import os 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)+".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+".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.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+".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+".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.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.h","wb") 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.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="" files = glob.glob("modules/*") files.sort() #so register_module_types does not change that often, and also plugins are registered in alphabetic order for x in files: if (not os.path.isdir(x)): 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.cpp","wb") 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_maven_repository(self,url): self.android_maven_repos.append(url) def android_add_dependency(self,depline): self.android_dependencies.append(depline) def android_add_java_dir(self,subpath): base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath self.android_java_dirs.append(base_path) def android_add_res_dir(self,subpath): base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath self.android_res_dirs.append(base_path) def android_add_aidl_dir(self,subpath): base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath self.android_aidl_dirs.append(base_path) def android_add_jni_dir(self,subpath): base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath self.android_jni_dirs.append(base_path) def android_add_default_config(self,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,"rb") 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,"rb") 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,"rb") 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 env.iteritems()} 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 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.h" logow = open(wf,"wb") logow.write(str) def no_verbose(sys,env): #If the output is not a terminal, do nothing if not sys.stdout.isatty(): return colors = {} 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' 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 recieve 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 propper 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 = "" # 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" # 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 msvc_is_detected() : # looks for VisualStudio env variable # or for Visual C++ Build Tools (which is a standalone MSVC) return os.getenv("VSINSTALLDIR") or os.getenv("VS100COMNTOOLS") or os.getenv("VS110COMNTOOLS") or os.getenv("VS120COMNTOOLS") or os.getenv("VS140COMNTOOLS"); def precious_program(env, program, sources, **args): program = env.ProgramOriginal(program, sources, **args) env.Precious(program) return program