENT +OPTIONS_DEFAULT= CLIENT DEDICATED OPTIMIZED_CFLAGS SMP_CLIENT + +CLIENT_DESC= Build client +DEDICATED_DESC= Build dedicated server +GAMELIBS_DESC= Force building game libraries +SMP_CLIENT_DESC= Build SMP (threaded) client + .include <bsd.port.pre.mk> .if ${ARCH} == "i386" -BUILD_DEPENDS+= nasm:${PORTSDIR}/devel/nasm +BUILD_DEPENDS= nasm:${PORTSDIR}/devel/nasm .endif -.for i in ${ARCH} -. if ${VM_ARCHS:M${i}} != "" +.for arch in ${ARCH} +. if ${VM_ARCHS:M${arch}} != "" HAVE_VM_COMPILED= yes -. endif +. endif .endfor .if !defined(HAVE_VM_COMPILED) MAKE_ENV+= DLL_ONLY=true .endif -.if ${PORT_OPTIONS:MCLIENT} || !empty(PORT_OPTIONS:MSMP) +.if ${PORT_OPTIONS:MCLIENT} || ${PORT_OPTIONS:MSMP_CLIENT} USE_GL= yes USE_XORG= xxf86dga .endif @@ -86,9 +84,8 @@ PLIST_SUB+= GAMELIBS="@comment " MAKE_ENV+= OPTIMIZED_CFLAGS=YES .endif -.if ${PORT_OPTIONS:MSMP} -MAKE_ENV+= SMP=YES \ - PTHREAD_LIBS="${PTHREAD_LIBS}" +.if ${PORT_OPTIONS:MSMP_CLIENT} +MAKE_ENV+= SMP=YES PTHREAD_LIBS="${PTHREAD_LIBS}" PLIST_SUB+= SMP="" Q3BIN+= quake3-smp .else @@ -105,12 +102,13 @@ post-patch: do-install: .for bin in ${Q3BIN} +# Adjust program names to avoid conflicts with other Quake3 ports ${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} \ ${PREFIX}/bin/${bin:C/(quake3|q3)/\1cel/} .endfor .if ${PORT_OPTIONS:MGAMELIBS} || !defined(HAVE_VM_COMPILED) .for dir in baseq3 missionpack - ${MKDIR} ${LIBDIR}/${dir} + @${MKDIR} ${LIBDIR}/${dir} ${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${dir}/*.so ${LIBDIR}/${dir} .endfor .endif diff --git a/games/q3cellshading/pkg-descr b/games/q3cellshading/pkg-descr index f6f34468c19d..72c96888fd1d 100644 --- a/games/q3cellshading/pkg-descr +++ b/games/q3cellshading/pkg-descr @@ -1,8 +1,8 @@ The goal of this project is to add Cell Shading capabilities to the Quake III -engine with Real-time performance. +engine with real-time performance. -In order to provide such feature we have decided to use Kuwahara filter. -Kuwahara filter is a noise-reduction filter that preserves edges. +In order to provide such feature we have decided to use Kuwahara filter, a +noise-reduction filter that preserves edges. It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance. @@ -11,13 +11,13 @@ To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect. To produce the cell shading effect we use no graphics card shaders, so our -implementation could run with almost any gfx card. The edge effect is produced -by painting backface polygons with a thick wireframe without textures and -repaint all the scene, but this time, with textures. +implementation could run with almost any graphics card. The edge effect is +produced by painting backface polygons with a thick wireframe without +textures and repaint all the scene, but this time, with textures. We have also implemented a different algorithm (we call it White Texture), -which uses white textures. It looks like this and this, you can set the -console variable r_celshadalgo to 2, and load another map, or run using the -appropiate link that came with the release. +which uses white textures. You can set the console variable r_celshadalgo +to 2, and load another map, or run using the appropriate link that came +with the release. WWW: http://q3cellshading.sourceforge.net/ |