135 lines
3.9 KiB
Plaintext
135 lines
3.9 KiB
Plaintext
Import('env')
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Import('env_modules')
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# TODO Support is turned off for now because Godot 3 doesn't compile with C++17.
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# FastNoise2 use C++17 features and STL both in its headers and runtime as well.
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# SIMD noise support would have to wait for Godot 4...
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FAST_NOISE_2_SRC = False
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FAST_NOISE_2_STATIC = False
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RUN_TESTS = False
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if env['target'] == 'debug':
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RUN_TESTS = True
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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/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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"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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]
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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/instance_library/*.cpp",
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]
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voxel_files += voxel_editor_files
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if RUN_TESTS:
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voxel_files += [
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"tests/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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# 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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if FAST_NOISE_2_STATIC:
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# Build from a pre-built static lib. This requires to check every build combination (and have them as well),
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# AND it also requires C++17 due to differences of runtimes.
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fn2_path = "C:/Projects/FastNoise2/0.7-alpha"
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if env["platform"] == "windows":
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if env.msvc:
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if env['bits'] == '64':
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env_voxel.Append(LIBPATH = [fn2_path + "/lib/win64-msvc"])
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else:
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raise RuntimeError("FastNoise2 32-bit builds are not supported yet")
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else:
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raise RuntimeError("FastNoise2 can only be built with MSVC at the moment")
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env_voxel.Append(CPPPATH = [fn2_path + '/include'])
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if env['target'] == 'debug':
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env_voxel.Append(LIBS = ['FastNoise'])
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else:
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env_voxel.Append(LIBS = ['FastNoiseD'])
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else:
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raise RuntimeError("FastNoise2 can only be built on Windows at the moment")
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voxel_files += [
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"util/noise/fast_noise_2.cpp"
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]
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env_voxel.Append(CPPDEFINES = ["VOXEL_FAST_NOISE_2_SUPPORT"])
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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, because reasons
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#if env.msvc:
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# env_voxel.Append(CXXFLAGS=['/std:c++17'])
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#else:
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# env_voxel.Append(CXXFLAGS=['-std=c++17'])
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# This also 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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