From 36738ddda4f732fff7bbfb7b4605a47a0bd7c045 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 14 Oct 2016 08:27:59 +0200 Subject: glew: Split thirdparty files and isolate env Not fully happy about the way this one interacts with the various platforms. Maybe the platform_config.h should be generated by the SCsub instead of passing a define just to know where is the header. --- drivers/gl_context/SCsub | 25 ++++++++++++++++++++----- 1 file changed, 20 insertions(+), 5 deletions(-) (limited to 'drivers/gl_context/SCsub') diff --git a/drivers/gl_context/SCsub b/drivers/gl_context/SCsub index dac27c0125..9a158f0821 100644 --- a/drivers/gl_context/SCsub +++ b/drivers/gl_context/SCsub @@ -1,11 +1,26 @@ Import('env') +Import('env_drivers') -env.add_source_files(env.drivers_sources,"*.cpp") +env_glew = env_drivers.Clone() + +if (env["platform"] in ["haiku","osx","windows","x11"]): + # Thirdparty source files + if (env["glew"] != "system"): # builtin + thirdparty_dir = "#thirdparty/glew/" + thirdparty_sources = [ + "glew.c", + ] + thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] + + env_glew.add_source_files(env.drivers_sources, thirdparty_sources) + env_glew.Append(CPPFLAGS = ['-DGLEW_STATIC']) + env_glew.Append(CPPPATH = [thirdparty_dir]) + # Also pass to global env, used by platform code + env.Append(CPPPATH = [thirdparty_dir]) -if (env.get('glew') == 'yes'): - env.add_source_files(env.drivers_sources,"glew.c") env.Append(CPPFLAGS = ['-DGLEW_ENABLED']) - env.Append(CPPFLAGS = ['-DGLEW_STATIC']) - env.Append(CPPPATH = ['.']) + +# Godot source files +env_glew.add_source_files(env.drivers_sources, "*.cpp") Export('env') -- cgit v1.2.3 From 248bc9159c0b515e3e276db644744161283881ef Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Sat, 15 Oct 2016 12:39:28 +0200 Subject: drivers: Refactor SCsub and drop redundant env_drivers clone The reordering of the SConscript includes allows to ensure that stuff like the builtin zlib headers will be available for libpng. Also moved glew back into global env, otherwise windows seems not to find it... Kind of shooting in the dark with this multi-env setup. --- drivers/gl_context/SCsub | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) (limited to 'drivers/gl_context/SCsub') diff --git a/drivers/gl_context/SCsub b/drivers/gl_context/SCsub index 9a158f0821..b05a96cb99 100644 --- a/drivers/gl_context/SCsub +++ b/drivers/gl_context/SCsub @@ -1,7 +1,4 @@ Import('env') -Import('env_drivers') - -env_glew = env_drivers.Clone() if (env["platform"] in ["haiku","osx","windows","x11"]): # Thirdparty source files @@ -12,15 +9,13 @@ if (env["platform"] in ["haiku","osx","windows","x11"]): ] thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] - env_glew.add_source_files(env.drivers_sources, thirdparty_sources) - env_glew.Append(CPPFLAGS = ['-DGLEW_STATIC']) - env_glew.Append(CPPPATH = [thirdparty_dir]) - # Also pass to global env, used by platform code + env.add_source_files(env.drivers_sources, thirdparty_sources) + env.Append(CPPFLAGS = ['-DGLEW_STATIC']) env.Append(CPPPATH = [thirdparty_dir]) env.Append(CPPFLAGS = ['-DGLEW_ENABLED']) # Godot source files -env_glew.add_source_files(env.drivers_sources, "*.cpp") +env.add_source_files(env.drivers_sources, "*.cpp") Export('env') -- cgit v1.2.3