godot/modules/raycast/SCsub
Rémi Verschelde b2373298a2
embree: Enable raycast module build for Web and Windows x86_32
Embree initially only supported x86_64, then got arm64 support added.
Now it seems to be possible to build it with Emscripten (wasm32) and
on x86_32 Windows.
2022-11-25 14:48:29 +01:00

123 lines
4.0 KiB
Python

#!/usr/bin/env python
Import("env")
Import("env_modules")
env_raycast = env_modules.Clone()
# Thirdparty source files
thirdparty_obj = []
if env["builtin_embree"]:
thirdparty_dir = "#thirdparty/embree/"
embree_src = [
"common/sys/sysinfo.cpp",
"common/sys/alloc.cpp",
"common/sys/filename.cpp",
"common/sys/library.cpp",
"common/sys/thread.cpp",
"common/sys/string.cpp",
"common/sys/regression.cpp",
"common/sys/mutex.cpp",
"common/sys/condition.cpp",
"common/sys/barrier.cpp",
"common/math/constants.cpp",
"common/simd/sse.cpp",
"common/lexers/stringstream.cpp",
"common/lexers/tokenstream.cpp",
"common/tasking/taskschedulerinternal.cpp",
"kernels/common/device.cpp",
"kernels/common/stat.cpp",
"kernels/common/acceln.cpp",
"kernels/common/accelset.cpp",
"kernels/common/state.cpp",
"kernels/common/rtcore.cpp",
"kernels/common/rtcore_builder.cpp",
"kernels/common/scene.cpp",
"kernels/common/alloc.cpp",
"kernels/common/geometry.cpp",
"kernels/common/scene_triangle_mesh.cpp",
"kernels/geometry/primitive4.cpp",
"kernels/builders/primrefgen.cpp",
"kernels/bvh/bvh.cpp",
"kernels/bvh/bvh_statistics.cpp",
"kernels/bvh/bvh4_factory.cpp",
"kernels/bvh/bvh8_factory.cpp",
"kernels/bvh/bvh_collider.cpp",
"kernels/bvh/bvh_rotate.cpp",
"kernels/bvh/bvh_refit.cpp",
"kernels/bvh/bvh_builder.cpp",
"kernels/bvh/bvh_builder_morton.cpp",
"kernels/bvh/bvh_builder_sah.cpp",
"kernels/bvh/bvh_builder_sah_spatial.cpp",
"kernels/bvh/bvh_builder_sah_mb.cpp",
"kernels/bvh/bvh_builder_twolevel.cpp",
"kernels/bvh/bvh_intersector1_bvh4.cpp",
"kernels/bvh/bvh_intersector_hybrid4_bvh4.cpp",
"kernels/bvh/bvh_intersector_stream_bvh4.cpp",
"kernels/bvh/bvh_intersector_stream_filters.cpp",
]
thirdparty_sources = [thirdparty_dir + file for file in embree_src]
env_raycast.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "include"])
env_raycast.Append(CPPDEFINES=["EMBREE_TARGET_SSE2", "EMBREE_LOWEST_ISA", "TASKING_INTERNAL"])
env_raycast.AppendUnique(CPPDEFINES=["NDEBUG"]) # No assert() even in debug builds.
if not env.msvc:
if env["arch"] in ["x86_64", "x86_32"]:
env_raycast.Append(CPPFLAGS=["-msse2", "-mxsave"])
if env["platform"] == "windows":
env_raycast.Append(CPPFLAGS=["-mstackrealign"])
if env["platform"] == "windows":
if env.msvc:
env.Append(LINKFLAGS=["psapi.lib"])
else:
env.Append(LIBS=["psapi"])
if env.msvc: # Disable bogus warning about intentional struct padding.
env_raycast.Append(CCFLAGS=["/wd4324"])
env_thirdparty = env_raycast.Clone()
env_thirdparty.force_optimization_on_debug()
env_thirdparty.disable_warnings()
env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
if env["arch"] != "x86_64" or env.msvc:
# Embree needs those, it will automatically use SSE2NEON in ARM
env_thirdparty.Append(CPPDEFINES=["__SSE2__", "__SSE__"])
if env["platform"] == "web":
env_thirdparty.Append(CPPFLAGS=["-msimd128"])
if not env.msvc:
env_thirdparty.Append(
CPPFLAGS=[
"-fno-strict-overflow",
"-fno-delete-null-pointer-checks",
"-fwrapv",
"-fsigned-char",
"-fno-strict-aliasing",
"-fno-tree-vectorize",
"-fvisibility=hidden",
"-fvisibility-inlines-hidden",
]
)
env.modules_sources += thirdparty_obj
# Godot source files
module_obj = []
env_raycast.add_source_files(module_obj, "*.cpp")
env.modules_sources += module_obj
# Needed to force rebuilding the module files when the thirdparty library is updated.
env.Depends(module_obj, thirdparty_obj)