godot/methods.py
Juan Linietsky 401622cc22 -Removed ANT build system for Android, as it was deprecated by Google
-Added new Gradle build system, as it is the required build system
2016-01-08 13:36:44 -03:00

1370 lines
42 KiB
Python
Executable File

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
def build_legacygl_header( filename, include, class_suffix, output_attribs ):
fs = open(filename,"r")
line=fs.readline()
vertex_lines=[]
fragment_lines=[]
uniforms=[]
attributes=[]
fbos=[]
conditionals=[]
enums={}
enum_constants=[]
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 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 enums):
enums[enumbase]=[]
if (ifdefline not in enums[enumbase]):
enums[enumbase].append(ifdefline);
elif (not ifdefline in conditionals):
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 texunit_names):
texunits+=[(x,texunit)]
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 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("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()
attributes+=[(name,bind)]
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+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(conditionals)):
fd.write("\tenum Conditionals {\n");
for x in conditionals:
fd.write("\t\t"+x.upper()+",\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");
enum_value_count=0;
if (len(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(conditionals)
enum_vals=[]
for xv in enums:
x=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(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 output_attribs:
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(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:
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(vertex_offset)+";\n")
fd.write("\t\tstatic const char _fragment_code[]={\n")
for x in 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(fragment_offset)+";\n")
if output_attribs:
fd.write("\t\tsetup(_conditional_strings,"+str(len(conditionals))+",_uniform_strings,"+str(len(uniforms))+",_attribute_pairs,"+str(len(attributes))+", _texunit_pairs,"+str(len(texunits))+",_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);\n")
else:
fd.write("\t\tsetup(_conditional_strings,"+str(len(conditionals))+",_uniform_strings,"+str(len(uniforms))+",_texunit_pairs,"+str(len(texunits))+",_enums,"+str(len(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")
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=""
for x in glob.glob("modules/*"):
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,file):
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath
self.android_aidl_dirs.append(base_path)
def android_add_jni_dir(self,file):
base_path = self.Dir(".").abspath+"/modules/"+self.current_module+"/"+subpath
self.android_jni_dirs.append(base_path)
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 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 colored(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] )