godot/methods.py
2018-06-21 03:40:24 -04:00

1688 lines
65 KiB
Python
Executable file

import os
from compat import iteritems
def add_source_files(self, sources, filetype, lib_env=None, shared=False):
import glob
import string
# if not lib_objects:
if not lib_env:
lib_env = self
if type(filetype) == type(""):
dir = self.Dir('.').abspath
list = glob.glob(dir + "/" + filetype)
for f in list:
sources.append(self.Object(f))
else:
for f in filetype:
sources.append(self.Object(f))
def build_shader_header(target, source, env):
for x in source:
print(x)
name = str(x)
name = name[name.rfind("/") + 1:]
name = name[name.rfind("\\") + 1:]
name = name.replace(".", "_")
fs = open(str(x), "r")
fd = open(str(x) + ".gen.h", "w")
fd.write("/* this file has been generated by SCons, do not edit! */\n")
fd.write("static const char *" + name + "=\n")
line = fs.readline()
while(line):
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\\", "\\\\")
line = line.replace("\"", "\\\"")
fd.write("\"" + line + "\\n\"\n")
line = fs.readline()
fd.write(";\n")
return 0
def build_glsl_header(filename):
fs = open(filename, "r")
line = fs.readline()
vertex_lines = []
fragment_lines = []
uniforms = []
attributes = []
fbos = []
conditionals = []
texunits = []
texunit_names = []
ubos = []
ubo_names = []
reading = ""
line_offset = 0
vertex_offset = 0
fragment_offset = 0
while(line):
if (line.find("[vertex]") != -1):
reading = "vertex"
line = fs.readline()
line_offset += 1
vertex_offset = line_offset
continue
if (line.find("[fragment]") != -1):
reading = "fragment"
line = fs.readline()
line_offset += 1
fragment_offset = line_offset
continue
if (line.find("#ifdef ") != -1):
ifdefline = line.replace("#ifdef ", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
if (line.find("#elif defined(") != -1):
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
import re
if re.search(r"^\s*uniform", line):
if (line.lower().find("texunit:") != -1):
# texture unit
texunit = str(int(line[line.find(":") + 1:].strip()))
uline = line[:line.lower().find("//")]
uline = uline.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in texunit_names):
texunits += [(x, texunit)]
texunit_names += [x]
elif (line.lower().find("ubo:") != -1):
# ubo
uboidx = str(int(line[line.find(":") + 1:].strip()))
uline = line[:line.lower().find("//")]
uline = uline[uline.find("uniform") + len("uniform"):]
uline = uline.replace(";", "")
uline = uline.replace("{", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in ubo_names):
ubos += [(x, uboidx)]
ubo_names += [x]
else:
uline = line.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in uniforms):
uniforms += [x]
if ((line.strip().find("in ") == 0 or line.strip().find("attribute ") == 0) and line.find("attrib:") != -1):
uline = line.replace("in ", "")
uline = uline.replace("attribute ", "")
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("attrib:") != -1):
name = name.strip()
bind = bind.replace("attrib:", "").strip()
attributes += [(name, bind)]
if (line.strip().find("out ") == 0):
uline = line.replace("out", "").strip()
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("drawbuffer:") != -1):
name = name.strip()
bind = bind.replace("drawbuffer:", "").strip()
fbos += [(name, bind)]
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\\", "\\\\")
line = line.replace("\"", "\\\"")
# line=line+"\\n\\" no need to anymore
if (reading == "vertex"):
vertex_lines += [line]
if (reading == "fragment"):
fragment_lines += [line]
line = fs.readline()
line_offset += 1
fs.close()
out_file = filename + ".gen.h"
fd = open(out_file, "w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1:]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1:]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + "\n")
fd.write("#define " + out_file_ifdef + "\n")
out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "ShaderGL"
fd.write("\n\n")
fd.write("#include \"drivers/opengl/shader_gl.h\"\n\n\n")
fd.write("class " + out_file_class + " : public ShaderGL {\n\n")
fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if (len(conditionals)):
fd.write("\tenum Conditionals {\n")
for x in conditionals:
fd.write("\t\t" + x + ",\n")
fd.write("\t};\n\n")
if (len(uniforms)):
fd.write("\tenum Uniforms {\n")
for x in uniforms:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Matrix32& p_transform) { _FU
const Matrix32 &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}; """)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init() {\n\n")
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\"#define " + x + "\\n\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
if (len(attributes)):
fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n")
for x in attributes:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n")
if (len(fbos)):
fd.write("\t\tstatic FBOPair _fbo_pairs[]={\n")
for x in fbos:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic FBOPair *_fbo_pairs=NULL;\n")
if (len(ubos)):
fd.write("\t\tstatic UBOPair _ubo_pairs[]={\n")
for x in ubos:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic UBOPair *_ubo_pairs=NULL;\n")
if (len(texunits)):
fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
for x in texunits:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
fd.write("\t\tstatic const char* _vertex_code=\"\\\n")
for x in vertex_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _vertex_code_start=" + str(vertex_offset) + ";\n")
fd.write("\t\tstatic const char* _fragment_code=\"\\\n")
for x in fragment_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _fragment_code_start=" + str(fragment_offset) + ";\n")
fd.write("\t\tsetup(_conditional_strings," + str(len(conditionals)) + ",_uniform_strings," + str(len(uniforms)) + ",_attribute_pairs," + str(len(attributes)) + ",_fbo_pairs," + str(len(fbos)) + ",_ubo_pairs," + str(len(ubos)) + ",_texunit_pairs," + str(len(texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()
def build_glsl_headers(target, source, env):
for x in source:
build_glsl_header(str(x))
return 0
def build_hlsl_dx9_header(filename):
fs = open(filename, "r")
line = fs.readline()
vertex_lines = []
fragment_lines = []
uniforms = []
fragment_uniforms = []
attributes = []
fbos = []
conditionals = []
reading = ""
line_offset = 0
vertex_offset = 0
fragment_offset = 0
while(line):
if (line.find("[vertex]") != -1):
reading = "vertex"
line = fs.readline()
line_offset += 1
vertex_offset = line_offset
continue
if (line.find("[fragment]") != -1):
reading = "fragment"
line = fs.readline()
line_offset += 1
fragment_offset = line_offset
continue
if (line.find("#ifdef ") != -1):
ifdefline = line.replace("#ifdef ", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
if (line.find("#elif defined(") != -1):
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if (not ifdefline in conditionals):
conditionals += [ifdefline]
if (line.find("uniform") != -1):
uline = line.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in uniforms):
uniforms += [x]
fragment_uniforms += [reading == "fragment"]
line = line.replace("\r", "")
line = line.replace("\n", "")
line = line.replace("\\", "\\\\")
line = line.replace("\"", "\\\"")
line = line + "\\n\\"
if (reading == "vertex"):
vertex_lines += [line]
if (reading == "fragment"):
fragment_lines += [line]
line = fs.readline()
line_offset += 1
fs.close()
out_file = filename + ".gen.h"
fd = open(out_file, "w")
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1:]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1:]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + "\n")
fd.write("#define " + out_file_ifdef + "\n")
out_file_class = out_file_base.replace(".hlsl.h", "").title().replace("_", "").replace(".", "") + "ShaderDX9"
fd.write("\n\n")
fd.write("#include \"drivers/directx9/shader_dx9.h\"\n\n\n")
fd.write("class " + out_file_class + " : public ShaderDX9 {\n\n")
fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if (len(conditionals)):
fd.write("\tenum Conditionals {\n")
for x in conditionals:
fd.write("\t\t" + x + ",\n")
fd.write("\t};\n\n")
if (len(uniforms)):
fd.write("\tenum Uniforms {\n")
for x in uniforms:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
if (len(conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#define _FU if (!_uniform_valid(p_uniform)) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, bool p_value) { _FU set_uniformb(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU set_uniformf(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU set_uniformi(p_uniform,p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU float col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; set_uniformfv(p_uniform,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU float vec2[4]={p_vec2.x,p_vec2.y,0,0}; set_uniformfv(p_uniform,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU float vec3[4]={p_vec3.x,p_vec3.y,p_vec3.z,0}; set_uniformfv(p_uniform,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU float vec2[4]={p_a,p_b,0,0}; set_uniformfv(p_uniform,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU float vec3[4]={p_a,p_b,p_c,0}; set_uniformfv(p_uniform,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU float vec4[4]={p_a,p_b,p_c,p_d}; set_uniformfv(p_uniform,vec4); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
float matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[0][1],
tr.basis.elements[0][2],
tr.origin.x,
tr.basis.elements[1][0],
tr.basis.elements[1][1],
tr.basis.elements[1][2],
tr.origin.y,
tr.basis.elements[2][0],
tr.basis.elements[2][1],
tr.basis.elements[2][2],
tr.origin.z,
0,
0,
0,
1
};
set_uniformfv(p_uniform,&matrix[0],4);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
float matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[j][i];
}
}
set_uniformfv(p_uniform,&matrix[0],4);
}; """)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init(IDirect3DDevice9 *p_device,ShaderSupport p_version) {\n\n")
if (len(conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(conditionals)):
for x in conditionals:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(uniforms)):
for x in uniforms:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
fd.write("\t\tstatic const bool _fragment_uniforms[]={\n")
if (len(uniforms)):
for x in fragment_uniforms:
if (x):
fd.write("\t\t\ttrue,\n")
else:
fd.write("\t\t\tfalse,\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
fd.write("\t\tstatic const bool *_fragment_uniforms=NULL;\n")
fd.write("\t\tstatic const char* _vertex_code=\"\\\n")
for x in vertex_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _vertex_code_start=" + str(vertex_offset) + ";\n")
fd.write("\t\tstatic const char* _fragment_code=\"\\\n")
for x in fragment_lines:
fd.write("\t\t\t" + x + "\n")
fd.write("\t\t\";\n\n")
fd.write("\t\tstatic const int _fragment_code_start=" + str(fragment_offset) + ";\n")
fd.write("\t\tsetup(p_device,p_version,_conditional_strings," + str(len(conditionals)) + ",_uniform_strings," + str(len(uniforms)) + ",_fragment_uniforms,_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()
def build_hlsl_dx9_headers(target, source, env):
for x in source:
build_hlsl_dx9_header(str(x))
return 0
class LegacyGLHeaderStruct:
def __init__(self):
self.vertex_lines = []
self.fragment_lines = []
self.uniforms = []
self.attributes = []
self.fbos = []
self.conditionals = []
self.enums = {}
self.texunits = []
self.texunit_names = []
self.ubos = []
self.ubo_names = []
self.vertex_included_files = []
self.fragment_included_files = []
self.reading = ""
self.line_offset = 0
self.vertex_offset = 0
self.fragment_offset = 0
def include_file_in_legacygl_header(filename, header_data, depth):
fs = open(filename, "r")
line = fs.readline()
while(line):
if (line.find("[vertex]") != -1):
header_data.reading = "vertex"
line = fs.readline()
header_data.line_offset += 1
header_data.vertex_offset = header_data.line_offset
continue
if (line.find("[fragment]") != -1):
header_data.reading = "fragment"
line = fs.readline()
header_data.line_offset += 1
header_data.fragment_offset = header_data.line_offset
continue
while(line.find("#include ") != -1):
includeline = line.replace("#include ", "").strip()[1:-1]
import os.path
included_file = os.path.relpath(os.path.dirname(filename) + "/" + includeline)
if (not included_file in header_data.vertex_included_files and header_data.reading == "vertex"):
header_data.vertex_included_files += [included_file]
if(include_file_in_legacygl_header(included_file, header_data, depth + 1) == None):
print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
elif (not included_file in header_data.fragment_included_files and header_data.reading == "fragment"):
header_data.fragment_included_files += [included_file]
if(include_file_in_legacygl_header(included_file, header_data, depth + 1) == None):
print("Error in file '" + filename + "': #include " + includeline + "could not be found!")
line = fs.readline()
if (line.find("#ifdef ") != -1 or line.find("#elif defined(") != -1):
if (line.find("#ifdef ") != -1):
ifdefline = line.replace("#ifdef ", "").strip()
else:
ifdefline = line.replace("#elif defined(", "").strip()
ifdefline = ifdefline.replace(")", "").strip()
if (line.find("_EN_") != -1):
enumbase = ifdefline[:ifdefline.find("_EN_")]
ifdefline = ifdefline.replace("_EN_", "_")
line = line.replace("_EN_", "_")
# print(enumbase+":"+ifdefline);
if (enumbase not in header_data.enums):
header_data.enums[enumbase] = []
if (ifdefline not in header_data.enums[enumbase]):
header_data.enums[enumbase].append(ifdefline)
elif (not ifdefline in header_data.conditionals):
header_data.conditionals += [ifdefline]
if (line.find("uniform") != -1 and line.lower().find("texunit:") != -1):
# texture unit
texunitstr = line[line.find(":") + 1:].strip()
if (texunitstr == "auto"):
texunit = "-1"
else:
texunit = str(int(texunitstr))
uline = line[:line.lower().find("//")]
uline = uline.replace("uniform", "")
uline = uline.replace("highp", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in header_data.texunit_names):
header_data.texunits += [(x, texunit)]
header_data.texunit_names += [x]
elif (line.find("uniform") != -1):
uline = line.replace("uniform", "")
uline = uline.replace(";", "")
lines = uline.split(",")
for x in lines:
x = x.strip()
x = x[x.rfind(" ") + 1:]
if (x.find("[") != -1):
# unfiorm array
x = x[:x.find("[")]
if (not x in header_data.uniforms):
header_data.uniforms += [x]
if ((line.strip().find("in ") == 0 or line.strip().find("attribute ") == 0) and line.find("attrib:") != -1):
uline = line.replace("in ", "")
uline = uline.replace("attribute ", "")
uline = uline.replace("highp ", "")
uline = uline.replace(";", "")
uline = uline[uline.find(" "):].strip()
if (uline.find("//") != -1):
name, bind = uline.split("//")
if (bind.find("attrib:") != -1):
name = name.strip()
bind = bind.replace("attrib:", "").strip()
header_data.attributes += [(name, bind)]
line = line.replace("\r", "")
line = line.replace("\n", "")
# line=line.replace("\\","\\\\")
# line=line.replace("\"","\\\"")
# line=line+"\\n\\"
if (header_data.reading == "vertex"):
header_data.vertex_lines += [line]
if (header_data.reading == "fragment"):
header_data.fragment_lines += [line]
line = fs.readline()
header_data.line_offset += 1
fs.close()
return header_data
def build_legacygl_header(filename, include, class_suffix, output_attribs):
header_data = LegacyGLHeaderStruct()
include_file_in_legacygl_header(filename, header_data, 0)
out_file = filename + ".gen.h"
fd = open(out_file, "w")
enum_constants = []
fd.write("/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */\n")
out_file_base = out_file
out_file_base = out_file_base[out_file_base.rfind("/") + 1:]
out_file_base = out_file_base[out_file_base.rfind("\\") + 1:]
# print("out file "+out_file+" base " +out_file_base)
out_file_ifdef = out_file_base.replace(".", "_").upper()
fd.write("#ifndef " + out_file_ifdef + class_suffix + "_120\n")
fd.write("#define " + out_file_ifdef + class_suffix + "_120\n")
out_file_class = out_file_base.replace(".glsl.gen.h", "").title().replace("_", "").replace(".", "") + "Shader" + class_suffix
fd.write("\n\n")
fd.write("#include \"" + include + "\"\n\n\n")
fd.write("class " + out_file_class + " : public Shader" + class_suffix + " {\n\n")
fd.write("\t virtual String get_shader_name() const { return \"" + out_file_class + "\"; }\n")
fd.write("public:\n\n")
if (len(header_data.conditionals)):
fd.write("\tenum Conditionals {\n")
for x in header_data.conditionals:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
if (len(header_data.uniforms)):
fd.write("\tenum Uniforms {\n")
for x in header_data.uniforms:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
fd.write("\t_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }\n\n")
if (len(header_data.conditionals)):
fd.write("\t_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }\n\n")
fd.write("\t#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );\n\n ")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n")
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int64_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, unsigned long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
#fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, long p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }\n\n");
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }\n\n")
fd.write("\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }\n\n")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Matrix32& p_transform) { _FU
const Matrix32 &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
""")
fd.write("""\t_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}; """)
fd.write("\n\n#undef _FU\n\n\n")
fd.write("\tvirtual void init() {\n\n")
enum_value_count = 0
if (len(header_data.enums)):
fd.write("\t\t//Written using math, given nonstandarity of 64 bits integer constants..\n")
fd.write("\t\tstatic const Enum _enums[]={\n")
bitofs = len(header_data.conditionals)
enum_vals = []
for xv in header_data.enums:
x = header_data.enums[xv]
bits = 1
amt = len(x)
# print(x)
while(2**bits < amt):
bits += 1
# print("amount: "+str(amt)+" bits "+str(bits));
strs = "{"
for i in range(amt):
strs += "\"#define " + x[i] + "\\n\","
v = {}
v["set_mask"] = "uint64_t(" + str(i) + ")<<" + str(bitofs)
v["clear_mask"] = "((uint64_t(1)<<40)-1) ^ (((uint64_t(1)<<" + str(bits) + ") - 1)<<" + str(bitofs) + ")"
enum_vals.append(v)
enum_constants.append(x[i])
strs += "NULL}"
fd.write("\t\t\t{(uint64_t(1<<" + str(bits) + ")-1)<<" + str(bitofs) + "," + str(bitofs) + "," + strs + "},\n")
bitofs += bits
fd.write("\t\t};\n\n")
fd.write("\t\tstatic const EnumValue _enum_values[]={\n")
enum_value_count = len(enum_vals)
for x in enum_vals:
fd.write("\t\t\t{" + x["set_mask"] + "," + x["clear_mask"] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const Enum *_enums=NULL;\n")
fd.write("\t\tstatic const EnumValue *_enum_values=NULL;\n")
if (len(header_data.conditionals)):
fd.write("\t\tstatic const char* _conditional_strings[]={\n")
if (len(header_data.conditionals)):
for x in header_data.conditionals:
fd.write("\t\t\t\"#define " + x + "\\n\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_conditional_strings=NULL;\n")
if (len(header_data.uniforms)):
fd.write("\t\tstatic const char* _uniform_strings[]={\n")
if (len(header_data.uniforms)):
for x in header_data.uniforms:
fd.write("\t\t\t\"" + x + "\",\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic const char **_uniform_strings=NULL;\n")
if output_attribs:
if (len(header_data.attributes)):
fd.write("\t\tstatic AttributePair _attribute_pairs[]={\n")
for x in header_data.attributes:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic AttributePair *_attribute_pairs=NULL;\n")
if (len(header_data.texunits)):
fd.write("\t\tstatic TexUnitPair _texunit_pairs[]={\n")
for x in header_data.texunits:
fd.write("\t\t\t{\"" + x[0] + "\"," + x[1] + "},\n")
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic TexUnitPair *_texunit_pairs=NULL;\n")
fd.write("\t\tstatic const char _vertex_code[]={\n")
for x in header_data.vertex_lines:
for i in range(len(x)):
fd.write(str(ord(x[i])) + ",")
fd.write(str(ord('\n')) + ",")
fd.write("\t\t0};\n\n")
fd.write("\t\tstatic const int _vertex_code_start=" + str(header_data.vertex_offset) + ";\n")
fd.write("\t\tstatic const char _fragment_code[]={\n")
for x in header_data.fragment_lines:
for i in range(len(x)):
fd.write(str(ord(x[i])) + ",")
fd.write(str(ord('\n')) + ",")
fd.write("\t\t0};\n\n")
fd.write("\t\tstatic const int _fragment_code_start=" + str(header_data.fragment_offset) + ";\n")
if output_attribs:
fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_attribute_pairs," + str(len(header_data.attributes)) + ", _texunit_pairs," + str(len(header_data.texunits)) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
else:
fd.write("\t\tsetup(_conditional_strings," + str(len(header_data.conditionals)) + ",_uniform_strings," + str(len(header_data.uniforms)) + ",_texunit_pairs," + str(len(header_data.texunits)) + ",_enums," + str(len(header_data.enums)) + ",_enum_values," + str(enum_value_count) + ",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
fd.write("\t};\n\n")
if (len(enum_constants)):
fd.write("\tenum EnumConditionals {\n")
for x in enum_constants:
fd.write("\t\t" + x.upper() + ",\n")
fd.write("\t};\n\n")
fd.write("\tvoid set_enum_conditional(EnumConditionals p_cond) { _set_enum_conditional(p_cond); }\n")
fd.write("};\n\n")
fd.write("#endif\n\n")
fd.close()
def build_legacygl_headers(target, source, env):
for x in source:
build_legacygl_header(str(x), include="drivers/legacygl/shader_lgl.h", class_suffix="LGL", output_attribs=False)
return 0
def build_gles2_headers(target, source, env):
for x in source:
build_legacygl_header(str(x), include="drivers/gles2/shader_gles2.h", class_suffix="GLES2", output_attribs=True)
def update_version():
rev = "custom_build"
if (os.getenv("BUILD_REVISION") != None):
rev = os.getenv("BUILD_REVISION")
print("Using custom revision: " + rev)
import version
f = open("core/version_generated.gen.h", "w")
f.write("#define VERSION_SHORT_NAME " + str(version.short_name) + "\n")
f.write("#define VERSION_NAME " + str(version.name) + "\n")
f.write("#define VERSION_MAJOR " + str(version.major) + "\n")
f.write("#define VERSION_MINOR " + str(version.minor) + "\n")
if (hasattr(version, 'patch')):
f.write("#define VERSION_PATCH " + str(version.patch) + "\n")
f.write("#define VERSION_REVISION " + str(rev) + "\n")
f.write("#define VERSION_STATUS " + str(version.status) + "\n")
import datetime
f.write("#define VERSION_YEAR " + str(datetime.datetime.now().year) + "\n")
def parse_cg_file(fname, uniforms, sizes, conditionals):
import re
fs = open(fname, "r")
line = fs.readline()
while line:
if re.match(r"^\s*uniform", line):
res = re.match(r"uniform ([\d\w]*) ([\d\w]*)")
type = res.groups(1)
name = res.groups(2)
uniforms.append(name)
if (type.find("texobj") != -1):
sizes.append(1)
else:
t = re.match(r"float(\d)x(\d)", type)
if t:
sizes.append(int(t.groups(1)) * int(t.groups(2)))
else:
t = re.match(r"float(\d)", type)
sizes.append(int(t.groups(1)))
if line.find("[branch]") != -1:
conditionals.append(name)
line = fs.readline()
def build_cg_shader(sname):
vp_uniforms = []
vp_uniform_sizes = []
vp_conditionals = []
parse_cg_file("vp_" + sname + ".cg", vp_uniforms, vp_uniform_sizes, vp_conditionals)
fp_uniforms = []
fp_uniform_sizes = []
fp_conditionals = []
parse_cg_file("fp_" + sname + ".cg", fp_uniforms, fp_uniform_sizes, fp_conditionals)
fd = open("shader_" + sname + ".cg.gen.h", "w")
fd.write('\n#include "shader_cell.h"\n')
fd.write("\nclass Shader_" + sname + " : public ShaderCell {\n")
fd.write("\n\tstatic struct VertexUniforms[] = {\n")
offset = 0
for i in range(0, len(vp_uniforms)):
fd.write('\t\t{ "%s", %d, %d },\n' % (vp_uniforms[i], offset, vp_uniform_sizes[i]))
offset = offset + vp_uniform_sizes[i]
fd.write("\t};\n\n")
fd.write("public:\n\n")
fd.write("\tenum {\n")
for i in range(0, len(vp_uniforms)):
fd.write('\t\tVP_%s,\n' % vp_uniforms[i].upper())
fd.write("\t};\n")
import glob
def detect_modules():
module_list = []
includes_cpp = ""
register_cpp = ""
unregister_cpp = ""
for x in glob.glob("modules/*"):
if (not os.path.isdir(x)):
continue
if (not os.path.exists(x + "/config.py")):
continue
x = x.replace("modules/", "") # rest of world
x = x.replace("modules\\", "") # win32
module_list.append(x)
try:
with open("modules/" + x + "/register_types.h"):
includes_cpp += '#include "modules/' + x + '/register_types.h"\n'
register_cpp += '#ifdef MODULE_' + x.upper() + '_ENABLED\n'
register_cpp += '\tregister_' + x + '_types();\n'
register_cpp += '#endif\n'
unregister_cpp += '#ifdef MODULE_' + x.upper() + '_ENABLED\n'
unregister_cpp += '\tunregister_' + x + '_types();\n'
unregister_cpp += '#endif\n'
except IOError:
pass
modules_cpp = """
// modules.cpp - THIS FILE IS GENERATED, DO NOT EDIT!!!!!!!
#include "register_module_types.h"
""" + includes_cpp + """
void register_module_types() {
""" + register_cpp + """
}
void unregister_module_types() {
""" + unregister_cpp + """
}
"""
f = open("modules/register_module_types.gen.cpp", "w")
f.write(modules_cpp)
return module_list
def win32_spawn(sh, escape, cmd, args, env):
import subprocess
newargs = ' '.join(args[1:])
cmdline = cmd + " " + newargs
startupinfo = subprocess.STARTUPINFO()
#startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
for e in env:
if type(env[e]) != type(""):
env[e] = str(env[e])
proc = subprocess.Popen(cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE,
stderr=subprocess.PIPE, startupinfo=startupinfo, shell=False, env=env)
data, err = proc.communicate()
rv = proc.wait()
if rv:
print("=====")
print(err)
print("=====")
return rv
"""
def win32_spawn(sh, escape, cmd, args, spawnenv):
import win32file
import win32event
import win32process
import win32security
for var in spawnenv:
spawnenv[var] = spawnenv[var].encode('ascii', 'replace')
sAttrs = win32security.SECURITY_ATTRIBUTES()
StartupInfo = win32process.STARTUPINFO()
newargs = ' '.join(map(escape, args[1:]))
cmdline = cmd + " " + newargs
# check for any special operating system commands
if cmd == 'del':
for arg in args[1:]:
win32file.DeleteFile(arg)
exit_code = 0
else:
# otherwise execute the command.
hProcess, hThread, dwPid, dwTid = win32process.CreateProcess(None, cmdline, None, None, 1, 0, spawnenv, None, StartupInfo)
win32event.WaitForSingleObject(hProcess, win32event.INFINITE)
exit_code = win32process.GetExitCodeProcess(hProcess)
win32file.CloseHandle(hProcess);
win32file.CloseHandle(hThread);
return exit_code
"""
def android_add_flat_dir(self, dir):
if (dir not in self.android_flat_dirs):
self.android_flat_dirs.append(dir)
def android_add_maven_repository(self, url):
if (url not in self.android_maven_repos):
self.android_maven_repos.append(url)
def android_add_dependency(self, depline):
if (depline not in self.android_dependencies):
self.android_dependencies.append(depline)
def android_add_java_dir(self, subpath):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + subpath
if (base_path not in self.android_java_dirs):
self.android_java_dirs.append(base_path)
def android_add_res_dir(self, subpath):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + subpath
if (base_path not in self.android_res_dirs):
self.android_res_dirs.append(base_path)
def android_add_aidl_dir(self, subpath):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + subpath
if (base_path not in self.android_aidl_dirs):
self.android_aidl_dirs.append(base_path)
def android_add_jni_dir(self, subpath):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + subpath
if (base_path not in self.android_jni_dirs):
self.android_jni_dirs.append(base_path)
def android_add_gradle_plugin(self, plugin):
if (plugin not in self.android_gradle_plugins):
self.android_gradle_plugins.append(plugin)
def android_add_gradle_classpath(self, classpath):
if (classpath not in self.android_gradle_classpath):
self.android_gradle_classpath.append(classpath)
def android_add_default_config(self, config):
if (config not in self.android_default_config):
self.android_default_config.append(config)
def android_add_to_manifest(self, file):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + file
f = open(base_path, "r")
self.android_manifest_chunk += f.read()
def android_add_to_permissions(self, file):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + file
f = open(base_path, "r")
self.android_permission_chunk += f.read()
def android_add_to_attributes(self, file):
base_path = self.Dir(".").abspath + "/modules/" + self.current_module + "/" + file
f = open(base_path, "r")
self.android_appattributes_chunk += f.read()
def disable_module(self):
self.disabled_modules.append(self.current_module)
def use_windows_spawn_fix(self, platform=None):
if (os.name != "nt"):
return # not needed, only for windows
# On Windows, due to the limited command line length, when creating a static library
# from a very high number of objects SCons will invoke "ar" once per object file;
# that makes object files with same names to be overwritten so the last wins and
# the library looses symbols defined by overwritten objects.
# By enabling quick append instead of the default mode (replacing), libraries will
# got built correctly regardless the invokation strategy.
# Furthermore, since SCons will rebuild the library from scratch when an object file
# changes, no multiple versions of the same object file will be present.
self.Replace(ARFLAGS='q')
import subprocess
def mySubProcess(cmdline, env):
prefix = ""
if(platform == 'javascript'):
prefix = "python.exe "
startupinfo = subprocess.STARTUPINFO()
startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
proc = subprocess.Popen(prefix + cmdline, stdin=subprocess.PIPE, stdout=subprocess.PIPE,
stderr=subprocess.PIPE, startupinfo=startupinfo, shell=False, env=env)
data, err = proc.communicate()
rv = proc.wait()
if rv:
print("=====")
print(err)
print("=====")
return rv
def mySpawn(sh, escape, cmd, args, env):
newargs = ' '.join(args[1:])
cmdline = cmd + " " + newargs
rv = 0
env = {str(key): str(value) for key, value in iteritems(env)}
if len(cmdline) > 32000 and cmd.endswith("ar"):
cmdline = cmd + " " + args[1] + " " + args[2] + " "
for i in range(3, len(args)):
rv = mySubProcess(cmdline + args[i], env)
if rv:
break
else:
rv = mySubProcess(cmdline, env)
return rv
self['SPAWN'] = mySpawn
def split_lib(self, libname):
import string
env = self
num = 0
cur_base = ""
max_src = 64
list = []
lib_list = []
for f in getattr(env, libname + "_sources"):
fname = ""
if type(f) == type(""):
fname = env.File(f).path
else:
fname = env.File(f)[0].path
fname = fname.replace("\\", "/")
base = string.join(fname.split("/")[:2], "/")
if base != cur_base and len(list) > max_src:
if num > 0:
lib = env.add_library(libname + str(num), list)
lib_list.append(lib)
list = []
num = num + 1
cur_base = base
list.append(f)
lib = env.add_library(libname + str(num), list)
lib_list.append(lib)
if len(lib_list) > 0:
import os, sys
if os.name == 'posix' and sys.platform == 'msys':
env.Replace(ARFLAGS=['rcsT'])
lib = env.add_library(libname + "_collated", lib_list)
lib_list = [lib]
lib_base = []
env.add_source_files(lib_base, "*.cpp")
lib = env.add_library(libname, lib_base)
lib_list.insert(0, lib)
env.Prepend(LIBS=lib_list)
def save_active_platforms(apnames, ap):
for x in ap:
pth = x + "/logo.png"
# print("open path: "+pth)
pngf = open(pth, "rb")
b = pngf.read(1)
str = " /* AUTOGENERATED FILE, DO NOT EDIT */ \n"
str += " static const unsigned char _" + x[9:] + "_logo[]={"
while(len(b) == 1):
str += hex(ord(b))
b = pngf.read(1)
if (len(b) == 1):
str += ","
str += "};\n"
wf = x + "/logo.gen.h"
logow = open(wf, "w")
logow.write(str)
def no_verbose(sys, env):
colors = {}
# Colors are disabled in non-TTY environments such as pipes. This means
# that if output is redirected to a file, it will not contain color codes
if sys.stdout.isatty():
colors['cyan'] = '\033[96m'
colors['purple'] = '\033[95m'
colors['blue'] = '\033[94m'
colors['green'] = '\033[92m'
colors['yellow'] = '\033[93m'
colors['red'] = '\033[91m'
colors['end'] = '\033[0m'
else:
colors['cyan'] = ''
colors['purple'] = ''
colors['blue'] = ''
colors['green'] = ''
colors['yellow'] = ''
colors['red'] = ''
colors['end'] = ''
compile_source_message = '%sCompiling %s==> %s$SOURCE%s' % (colors['blue'], colors['purple'], colors['yellow'], colors['end'])
java_compile_source_message = '%sCompiling %s==> %s$SOURCE%s' % (colors['blue'], colors['purple'], colors['yellow'], colors['end'])
compile_shared_source_message = '%sCompiling shared %s==> %s$SOURCE%s' % (colors['blue'], colors['purple'], colors['yellow'], colors['end'])
link_program_message = '%sLinking Program %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
link_library_message = '%sLinking Static Library %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
ranlib_library_message = '%sRanlib Library %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
link_shared_library_message = '%sLinking Shared Library %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
java_library_message = '%sCreating Java Archive %s==> %s$TARGET%s' % (colors['red'], colors['purple'], colors['yellow'], colors['end'])
env.Append(CXXCOMSTR=[compile_source_message])
env.Append(CCCOMSTR=[compile_source_message])
env.Append(SHCCCOMSTR=[compile_shared_source_message])
env.Append(SHCXXCOMSTR=[compile_shared_source_message])
env.Append(ARCOMSTR=[link_library_message])
env.Append(RANLIBCOMSTR=[ranlib_library_message])
env.Append(SHLINKCOMSTR=[link_shared_library_message])
env.Append(LINKCOMSTR=[link_program_message])
env.Append(JARCOMSTR=[java_library_message])
env.Append(JAVACCOMSTR=[java_compile_source_message])
def detect_visual_c_compiler_version(tools_env):
# tools_env is the variable scons uses to call tools that execute tasks, SCons's env['ENV'] that executes tasks...
# (see the SCons documentation for more information on what it does)...
# in order for this function to be well encapsulated i choose to force it to receive SCons's TOOLS env (env['ENV']
# and not scons setup environment (env)... so make sure you call the right environment on it or it will fail to detect
# the proper vc version that will be called
# These is no flag to give to visual c compilers to set the architecture, ie scons bits argument (32,64,ARM etc)
# There are many different cl.exe files that are run, and each one compiles & links to a different architecture
# As far as I know, the only way to figure out what compiler will be run when Scons calls cl.exe via Program()
# is to check the PATH varaible and figure out which one will be called first. Code bellow does that and returns:
# the following string values:
# "" Compiler not detected
# "amd64" Native 64 bit compiler
# "amd64_x86" 64 bit Cross Compiler for 32 bit
# "x86" Native 32 bit compiler
# "x86_amd64" 32 bit Cross Compiler for 64 bit
# There are other architectures, but Godot does not support them currently, so this function does not detect arm/amd64_arm
# and similar architectures/compilers
# Set chosen compiler to "not detected"
vc_chosen_compiler_index = -1
vc_chosen_compiler_str = ""
# Start with Pre VS 2017 checks which uses VCINSTALLDIR:
if 'VCINSTALLDIR' in tools_env:
# print("Checking VCINSTALLDIR")
# find() works with -1 so big ifs bellow are needed... the simplest solution, in fact
# First test if amd64 and amd64_x86 compilers are present in the path
vc_amd64_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN\\amd64;")
if(vc_amd64_compiler_detection_index > -1):
vc_chosen_compiler_index = vc_amd64_compiler_detection_index
vc_chosen_compiler_str = "amd64"
vc_amd64_x86_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN\\amd64_x86;")
if(vc_amd64_x86_compiler_detection_index > -1
and (vc_chosen_compiler_index == -1
or vc_chosen_compiler_index > vc_amd64_x86_compiler_detection_index)):
vc_chosen_compiler_index = vc_amd64_x86_compiler_detection_index
vc_chosen_compiler_str = "amd64_x86"
# Now check the 32 bit compilers
vc_x86_compiler_detection_index = tools_env["PATH"].find(tools_env["VCINSTALLDIR"] + "BIN;")
if(vc_x86_compiler_detection_index > -1
and (vc_chosen_compiler_index == -1
or vc_chosen_compiler_index > vc_x86_compiler_detection_index)):
vc_chosen_compiler_index = vc_x86_compiler_detection_index
vc_chosen_compiler_str = "x86"
vc_x86_amd64_compiler_detection_index = tools_env["PATH"].find(tools_env['VCINSTALLDIR'] + "BIN\\x86_amd64;")
if(vc_x86_amd64_compiler_detection_index > -1
and (vc_chosen_compiler_index == -1
or vc_chosen_compiler_index > vc_x86_amd64_compiler_detection_index)):
vc_chosen_compiler_index = vc_x86_amd64_compiler_detection_index
vc_chosen_compiler_str = "x86_amd64"
# and for VS 2017 and newer we check VCTOOLSINSTALLDIR:
if 'VCTOOLSINSTALLDIR' in tools_env:
# print("Checking VCTOOLSINSTALLDIR")
# Newer versions have a different path available
vc_amd64_compiler_detection_index = tools_env["PATH"].upper().find(tools_env['VCTOOLSINSTALLDIR'].upper() + "BIN\\HOSTX64\\X64;")
if(vc_amd64_compiler_detection_index > -1):
vc_chosen_compiler_index = vc_amd64_compiler_detection_index
vc_chosen_compiler_str = "amd64"
vc_amd64_x86_compiler_detection_index = tools_env["PATH"].upper().find(tools_env['VCTOOLSINSTALLDIR'].upper() + "BIN\\HOSTX64\\X86;")
if(vc_amd64_x86_compiler_detection_index > -1
and (vc_chosen_compiler_index == -1
or vc_chosen_compiler_index > vc_amd64_x86_compiler_detection_index)):
vc_chosen_compiler_index = vc_amd64_x86_compiler_detection_index
vc_chosen_compiler_str = "amd64_x86"
vc_x86_compiler_detection_index = tools_env["PATH"].upper().find(tools_env['VCTOOLSINSTALLDIR'].upper() + "BIN\\HOSTX86\\X86;")
if(vc_x86_compiler_detection_index > -1
and (vc_chosen_compiler_index == -1
or vc_chosen_compiler_index > vc_x86_compiler_detection_index)):
vc_chosen_compiler_index = vc_x86_compiler_detection_index
vc_chosen_compiler_str = "x86"
vc_x86_amd64_compiler_detection_index = tools_env["PATH"].upper().find(tools_env['VCTOOLSINSTALLDIR'].upper() + "BIN\\HOSTX86\\X64;")
if(vc_x86_amd64_compiler_detection_index > -1
and (vc_chosen_compiler_index == -1
or vc_chosen_compiler_index > vc_x86_amd64_compiler_detection_index)):
vc_chosen_compiler_index = vc_x86_amd64_compiler_detection_index
vc_chosen_compiler_str = "x86_amd64"
# debug help
# print(vc_amd64_compiler_detection_index)
# print(vc_amd64_x86_compiler_detection_index)
# print(vc_x86_compiler_detection_index)
# print(vc_x86_amd64_compiler_detection_index)
# print("chosen "+str(vc_chosen_compiler_index)+ " | "+str(vc_chosen_compiler_str))
return vc_chosen_compiler_str
def find_visual_c_batch_file(env):
from SCons.Tool.MSCommon.vc import get_default_version, get_host_target, find_batch_file
version = get_default_version(env)
(host_platform, target_platform,req_target_platform) = get_host_target(env)
return find_batch_file(env, version, host_platform, target_platform)[0]
def generate_vs_project(env, num_jobs):
batch_file = find_visual_c_batch_file(env)
if batch_file:
def build_commandline(commands):
common_build_prefix = ['cmd /V /C set "plat=$(PlatformTarget)"',
'(if "$(PlatformTarget)"=="x64" (set "plat=x86_amd64"))',
'set "tools=yes"',
'(if "$(Configuration)"=="release" (set "tools=no"))',
'call "' + batch_file + '" !plat!']
result = " ^& ".join(common_build_prefix + [commands])
# print("Building commandline: ", result)
return result
env.AddToVSProject(env.core_sources)
env.AddToVSProject(env.main_sources)
env.AddToVSProject(env.modules_sources)
env.AddToVSProject(env.scene_sources)
env.AddToVSProject(env.servers_sources)
env.AddToVSProject(env.editor_sources)
env['MSVSBUILDCOM'] = build_commandline('scons --directory=$(ProjectDir) platform=windows target=$(Configuration) tools=!tools! -j' + str(num_jobs))
env['MSVSREBUILDCOM'] = build_commandline('scons --directory=$(ProjectDir) platform=windows target=$(Configuration) tools=!tools! vsproj=yes -j' + str(num_jobs))
env['MSVSCLEANCOM'] = build_commandline('scons --directory=$(ProjectDir) --clean platform=windows target=$(Configuration) tools=!tools! -j' + str(num_jobs))
# This version information (Win32, x64, Debug, Release, Release_Debug seems to be
# required for Visual Studio to understand that it needs to generate an NMAKE
# project. Do not modify without knowing what you are doing.
debug_variants = ['debug|Win32'] + ['debug|x64']
release_variants = ['release|Win32'] + ['release|x64']
release_debug_variants = ['release_debug|Win32'] + ['release_debug|x64']
variants = debug_variants + release_variants + release_debug_variants
debug_targets = ['bin\\godot.windows.tools.32.exe'] + ['bin\\godot.windows.tools.64.exe']
release_targets = ['bin\\godot.windows.opt.32.exe'] + ['bin\\godot.windows.opt.64.exe']
release_debug_targets = ['bin\\godot.windows.opt.tools.32.exe'] + ['bin\\godot.windows.opt.tools.64.exe']
targets = debug_targets + release_targets + release_debug_targets
msvproj = env.MSVSProject(target=['#godot' + env['MSVSPROJECTSUFFIX']],
incs=env.vs_incs,
srcs=env.vs_srcs,
runfile=targets,
buildtarget=targets,
auto_build_solution=1,
variant=variants)
else:
print("Could not locate Visual Studio batch file for setting up the build environment. Not generating VS project.")
def precious_program(env, program, sources, **args):
program = env.ProgramOriginal(program, sources, **args)
env.Precious(program)
return program
def add_shared_library(env, name, sources, **args):
library = env.SharedLibrary(name, sources, **args)
env.NoCache(library)
return library
def add_library(env, name, sources, **args):
library = env.Library(name, sources, **args)
env.NoCache(library)
return library
def add_program(env, name, sources, **args):
program = env.Program(name, sources, **args)
env.NoCache(program)
return program
def CommandNoCache(env, target, sources, command, **args):
result = env.Command(target, sources, command, **args)
env.NoCache(result)
return result