godot_voxel/SCsub

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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
RUN_TESTS = False
if env['target'] == 'debug':
RUN_TESTS = True
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 RUN_TESTS:
voxel_files += [
"tests/tests.cpp"
]
env_voxel.Append(CPPDEFINES={"VOXEL_RUN_TESTS": 0})
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'])