mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-14 21:20:26 +01:00
Merge origin/master into ref_dll
This commit is contained in:
commit
121c72c9e0
58
CONTRIBUTING.md
Normal file
58
CONTRIBUTING.md
Normal file
@ -0,0 +1,58 @@
|
||||
## If you are reporting bugs
|
||||
|
||||
1. Check you are using latest version. You can build latest Xash3D FWGS for yourself, look to README.md.
|
||||
2. Check open issues is your bug is already reported and closed issues if it reported and fixed. Don't send bug if it's already reported.
|
||||
3. Re-run engine with `-dev 2 -log` arguments, reproduce bug and post engine.log which can be found in your working directory.
|
||||
3. Describe steps to reproduce bug.
|
||||
4. Describe which OS and architecture you are using.
|
||||
6. Attach screenshot if it will help clarify the situation.
|
||||
|
||||
## If you are contributing code
|
||||
|
||||
### Which branch?
|
||||
|
||||
* We recommend using `master` branch.
|
||||
|
||||
### Third-party libraries
|
||||
|
||||
* Philosophy of any Xash Project by Uncle Mike: don't be bloated. We follow it too.
|
||||
* There is allowed only these libraries, if there is a REAL reason to use library and library is crossplatform. It's will be nice, if you will leave a possibility to remove new dependency at build-time.
|
||||
* Adding new dependencies for Waf Build System is not welcomed.
|
||||
|
||||
### Portability level
|
||||
|
||||
* Xash3D have it's own crt library. It's recommended to use it. It most cases it's just a wrappers around standart C library.
|
||||
* If your feature need platform-specific code, move it to `engine/platform` and try to implement to every supported OS and every supported compiler or at least leave a stubs.
|
||||
* You must put it under appopriate macro. It's a rule: Xash3D FWGS must at least compile everywhere.
|
||||
|
||||
| OS | Macro |
|
||||
| -- | ----- |
|
||||
| Linux | `defined(__linux__)` |
|
||||
| FreeBSD | `defined(__FreeBSD__)` |
|
||||
| NetBSD | `defined(__NetBSD__)` |
|
||||
| OpenBSD | `defined(__OpenBSD__)` |
|
||||
| OS X/iOS | `defined(__APPLE__)` and TargetConditionals macros |
|
||||
| Windows | `defined(_WIN32)` |
|
||||
| Android | `defined(__ANDROID__)` |
|
||||
| Emscripten | `defined(__EMSCRIPTEN__)` |
|
||||
|
||||
### Code style
|
||||
|
||||
* This project uses mixed Quake's and HLSDK's C/C++ code style convention.
|
||||
* In short:
|
||||
* Use spaces in parenthesis.
|
||||
* Only tabs for indentation.
|
||||
* Any brace must have it's own line.
|
||||
* Short blocks, if statements and loops on single line are allowed.
|
||||
* Avoid magic numbers.
|
||||
* While macros are powerful, it's better to avoid overusing them.
|
||||
* If you unsure, try to mimic code style from anywhere else of engine source code.
|
||||
* **ANY** commit message should start from declaring a tags, in format:
|
||||
|
||||
`tag: added some bugs`
|
||||
|
||||
`tag: subtag: fixed some features`
|
||||
|
||||
Tags can be any: subsystem, simple feature name or even just a filename, without extension.
|
||||
Just keep them always same, it helps keep history clean and commit messages short.
|
||||
|
79
README.md
Normal file
79
README.md
Normal file
@ -0,0 +1,79 @@
|
||||
# Xash3D FWGS Engine
|
||||
[![Build Status](https://api.travis-ci.org/FWGS/xash3d-fwgs.svg?branch=master)](https://travis-ci.org/FWGS/xash3d-fwgs) [![Discord Server](https://img.shields.io/discord/355697768582610945.svg)](https://discord.gg/TbnHcVb)
|
||||
|
||||
Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform.
|
||||
|
||||
```
|
||||
Xash3D is a game engine, aimed to provide compatibility with Half-Life Engine,
|
||||
as well as to give game developers well known workflow and extend it.
|
||||
Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine
|
||||
```
|
||||
|
||||
Latest release build: https://github.com/FWGS/xash3d-fwgs/releases/latest
|
||||
|
||||
Latest development build: https://github.com/FWGS/xash3d-deploy/tree/newengine-latest
|
||||
|
||||
## Fork features
|
||||
* HLSDK 2.4 support.
|
||||
* Crossplatform: officially supported x86 and ARM on Windows/Linux/BSD/macOS/Android/iOS/Haiku.
|
||||
* Modern compilers support: say no more to MSVC6.
|
||||
* Better multiplayer support: multiple master servers, headless dedicated server.
|
||||
* Mobility API: allows better game integration on mobile devices(vibration, touch controls)
|
||||
* Different input methods: touch, gamepad and classic mouse & keyboard.
|
||||
* TrueType font rendering, as a part of mainui_cpp.
|
||||
* A set of small improvements, without broken compatibility.
|
||||
|
||||
## Planned fork features
|
||||
* Virtual Reality support and game API(in development!)
|
||||
* Voice support
|
||||
* Multiple renderers support(OpenGL, GLES, Vulkan, software)
|
||||
|
||||
## Contributing
|
||||
* Before sending an issue, check if someone already reported your issue. Make sure you're following "How To Ask Questions The Smart Way" guide by Eric Steven Raymond. Read more: http://www.catb.org/~esr/faqs/smart-questions.html
|
||||
* Before sending a PR, check if you followed our coding guide in CODING_STYLE.md file.
|
||||
|
||||
## Build instructions
|
||||
We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/
|
||||
|
||||
If you're stuck somewhere and you need a clear example, read `.travis.yml` and `scripts/build*.sh`.
|
||||
|
||||
### Prerequisites
|
||||
#### Windows(Visual Studio)
|
||||
* Install Visual Studio.
|
||||
* Install latest [Python](https://python.org) **OR** run `cinst python.install` if you have Chocolatey.
|
||||
* Install latest [Git](https://git-scm.com/download/win) **OR** run `cinst git.install` if you have Chocolatey.
|
||||
* Download [SDL2](https://libsdl.org/download-2.0.php) development package for Visual Studio.
|
||||
* Clone this repository: `git clone --recursive https://github.com/FWGS/xash3d-fwgs`.
|
||||
* Clone `vgui-dev` repository: `git clone https://github.com/FWGS/vgui-dev`.
|
||||
* Make sure you have at least 12GB of free space to store all build-time dependencies: ~10GB for Visual Studio, 300 MB for Git, 100 MB for Python and other.
|
||||
|
||||
#### Linux
|
||||
NOTE: Make sure you're OK with targetting 32-bit.
|
||||
|
||||
Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code!
|
||||
|
||||
* **Gentoo**: TODO
|
||||
* **Debian**: TODO
|
||||
* **ArchLinux**: `<AUR Helper> -S xash3d-git`
|
||||
|
||||
### Building
|
||||
#### Windows(Visual Studio)
|
||||
0) Open command line
|
||||
1) Navigate to `xash3d-fwgs` directory.
|
||||
2) Carefully examine which build options are available: `waf --help`
|
||||
3) Configure build: `waf configure --build-type=release --sdl2=c:/path/to/SDL2 --vgui=c:/path/to/vgui-dev --prefix=c:/path/to/any/output/directory`
|
||||
4) Compile: `waf build`
|
||||
5) Install: `waf install`
|
||||
|
||||
#### Linux
|
||||
0) Examine which build options are available: `./waf --help`
|
||||
1) Configure build: `./waf configure --build-type=release --vgui=vgui-dev`
|
||||
2) Compile: `./waf build`
|
||||
3) Install(optional): `./waf install`
|
||||
|
||||
## Running
|
||||
0) Copy libraries and main executable somewhere, if you're skipped installation stage.
|
||||
1) Copy game files to same directory
|
||||
2) Run `xash3d.exe`/`xash3d.sh`/`xash3d` depending on which platform you're using.
|
||||
|
||||
For additional info, run Xash3D with `-help` command line key.
|
95
common/mathlib.h
Normal file
95
common/mathlib.h
Normal file
@ -0,0 +1,95 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
// mathlib.h
|
||||
|
||||
#include <math.h>
|
||||
|
||||
typedef float vec_t;
|
||||
typedef vec_t vec2_t[2];
|
||||
typedef vec_t vec3_t[3];
|
||||
typedef vec_t vec4_t[4]; // x,y,z,w
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
|
||||
#endif
|
||||
|
||||
struct mplane_s;
|
||||
|
||||
extern vec3_t vec3_origin;
|
||||
extern int nanmask;
|
||||
|
||||
#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
|
||||
|
||||
#ifndef VECTOR_H
|
||||
#define DotProduct(x,y) ((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[2])
|
||||
#endif
|
||||
|
||||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
#define VectorClear(a) {(a)[0]=0.0;(a)[1]=0.0;(a)[2]=0.0;}
|
||||
|
||||
void VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc);
|
||||
|
||||
vec_t _DotProduct (vec3_t v1, vec3_t v2);
|
||||
void _VectorSubtract (vec3_t veca, vec3_t vecb, vec3_t out);
|
||||
void _VectorAdd (vec3_t veca, vec3_t vecb, vec3_t out);
|
||||
void _VectorCopy (vec3_t in, vec3_t out);
|
||||
|
||||
int VectorCompare (const vec3_t v1, const vec3_t v2);
|
||||
float Length (const vec3_t v);
|
||||
void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross);
|
||||
float VectorNormalize (vec3_t v); // returns vector length
|
||||
void VectorInverse (vec3_t v);
|
||||
void VectorScale (const vec3_t in, vec_t scale, vec3_t out);
|
||||
|
||||
void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]);
|
||||
void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]);
|
||||
|
||||
void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||||
void AngleVectorsTranspose (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
|
||||
#define AngleIVectors AngleVectorsTranspose
|
||||
|
||||
void AngleMatrix (const vec3_t angles, float (*matrix)[4] );
|
||||
void AngleIMatrix (const vec3_t angles, float (*matrix)[4] );
|
||||
void VectorTransform (const vec3_t in1, float in2[3][4], vec3_t out);
|
||||
|
||||
void NormalizeAngles( vec3_t angles );
|
||||
void InterpolateAngles( vec3_t start, vec3_t end, vec3_t output, float frac );
|
||||
float AngleBetweenVectors( const vec3_t v1, const vec3_t v2 );
|
||||
|
||||
void VectorMatrix( vec3_t forward, vec3_t right, vec3_t up);
|
||||
void VectorAngles( const vec3_t forward, vec3_t angles );
|
||||
|
||||
int InvertMatrix( const float * m, float *out );
|
||||
|
||||
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct mplane_s *plane);
|
||||
float anglemod(float a);
|
||||
|
||||
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
|
||||
(((p)->type < 3)? \
|
||||
( \
|
||||
((p)->dist <= (emins)[(p)->type])? \
|
||||
1 \
|
||||
: \
|
||||
( \
|
||||
((p)->dist >= (emaxs)[(p)->type])?\
|
||||
2 \
|
||||
: \
|
||||
3 \
|
||||
) \
|
||||
) \
|
||||
: \
|
||||
BoxOnPlaneSide( (emins), (emaxs), (p)))
|
@ -797,7 +797,7 @@ void CL_WritePacket( void )
|
||||
newcmds = ( cls.netchan.outgoing_sequence - cls.lastoutgoingcommand );
|
||||
|
||||
// put an upper/lower bound on this
|
||||
newcmds = bound( 0, newcmds, MAX_TOTAL_CMDS );
|
||||
newcmds = bound( 0, newcmds, cls.legacymode?MAX_LEGACY_TOTAL_CMDS:MAX_TOTAL_CMDS );
|
||||
if( cls.state == ca_connected ) newcmds = 0;
|
||||
|
||||
MSG_WriteByte( &buf, newcmds );
|
||||
|
@ -260,5 +260,6 @@ extern const char *clc_strings[clc_lastmsg+1];
|
||||
#define MAX_LEGACY_WEAPON_BITS 5
|
||||
#define MAX_LEGACY_MODEL_BITS 11
|
||||
#define MAX_LEGACY_SERVERS 32
|
||||
#define MAX_LEGACY_TOTAL_CMDS 28 // magic number from old engine's sv_client.c
|
||||
|
||||
#endif//NET_PROTOCOL_H
|
||||
|
@ -9,17 +9,16 @@ from fwgslib import get_subproject_name
|
||||
top = '.'
|
||||
|
||||
def options(opt):
|
||||
opt.load('sdl2')
|
||||
opt.add_option(
|
||||
'--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
|
||||
help = 'build engine with BSP2 map support(recommended for Quake, breaks compability!)')
|
||||
opt.add_option(
|
||||
'--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = None,
|
||||
help = 'build single "xash" binary instead of xash.dll/libxash.so (default for dedicated)')
|
||||
opt.add_option(
|
||||
grp = opt.add_option_group('Engine options')
|
||||
grp.add_option(
|
||||
'--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
|
||||
help = 'build engine with BSP2 map support(recommended for Quake, breaks compatibility!)')
|
||||
|
||||
grp.add_option(
|
||||
'--stdin-input', action = 'store_true', dest = 'USE_SELECT', default = None,
|
||||
help = 'enable console input from stdin (default for dedicated)')
|
||||
|
||||
opt.load('sdl2')
|
||||
|
||||
def configure(conf):
|
||||
# check for dedicated server build
|
||||
@ -35,10 +34,7 @@ def configure(conf):
|
||||
conf.fatal('SDL2 not availiable! If you want to build dedicated server, specify --dedicated')
|
||||
conf.env.append_unique('DEFINES', 'XASH_SDL')
|
||||
|
||||
if conf.options.SINGLE_BINARY == None:
|
||||
conf.options.SINGLE_BINARY = conf.options.DEDICATED # We don't need game launcher on dedicated
|
||||
conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY
|
||||
if conf.options.SINGLE_BINARY:
|
||||
if conf.env.SINGLE_BINARY:
|
||||
conf.env.append_unique('DEFINES', 'SINGLE_BINARY')
|
||||
|
||||
if conf.options.USE_SELECT == None:
|
||||
|
@ -10,22 +10,13 @@ from fwgslib import get_subproject_name
|
||||
top = '.'
|
||||
|
||||
def options(opt):
|
||||
# stub
|
||||
return
|
||||
|
||||
def configure(conf):
|
||||
if conf.env.SINGLE_BINARY:
|
||||
return
|
||||
|
||||
# check for dedicated server build
|
||||
if not conf.env.DEDICATED:
|
||||
if conf.env.DEST_OS == 'win32':
|
||||
conf.load('winres')
|
||||
if conf.env.DEST_OS == 'win32':
|
||||
conf.load('winres')
|
||||
|
||||
def build(bld):
|
||||
if bld.env.SINGLE_BINARY:
|
||||
return
|
||||
|
||||
bld.load_envs()
|
||||
bld.env = bld.all_envs[get_subproject_name(bld)]
|
||||
|
||||
|
2
mainui
2
mainui
@ -1 +1 @@
|
||||
Subproject commit 33e6e585e875d91ae44b22d5425f1c38f2413741
|
||||
Subproject commit 9acf8b75d9d167ac63efd6db8f35c42a2d325082
|
@ -885,7 +885,7 @@ _inline qboolean R_HasLightmap( void )
|
||||
if( RI.currententity )
|
||||
{
|
||||
if( RI.currententity->curstate.effects & EF_FULLBRIGHT )
|
||||
return; // disabled by user
|
||||
return false; // disabled by user
|
||||
|
||||
// check for rendermode
|
||||
switch( RI.currententity->curstate.rendermode )
|
||||
@ -1586,7 +1586,13 @@ void R_DrawBrushModel( cl_entity_t *e )
|
||||
GL_SetupFogColorForSurfaces ();
|
||||
|
||||
if( e->curstate.rendermode == kRenderTransAdd )
|
||||
{
|
||||
R_AllowFog( false );
|
||||
allow_vbo = false;
|
||||
}
|
||||
|
||||
if( e->curstate.rendermode == kRenderTransColor || e->curstate.rendermode == kRenderTransTexture )
|
||||
allow_vbo = false;
|
||||
|
||||
psurf = &clmodel->surfaces[clmodel->firstmodelsurface];
|
||||
num_sorted = 0;
|
||||
@ -1961,7 +1967,7 @@ void R_GenerateVBO()
|
||||
// prepare decal array
|
||||
pglGenBuffersARB( 1, &vbos.decaldata->decalvbo );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decaldata->decalvbo );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_CUT * MAX_RENDER_DECALS, vbos.decaldata->decalarray, GL_STATIC_DRAW_ARB );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbovertex_t ) * DECAL_VERTS_CUT * MAX_RENDER_DECALS, vbos.decaldata->decalarray, GL_DYNAMIC_DRAW_ARB );
|
||||
|
||||
// preallocate dlight arrays
|
||||
vbos.dlight_index = Mem_Calloc( vbos.mempool, maxindex * sizeof( unsigned short ) * 6 );
|
||||
@ -1973,10 +1979,10 @@ void R_GenerateVBO()
|
||||
{
|
||||
pglGenBuffersARB( 1, &vbos.dlight_vbo );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.dlight_vbo );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , vbos.dlight_tc, GL_DYNAMIC_DRAW_ARB );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vec2_t ) * (int)(vbos.arraylist->next?USHRT_MAX + 1:vbos.arraylist->array_len + 1) , vbos.dlight_tc, GL_STREAM_DRAW_ARB );
|
||||
pglGenBuffersARB( 1, &vbos.decal_dlight_vbo );
|
||||
pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbos.decal_dlight_vbo );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), vbos.decal_dlight, GL_DYNAMIC_DRAW_ARB );
|
||||
pglBufferDataARB( GL_ARRAY_BUFFER_ARB, sizeof( vbos.decal_dlight ), vbos.decal_dlight, GL_STREAM_DRAW_ARB );
|
||||
}
|
||||
|
||||
|
||||
|
@ -113,13 +113,22 @@ typedef struct
|
||||
|
||||
// playermodels
|
||||
player_model_t player_models[MAX_CLIENTS];
|
||||
|
||||
// drawelements renderer
|
||||
vec3_t arrayverts[MAXSTUDIOVERTS];
|
||||
vec2_t arraycoord[MAXSTUDIOVERTS];
|
||||
unsigned short arrayelems[MAXSTUDIOVERTS*6];
|
||||
GLubyte arraycolor[MAXSTUDIOVERTS][4];
|
||||
uint numverts;
|
||||
uint numelems;
|
||||
} studio_draw_state_t;
|
||||
|
||||
// studio-related cvars
|
||||
cvar_t *r_studio_sort_textures;
|
||||
cvar_t *r_drawviewmodel;
|
||||
static cvar_t *r_studio_sort_textures;
|
||||
static cvar_t *r_drawviewmodel;
|
||||
cvar_t *cl_righthand = NULL;
|
||||
cvar_t *cl_himodels;
|
||||
static cvar_t *cl_himodels;
|
||||
static cvar_t *r_studio_drawelements;
|
||||
|
||||
static r_studio_interface_t *pStudioDraw;
|
||||
static studio_draw_state_t g_studio; // global studio state
|
||||
@ -146,6 +155,7 @@ void R_StudioInit( void )
|
||||
cl_himodels = gEngfuncs.Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
|
||||
r_studio_sort_textures = gEngfuncs.Cvar_Get( "r_studio_sort_textures", "0", FCVAR_ARCHIVE, "change draw order for additive meshes" );
|
||||
r_drawviewmodel = gEngfuncs.Cvar_Get( "r_drawviewmodel", "1", 0, "draw firstperson weapon model" );
|
||||
r_studio_drawelements = gEngfuncs.Cvar_Get( "r_studio_drawelements", "1", FCVAR_ARCHIVE, "use glDrawElements for studiomodels" );
|
||||
|
||||
Matrix3x4_LoadIdentity( g_studio.rotationmatrix );
|
||||
r_glowshellfreq = gEngfuncs.Cvar_Get( "r_glowshellfreq", "2.2", 0, "glowing shell frequency update" );
|
||||
@ -1706,7 +1716,7 @@ R_LightLambert
|
||||
|
||||
====================
|
||||
*/
|
||||
void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color )
|
||||
void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color, byte *out )
|
||||
{
|
||||
vec3_t finalLight;
|
||||
vec3_t localLight;
|
||||
@ -1744,7 +1754,53 @@ void R_LightLambert( vec4_t light[MAX_LOCALLIGHTS], vec3_t normal, vec3_t color
|
||||
}
|
||||
}
|
||||
|
||||
pglColor4f( finalLight[0], finalLight[1], finalLight[2], tr.blend );
|
||||
out[0] = finalLight[0] * 255;
|
||||
out[1] = finalLight[1] * 255;
|
||||
out[2] = finalLight[2] * 255;
|
||||
}
|
||||
|
||||
static void R_StudioSetColorBegin(short *ptricmds, vec3_t *pstudionorms )
|
||||
{
|
||||
float *lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
rgba_t color;
|
||||
|
||||
if( g_studio.numlocallights )
|
||||
{
|
||||
color[3] = tr.blend * 255;
|
||||
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv, color );
|
||||
pglColor4ubv( color );
|
||||
}
|
||||
else
|
||||
{
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransColor )
|
||||
{
|
||||
color[3] = tr.blend * 255;
|
||||
VectorCopy( (byte*)&RI.currententity->curstate.rendercolor, color );
|
||||
pglColor4ubv( color );
|
||||
}
|
||||
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
||||
}
|
||||
}
|
||||
|
||||
static void R_StudioSetColorArray(short *ptricmds, vec3_t *pstudionorms, byte *color )
|
||||
{
|
||||
float *lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
|
||||
color[3] = tr.blend * 255;
|
||||
|
||||
if( g_studio.numlocallights )
|
||||
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv, color );
|
||||
else
|
||||
{
|
||||
if( RI.currententity->curstate.rendermode == kRenderTransColor )
|
||||
VectorCopy( (byte*)&RI.currententity->curstate.rendercolor, color );
|
||||
else
|
||||
{
|
||||
color[0] = lv[0] * 255;
|
||||
color[1] = lv[1] * 255;
|
||||
color[2] = lv[2] * 255;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1917,11 +1973,8 @@ _inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, floa
|
||||
|
||||
for( ; i > 0; i--, ptricmds += 4 )
|
||||
{
|
||||
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
R_StudioSetColorBegin( ptricmds, pstudionorms );
|
||||
|
||||
if( g_studio.numlocallights )
|
||||
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv );
|
||||
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
||||
pglTexCoord2f( ptricmds[2] * s, ptricmds[3] * t );
|
||||
pglVertex3fv( g_studio.verts[ptricmds[0]] );
|
||||
}
|
||||
@ -1953,10 +2006,7 @@ _inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms )
|
||||
|
||||
for( ; i > 0; i--, ptricmds += 4 )
|
||||
{
|
||||
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
if( g_studio.numlocallights )
|
||||
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv );
|
||||
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
||||
R_StudioSetColorBegin( ptricmds, pstudionorms );
|
||||
pglTexCoord2f( HalfToFloat( ptricmds[2] ), HalfToFloat( ptricmds[3] ));
|
||||
pglVertex3fv( g_studio.verts[ptricmds[0]] );
|
||||
}
|
||||
@ -1992,10 +2042,13 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa
|
||||
{
|
||||
if( glowShell )
|
||||
{
|
||||
color24 *clr = &RI.currententity->curstate.rendercolor;
|
||||
|
||||
idx = g_studio.normaltable[ptricmds[0]];
|
||||
av = g_studio.verts[ptricmds[0]];
|
||||
lv = g_studio.norms[ptricmds[0]];
|
||||
VectorMA( av, scale, lv, vert );
|
||||
pglColor4ub( clr->r, clr->g, clr->b, 255 );
|
||||
pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t );
|
||||
pglVertex3fv( vert );
|
||||
}
|
||||
@ -2003,9 +2056,7 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa
|
||||
{
|
||||
idx = ptricmds[1];
|
||||
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
if( g_studio.numlocallights )
|
||||
R_LightLambert( g_studio.lightpos[ptricmds[0]], pstudionorms[ptricmds[1]], lv );
|
||||
else pglColor4f( lv[0], lv[1], lv[2], tr.blend );
|
||||
R_StudioSetColorBegin( ptricmds, pstudionorms );
|
||||
pglTexCoord2f( g_studio.chrome[idx][0] * s, g_studio.chrome[idx][1] * t );
|
||||
pglVertex3fv( g_studio.verts[ptricmds[0]] );
|
||||
}
|
||||
@ -2015,6 +2066,220 @@ _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, floa
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_inline int R_StudioBuildIndices( qboolean tri_strip, int vertexState )
|
||||
{
|
||||
// build in indices
|
||||
if( vertexState++ < 3 )
|
||||
{
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts;
|
||||
}
|
||||
else if( tri_strip )
|
||||
{
|
||||
// flip triangles between clockwise and counter clockwise
|
||||
if( vertexState & 1 )
|
||||
{
|
||||
// draw triangle [n-2 n-1 n]
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 2;
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 1;
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts;
|
||||
}
|
||||
else
|
||||
{
|
||||
// draw triangle [n-1 n-2 n]
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 1;
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 2;
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// draw triangle fan [0 n-1 n]
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - ( vertexState - 1 );
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts - 1;
|
||||
g_studio.arrayelems[g_studio.numelems++] = g_studio.numverts;
|
||||
}
|
||||
|
||||
return vertexState;
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_StudioDrawNormalMesh
|
||||
|
||||
generic path
|
||||
===============
|
||||
*/
|
||||
_inline void R_StudioBuildArrayNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t )
|
||||
{
|
||||
float *lv;
|
||||
int i;
|
||||
float alpha = tr.blend;
|
||||
|
||||
while( i = *( ptricmds++ ))
|
||||
{
|
||||
int vertexState = 0;
|
||||
qboolean tri_strip = true;
|
||||
|
||||
if( i < 0 )
|
||||
{
|
||||
tri_strip = false;
|
||||
i = -i;
|
||||
}
|
||||
|
||||
for( ; i > 0; i--, ptricmds += 4 )
|
||||
{
|
||||
GLubyte *cl;
|
||||
cl = g_studio.arraycolor[g_studio.numverts];
|
||||
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
|
||||
vertexState = R_StudioBuildIndices( tri_strip, vertexState );
|
||||
|
||||
R_StudioSetColorArray( ptricmds, pstudionorms, cl );
|
||||
|
||||
g_studio.arraycoord[g_studio.numverts][0] = ptricmds[2] * s;
|
||||
g_studio.arraycoord[g_studio.numverts][1] = ptricmds[3] * t;
|
||||
|
||||
VectorCopy( g_studio.verts[ptricmds[0]], g_studio.arrayverts[g_studio.numverts] );
|
||||
g_studio.numverts++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_StudioDrawNormalMesh
|
||||
|
||||
generic path
|
||||
===============
|
||||
*/
|
||||
_inline void R_StudioBuildArrayFloatMesh( short *ptricmds, vec3_t *pstudionorms )
|
||||
{
|
||||
float *lv;
|
||||
int i;
|
||||
float alpha = tr.blend;
|
||||
|
||||
while( i = *( ptricmds++ ))
|
||||
{
|
||||
int vertexState = 0;
|
||||
qboolean tri_strip = true;
|
||||
|
||||
if( i < 0 )
|
||||
{
|
||||
tri_strip = false;
|
||||
i = -i;
|
||||
}
|
||||
|
||||
for( ; i > 0; i--, ptricmds += 4 )
|
||||
{
|
||||
GLubyte *cl;
|
||||
cl = g_studio.arraycolor[g_studio.numverts];
|
||||
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
|
||||
vertexState = R_StudioBuildIndices( tri_strip, vertexState );
|
||||
|
||||
R_StudioSetColorArray( ptricmds, pstudionorms, cl );
|
||||
|
||||
g_studio.arraycoord[g_studio.numverts][0] = HalfToFloat( ptricmds[2] );
|
||||
g_studio.arraycoord[g_studio.numverts][1] = HalfToFloat( ptricmds[3] );
|
||||
|
||||
VectorCopy( g_studio.verts[ptricmds[0]], g_studio.arrayverts[g_studio.numverts] );
|
||||
g_studio.numverts++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_StudioDrawNormalMesh
|
||||
|
||||
generic path
|
||||
===============
|
||||
*/
|
||||
_inline void R_StudioBuildArrayChromeMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, float scale )
|
||||
{
|
||||
float *lv, *av;
|
||||
int i, idx;
|
||||
qboolean glowShell = (scale > 0.0f) ? true : false;
|
||||
vec3_t vert;
|
||||
float alpha = tr.blend;
|
||||
|
||||
while( i = *( ptricmds++ ))
|
||||
{
|
||||
int vertexState = 0;
|
||||
qboolean tri_strip = true;
|
||||
|
||||
if( i < 0 )
|
||||
{
|
||||
tri_strip = false;
|
||||
i = -i;
|
||||
}
|
||||
|
||||
for( ; i > 0; i--, ptricmds += 4 )
|
||||
{
|
||||
GLubyte *cl;
|
||||
cl = g_studio.arraycolor[g_studio.numverts];
|
||||
lv = (float *)g_studio.lightvalues[ptricmds[1]];
|
||||
|
||||
vertexState = R_StudioBuildIndices( tri_strip, vertexState );
|
||||
|
||||
if( glowShell )
|
||||
{
|
||||
idx = g_studio.normaltable[ptricmds[0]];
|
||||
av = g_studio.verts[ptricmds[0]];
|
||||
lv = g_studio.norms[ptricmds[0]];
|
||||
|
||||
cl[0] = RI.currententity->curstate.rendercolor.r;
|
||||
cl[1] = RI.currententity->curstate.rendercolor.g;
|
||||
cl[2] = RI.currententity->curstate.rendercolor.b;
|
||||
cl[3] = 255;
|
||||
|
||||
VectorMA( av, scale, lv, vert );
|
||||
VectorCopy( vert, g_studio.arrayverts[g_studio.numverts] );
|
||||
}
|
||||
else
|
||||
{
|
||||
idx = ptricmds[1];
|
||||
R_StudioSetColorArray( ptricmds, pstudionorms, cl );
|
||||
|
||||
VectorCopy( g_studio.verts[ptricmds[0]], g_studio.arrayverts[g_studio.numverts] );
|
||||
}
|
||||
|
||||
g_studio.arraycoord[g_studio.numverts][0] = g_studio.chrome[idx][0] * s;
|
||||
g_studio.arraycoord[g_studio.numverts][1] = g_studio.chrome[idx][1] * t;
|
||||
|
||||
g_studio.numverts++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_inline void R_StudioDrawArrays( uint startverts, uint startelems )
|
||||
{
|
||||
pglEnableClientState( GL_VERTEX_ARRAY );
|
||||
pglVertexPointer( 3, GL_FLOAT, 12, g_studio.arrayverts );
|
||||
|
||||
pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
pglTexCoordPointer( 2, GL_FLOAT, 0, g_studio.arraycoord );
|
||||
|
||||
if( !( g_nForceFaceFlags & STUDIO_NF_CHROME ) )
|
||||
{
|
||||
pglEnableClientState( GL_COLOR_ARRAY );
|
||||
pglColorPointer( 4, GL_UNSIGNED_BYTE, 0, g_studio.arraycolor );
|
||||
}
|
||||
|
||||
#if !defined XASH_NANOGL || defined XASH_WES && defined __EMSCRIPTEN__ // WebGL need to know array sizes
|
||||
if( pglDrawRangeElements )
|
||||
pglDrawRangeElements( GL_TRIANGLES, startverts, g_studio.numverts,
|
||||
g_studio.numelems - startelems, GL_UNSIGNED_SHORT, &g_studio.arrayelems[startelems] );
|
||||
else
|
||||
#endif
|
||||
pglDrawElements( GL_TRIANGLES, g_studio.numelems - startelems, GL_UNSIGNED_SHORT, &g_studio.arrayelems[startelems] );
|
||||
pglDisableClientState( GL_VERTEX_ARRAY );
|
||||
pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
||||
if( !( g_nForceFaceFlags & STUDIO_NF_CHROME ) )
|
||||
pglDisableClientState( GL_COLOR_ARRAY );
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
R_StudioDrawPoints
|
||||
@ -2037,6 +2302,9 @@ static void R_StudioDrawPoints( void )
|
||||
|
||||
if( !m_pStudioHeader ) return;
|
||||
|
||||
|
||||
g_studio.numverts = g_studio.numelems = 0;
|
||||
|
||||
// safety bounding the skinnum
|
||||
m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 ));
|
||||
ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
|
||||
@ -2134,6 +2402,8 @@ static void R_StudioDrawPoints( void )
|
||||
for( j = 0; j < m_pSubModel->nummesh; j++ )
|
||||
{
|
||||
float oldblend = tr.blend;
|
||||
uint startArrayVerts = g_studio.numverts;
|
||||
uint startArrayElems = g_studio.numelems;
|
||||
short *ptricmds;
|
||||
float s, t;
|
||||
|
||||
@ -2167,11 +2437,24 @@ static void R_StudioDrawPoints( void )
|
||||
|
||||
R_StudioSetupSkin( m_pStudioHeader, pskinref[pmesh->skinref] );
|
||||
|
||||
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ))
|
||||
R_StudioDrawChromeMesh( ptricmds, pstudionorms, s, t, shellscale );
|
||||
else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS ))
|
||||
R_StudioDrawFloatMesh( ptricmds, pstudionorms );
|
||||
else R_StudioDrawNormalMesh( ptricmds, pstudionorms, s, t );
|
||||
if( CVAR_TO_BOOL(r_studio_drawelements) )
|
||||
{
|
||||
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ))
|
||||
R_StudioBuildArrayChromeMesh( ptricmds, pstudionorms, s, t, shellscale );
|
||||
else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS ))
|
||||
R_StudioBuildArrayFloatMesh( ptricmds, pstudionorms );
|
||||
else R_StudioBuildArrayNormalMesh( ptricmds, pstudionorms, s, t );
|
||||
|
||||
R_StudioDrawArrays( startArrayVerts, startArrayElems );
|
||||
}
|
||||
else
|
||||
{
|
||||
if( FBitSet( g_nFaceFlags, STUDIO_NF_CHROME ))
|
||||
R_StudioDrawChromeMesh( ptricmds, pstudionorms, s, t, shellscale );
|
||||
else if( FBitSet( g_nFaceFlags, STUDIO_NF_UV_COORDS ))
|
||||
R_StudioDrawFloatMesh( ptricmds, pstudionorms );
|
||||
else R_StudioDrawNormalMesh( ptricmds, pstudionorms, s, t );
|
||||
}
|
||||
|
||||
if( FBitSet( g_nFaceFlags, STUDIO_NF_MASKED ))
|
||||
{
|
||||
|
@ -7,7 +7,9 @@ cd $TRAVIS_BUILD_DIR
|
||||
export CC="ccache i686-w64-mingw32-gcc"
|
||||
export CXX="ccache i686-w64-mingw32-g++"
|
||||
export CFLAGS="-static-libgcc -no-pthread"
|
||||
export CXXFLAGS="-static-libgcc -static-libstdc++"
|
||||
export CXXFLAGS="-static-libgcc -static-libstdc++ -no-pthread"
|
||||
export LDFLAGS="-static-libgcc -static-libstdc++ -no-pthread"
|
||||
export LINKFLAGS="-static-libgcc -static-libstdc++ -no-pthread"
|
||||
export WINRC="i686-w64-mingw32-windres"
|
||||
rm -rf build # clean build directory
|
||||
./waf configure --sdl2=$TRAVIS_BUILD_DIR/SDL2_mingw/i686-w64-mingw32/ --disable-vgui --build-type=debug --verbose || die # can't compile VGUI support on MinGW, due to differnet C++ ABI
|
||||
|
@ -14,13 +14,12 @@
|
||||
import os
|
||||
|
||||
def options(opt):
|
||||
opt.add_option(
|
||||
'--sdl2', action='store', type='string', dest = 'SDL2_PATH', default = None,
|
||||
help = 'SDL2 path to build(required for Windows)')
|
||||
grp = opt.add_option_group('SDL2 options')
|
||||
grp.add_option('--sdl2', action='store', dest = 'SDL2_PATH', default = None,
|
||||
help = 'path to precompiled SDL2 library(required for Windows)')
|
||||
|
||||
opt.add_option(
|
||||
'--skip-sdl2-sanity-check', action='store_false', default = True, dest='SDL2_SANITY_CHECK',
|
||||
help = 'Skip checking SDL2 sanity')
|
||||
grp.add_option('--skip-sdl2-sanity-check', action='store_false', default = True, dest='SDL2_SANITY_CHECK',
|
||||
help = 'skip checking SDL2 sanity')
|
||||
|
||||
def my_dirname(path):
|
||||
# really dumb, will not work with /path/framework//, but still enough
|
||||
|
@ -111,7 +111,7 @@ class Android:
|
||||
|
||||
def options(opt):
|
||||
android = opt.add_option_group('Android options')
|
||||
android.add_option('--android', action='store', type='string', dest='ANDROID_OPTS', default=None,
|
||||
android.add_option('--android', action='store', dest='ANDROID_OPTS', default=None,
|
||||
help='enable building for android, format: --android=<arch>,<toolchain>,<api>, example: --android=arm,4.9,26')
|
||||
|
||||
def configure(conf):
|
||||
|
@ -9,24 +9,20 @@ from fwgslib import get_subproject_name
|
||||
top = '.'
|
||||
|
||||
def options(opt):
|
||||
opt.add_option(
|
||||
'--vgui', action = 'store', type='string', dest = 'VGUI_DEV',
|
||||
grp = opt.add_option_group('VGUI options')
|
||||
grp.add_option('--vgui', action = 'store', dest = 'VGUI_DEV',
|
||||
help = 'path to vgui-dev repo', default='' )
|
||||
|
||||
opt.add_option(
|
||||
'--disable-vgui', action = 'store_true', dest = 'NO_VGUI',
|
||||
grp.add_option('--disable-vgui', action = 'store_true', dest = 'NO_VGUI',
|
||||
help = 'disable vgui_support', default=False )
|
||||
|
||||
opt.add_option(
|
||||
'--skip-vgui-sanity-check', action = 'store_false', dest = 'VGUI_SANITY_CHECK',
|
||||
help = 'Skip checking VGUI sanity', default=True )
|
||||
|
||||
# stub
|
||||
grp.add_option('--skip-vgui-sanity-check', action = 'store_false', dest = 'VGUI_SANITY_CHECK',
|
||||
help = 'skip checking VGUI sanity', default=True )
|
||||
return
|
||||
|
||||
def configure(conf):
|
||||
conf.env.NO_VGUI = conf.options.NO_VGUI
|
||||
if conf.options.DEDICATED or conf.options.NO_VGUI:
|
||||
if conf.options.NO_VGUI:
|
||||
return
|
||||
|
||||
conf.start_msg('Configuring VGUI by provided path')
|
||||
@ -75,7 +71,7 @@ def build(bld):
|
||||
bld.load_envs()
|
||||
bld.env = bld.all_envs[get_subproject_name(bld)]
|
||||
|
||||
if bld.env.DEDICATED or bld.env.NO_VGUI:
|
||||
if bld.env.NO_VGUI:
|
||||
return
|
||||
|
||||
libs = []
|
||||
|
118
wscript
118
wscript
@ -13,35 +13,73 @@ import fwgslib
|
||||
|
||||
VERSION = '0.99'
|
||||
APPNAME = 'xash3d-fwgs'
|
||||
SUBDIRS = [ 'public', 'engine', 'game_launch', 'vgui_support', 'ref_gl' ]
|
||||
top = '.'
|
||||
|
||||
class Subproject:
|
||||
name = ''
|
||||
dedicated = True # if true will be ignored when building dedicated server
|
||||
singlebin = False # if true will be ignored when singlebinary is set
|
||||
ignore = False # if true will be ignored, set by user request
|
||||
|
||||
def __init__(self, name, dedicated=True, singlebin=False):
|
||||
self.name = name
|
||||
self.dedicated = dedicated
|
||||
self.singlebin = singlebin
|
||||
|
||||
SUBDIRS = [
|
||||
Subproject('public', dedicated=False),
|
||||
Subproject('engine', dedicated=False),
|
||||
Subproject('game_launch', singlebin=True),
|
||||
Subproject('ref_gl'),
|
||||
Subproject('mainui'),
|
||||
Subproject('vgui_support'),
|
||||
]
|
||||
|
||||
def subdirs():
|
||||
return map(lambda x: x.name, SUBDIRS)
|
||||
|
||||
def options(opt):
|
||||
grp = opt.add_option_group('Common options')
|
||||
|
||||
grp.add_option('--build-type', action='store', dest='BUILD_TYPE', default = None,
|
||||
help = 'build type: debug, release or none(custom flags)')
|
||||
|
||||
grp.add_option('--dedicated', action = 'store_true', dest = 'DEDICATED', default = False,
|
||||
help = 'build Xash Dedicated Server(XashDS)')
|
||||
|
||||
grp.add_option( '--single-binary', action = 'store_true', dest = 'SINGLE_BINARY', default = False,
|
||||
help = 'build single "xash" binary instead of xash.dll/libxash.so (forced for dedicated)')
|
||||
|
||||
grp.add_option('--64bits', action = 'store_true', dest = 'ALLOW64', default = False,
|
||||
help = 'allow targetting 64-bit engine')
|
||||
|
||||
grp.add_option('--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False,
|
||||
help = 'install like Windows build, ignore prefix, useful for development')
|
||||
|
||||
grp.add_option('--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
|
||||
help = 'build engine and renderers with BSP2 map support(recommended for Quake, breaks compability!)')
|
||||
|
||||
grp.add_option('--skip-subprojects', action='store', dest = 'SKIP_SUBDIRS', default=None,
|
||||
help = 'don\'t recurse into specified subprojects. Current subdirs: ' + str(subdirs()))
|
||||
|
||||
for i in SUBDIRS:
|
||||
if not os.path.isfile(os.path.join(i.name, 'wscript')):
|
||||
# HACKHACK: this way we get warning message right in the help
|
||||
# so this just becomes more noticeable
|
||||
opt.add_option_group('Cannot find wscript in ' + i.name + '. You probably missed submodule update')
|
||||
else: opt.recurse(i.name)
|
||||
|
||||
opt.load('xcompile compiler_cxx compiler_c sdl2')
|
||||
if sys.platform == 'win32':
|
||||
opt.load('msvc msvs')
|
||||
|
||||
opt.add_option(
|
||||
'--build-type', action='store', type='string', dest='BUILD_TYPE', default = None,
|
||||
help = 'build type: debug, release or none(custom flags)')
|
||||
def set_ignored_subdirs(subdirs):
|
||||
for i in SUBDIRS:
|
||||
if i.ignore:
|
||||
continue
|
||||
|
||||
opt.add_option(
|
||||
'--dedicated', action = 'store_true', dest = 'DEDICATED', default = False,
|
||||
help = 'build Xash Dedicated Server(XashDS)')
|
||||
|
||||
opt.add_option(
|
||||
'--64bits', action = 'store_true', dest = 'ALLOW64', default = False,
|
||||
help = 'allow targetting 64-bit engine')
|
||||
|
||||
opt.add_option(
|
||||
'--win-style-install', action = 'store_true', dest = 'WIN_INSTALL', default = False,
|
||||
help = 'install like Windows build, ignore prefix, useful for development')
|
||||
|
||||
opt.add_option(
|
||||
'--enable-bsp2', action = 'store_true', dest = 'SUPPORT_BSP2_FORMAT', default = False,
|
||||
help = 'build engine and renderers with BSP2 map support(recommended for Quake, breaks compability!)')
|
||||
|
||||
opt.recurse(SUBDIRS)
|
||||
if i.name in subdirs:
|
||||
i.ignore = True
|
||||
|
||||
def configure(conf):
|
||||
conf.start_msg('Build type')
|
||||
@ -53,6 +91,11 @@ def configure(conf):
|
||||
conf.fatal('Invalid build type. Valid are "debug", "release" or "none"')
|
||||
conf.end_msg(conf.options.BUILD_TYPE)
|
||||
|
||||
# skip some subdirectories, if requested
|
||||
if conf.options.SKIP_SUBDIRS:
|
||||
skip_subdirs = conf.options.SKIP_SUBDIRS.split(',')
|
||||
set_ignored_subdirs(skip_subdirs)
|
||||
|
||||
# Force XP compability, all build targets should add
|
||||
# subsystem=bld.env.MSVC_SUBSYSTEM
|
||||
# TODO: wrapper around bld.stlib, bld.shlib and so on?
|
||||
@ -104,6 +147,8 @@ def configure(conf):
|
||||
linker_flags, conf.options.BUILD_TYPE, conf.env.COMPILER_CC))
|
||||
|
||||
conf.env.DEDICATED = conf.options.DEDICATED
|
||||
# we don't need game launcher on dedicated
|
||||
conf.env.SINGLE_BINARY = conf.options.SINGLE_BINARY or conf.env.DEDICATED
|
||||
if conf.env.DEST_OS == 'linux':
|
||||
conf.check_cc( lib='dl' )
|
||||
|
||||
@ -135,13 +180,32 @@ def configure(conf):
|
||||
conf.env.append_unique('DEFINES', 'XASH_BUILD_COMMIT="{0}"'.format(conf.env.GIT_VERSION if conf.env.GIT_VERSION else 'notset'))
|
||||
|
||||
for i in SUBDIRS:
|
||||
conf.setenv(i, conf.env) # derive new env from global one
|
||||
conf.env.ENVNAME = i
|
||||
conf.msg(msg='--> ' + i, result='in progress', color='BLUE')
|
||||
if conf.env.SINGLE_BINARY and i.singlebin:
|
||||
continue
|
||||
|
||||
if conf.env.DEDICATED and i.dedicated:
|
||||
continue
|
||||
|
||||
if i.ignore:
|
||||
continue
|
||||
|
||||
conf.setenv(i.name, conf.env) # derive new env from global one
|
||||
conf.env.ENVNAME = i.name
|
||||
conf.msg(msg='--> ' + i.name, result='in progress', color='BLUE')
|
||||
# configure in standalone env
|
||||
conf.recurse(i)
|
||||
conf.msg(msg='<-- ' + i, result='done', color='BLUE')
|
||||
conf.recurse(i.name)
|
||||
conf.msg(msg='<-- ' + i.name, result='done', color='BLUE')
|
||||
conf.setenv('')
|
||||
|
||||
def build(bld):
|
||||
bld.recurse(SUBDIRS)
|
||||
for i in SUBDIRS:
|
||||
if bld.env.SINGLE_BINARY and i.singlebin:
|
||||
continue
|
||||
|
||||
if bld.env.DEDICATED and i.dedicated:
|
||||
continue
|
||||
|
||||
if i.ignore:
|
||||
continue
|
||||
|
||||
bld.recurse(i.name)
|
||||
|
Loading…
Reference in New Issue
Block a user