Import('env') Import('env_modules') # TODO Support is turned off for now because Godot 3 doesn't compile with C++17. # FastNoise2 use C++17 features and STL both in its headers and runtime as well. # SIMD noise support would have to wait for Godot 4... FAST_NOISE_2_SRC = False FAST_NOISE_2_STATIC = False env_voxel = env_modules.Clone() voxel_files = [ "*.cpp", "constants/*.cpp", "meshers/blocky/*.cpp", "meshers/transvoxel/*.cpp", "meshers/dmc/*.cpp", "meshers/cubes/*.cpp", "meshers/*.cpp", "streams/*.cpp", "streams/sqlite/*.cpp", "streams/region/*.cpp", "storage/*.cpp", "generators/*.cpp", "generators/graph/*.cpp", "generators/simple/*.cpp", "util/*.cpp", "util/godot/*.cpp", #"util/noise/*.cpp", "util/noise/fast_noise_lite.cpp", "util/noise/fast_noise_lite_gradient.cpp", "terrain/*.cpp", "terrain/instancing/*.cpp", "server/*.cpp", "edition/*.cpp", "thirdparty/lz4/*.c", "thirdparty/sqlite/*.c" ] if env["tools"]: # Editor-only stuff voxel_editor_files = [ "editor/*.cpp", "editor/graph/*.cpp", "editor/terrain/*.cpp", "editor/fast_noise_lite/*.cpp", "editor/instance_library/*.cpp", ] voxel_files += voxel_editor_files if env["platform"] == "windows": # When compiling SQLite with Godot on Windows with MSVC, it produces the following warning: # `sqlite3.c(42754): warning C4996: 'GetVersionExA': was declared deprecated ` # To fix it, let's indicate to SQLite it should not use this function, even if it is available. # https://stackoverflow.com/questions/20031597/error-c4996-received-when-compiling-sqlite-c-in-visual-studio-2013 env_voxel.Append(CPPDEFINES={"SQLITE_WIN32_GETVERSIONEX": 0}) # ---------------------------------------------------------------------------------------------------------------------- # FastNoise 2 if FAST_NOISE_2_SRC: # Build from source. Should be the simplest, but requires C++17 SConscript('thirdparty/fast_noise_2/SConscript', exports = ["env", "env_voxel"]) if FAST_NOISE_2_STATIC: # Build from a pre-built static lib. This requires to check every build combination (and have them as well), # AND it also requires C++17 due to differences of runtimes. fn2_path = "C:/Projects/FastNoise2/0.7-alpha" if env["platform"] == "windows": if env.msvc: if env['bits'] == '64': env_voxel.Append(LIBPATH = [fn2_path + "/lib/win64-msvc"]) else: raise RuntimeError("FastNoise2 32-bit builds are not supported yet") else: raise RuntimeError("FastNoise2 can only be built with MSVC at the moment") env_voxel.Append(CPPPATH = [fn2_path + '/include']) if env['target'] == 'debug': env_voxel.Append(LIBS = ['FastNoise']) else: env_voxel.Append(LIBS = ['FastNoiseD']) else: raise RuntimeError("FastNoise2 can only be built on Windows at the moment") voxel_files += [ "util/noise/fast_noise_2.cpp" ] env_voxel.Append(CPPDEFINES = ["VOXEL_FAST_NOISE_2_SUPPORT"]) # ---------------------------------------------------------------------------------------------------------------------- for f in voxel_files: env_voxel.add_source_files(env.modules_sources, f) # TODO Check webassembly builds (`env["platform"] == "javascript"`) # Ignored clang warnings because Godot's codebase is old and isn't using override yet if env['platform'] in ['osx', 'android']: env_voxel.Append(CXXFLAGS=['-Wno-inconsistent-missing-override']) # Doesn't work, because reasons #if env.msvc: # env_voxel.Append(CXXFLAGS=['/std:c++17']) #else: # env_voxel.Append(CXXFLAGS=['-std=c++17']) # This also doesn't work, since the rest of Godot doesn't use this, linking fails. # No safe STL boundary checks for you. #if env['target'] == 'debug': # if env.msvc: # # Enable STL bound checks, Godot's master environment doesn't do it # env_voxel.Append(CXXFLAGS=['/D_DEBUG'])