bgen/godot/SConstruct
saarsena@gmail.com 7a6ae79d01 feat: 3D blobber dungeon generator (PR 1)
Replaces the 2D-only demo pipeline with a 3D cell-based blobber
generator. Per-cell face walls, per-material mesh emission, and a
GDExtension binding that returns a Dictionary with ArrayMesh surfaces
the demo consumes directly.

- src/blobber/: cell3d_t data model, dungeon container, pipeline that
  wraps the 2D generator per level and materializes into cell3d
- src/mesh/: face-quad emitter with per-material groups + .obj dump
- src/genesis3d_main.c: new CLI driving the blobber + mesh
- godot/: BrogueGen.generate_dungeon(seed, num_levels, depth) binding
  with dungeon_to_dict packing cells + mesh surfaces
- demo/: demo_blobber.tscn + dungeon_builder.gd, func_godot addon for
  the .map export path, point/entity templates, TrenchBroom docs
- Retired: old arcade/FPS demo scenes and their scripts, unused meshlib

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 13:24:27 -04:00

69 lines
2.1 KiB
Python

#!/usr/bin/env python
"""
SConstruct for the brogue_gen GDExtension.
Build: cd godot && scons target=template_debug
(or target=template_release for optimized)
Output: ../demo/bin/libbrogue_gen.<platform>.<target>.<arch>.so
"""
import os
import sys
env = SConscript("godot-cpp/SConstruct")
# Where to find our C generator library headers.
env.Append(CPPPATH=["src/", "../src/"])
# Compile all of our C generator sources directly into the extension — the
# generator is a pure C99 library with no Godot deps. This avoids needing a
# separate libbroguegen.a.
c_sources = [
"../src/gen/rng.c",
"../src/gen/grid.c",
"../src/gen/events.c",
"../src/gen/room_types.c",
"../src/gen/accretion.c",
"../src/gen/dijkstra.c",
"../src/gen/loops.c",
"../src/gen/ca.c",
"../src/gen/lakes.c",
"../src/gen/walls.c",
"../src/gen/stairs.c",
"../src/gen/chokepoints.c",
"../src/gen/machines.c",
"../src/gen/blueprints_data.c",
"../src/blobber/dungeon.c",
"../src/blobber/pipeline.c",
"../src/mesh/face_mesh.c",
]
# Ensure C files compile with C99; don't inherit godot-cpp's C++ flags verbatim.
c_env = env.Clone()
c_env.Replace(CFLAGS=["-std=c99", "-Wall", "-Wpedantic", "-Werror=implicit",
"-O2", "-g", "-fPIC"])
c_objects = [c_env.SharedObject(target="build/" + os.path.basename(s).replace(".c", ""),
source=s) for s in c_sources]
cpp_sources = Glob("src/*.cpp")
library_name = "libbrogue_gen{}{}".format(env["suffix"], env["SHLIBSUFFIX"])
# Godot plugin layout convention: addons/<plugin_name>/
# brogue_gen.gdextension — manifest, references the .so path relative to res://
# bin/<name>.so — binaries per platform/target
import os as _os
import shutil as _shutil
_ADDON_DIR = "../demo/addons/brogue_gen"
_os.makedirs(_ADDON_DIR + "/bin", exist_ok=True)
library = env.SharedLibrary(
_ADDON_DIR + "/bin/" + library_name,
source=cpp_sources + c_objects,
)
_shutil.copyfile("brogue_gen.gdextension",
_ADDON_DIR + "/brogue_gen.gdextension")
Default(library)