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[HTML5] GDNative support via SIDE_MODULE.

Working with emscripten >= 2.0.10
This commit is contained in:
Fabio Alessandrelli
2020-10-24 16:02:09 +02:00
parent 1167ab96e9
commit ca34b5e57a
8 changed files with 109 additions and 33 deletions

View File

@@ -12,13 +12,8 @@ javascript_files = [
"api/javascript_tools_editor_plugin.cpp",
]
build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
if env["threads_enabled"]:
build_targets.append("#bin/godot${PROGSUFFIX}.worker.js")
build = env.add_program(build_targets, javascript_files)
env.AddJSLibraries(
sys_env = env.Clone()
sys_env.AddJSLibraries(
[
"js/libs/library_godot_audio.js",
"js/libs/library_godot_display.js",
@@ -29,12 +24,47 @@ env.AddJSLibraries(
)
if env["tools"]:
env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
sys_env.AddJSLibraries(["js/libs/library_godot_editor_tools.js"])
if env["javascript_eval"]:
env.AddJSLibraries(["js/libs/library_godot_eval.js"])
for lib in env["JS_LIBS"]:
env.Append(LINKFLAGS=["--js-library", lib])
env.Depends(build, env["JS_LIBS"])
sys_env.AddJSLibraries(["js/libs/library_godot_eval.js"])
for lib in sys_env["JS_LIBS"]:
sys_env.Append(LINKFLAGS=["--js-library", lib])
build = []
if env["gdnative_enabled"]:
build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
# Reset libraries. The main runtime will only link emscripten libraries, not godot ones.
sys_env["LIBS"] = []
# We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly.
sys_env.Append(LIBS=["idbfs.js"])
# JS prepended to the module code loading the side library.
sys_env.Append(LINKFLAGS=["--pre-js", sys_env.File("js/dynlink.pre.js")])
# Configure it as a main module (dynamic linking support).
sys_env.Append(CCFLAGS=["-s", "MAIN_MODULE=1"])
sys_env.Append(LINKFLAGS=["-s", "MAIN_MODULE=1"])
sys_env.Append(CCFLAGS=["-s", "EXPORT_ALL=1"])
sys_env.Append(LINKFLAGS=["-s", "EXPORT_ALL=1"])
# Force exporting the standard library (printf, malloc, etc.)
sys_env["ENV"]["EMCC_FORCE_STDLIBS"] = "libc,libc++,libc++abi"
# The main emscripten runtime, with exported standard libraries.
sys = sys_env.Program(build_targets, ["javascript_runtime.cpp"])
sys_env.Depends(sys, "js/dynlink.pre.js")
# The side library, containing all Godot code.
wasm_env = env.Clone()
wasm_env.Append(CCFLAGS=["-s", "SIDE_MODULE=2"])
wasm_env.Append(LINKFLAGS=["-s", "SIDE_MODULE=2"])
wasm = wasm_env.add_program("#bin/godot.side${PROGSUFFIX}.wasm", javascript_files)
build = [sys[0], sys[1], wasm[0]]
else:
build_targets = ["#bin/godot${PROGSUFFIX}.js", "#bin/godot${PROGSUFFIX}.wasm"]
if env["threads_enabled"]:
build_targets.append("#bin/godot${PROGSUFFIX}.worker.js")
# We use IDBFS. Since Emscripten 1.39.1 it needs to be linked explicitly.
sys_env.Append(LIBS=["idbfs.js"])
build = sys_env.Program(build_targets, javascript_files + ["javascript_runtime.cpp"])
sys_env.Depends(build[0], sys_env["JS_LIBS"])
engine = [
"js/engine/preloader.js",
@@ -61,8 +91,11 @@ out_files = [
]
html_file = "#misc/dist/html/editor.html" if env["tools"] else "#misc/dist/html/full-size.html"
in_files = [js_wrapped, build[1], html_file, "#platform/javascript/js/libs/audio.worklet.js"]
if env["threads_enabled"]:
in_files.append(build[2])
if env["gdnative_enabled"]:
in_files.append(build[2]) # Runtime
out_files.append(zip_dir.File(binary_name + ".side.wasm"))
elif env["threads_enabled"]:
in_files.append(build[2]) # Worker
out_files.append(zip_dir.File(binary_name + ".worker.js"))
zip_files = env.InstallAs(out_files, in_files)