layout: restructure into src/ tests/ android/ scripts/ tools/

- extension/src/{port,platform,codepage} -> src/; native_render -> src/host
  (+ dxt, shaders/); libgr2 -> src/gr2; extension/third_party -> third_party
- extension/tests -> tests/port, libgr2/tests -> tests/gr2
- android-native -> android (build.sh, push-client.sh moved in)
- script -> scripts; tools/40250 -> tools/server; oracle -> tools/granny-oracle;
  perf tools -> tools/perf
- all build trees under build/ (native, release, android, port-gate)
- xrender:: CMake aliases -> mt::; port-map ledger impl paths rewritten

No code changes. ctest 15/15, port_gate macos+android PASS, port_map check 0 errors.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
shenlei
2026-09-29 19:08:19 +09:00
co-authored by Claude Opus 5.5
parent 70710477cf
commit a46093104c
2817 changed files with 13728 additions and 13744 deletions
+120
View File
@@ -0,0 +1,120 @@
///////////////////////////////////////////////////////////////////////
// SpeedTreeRT runtime configuration #defines
//
// (c) 2003 IDV, Inc.
//
// *** INTERACTIVE DATA VISUALIZATION (IDV) PROPRIETARY INFORMATION ***
//
// This software is supplied under the terms of a license agreement or
// nondisclosure agreement with Interactive Data Visualization and may
// not be copied or disclosed except in accordance with the terms of
// that agreement.
//
// Copyright (c) 2001-2003 IDV, Inc.
// All Rights Reserved.
//
// IDV, Inc.
// 1233 Washington St. Suite 610
// Columbia, SC 29201
// Voice: (803) 799-1699
// Fax: (803) 931-0320
// Web: http://www.idvinc.com
#pragma once
const int c_nNumWindMatrices = 4;
const int c_nNumInstancesPerModel = 10;
const float c_fForestSize = 200.0f;
const float c_fSpacingTolerance = 30.0f;
const int c_nMaxPlacementIterations = 500;
const int c_nDefaultAlphaTestValue = 84;
const float c_fNearLodFactor = 2.0f;
const float c_fFarLodFactor = 9.0f;
const float c_fBenchmarkPeriod = 1.0f;
// vertex shader constant locations
const int c_nVertexShader_LeafLightingAdjustment = 70;
const int c_nVertexShader_Light = 71;
const int c_nVertexShader_Material = 74;
const int c_nVertexShader_TreePos = 52;
const int c_nVertexShader_CompoundMatrix = 0;
const int c_nVertexShader_WindMatrices = 54;
const int c_nVertexShader_LeafTables = 4;
const int c_nVertexShader_Fog = 85;
// lighting
const float c_afLightPosition[4] = { -0.707f, 0.0f, 0.707f, 0.0f };
const float c_afLightAmbient[4] = { 0.5f, 0.5f, 0.5f, 1.0f };
const float c_afLightDiffuse[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float c_afLightSpecular[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float c_afLightGlobalAmbient[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
// setup lighting (enable ONE of the two below)
#define WRAPPER_USE_STATIC_LIGHTING
//#define WRAPPER_USE_DYNAMIC_LIGHTING
#if defined WRAPPER_USE_STATIC_LIGHTING && defined WRAPPER_USE_DYNAMIC_LIGHTING
#error Please define exactly one lighting mode
#endif
// setup wind (enable ONE of the three below)
//#define WRAPPER_USE_GPU_WIND
//#define WRAPPER_USE_CPU_WIND
#define WRAPPER_USE_NO_WIND
#if defined WRAPPER_USE_GPU_WIND && defined WRAPPER_USE_CPU_WIND
#error Please define exactly one lighting mode
#elif defined WRAPPER_USE_GPU_WIND && defined WRAPPER_USE_NO_WIND
#error Please define exactly one lighting mode
#elif defined WRAPPER_USE_CPU_WIND && defined WRAPPER_USE_NO_WIND
#error Please define exactly one lighting mode
#endif
// leaf placement algorithm (enable ONE of the two below)
//#define WRAPPER_USE_GPU_LEAF_PLACEMENT
#define WRAPPER_USE_CPU_LEAF_PLACEMENT
#if defined WRAPPER_USE_GPU_LEAF_PLACEMENT && defined WRAPPER_USE_CPU_LEAF_PLACEMENT
#error Please define exactly one leaf placement algorithm
#endif
// texture coordinates (enable this define for DirectX-based engines)
#define WRAPPER_FLIP_T_TEXCOORD
// up vector
//#define WRAPPER_UP_POS_Y
#define WRAPPER_UP_POS_Z
#if defined WRAPPER_UP_POS_Y && defined WRAPPER_UP_POS_Z
#error Please define exactly one up vector
#endif
// loading from STF or clones/instances? (enable ONE of the two below)
//#define WRAPPER_FOREST_FROM_STF
#define WRAPPER_FOREST_FROM_INSTANCES
#if defined WRAPPER_FOREST_FROM_STF && defined WRAPPER_FOREST_FROM_INSTANCES
#error Please define exactly one loading mechanism
#endif
// billboard modes
#define WRAPPER_BILLBOARD_MODE
//#define WRAPPER_RENDER_HORIZONTAL_BILLBOARD
// render self-shadows
#define WRAPPER_RENDER_SELF_SHADOWS
// use fog
#define WRAPPER_USE_FOG
// derived constants
#ifdef WRAPPER_USE_GPU_WIND
#define BRANCHES_USE_SHADERS
#define FRONDS_USE_SHADERS
#define LEAVES_USE_SHADERS
#endif
#ifdef WRAPPER_USE_GPU_LEAF_PLACEMENT
#define LEAVES_USE_SHADERS
#endif