134 lines
3.8 KiB
Plaintext
134 lines
3.8 KiB
Plaintext
Import('env')
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Import('env_modules')
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# Note, support for FastNoise2 requires C++17
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FAST_NOISE_2_SRC = True
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RUN_TESTS = env["voxel_tests"]
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env_voxel = env_modules.Clone()
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voxel_files = [
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"*.cpp",
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"constants/*.cpp",
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"meshers/blocky/*.cpp",
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"meshers/transvoxel/*.cpp",
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"meshers/dmc/*.cpp",
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"meshers/cubes/*.cpp",
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"meshers/*.cpp",
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"streams/*.cpp",
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"streams/sqlite/*.cpp",
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"streams/region/*.cpp",
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"storage/*.cpp",
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"generators/*.cpp",
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"generators/graph/*.cpp",
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"generators/simple/*.cpp",
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"util/*.cpp",
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"util/math/*.cpp",
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"util/godot/*.cpp",
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#"util/noise/*.cpp",
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"util/noise/fast_noise_lite.cpp",
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"util/noise/fast_noise_lite_gradient.cpp",
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"util/noise/fast_noise_lite_range.cpp",
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"util/noise/osn_noise_range.cpp",
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"util/tasks/*.cpp",
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"terrain/*.cpp",
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"terrain/instancing/*.cpp",
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"server/*.cpp",
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"edition/*.cpp",
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"thirdparty/lz4/*.c",
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"thirdparty/sqlite/*.c",
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"thirdparty/meshoptimizer/*.cpp"
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]
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if env["tools"]:
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# Editor-only stuff
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voxel_editor_files = [
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"editor/*.cpp",
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"editor/graph/*.cpp",
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"editor/terrain/*.cpp",
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"editor/fast_noise_lite/*.cpp",
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"editor/instancer/*.cpp",
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"editor/instance_library/*.cpp",
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"editor/vox/*.cpp",
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]
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voxel_files += voxel_editor_files
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env_voxel.Append(CPPDEFINES=[
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# See https://github.com/zeux/meshoptimizer/issues/311
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"MESHOPTIMIZER_ZYLANN_NEVER_COLLAPSE_BORDERS",
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# Because of the above, the MeshOptimizer library in this module is different to an official one.
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# Godot 4 includes an official version, which means they would both conflict at linking time.
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# To prevent this clash we wrap the entire library within an additional namespace.
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# This should be solved either by solving issue #311 or by porting the module to a dynamic library (GDExtension).
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"MESHOPTIMIZER_ZYLANN_WRAP_LIBRARY_IN_NAMESPACE"
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])
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if RUN_TESTS:
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voxel_files += [
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"tests/*.cpp"
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]
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env_voxel.Append(CPPDEFINES={"VOXEL_RUN_TESTS": 0})
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if env["platform"] == "windows":
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# When compiling SQLite with Godot on Windows with MSVC, it produces the following warning:
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# `sqlite3.c(42754): warning C4996: 'GetVersionExA': was declared deprecated `
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# To fix it, let's indicate to SQLite it should not use this function, even if it is available.
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# https://stackoverflow.com/questions/20031597/error-c4996-received-when-compiling-sqlite-c-in-visual-studio-2013
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env_voxel.Append(CPPDEFINES={"SQLITE_WIN32_GETVERSIONEX": 0})
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# ----------------------------------------------------------------------------------------------------------------------
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# FastNoise 2
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if FAST_NOISE_2_SRC:
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if not env.msvc:
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# TODO Workaround for https://github.com/Auburn/FastNoise2/issues/80
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# FastNoise2 is using MSVC-specific compiler directives.
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# Done before calling FastNoise2 SConscript, as FastNoise2 also includes the headers
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env_voxel.Append(CXXFLAGS=["-Wno-unknown-pragmas"])
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# Build from source. Should be the simplest, but requires C++17
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SConscript('thirdparty/fast_noise_2/SConscript', exports = ["env", "env_voxel"])
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env_voxel.Append(CPPPATH=["thirdparty/fast_noise_2/include"])
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voxel_files += [
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"util/noise/fast_noise_2.cpp"
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]
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if env["tools"]:
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voxel_files += [
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"editor/fast_noise_2/*.cpp"
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]
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# ----------------------------------------------------------------------------------------------------------------------
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for f in voxel_files:
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env_voxel.add_source_files(env.modules_sources, f)
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# TODO Check webassembly builds (`env["platform"] == "javascript"`)
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# Ignored clang warnings because Godot's codebase is old and isn't using override yet
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if env['platform'] in ['osx', 'android']:
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env_voxel.Append(CXXFLAGS=['-Wno-inconsistent-missing-override'])
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# Doesn't work, since the rest of Godot doesn't use this, linking fails.
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# No safe STL boundary checks for you.
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#if env['target'] == 'debug':
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# if env.msvc:
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# # Enable STL bound checks, Godot's master environment doesn't do it
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# env_voxel.Append(CXXFLAGS=['/D_DEBUG'])
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