You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects - UnrealArch is a single architecture, expandable enum-like struct - There is no more concept of "no/default architecture", there is always a valid active architecture when building - Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not - UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc) - UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm) - TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once) - Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc) #preflight 63c81fb5b065224750a1759e #rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts] #p4v-preflight-copy 23562471 [CL 23829977 by josh adams in ue5-main branch]
63 lines
2.2 KiB
C#
63 lines
2.2 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
using UnrealBuildTool;
|
|
using System.IO;
|
|
|
|
public class SpeedTree : ModuleRules
|
|
{
|
|
public SpeedTree(ReadOnlyTargetRules Target) : base(Target)
|
|
{
|
|
Type = ModuleType.External;
|
|
|
|
var bPlatformAllowed = ((Target.Platform == UnrealTargetPlatform.Win64) ||
|
|
(Target.Platform == UnrealTargetPlatform.Mac) || Target.IsInPlatformGroup(UnrealPlatformGroup.Unix));
|
|
|
|
if (bPlatformAllowed &&
|
|
Target.bCompileSpeedTree)
|
|
{
|
|
PublicDefinitions.Add("WITH_SPEEDTREE=1");
|
|
PublicDefinitions.Add("SPEEDTREE_KEY=INSERT_KEY_HERE");
|
|
|
|
string SpeedTreePath = Target.UEThirdPartySourceDirectory + "SpeedTree/SpeedTreeSDK-v7.0/";
|
|
PublicSystemIncludePaths.Add(SpeedTreePath + "Include");
|
|
|
|
string SpeedTree8Path = Target.UEThirdPartySourceDirectory + "SpeedTree/SpeedTreeDataBuffer/";
|
|
PublicSystemIncludePaths.Add(SpeedTree8Path);
|
|
|
|
if (Target.Platform == UnrealTargetPlatform.Win64)
|
|
{
|
|
if (Target.Configuration == UnrealTargetConfiguration.Debug && Target.bDebugBuildsActuallyUseDebugCRT)
|
|
{
|
|
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/Windows/VC14.x64/SpeedTreeCore_Windows_v7.0_VC14_MTDLL64_Static_d.lib");
|
|
}
|
|
else
|
|
{
|
|
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/Windows/VC14.x64/SpeedTreeCore_Windows_v7.0_VC14_MTDLL64_Static.lib");
|
|
}
|
|
}
|
|
else if (Target.Platform == UnrealTargetPlatform.Mac)
|
|
{
|
|
if (Target.Configuration == UnrealTargetConfiguration.Debug && Target.bDebugBuildsActuallyUseDebugCRT)
|
|
{
|
|
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/MacOSX/Debug/libSpeedTreeCore.a");
|
|
}
|
|
else
|
|
{
|
|
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/MacOSX/Release/libSpeedTreeCore.a");
|
|
}
|
|
}
|
|
else if (Target.IsInPlatformGroup(UnrealPlatformGroup.Unix))
|
|
{
|
|
if (Target.LinkType == TargetLinkType.Monolithic)
|
|
{
|
|
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/Linux/" + Target.Architecture.LinuxName + "/Release/libSpeedTreeCore.a");
|
|
}
|
|
else
|
|
{
|
|
PublicAdditionalLibraries.Add(SpeedTreePath + "Lib/Linux/" + Target.Architecture.LinuxName + "/Release/libSpeedTreeCore_fPIC.a");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|