mirror of
https://github.com/godotengine/godot
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638cfec853
We do our own image loading, threading, and memory management in Godot already, so the only components we need from etcpak (at least as of now) are the `Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`. So we don't need to compile or vendor the rest.
36 lines
836 B
Python
36 lines
836 B
Python
#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_etcpak = env_modules.Clone()
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# Thirdparty source files
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thirdparty_obj = []
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thirdparty_dir = "#thirdparty/etcpak/"
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thirdparty_sources = [
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"Dither.cpp",
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"ProcessDxtc.cpp",
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"ProcessRGB.cpp",
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"Tables.cpp",
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]
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thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
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env_etcpak.Prepend(CPPPATH=[thirdparty_dir])
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env_thirdparty = env_etcpak.Clone()
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env_thirdparty.disable_warnings()
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env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
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env.modules_sources += thirdparty_obj
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# Godot source files
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module_obj = []
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env_etcpak.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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env.Depends(module_obj, thirdparty_obj)
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