Add JavaScript platform support (emcc, wasm).
Includes update to `README.md` with instructions on how to build a GDNative library for webassembly.pull/530/head
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README.md
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README.md
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@ -275,9 +275,18 @@ Godot headers repository for more information.
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#### HTML5
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GDNative isn't supported on the HTML5 platform yet. Support is being tracked on
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[issue #12243](https://github.com/godotengine/godot/issues/12243) in the main
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Godot repository.
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GDNative is supported on [specific exports](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#export-options) for the HTML5 platform since Godot `3.2.4`. Linking webassembly modules is currently underspecified in the standard, but [emscripten](https://emscripten.org/), which Godot uses to build the HTML5 version, implements its own linking system.
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To build GDNative libraries you wwill need a recent version of [emscripten](https://emscripten.org/).
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```bash
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cd SimpleLibrary
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emcc -o bin/libtest.wasm -g -O3 -s SIDE_MODULE=1 src/init.cpp godot-cpp/bin/<name of the godot-cpp> -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
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```
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You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library).
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This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
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### Creating `.gdnlib` and `.gdns` files
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32
SConstruct
32
SConstruct
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@ -86,7 +86,7 @@ opts.Add(EnumVariable(
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'platform',
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'Target platform',
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host_platform,
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allowed_values=('linux', 'freebsd', 'osx', 'windows', 'android', 'ios'),
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allowed_values=('linux', 'freebsd', 'osx', 'windows', 'android', 'ios', 'javascript'),
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ignorecase=2
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))
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opts.Add(EnumVariable(
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@ -375,6 +375,34 @@ elif env['platform'] == 'android':
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env.Append(CCFLAGS=['--target=' + arch_info['target'] + env['android_api_level'], '-march=' + arch_info['march'], '-fPIC'])#, '-fPIE', '-fno-addrsig', '-Oz'])
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env.Append(CCFLAGS=arch_info['ccflags'])
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elif env["platform"] == "javascript":
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env["ENV"] = os.environ
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env["CC"] = "emcc"
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env["CXX"] = "em++"
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env["AR"] = "emar"
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env["RANLIB"] = "emranlib"
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env.Append(CPPFLAGS=["-s", "SIDE_MODULE=1"])
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env.Append(LINKFLAGS=["-s", "SIDE_MODULE=1"])
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env["SHOBJSUFFIX"] = ".bc"
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env["SHLIBSUFFIX"] = ".wasm"
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# Use TempFileMunge since some AR invocations are too long for cmd.exe.
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# Use POSIX-style paths, required with TempFileMunge.
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env["ARCOM_POSIX"] = env["ARCOM"].replace("$TARGET", "$TARGET.posix").replace("$SOURCES", "$SOURCES.posix")
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env["ARCOM"] = "${TEMPFILE(ARCOM_POSIX)}"
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# All intermediate files are just LLVM bitcode.
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env["OBJPREFIX"] = ""
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env["OBJSUFFIX"] = ".bc"
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env["PROGPREFIX"] = ""
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# Program() output consists of multiple files, so specify suffixes manually at builder.
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env["PROGSUFFIX"] = ""
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env["LIBPREFIX"] = "lib"
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env["LIBSUFFIX"] = ".bc"
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env["LIBPREFIXES"] = ["$LIBPREFIX"]
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env["LIBSUFFIXES"] = ["$LIBSUFFIX"]
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env.Replace(SHLINKFLAGS='$LINKFLAGS')
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env.Replace(SHLINKFLAGS='$LINKFLAGS')
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env.Append(CPPPATH=[
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'.',
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env['headers_dir'],
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@ -413,6 +441,8 @@ if env['platform'] == 'android':
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arch_suffix = env['android_arch']
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if env['platform'] == 'ios':
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arch_suffix = env['ios_arch']
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if env['platform'] == 'javascript':
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arch_suffix = 'wasm'
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library = env.StaticLibrary(
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target='bin/' + 'libgodot-cpp.{}.{}.{}{}'.format(
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