Merge pull request #6318 from mhilbrunner/nuke-old-pages

Remove old renderer backend comparison and GDNative tutorial pages
This commit is contained in:
Max Hilbrunner
2022-10-16 15:10:27 +02:00
committed by GitHub
43 changed files with 40 additions and 1749 deletions

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@@ -107,7 +107,6 @@ Scripting
- :ref:`doc_debugger_panel`
- :ref:`doc_creating_script_templates`
- :ref:`doc_evaluating_expressions`
- :ref:`doc_what_is_gdnative`
- :ref:`doc_gdscript_warning_system` (split from :ref:`doc_gdscript_static_typing`)
User Interface (UI)
@@ -305,7 +304,6 @@ Miscellaneous
- :ref:`doc_jitter_stutter`
- :ref:`doc_running_code_in_the_editor`
- :ref:`doc_change_scenes_manually`
- :ref:`doc_gles2_gles3_differences`
Compiling
^^^^^^^^^

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@@ -82,8 +82,7 @@ we recommend that you first do some due diligence yourself. Searching through
discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
great way to start your troubleshooting.
As for new languages, support is possible via third parties using the GDNative /
NativeScript / PluginScript facilities. (See the question about plugins below.)
As for new languages, support is possible via third parties with GDExtensions. (See the question about plugins below.)
Work is currently underway, for example, on unofficial bindings for Godot
to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_.
@@ -366,10 +365,9 @@ For extending Godot, like creating Godot Editor plugins or adding support
for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>`
and tool scripts.
Also, see the official blog posts on these topics:
Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:
* `A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_
* `GDNative is here! <https://godotengine.org/article/dlscript-here>`_
* `Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions>`_
You can also take a look at the GDScript implementation, the Godot modules,
as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot.
@@ -547,7 +545,7 @@ The vast majority of games do not need this and Godot provides handy helpers
to do the job for most cases when you do.
If a game that really needs to process such large amount of objects is
needed, our recommendation is to use C++ and GDNative for the high
needed, our recommendation is to use C++ and GDExtension for the high
performance parts and GDScript (or C#) for the rest of the game.
How can I support Godot development or contribute?

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@@ -413,7 +413,7 @@ Scripting
- Supports all platforms.
- Using an external editor is recommended to benefit from IDE functionality.
**GDNative (C, C++, Rust, D, ...):**
**GDExtension (C, C++, Rust, D, ...):**
- When you need it, link to native libraries for higher performance and third-party integrations.

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@@ -106,22 +106,25 @@ feature request, or one that is not precise enough to be worked on.
- *2D*: relates to 2D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *3D*.
- *3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*.
- *Animation*: relates to the Animation system, editors and importers.
- *Assetlib*: relates to issues with the asset library.
- *Audio*: relates to the audio features (low and high level).
- *Buildsystem*: relates to building issues, either linked to the SCons
buildsystem or to compiler peculiarities.
- *Codestyle*: relates to the programming style used within the codebase.
- *Core*: anything related to the core engine. It might be further
split later on as it's a pretty big topic.
- *Core*: anything related to the core engine. Specific topics are split off separately as they crop up.
- *Dotnet*: relates to the C# / Dotnet bindings.
- *Editor*: relates to issues in the editor (mainly UI).
- *GDNative*: relates to the GDNative module.
- *Export*: relates to the export system and templates.
- *GDExtension*: relates to the GDExtension system for native extensions.
- *GDScript*: relates to GDScript.
- *GUI*: relates to GUI (Control) nodes.
- *Import*: relates to the resource import system.
- *Input*: relates to input system.
- *Mono*: relates to the C# / Mono bindings.
- *Navigation*: relates to the navigation system (including A* and navmeshes).
- *Network*: relates to networking.
- *Network*: relates to (lot-level) networking.
- *Multiplayer*: relates to multiplayer (high-level networking) systems.
- *Particles*: particles, particle systems and their editors.
- *Physics*: relates to the physics engine (2D/3D).
- *Plugin*: relates to problems encountered while writing plugins.
- *Porting*: relates to some specific platforms or exporting projects.

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@@ -20,7 +20,7 @@ reasons:
To get your pull request merged, it needs to follow the C++ usage guidelines
outlined here. Of course, you can use features not allowed here in your own C++
modules or GDNative scripts.
modules or GDExtensions.
.. note::

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@@ -167,7 +167,7 @@ a lot of them:
::
scons p=windows target=release tools=no module_arkit_enabled=no module_assimp_enabled=no module_bmp_enabled=no module_bullet_enabled=no module_camera_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_etc_enabled=no module_gdnative_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_mbedtls_enabled=no module_mobile_vr_enabled=no module_opensimplex_enabled=no module_pvr_enabled=no module_recast_enabled=no module_regex_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_xatlas_unwrap_enabled=no
scons p=windows target=release tools=no module_arkit_enabled=no module_assimp_enabled=no module_bmp_enabled=no module_bullet_enabled=no module_camera_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_etc_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_mbedtls_enabled=no module_mobile_vr_enabled=no module_opensimplex_enabled=no module_pvr_enabled=no module_recast_enabled=no module_regex_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_xatlas_unwrap_enabled=no
If this proves not to work for your use case, you should review the list of
modules and see which ones you actually still need for your game (e.g. you
@@ -191,7 +191,6 @@ following:
module_dds_enabled = "no"
module_enet_enabled = "no"
module_etc_enabled = "no"
module_gdnative_enabled = "no"
module_gridmap_enabled = "no"
module_hdr_enabled = "no"
module_jsonrpc_enabled = "no"

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@@ -156,7 +156,7 @@ can link to them instead by adding them as submodules (from within the modules/t
Please note that Git submodules are not used in the Godot repository. If
you are developing a module to be merged into the main Godot repository, you should not
use submodules. If your module doesn't get merged in, you can always try to implement
the external library as a GDNative C++ plugin.
the external library as a GDExtension.
To add include directories for the compiler to look at you can append it to the
environment's paths:

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@@ -397,7 +397,7 @@ Improving the build system for development
This shared library support is not designed to support distributing a module
to other users without recompiling the engine. For that purpose, use
:ref:`GDNative <doc_what_is_gdnative>` instead.
a GDExtension instead.
So far, we defined a clean SCsub that allows us to add the sources
of our new module as part of the Godot binary.

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@@ -28,21 +28,9 @@ Launch Godot and create a new project.
You need the .NET Core 3.1 SDK, and an editor such as VS Code.
See :ref:`doc_c_sharp_setup`.
.. tab:: GDNative C++
.. tab:: C++
Download :download:`dodge_assets_with_gdnative.zip
<files/dodge_assets_with_gdnative.zip>`.
The archive contains the images and sounds you'll be using
to make the game. It also contains a starter GDNative project
including a ``SConstruct`` file, a ``dodge_the_creeps.gdnlib``
file, a ``player.gdns`` file, and an ``entry.cpp`` file.
Ensure that you have the required dependencies to use GDNative C++.
You need a C++ compiler such as GCC or Clang or MSVC that supports C++14.
On Windows you can download Visual Studio 2019 and select the C++ workload.
You also need SCons to use the build system (the SConstruct file).
Then you need to `download the Godot C++ bindings <https://github.com/godotengine/godot-cpp>`_
and place them in your project.
The C++ part of this tutorial wasn't rewritten for the new GDExtension system yet.
Your project folder should look like this.

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@@ -88,7 +88,7 @@ GDScript lets you write code using an indentation-based syntax,
yet it detects types and offers a static language's quality of auto-completion.
It is also optimized for gameplay code with built-in types like Vectors and Colors.
Note that with GDNative, you can write high-performance code using compiled
Note that with GDExtension, you can write high-performance code using compiled
languages like C, C++, Rust, or Python (using the Cython compiler)
without recompiling the engine.

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@@ -76,7 +76,7 @@ Godot-specific and tightly integrated language with a lightweight syntax, or
:ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
These are the two main scripting languages we support.
With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write
With the GDExtension technology, you can also write
gameplay or high-performance algorithms in C or C++ without recompiling the
engine. You can use this technology to integrate third-party libraries and other
Software Development Kits (SDK) in the engine.
@@ -84,11 +84,6 @@ Software Development Kits (SDK) in the engine.
Of course, you can also directly add modules and features to the engine, as it's
completely free and open-source.
.. seealso:: These are the five officially supported programming languages. The
community maintains support for many more. For more information,
see :ref:`GDNative third-party bindings
<doc_what_is_gdnative_third_party_bindings>`.
.. doc_learning_programming
What do I need to know to use Godot?

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@@ -24,9 +24,8 @@ Available scripting languages
-----------------------------
Godot offers **four gameplay programming languages**: GDScript, C#,
and, via its GDNative technology, C and C++. There are more
:ref:`community-supported languages <doc_what_is_gdnative_third_party_bindings>`,
but these are the official ones.
and, via its GDExtension technology, C and C++. There are more
community-supported languages, but these are the official ones.
You can use multiple languages in a single project. For instance, in a team, you
could code gameplay logic in GDScript as it's fast to write, and use C# or C++ to
@@ -125,10 +124,10 @@ or ClojureCLR. However, C# is the only officially supported .NET option.
in GDScript, C#, or C++ won't have a significant impact on
performance.
C and C++ via GDNative
~~~~~~~~~~~~~~~~~~~~~~
C and C++ via GDExtension
~~~~~~~~~~~~~~~~~~~~~~~~~
GDNative allows you to write game code in C or C++ without needing to recompile
GDExtension allows you to write game code in C or C++ without needing to recompile
or even restart Godot.
.. image:: img/scripting_cpp.png
@@ -136,10 +135,10 @@ or even restart Godot.
You can use any version of the language or mix compiler brands and versions for
the generated shared libraries, thanks to our use of an internal C API Bridge.
GDNative is the best choice for performance. You don't need to use it
GDExtension is the best choice for performance. You don't need to use it
throughout an entire game, as you can write other parts in GDScript or C#.
When working with GDNative, the available types, functions, and properties
When working with GDExtension, the available types, functions, and properties
closely resemble Godot's actual C++ API.
Summary

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@@ -27,9 +27,6 @@ To create a new project:
.. image:: img/editor_ui_intro_project_manager_04.png
.. seealso:: For more information about rendering backends, see
:ref:`doc_gles2_gles3_differences`.
Using the file browser
~~~~~~~~~~~~~~~~~~~~~~

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@@ -46,7 +46,7 @@ Due to limitations on the Godot or Web platform side, the following features
are currently missing:
- No C#/Mono support.
- No GDNative support.
- No GDExtension support.
- No debugging support. This means GDScript debugging/profiling, live scene
editing, the Remote Scene tree dock and other features that rely on the debugger
protocol will not work.

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@@ -146,9 +146,9 @@ See `Hardened Runtime <https://developer.apple.com/documentation/security/harden
+---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| Allow Unsigned Executable Memory [4]_ | Allows creating writable and executable memory without JIT restrictions. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. |
+---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| Allow DYLD Environment Variables [4]_ | Allows app to uss dynamic linker environment variables to inject code. f you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. |
| Allow DYLD Environment Variables [4]_ | Allows app to uss dynamic linker environment variables to inject code. If you are using add-ons with dynamic or self-modifying native code, enable them according to the add-on documentation. |
+---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| Disable Library Validation | Allows app to load arbitrary libraries and frameworks. Enabled it if you are using GDNative add-ons and ad-hoc signature, or want to support user-provided external add-ons. |
| Disable Library Validation | Allows app to load arbitrary libraries and frameworks. Enable it if you are using GDExtension add-ons or ad-hoc signing, or want to support user-provided external add-ons. |
+---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| Audio Input | Enable if you need to use the microphone or other audio input sources, if it's enabled you should also provide usage message in the `privacy/microphone_usage_description` option. |
+---------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+

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@@ -61,13 +61,11 @@ game in the default browser for testing.
You can choose the **Export Type** to select which features will be available:
- *Regular*: is the most compatible across browsers, will not support threads,
nor GDNative.
nor GDExtension.
- *Threads*: will require the browser to support `SharedArrayBuffer
<https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/SharedArrayBuffer>`__.
See `Can I use SharedArrayBuffer <https://caniuse.com/sharedarraybuffer>`__
for details.
- *GDNative*: enables GDNative support but makes the binary bigger and slower
to load.
If you plan to use :ref:`VRAM compression <doc_import_images>` make sure that
**Vram Texture Compression** is enabled for the targeted platforms (enabling
@@ -147,15 +145,6 @@ across browsers is still limited.
Browsers also require that the web page is served with specific
`cross-origin isolation headers <https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Cross-Origin-Embedder-Policy>`__.
GDNative
~~~~~~~~
As mentioned :ref:`above <doc_javascript_export_options>` GDNative is only
available if the appropriate **Export Type** is set.
The export will also copy the required GDNative ``.wasm`` files to the output
folder (and must be uploaded to your server along with your game).
Full screen and mouse capture
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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@@ -154,7 +154,7 @@ will be able to work as fast as possible.
Godot usually takes care of such low-level details for you. For example, the
Server APIs make sure data is optimized for caching already for things like
rendering and physics. Still, you should be especially aware of caching when
using :ref:`GDNative <toc-tutorials-gdnative>`.
writing GDExtensions.
Languages
=========
@@ -198,7 +198,7 @@ C++
Godot is written in C++. Using C++ will usually result in the fastest code.
However, on a practical level, it is the most difficult to deploy to end users'
machines on different platforms. Options for using C++ include
:ref:`GDNative <toc-tutorials-gdnative>` and
GDExtensions and
:ref:`custom modules <doc_custom_modules_in_c++>`.
Threads
@@ -225,10 +225,10 @@ SceneTree
Although Nodes are an incredibly powerful and versatile concept, be aware that
every node has a cost. Built-in functions such as `_process()` and
`_physics_process()` propagate through the tree. This housekeeping can reduce
performance when you have a very large numbers of nodes (how many exactly
depends on the target platform and can range from thousands to tens of
thousands so ensure that you profile performance on all target platforms
`_physics_process()` propagate through the tree. This housekeeping can reduce
performance when you have a very large numbers of nodes (how many exactly
depends on the target platform and can range from thousands to tens of
thousands so ensure that you profile performance on all target platforms
during development).
Each node is handled individually in the Godot renderer. Therefore, a smaller

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@@ -33,7 +33,7 @@ see the :ref:`Animating thousands of fish <doc_animating_thousands_of_fish>` tut
to the shader can be provided via textures (there are floating-point :ref:`Image<class_Image>` formats
which are ideal for this).
Another alternative is to use GDNative and C++, which should be extremely efficient (it's possible
Another alternative is to use a GDExtension and C++, which should be extremely efficient (it's possible
to set the entire state for all objects using linear memory via the
:ref:`RenderingServer.multimesh_set_buffer() <class_RenderingServer_method_multimesh_set_buffer>`
function). This way, the array can be created with multiple threads, then set in one call, providing

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@@ -1,227 +0,0 @@
.. _doc_gles2_gles3_differences:
Differences between GLES2 and GLES3
===================================
This page documents the differences between GLES2 and GLES3 that are by design and are not the result
of bugs. There may be differences that are unintentional, but they should be reported as bugs.
.. note:: "GLES2" and "GLES3" are the names used in Godot for the two OpenGL-based rendering backends.
In terms of graphics APIs, the GLES2 backend maps to OpenGL 2.1 on desktop, OpenGL ES 2.0 on
mobile and WebGL 1.0 on the web. The GLES3 backend maps to OpenGL 3.3 on desktop, OpenGL ES
3.0 on mobile and WebGL 2.0 on the web.
Particles
---------
GLES2 cannot use the :ref:`GPUParticles3D <class_GPUParticles3D>` or :ref:`GPUParticles2D <class_GPUParticles2D>` nodes
as they require advanced GPU features. Instead, use :ref:`CPUParticles3D <class_CPUParticles3D>` or
:ref:`CPUParticles2D <class_CPUParticles2D>`, which provides a similar interface to a
:ref:`ParticleProcessMaterial <class_ParticleProcessMaterial>`.
.. tip:: Particles and GPUParticles2D can be converted to their CPU equivalent node with the "Convert to
CPUParticles" option in the editor.
``SCREEN_TEXTURE`` mip-maps
---------------------------
In GLES2, ``SCREEN_TEXTURE`` (accessed via a :ref:`ShaderMaterial <class_ShaderMaterial>`) does not have
computed mip-maps. So when accessing at a different LOD, the texture will not appear blurry.
``DEPTH_TEXTURE``
-----------------
While GLES2 supports ``DEPTH_TEXTURE`` in shaders, it may not work on some old hardware (especially mobile).
Color space
-----------
GLES2 and GLES3 are in different color spaces. This means that colors will appear slightly
different between them especially when lighting is used.
If your game is going to use both GLES2 and GLES3, you can use an ``if``
statement check and see if the output is in sRGB, using ``OUTPUT_IS_SRGB``. ``OUTPUT_IS_SRGB`` is
``true`` in GLES2 and ``false`` in GLES3.
HDR
---
GLES2 is not capable of using High Dynamic Range (HDR) rendering features. If HDR is set for your
project, or for a given viewport, Godot will still use Low Dynamic Range (LDR) which limits
viewport values to the ``0-1`` range.
The Viewport **Debanding** property and associated project setting will also have
no effect when HDR is disabled. This means debanding can't be used in GLES2.
StandardMaterial3D features
---------------------------
In GLES2, the following advanced rendering features in the :ref:`StandardMaterial3D <class_StandardMaterial3D>` are missing:
- Refraction
- Subsurface scattering
- Anisotropy
- Clearcoat
- Depth mapping
When using StandardMaterial3Ds they will not even appear in the editor.
In custom :ref:`ShaderMaterials <class_ShaderMaterial>`, you can set values for these features but they
will be non-functional. For example, you will still be able to set the ``SSS`` built-in (which normally adds
subsurface scattering) in your shader, but nothing will happen.
Environment features
--------------------
In GLES2, the following features in the :ref:`Environment <class_Environment>` are missing:
- Auto exposure
- Tonemapping
- Screen space reflections
- Screen space ambient occlusion
That means that in GLES2 environments you can only set:
- Sky (including procedural sky)
- Ambient light
- Fog
- Depth of field
- Glow (also known as bloom)
- Adjustment
See :ref:`doc_environment_and_post_processing` for more information.
Glow
----
Many GLES2 devices only have a maximum of eight texture units. On such devices, you
can only use the first six levels of glow; the seventh one won't do anything.
GIProbes
--------
.. FIXME: Removed references to no longer existing classes in master/4.0 version to
silence warning, but the whole page will likely end up rewritten or removed
in 4.0.
GIProbes do not work in GLES2. Instead use Baked Lightmaps.
For a description of how baked lightmaps work see the :ref:`Baked Lightmaps tutorial <doc_baked_lightmaps>`.
Contact shadows
---------------
The ``shadow_contact`` property of lights is not supported in GLES2 and so does nothing.
Light performance
-----------------
In GLES2, performance scales poorly with several lights, as each light is processed in a separate render
pass (in opposition to GLES3 which is all done in a single pass). Try to limit scenes to as few lights as
possible in order to achieve greatest performance.
Texture compression
-------------------
On mobile, GLES2 requires ETC texture compression, while GLES3 requires ETC2. ETC2 is enabled by default,
so if exporting to mobile using GLES2 make sure to set the project setting
``rendering/vram_compression/import_etc`` and then reimport textures.
.. warning::
Since ETC doesn't support transparency, you must reimport textures that contain
an alpha channel to use the Uncompressed, Lossy or Lossless compression mode
(instead of Video RAM). This can be done in the Import dock after selecting
them in the FileSystem dock.
Blend shapes
------------
In GLES2, blend shapes are implemented on the CPU instead of the GPU.
Accordingly, they may not perform as well as blend shapes in GLES3. To avoid
performance issues when using blend shapes in GLES2, try to minimize the number
of blend shapes that are updated each frame.
Shading language
----------------
GLES3 provides many built-in functions that GLES2 does not. Below is a list of functions
that are not available or are have limited support in GLES2.
For a complete list of built-in GLSL functions see the :ref:`Shading Language doc <doc_shading_language>`.
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| Function | |
+=============================================================================================+==================================================+
| vec_type **modf** ( vec_type x, out vec_type i ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_int_type **floatBitsToInt** ( vec_type x ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_uint_type **floatBitsToUint** ( vec_type x ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **intBitsToFloat** ( vec_int_type x ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **uintBitsToFloat** ( vec_uint_type x ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| ivec2 **textureSize** ( sampler2D_type s, int lod ) | See workaround below |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| ivec2 **textureSize** ( samplerCube s, int lod ) | See workaround below |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec4_type **texture** ( sampler_type s, vec_type uv [, float bias] ) | **bias** not available in vertex shader |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec4_type **textureProj** ( sampler_type s, vec_type uv [, float bias] ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec4_type **textureLod** ( sampler_type s, vec_type uv, float lod ) | Only available in vertex shader on some hardware |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec4_type **textureProjLod** ( sampler_type s, vec_type uv, float lod ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec4_type **textureGrad** ( sampler_type s, vec_type uv, vec_type dPdx, vec_type dPdy ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **dFdx** ( vec_type p ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **dFdy** ( vec_type p ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
| vec_type **fwidth** ( vec_type p ) | |
+---------------------------------------------------------------------------------------------+--------------------------------------------------+
.. note:: Functions not in GLES2's GLSL were added with Godots own shader standard library. These functions may perform worse in GLES2 compared to GLES3.
``textureSize()`` workaround
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
GLES2 does not support ``textureSize()``. You can get the size of a texture the old fashioned way by passing in a
uniform with the texture size yourself.
.. code-block:: glsl
// In the shader:
uniform sampler2D textureName;
uniform vec2 textureName_size;
::
# In GDScript:
material_name.set_shader_param("textureName", my_texture)
material_name.set_shader_param("textureName_size", my_texture_size)
Built in variables and render modes
-----------------------------------
Godot also provides many built-in variables and render modes. Some cannot be supported in GLES2. Below is a list of
built-in variables and render modes that, when written to, will have no effect or could even cause issues when using
the GLES2 backend.
+----------------------------+
| Variable / Render Mode |
+============================+
| ``ensure_correct_normals`` |
+----------------------------+
| ``INSTANCE_ID`` |
+----------------------------+
| ``DEPTH`` |
+----------------------------+
| ``ANISOTROPY`` |
+----------------------------+
| ``ANISOTROPY_FLOW`` |
+----------------------------+
| ``SSS_STRENGTH`` |
+----------------------------+

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@@ -1,109 +0,0 @@
#!python
import os
opts = Variables([], ARGUMENTS)
# Gets the standard flags CC, CCX, etc.
env = DefaultEnvironment()
# Define our options
opts.Add(EnumVariable('target', "Compilation target", 'debug', ['d', 'debug', 'r', 'release']))
opts.Add(EnumVariable('platform', "Compilation platform", '', ['', 'windows', 'linuxbsd', 'linux', 'osx']))
opts.Add(EnumVariable('p', "Compilation target, alias for 'platform'", '', ['', 'windows', 'linuxbsd', 'linux', 'osx']))
opts.Add(BoolVariable('use_llvm', "Use the LLVM / Clang compiler", 'no'))
opts.Add(PathVariable('target_path', 'The path where the lib is installed.', 'demo/bin/'))
opts.Add(PathVariable('target_name', 'The library name.', 'libgdexample', PathVariable.PathAccept))
# Local dependency paths, adapt them to your setup
godot_headers_path = "godot-cpp/godot-headers/"
cpp_bindings_path = "godot-cpp/"
cpp_library = "libgodot-cpp"
# only support 64 at this time..
bits = 64
# Updates the environment with the option variables.
opts.Update(env)
# Process some arguments
if env['use_llvm']:
env['CC'] = 'clang'
env['CXX'] = 'clang++'
if env['p'] != '':
env['platform'] = env['p']
if env['platform'] == '':
print("No valid target platform selected.")
quit()
# For the reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
# Check our platform specifics
if env['platform'] == "osx":
env['target_path'] += 'osx/'
cpp_library += '.osx'
env.Append(CCFLAGS=['-arch', 'x86_64'])
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=['-arch', 'x86_64'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g', '-O2'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] in ('linuxbsd', 'linux'):
env['target_path'] += 'linuxbsd/'
cpp_library += '.linux'
env.Append(CCFLAGS=['-fPIC'])
env.Append(CXXFLAGS=['-std=c++17'])
if env['target'] in ('debug', 'd'):
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
elif env['platform'] == "windows":
env['target_path'] += 'win64/'
cpp_library += '.windows'
# This makes sure to keep the session environment variables on windows,
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CPPDEFINES=['WIN32', '_WIN32', '_WINDOWS', '_CRT_SECURE_NO_WARNINGS'])
env.Append(CCFLAGS=['-W3', '-GR'])
env.Append(CXXFLAGS='/std:c++17')
if env['target'] in ('debug', 'd'):
env.Append(CPPDEFINES=['_DEBUG'])
env.Append(CCFLAGS=['-EHsc', '-MDd', '-ZI'])
env.Append(LINKFLAGS=['-DEBUG'])
else:
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-O2', '-EHsc', '-MD'])
if env['target'] in ('debug', 'd'):
cpp_library += '.debug'
else:
cpp_library += '.release'
cpp_library += '.' + str(bits)
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
library = env.SharedLibrary(target=env['target_path'] + env['target_name'] , source=sources)
Default(library)
# Generates help for the -h scons option.
Help(opts.GenerateHelpText(env))

View File

@@ -1,555 +0,0 @@
.. _doc_gdnative_c_example:
GDNative C example
==================
Introduction
------------
This tutorial introduces the bare minimum required to create GDNative
modules. This should be your starting point into the world of GDNative.
Understanding the contents of this tutorial will help you in understanding all
that is to come after this.
Before we begin, you can download the source code to the example object we
describe below in the `GDNative-demos repository
<https://github.com/GodotNativeTools/GDNative-demos/tree/master/c/simple>`_.
This example project also contains a SConstruct file that makes compiling a
little easier, but in this tutorial we'll be doing things by hand to
understand the process.
:ref:`GDNative <class_GDNative>` can be used to create several types of
additions to Godot, using interfaces such as
:ref:`PluginScript <class_PluginScript>` or
:ref:`ARVRInterfaceGDNative <class_ARVRInterfaceGDNative>`. In this tutorial we
are going to look at creating a :ref:`NativeScript <class_NativeScript>`
module. NativeScript allows you to write logic in C or C++ in a similar fashion
as you would write a GDScript file. We'll be creating the C equivalent of this
GDScript:
::
extends Reference
var data
func _ready():
data = "World from GDScript!"
func get_data():
return data
Future tutorials will focus on the other types of GDNative modules and explain
when and how to use each of them.
Prerequisites
-------------
Before we start you'll need a few things:
1) A Godot executable for your target version.
2) A C compiler. On Linux, install ``gcc`` or ``clang`` from your package
manager. On macOS, you can install Xcode from the Mac App Store. On Windows,
you can use Visual Studio 2015 or later, or MinGW-w64.
3) A Git clone of the `godot-headers
repository <https://github.com/godotengine/godot-headers.git>`_: these are
the C headers for Godot's public API exposed to GDNative.
For the latter, we suggest that you create a dedicated folder for this GDNative
example project, open a terminal in that folder and execute:
.. code-block:: none
git clone https://github.com/godotengine/godot-headers.git
This will download the required files into that folder.
.. tip::
If you plan to use Git for your GDNative project, you can also add
``godot-headers`` as a Git submodule.
.. note::
The ``godot-headers`` repository has different branches. As Godot evolves,
so does GDNative. While we try to preserve compatibility between version,
you should always build your GDNative module against headers matching the
Godot stable branch (e.g. ``3.1``) and ideally actual release (e.g.
``3.1.1-stable``) that you use.
GDNative modules built against older versions of the Godot headers *may*
work with newer versions of the engine, but not the other way around.
The ``master`` branch of the ``godot-headers`` repository is kept in line with
the ``master`` branch of Godot and thus contains the GDNative class and
structure definitions that will work with the latest development builds.
If you want to write a GDNative module for a stable version of Godot, look at
the available Git tags (with ``git tags``) for the one matching your engine
version. In the ``godot-headers`` repository, such tags are prefixed with
``godot-``, so you can e.g. checkout the ``godot-3.1.1-stable`` tag for use with
Godot 3.1.1. In your cloned repository, you can do:
.. code-block:: none
git checkout godot-3.1.1-stable
If a tag matching your stable release is missing for any reason, you can fall
back to the matching stable branch (e.g. ``3.1``), which you would also check
out with ``git checkout 3.1``.
If you are building Godot from source with your own changes that impact
GDNative, you can find the updated class and structure definition in
``<godotsource>/modules/gdnative/include``
Our C source
------------
Let's start by writing our main code. Eventually, we want to end up with a file
structure that looks along those lines:
.. code-block:: none
+ <your development folder>
+ godot-headers
- <lots of files here>
+ simple
+ bin
- libsimple.dll/so/dylib
- libsimple.gdnlib
- simple.gdns
main.tscn
project.godot
+ src
- simple.c
Open up Godot and create a new project called "simple" alongside your
``godot-headers`` Git clone. This will create the ``simple`` folder and
``project.godot`` file. Then manually create a ``src`` folder alongside the
``simple`` folder, and a ``bin`` subfolder in the ``simple`` folder.
We're going to start by having a look at what our ``simple.c`` file contains.
Now, for our example here we're making a single C source file without a header
to keep things simple. Once you start writing bigger projects it is advisable
to break your project up into multiple files. That however falls outside of the
scope of this tutorial.
We'll be looking at the source code bit by bit so all the parts below should all
be put together into one big file. Each section will be explained as we add it.
.. code-block:: C
#include <gdnative_api_struct.gen.h>
#include <string.h>
const godot_gdnative_core_api_struct *api = NULL;
const godot_gdnative_ext_nativescript_api_struct *nativescript_api = NULL;
The above code includes the GDNative API struct header and a standard header
that we will use further down for string operations.
It then defines two pointers to two different structs. GDNative supports a large
collection of functions for calling back into the main Godot executable. In
order for your module to have access to these functions, GDNative provides your
application with a struct containing pointers to all these functions.
To keep this implementation modular and easily extendable, the core functions
are available directly through the "core" API struct, but additional functions
have their own "GDNative structs" that are accessible through extensions.
In our example, we access one of these extension to gain access to the functions
specifically needed for NativeScript.
A NativeScript behaves like any other script in Godot. Because the NativeScript
API is rather low level, it requires the library to specify many things more
verbosely than other scripting systems, such as GDScript. When a NativeScript
instance gets created, a library-given constructor gets called. When that
instance gets destroyed, the given destructor will be executed.
.. code-block:: C
void *simple_constructor(godot_object *p_instance, void *p_method_data);
void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data);
godot_variant simple_get_data(godot_object *p_instance, void *p_method_data,
void *p_user_data, int p_num_args, godot_variant **p_args);
These are forward declarations for the functions we'll be implementing for our
object. A constructor and destructor is needed. Additionally, the object will
have a single method called ``get_data``.
Next up is the first of the entry points Godot will call when our dynamic
library is loaded. These methods are all prefixed with ``godot_`` (you can
change this later on) followed by their name. ``gdnative_init`` is a function
that initializes our dynamic library. Godot will give it a pointer to a
structure that contains various bits of information we may find useful among
which the pointers to our API structures.
For any additional API structures we need to loop through our extensions array
and check the type of extension.
.. code-block:: C
void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *p_options) {
api = p_options->api_struct;
// Now find our extensions.
for (int i = 0; i < api->num_extensions; i++) {
switch (api->extensions[i]->type) {
case GDNATIVE_EXT_NATIVESCRIPT: {
nativescript_api = (godot_gdnative_ext_nativescript_api_struct *)api->extensions[i];
}; break;
default: break;
}
}
}
Next up is ``gdnative_terminate`` which is called before the library is
unloaded. Godot will unload the library when no object uses it anymore. Here,
you can do any cleanup you may need to do. For our example, we're simply going
to clear our API pointers.
.. code-block:: C
void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *p_options) {
api = NULL;
nativescript_api = NULL;
}
Finally, we have ``nativescript_init`` which is the most important function we'll
need today. This function will be called by Godot as part of loading a GDNative
library and communicates back to the engine what objects we make available.
.. code-block:: C
void GDN_EXPORT godot_nativescript_init(void *p_handle) {
godot_instance_create_func create = { NULL, NULL, NULL };
create.create_func = &simple_constructor;
godot_instance_destroy_func destroy = { NULL, NULL, NULL };
destroy.destroy_func = &simple_destructor;
nativescript_api->godot_nativescript_register_class(p_handle, "SIMPLE", "Reference",
create, destroy);
godot_instance_method get_data = { NULL, NULL, NULL };
get_data.method = &simple_get_data;
godot_method_attributes attributes = { GODOT_METHOD_RPC_MODE_DISABLED };
nativescript_api->godot_nativescript_register_method(p_handle, "SIMPLE", "get_data",
attributes, get_data);
}
We first tell the engine which classes are implemented by calling
``nativescript_register_class``. The first parameter here is the handle pointer
given to us. The second is the name of our object class. The third is the type
of object in Godot that we 'inherit' from; this is not true inheritance but it's
close enough. Finally, our fourth and fifth parameters are descriptions for our
constructor and destructor.
We then tell Godot about our methods (well our one method in this case), by
calling ``nativescript_register_method`` for each method of our class. In our
case, that is just ``get_data``. Our first parameter is yet again our handle
pointer. The second is again the name of the object class we're registering. The
third is the name of our function as it will be known to GDScript. The fourth is
our attributes setting (see ``godot_method_rpc_mode`` enum in
``godot-headers/nativescript/godot_nativescript.h`` for possible values). The
fifth and final parameter is a description of which function to call when the
method gets called.
The description struct ``instance_method`` contains the function pointer to the
function itself as first field. The other two fields in these structs are for
specifying per-method userdata. The second is the ``method_data`` field which is
passed on every function call as the ``p_method_data`` argument. This is useful
to reuse one function for different methods on possibly multiple different
script-classes. If the ``method_data`` value is a pointer to memory that needs
to be freed, the third ``free_func`` field can contain a pointer to a function
that will free that memory. That free function gets called when the script
itself (not instance!) gets unloaded (so usually at library-unload time).
Now, it's time to start working on the functions of our object. First, we define
a structure that we use to store the member data of an instance of our GDNative
class.
.. code-block:: C
typedef struct user_data_struct {
char data[256];
} user_data_struct;
And then, we define our constructor. All we do in our constructor is allocate
memory for our structure and fill it with some data. Note that we use Godot's
memory functions so the memory gets tracked and then return the pointer to our
new structure. This pointer will act as our instance identifier in case multiple
objects are instantiated.
This pointer will be passed to any of our functions related to our object as a
parameter called ``p_user_data``, and can both be used to identify our instance
and to access its member data.
.. code-block:: C
void *simple_constructor(godot_object *p_instance, void *p_method_data) {
user_data_struct *user_data = api->godot_alloc(sizeof(user_data_struct));
strcpy(user_data->data, "World from GDNative!");
return user_data;
}
Our destructor is called when Godot is done with our object and we free our
instances' member data.
.. code-block:: C
void simple_destructor(godot_object *p_instance, void *p_method_data, void *p_user_data) {
api->godot_free(p_user_data);
}
And finally, we implement our ``get_data`` function. Data is always sent and
returned as variants so in order to return our data, which is a string, we first
need to convert our C string to a Godot string object, and then copy that string
object into the variant we are returning.
.. code-block:: C
godot_variant simple_get_data(godot_object *p_instance, void *p_method_data,
void *p_user_data, int p_num_args, godot_variant **p_args) {
godot_string data;
godot_variant ret;
user_data_struct *user_data = (user_data_struct *)p_user_data;
api->godot_string_new(&data);
api->godot_string_parse_utf8(&data, user_data->data);
api->godot_variant_new_string(&ret, &data);
api->godot_string_destroy(&data);
return ret;
}
Strings are heap-allocated in Godot, so they have a destructor which frees the
memory. Destructors are named ``godot_TYPENAME_destroy``. When a Variant gets
created with a String, it references the String. That means that the original
String can be "destroyed" to decrease the ref-count. If that does not happen the
String memory will leak since the ref-count will never be zero and the memory
never deallocated. The returned variant gets automatically destroyed by Godot.
.. note::
In more complex operations it can be confusing the keep track of which value
needs to be deallocated and which does not. As a general rule: call
``godot_TYPENAME_destroy`` when a C++ destructor would be called instead.
The String destructor would be called in C++ after the Variant was created,
so the same is necessary in C.
The variant we return is destroyed automatically by Godot.
And that is the whole source code of our module.
Compiling
---------
We now need to compile our source code. As mentioned our example project on
GitHub contains a SCons configuration that does all the hard work for you, but
for our tutorial here we are going to call the compilers directly.
Assuming you are sticking to the folder structure suggested above, it is best to
open a terminal session in the ``src`` folder and execute the commands from
there. Make sure to create the ``bin`` folder before you proceed.
On Linux:
.. code-block:: none
gcc -std=c11 -fPIC -c -I../godot-headers simple.c -o simple.o
gcc -rdynamic -shared simple.o -o ../simple/bin/libsimple.so
On macOS:
.. code-block:: none
clang -std=c11 -fPIC -c -I../godot-headers simple.c -o simple.os
clang -dynamiclib simple.os -o ../simple/bin/libsimple.dylib
On Windows:
.. code-block:: none
cl /Fosimple.obj /c simple.c /nologo -EHsc -DNDEBUG /MD /I. /I..\godot-headers
link /nologo /dll /out:..\simple\bin\libsimple.dll /implib:..\simple\bin\libsimple.lib simple.obj
.. note::
On the Windows build you also end up with a ``libsimple.lib`` library. This
is a library that you can compile into a project to provide access to the
DLL. We get it as a byproduct and we do not need it :)
When exporting your game for release this file will be ignored.
Creating the GDNativeLibrary (``.gdnlib``) file
-----------------------------------------------
With our module compiled, we now need to create a corresponding
:ref:`GDNativeLibrary <class_GDNativeLibrary>` resource with ``.gdnlib``
extension which we place alongside our dynamic libraries. This file tells Godot
what dynamic libraries are part of our module and need to be loaded per
platform.
We can use Godot to generate this file, so open the "simple" project in the
editor.
Start by clicking the create resource button in the Inspector:
.. image:: img/new_resource.gif
And select ``GDNativeLibrary``:
.. image:: img/gdnativelibrary_resource.png
You should see a contextual editor appear in the bottom panel. Use the "Expand
Bottom Panel" button in the bottom right to expand it to full height:
.. image:: img/gdnativelibrary_editor.png
General properties
~~~~~~~~~~~~~~~~~~
In the Inspector, you have various properties to control loading the library.
If *Load Once* is enabled, our library is loaded only once and each individual
script that uses our library will use the same data. Any variable you define
globally will be accessible from any instance of your object you create. If
*Load Once* is disabled, a new copy of the library is loaded into memory each
time a script accesses the library.
If *Singleton* is enabled, our library is automatically loaded and a function
called ``godot_gdnative_singleton`` is called. We'll leave that for another
tutorial.
The *Symbol Prefix* is a prefix for our core functions, such as ``godot_`` in
``godot_nativescript_init`` seen earlier. If you use multiple GDNative libraries
that you wish to statically link, you will have to use different prefixes. This
again is a subject to dive into deeper in a separate tutorial, it is only needed
at this time for deployment to iOS as this platform does not like dynamic
libraries.
*Reloadable* defines whether the library should be reloaded when the editor
loses and gains focus, typically to pick up new or modified symbols from any
change made to the library externally.
Platform libraries
~~~~~~~~~~~~~~~~~~
The GDNativeLibrary editor plugin lets you configure two things for each
platform and architecture that you aim to support.
The *Dynamic Library* column (``entry`` section in the saved file) tells us for
each platform and feature combination which dynamic library has to be loaded.
This also informs the exporter which files need to be exported when exporting to
a specific platform.
The *Dependencies* column (also ``dependencies`` section) tells Godot what other
files need to be exported for each platform in order for our library to work.
Say that your GDNative module uses another DLL to implement functionality from a
3rd party library, this is where you list that DLL.
For our example, we only built libraries for Linux, macOS and/or Windows, so you
can link them in the relevant fields by clicking the folder button. If you built
all three libraries, you should have something like this:
.. image:: img/gdnativelibrary_editor_complete.png
Saving the resource
~~~~~~~~~~~~~~~~~~~
We can then save our GDNativeLibrary resource as ``bin/libsimple.gdnlib`` with
the Save button in the Inspector:
.. image:: img/gdnativelibrary_save.png
The file is saved in a text-based format and should have contents similar to
this:
.. code-block:: none
[general]
singleton=false
load_once=true
symbol_prefix="godot_"
reloadable=true
[entry]
Linux.64="res://bin/libsimple.so"
OSX.64="res://bin/libsimple.dylib"
OSX.32="res://bin/libsimple.dylib"
Windows.64="res://bin/libsimple.dll"
[dependencies]
Linux.64=[ ]
OSX.64=[ ]
OSX.32=[ ]
Windows.64=[ ]
Creating the NativeScript (``.gdns``) file
------------------------------------------
With our ``.gdnlib`` file we've told Godot how to load our library, now we need
to tell it about our "SIMPLE" object class. We do this by creating a
:ref:`NativeScript <class_NativeScript>` resource file with ``.gdns`` extension.
Like done for the GDNativeLibrary resource, click the button to create a new
resource in the Inspector and select ``NativeScript``:
.. image:: img/nativescript_resource.png
The inspector will show a few properties that we need to fill. As *Class Name*
we enter "SIMPLE" which is the object class name that we declared in our C
source when calling ``godot_nativescript_register_class``. We also need to
select our ``.gdnlib`` file by clicking on *Library* and selecting *Load*:
.. image:: img/nativescript_library.png
.. note::
The *Class Name* must have the same spelling as the one given in ``godot_nativescript_init``
when registering the class.
Finally, click on the save icon and save this as ``bin/simple.gdns``:
.. image:: img/save_gdns.gif
Now it's time to build our scene. Add a Control node to your scene as your root
and call it ``main``. Then add a Button and a Label as child nodes. Place them
somewhere nice on screen and give your button a name.
.. image:: img/c_main_scene_layout.png
Select the control node and attach a script to it:
.. image:: img/add_main_script.gif
Next link up the ``pressed`` signal on the button to your script:
.. image:: img/connect_button_signal.gif
Don't forget to save your scene, call it ``main.tscn``.
Now we can implement our ``main.gd`` code:
::
extends Control
# load the Simple library
@onready var data = preload("res://bin/simple.gdns").new()
func _on_Button_pressed():
$Label.text = "Data = " + data.get_data()
After all that, our project should work. The first time you run it Godot will
ask you what your main scene is and you select your ``main.tscn`` file and
presto:
.. image:: img/c_sample_result.png

View File

@@ -1,662 +0,0 @@
.. _doc_gdnative_cpp_example:
GDNative C++ example
====================
Introduction
------------
This tutorial builds on top of the information given in the
:ref:`GDNative C example <doc_gdnative_c_example>`, so we highly recommend you
read that first.
The C++ bindings for GDNative are built on top of the NativeScript GDNative API
and provide a nicer way to "extend" nodes in Godot using C++. This is equivalent
to writing scripts in GDScript, but in C++ instead.
You can download the full example we'll be creating in this tutorial `on
GitHub <https://github.com/BastiaanOlij/gdnative_cpp_example>`__.
Setting up the project
----------------------
There are a few prerequisites you'll need:
- a Godot 3.x executable,
- a C++ compiler,
- SCons as a build tool,
- a copy of the `godot-cpp
repository <https://github.com/godotengine/godot-cpp>`__.
See also :ref:`Compiling <toc-devel-compiling>` as the build tools are identical
to the ones you need to compile Godot from source.
You can download these repositories from GitHub or let Git do the work for you.
Note that these repositories now have different branches for different versions
of Godot. GDNative modules written for an earlier version of Godot will work in
newer versions (with the exception of one breaking change in ARVR interfaces
between 3.0 and 3.1) but not vice versa, so make sure you download the correct
branch. Also, note that the version of Godot you use to generate the ``api.json``
with becomes your minimum version.
.. note::
`GDExtension <https://godotengine.org/article/introducing-gd-extensions>`__
has been merged in the ``master`` branch of godot-cpp,
but it is only compatible with the upcoming Godot 4.0.
Therefore, you need to use the ``3.x`` branch of godot-cpp to use GDNative
and follow this example.
This tutorial covers only GDNative in Godot 3.x, *not* GDExtension in Godot 4.0.
If you are versioning your project using Git, it is a good idea to add them as
Git submodules:
.. code-block:: none
mkdir gdnative_cpp_example
cd gdnative_cpp_example
git init
git submodule add -b 3.x https://github.com/godotengine/godot-cpp
cd godot-cpp
git submodule update --init
If you decide to just download the repositories or clone them into your project
folder, make sure to keep the folder layout identical to the one described here,
as much of the code we'll be showcasing here assumes the project follows this
layout.
Do make sure you clone recursive to pull in both repositories:
.. code-block:: none
mkdir gdnative_cpp_example
cd gdnative_cpp_example
git clone --recursive -b 3.x https://github.com/godotengine/godot-cpp
.. note::
``godot-cpp`` now includes ``godot-headers`` as a nested submodule, if you've
manually downloaded them please make sure to place ``godot-headers`` inside
of the ``godot-cpp`` folder.
You don't have to do it this way, but we've found it easiest to manage. If you
decide to download the repositories or clone them into your folder,
make sure to keep the folder layout the same as we've setup here. Much of
the code we'll be showcasing here assumes the project has this layout.
If you cloned the example from the link specified in the introduction, the
submodules are not automatically initialized. You will need to execute the
following commands:
.. code-block:: none
cd gdnative_cpp_example
git submodule update --init --recursive
This will clone these two repositories into your project folder.
Building the C++ bindings
-------------------------
Now that we've downloaded our prerequisites, it is time to build the C++
bindings.
The repository contains a copy of the metadata for the current Godot release,
but if you need to build these bindings for a newer version of Godot, simply
call the Godot executable:
.. code-block:: none
godot --gdnative-generate-json-api api.json
Place the resulting ``api.json`` file in the project folder and add
``use_custom_api_file=yes custom_api_file=../api.json`` to the scons command
below.
To generate and compile the bindings, use this command (replacing ``<platform>``
with ``windows``, ``linux`` or ``macos`` depending on your OS):
To speed up compilation, add `-jN` at the end of the SCons command line where `N`
is the number of CPU threads you have on your system. The example below uses 4 threads.
.. code-block:: none
cd godot-cpp
scons platform=<platform> generate_bindings=yes -j4
cd ..
This step will take a while. When it is completed, you should have static
libraries that can be compiled into your project stored in ``godot-cpp/bin/``.
.. note::
You may need to add ``bits=64`` to the command on Windows or Linux.
Creating a simple plugin
------------------------
Now it's time to build an actual plugin. We'll start by creating an empty Godot
project in which we'll place a few files.
Open Godot and create a new project. For this example, we will place it in a
folder called ``demo`` inside our GDNative module's folder structure.
In our demo project, we'll create a scene containing a Node called "Main" and
we'll save it as ``main.tscn``. We'll come back to that later.
Back in the top-level GDNative module folder, we're also going to create a
subfolder called ``src`` in which we'll place our source files.
You should now have ``demo``, ``godot-cpp``, and ``src``
directories in your GDNative module.
In the ``src`` folder, we'll start with creating our header file for the
GDNative node we'll be creating. We will name it ``gdexample.h``:
.. code-block:: C++
#ifndef GDEXAMPLE_H
#define GDEXAMPLE_H
#include <Godot.hpp>
#include <Sprite2D.hpp>
namespace godot {
class GDExample : public Sprite2D {
GODOT_CLASS(GDExample, Sprite2D)
private:
float time_passed;
public:
static void _register_methods();
GDExample();
~GDExample();
void _init(); // our initializer called by Godot
void _process(float delta);
};
}
#endif
There are a few things of note to the above. We're including ``Godot.hpp`` which
contains all our basic definitions. After that, we include ``Sprite2D.hpp`` which
contains bindings to the Sprite2D class. We'll be extending this class in our
module.
We're using the namespace ``godot``, since everything in GDNative is defined
within this namespace.
Then we have our class definition, which inherits from our Sprite2D through a
container class. We'll see a few side effects of this later on. The
``GODOT_CLASS`` macro sets up a few internal things for us.
After that, we declare a single member variable called ``time_passed``.
In the next block we're defining our methods, we obviously have our constructor
and destructor defined, but there are two other functions that will likely look
familiar to some, and one new method.
The first is ``_register_methods``, which is a static function that Godot will
call to find out which methods can be called on our NativeScript and which
properties it exposes. The second is our ``_process`` function, which will work
exactly the same as the ``_process`` function you're used to in GDScript. The
third is our ``_init`` function which is called after Godot has properly set up
our object.
.. warning::
The ``_init`` function has to exist even if you don't place any code in it.
Otherwise, the class won't be instantiable.
Let's implement our functions by creating our ``gdexample.cpp`` file:
.. code-block:: C++
#include "gdexample.h"
using namespace godot;
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
}
GDExample::GDExample() {
}
GDExample::~GDExample() {
// add your cleanup here
}
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
}
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(10.0 + (10.0 * sin(time_passed * 2.0)), 10.0 + (10.0 * cos(time_passed * 1.5)));
set_position(new_position);
}
This one should be straightforward. We're implementing each method of our class
that we defined in our header file. Note that the ``register_method`` call
**must** expose the ``_process`` method, otherwise Godot will not be able to use
it. However, we do not have to tell Godot about our constructor, destructor and
``_init`` functions.
The other method of note is our ``_process`` function, which keeps track
of how much time has passed and calculates a new position for our sprite using a
sine and cosine function. What stands out is calling
``owner->set_position`` to call one of the built-in methods of our Sprite2D. This
is because our class is a container class; ``owner`` points to the actual Sprite2D
node our script relates to.
There is one more C++ file we need; we'll name it ``gdlibrary.cpp``. Our
GDNative plugin can contain multiple NativeScripts, each with their own header
and source file like we've implemented ``GDExample`` up above. What we need now
is a small bit of code that tells Godot about all the NativeScripts in our
GDNative plugin.
.. code-block:: C++
#include "gdexample.h"
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
godot::Godot::gdnative_init(o);
}
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
godot::Godot::gdnative_terminate(o);
}
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<godot::GDExample>();
}
Note that we are not using the ``godot`` namespace here, since the three
functions implemented here need to be defined without a namespace.
The ``godot_gdnative_init`` and ``godot_gdnative_terminate`` functions get
called respectively when Godot loads our plugin and when it unloads it. All
we're doing here is parse through the functions in our bindings module to
initialize them, but you might have to set up more things depending on your
needs.
The important function is the third function called ``godot_nativescript_init``.
We first call a function in our bindings library that does its usual stuff.
After that, we call the function ``register_class`` for each of our classes in
our library.
Compiling the plugin
--------------------
We cannot easily write by hand a ``SConstruct`` file that SCons would use for
building. For the purpose of this example, just use
:download:`this hardcoded SConstruct file <files/cpp_example/SConstruct>` we've
prepared. We'll cover a more customizable, detailed example on how to use these
build files in a subsequent tutorial.
.. note::
This ``SConstruct`` file was written to be used with the latest ``godot-cpp``
master, you may need to make small changes using it with older versions or
refer to the ``SConstruct`` file in the Godot 3.0 documentation.
Once you've downloaded the ``SConstruct`` file, place it in your GDNative module
folder besides ``godot-cpp``, ``src`` and ``demo``, then run:
.. code-block:: none
scons platform=<platform>
You should now be able to find the module in ``demo/bin/<platform>``.
.. note::
Here, we've compiled both godot-cpp and our gdexample library as debug
builds. For optimized builds, you should compile them using the
``target=release`` switch.
Using the GDNative module
-------------------------
Before we jump back into Godot, we need to create two more files in
``demo/bin/``. Both can be created using the Godot editor, but it may be faster
to create them directly.
The first one is a file that lets Godot know what dynamic libraries should be
loaded for each platform and is called ``gdexample.gdnlib``.
.. code-block:: none
[general]
singleton=false
load_once=true
symbol_prefix="godot_"
reloadable=false
[entry]
Linux.64="res://bin/linux/libgdexample.so"
Windows.64="res://bin/win64/libgdexample.dll"
OSX.64="res://bin/osx/libgdexample.dylib"
[dependencies]
Linux.64=[]
Windows.64=[]
OSX.64=[]
This file contains a ``general`` section that controls how the module is loaded.
It also contains a prefix section which should be left on ``godot_`` for now. If
you change this, you'll need to rename various functions that are used as entry
points. This was added for the iPhone platform because it doesn't allow dynamic
libraries to be deployed, yet GDNative modules are linked statically.
The ``entry`` section is the important bit: it tells Godot the location of the
dynamic library in the project's filesystem for each supported platform. It will
also result in *just* that file being exported when you export the project,
which means the data pack won't contain libraries that are incompatible with the
target platform.
Finally, the ``dependencies`` section allows you to name additional dynamic
libraries that should be included as well. This is important when your GDNative
plugin implements someone else's library and requires you to supply a
third-party dynamic library with your project.
If you double click on the ``gdexample.gdnlib`` file within Godot, you'll see
there are far more options to set:
.. image:: img/gdnative_library.png
The second file we need to create is a file used by each NativeScript we've
added to our plugin. We'll name it ``gdexample.gdns`` for our gdexample
NativeScript.
.. code-block:: none
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://bin/gdexample.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "gdexample"
class_name = "GDExample"
library = ExtResource( 1 )
This is a standard Godot resource; you could just create it directly in your
scene, but saving it to a file makes it much easier to reuse it in other places.
This resource points to our gdnlib file, so that Godot can know which dynamic
library contains our NativeScript. It also defines the ``class_name`` which
identifies the NativeScript in our plugin we want to use.
Time to jump back into Godot. We load up the main scene we created way back in
the beginning and now add a Sprite2D to our scene:
.. image:: img/gdnative_cpp_nodes.png
We're going to assign the Godot logo to this sprite as our texture, disable the
``centered`` property and drag our ``gdexample.gdns`` file onto the ``script``
property of the sprite:
.. image:: img/gdnative_cpp_sprite.png
We're finally ready to run the project:
.. image:: img/gdnative_cpp_animated.gif
Adding properties
-----------------
GDScript allows you to add properties to your script using the ``export``
keyword. In GDNative you have to register the properties and there are two ways
of doing this. You can either bind directly to a member or use a setter and
getter function.
.. note::
There is a third option, just like in GDScript you can directly implement the
``_get_property_list``, ``_get`` and ``_set`` methods of an object but that
goes far beyond the scope of this tutorial.
We'll examine both starting with the direct bind. Lets add a property that
allows us to control the amplitude of our wave.
In our ``gdexample.h`` file we simply need to add a member variable like so:
.. code-block:: C++
...
private:
float time_passed;
float amplitude;
...
In our ``gdexample.cpp`` file we need to make a number of changes, we will only
show the methods we end up changing, don't remove the lines we're omitting:
.. code-block:: C++
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
}
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
}
void GDExample::_process(float delta) {
time_passed += delta;
Vector2 new_position = Vector2(
amplitude + (amplitude * sin(time_passed * 2.0)),
amplitude + (amplitude * cos(time_passed * 1.5))
);
set_position(new_position);
}
Once you compile the module with these changes in place, you will see that a
property has been added to our interface. You can now change this property and
when you run your project, you will see that our Godot icon travels along a
larger figure.
.. note::
The ``reloadable`` property in the ``gdexample.gdnlib`` file must be set to
``true`` for the Godot editor to automatically pick up the newly added
property.
However, this setting should be used with care, especially when tool classes
are used, as the editor might hold objects then that have script instances
attached to them that are managed by a GDNative library.
Let's do the same but for the speed of our animation and use a setter and getter
function. Our ``gdexample.h`` header file again only needs a few more lines of
code:
.. code-block:: C++
...
float amplitude;
float speed;
...
void _process(float delta);
void set_speed(float p_speed);
float get_speed();
...
This requires a few more changes to our ``gdexample.cpp`` file, again we're only
showing the methods that have changed so don't remove anything we're omitting:
.. code-block:: C++
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
}
void GDExample::_init() {
// initialize any variables here
time_passed = 0.0;
amplitude = 10.0;
speed = 1.0;
}
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 new_position = Vector2(
amplitude + (amplitude * sin(time_passed * 2.0)),
amplitude + (amplitude * cos(time_passed * 1.5))
);
set_position(new_position);
}
void GDExample::set_speed(float p_speed) {
speed = p_speed;
}
float GDExample::get_speed() {
return speed;
}
Now when the project is compiled, we'll see another property called speed.
Changing its value will make the animation go faster or slower.
For this example, there is no obvious advantage of using a setter and getter.
A good reason for a setter would be if you wanted to react on the variable being changed.
If you don't need to do something like that, binding the variable is enough.
Getters and setters become far more useful in more complex scenarios where you
need to make additional choices based on the state of your object.
.. note::
For simplicity, we've left out the optional parameters in the
register_property<class, type> method call. These parameters are
``rpc_mode``, ``usage``, ``hint`` and ``hint_string``. These can be used to
further configure how properties are displayed and set on the Godot side.
Modern C++ compilers are able to infer the class and variable type and allow
you to omit the ``<GDExample, float>`` part of our ``register_property``
method. We've had mixed experiences with this however.
Signals
-------
Last but not least, signals fully work in GDNative as well. Having your module
react to a signal given out by another object requires you to call ``connect``
on that object. We can't think of a good example for our wobbling Godot icon, we
would need to showcase a far more complete example.
This is the required syntax:
.. code-block:: C++
some_other_node->connect("the_signal", this, "my_method");
Note that you can only call ``my_method`` if you've previously registered it in
your ``_register_methods`` method.
Having your object sending out signals is more common. For our wobbling
Godot icon, we'll do something silly just to show how it works. We're going to
emit a signal every time a second has passed and pass the new location along.
In our ``gdexample.h`` header file, we need to define a new member ``time_emit``:
.. code-block:: C++
...
float time_passed;
float time_emit;
float amplitude;
...
This time, the changes in ``gdexample.cpp`` are more elaborate. First,
you'll need to set ``time_emit = 0.0;`` in either our ``_init`` method or in our
constructor. We'll look at the other 2 needed changes one by one.
In our ``_register_methods`` method, we need to declare our signal. This is done
as follows:
.. code-block:: C++
void GDExample::_register_methods() {
register_method("_process", &GDExample::_process);
register_property<GDExample, float>("amplitude", &GDExample::amplitude, 10.0);
register_property<GDExample, float>("speed", &GDExample::set_speed, &GDExample::get_speed, 1.0);
register_signal<GDExample>((char *)"position_changed", "node", GODOT_VARIANT_TYPE_OBJECT, "new_pos", GODOT_VARIANT_TYPE_VECTOR2);
}
Here, our ``register_signal`` method can be a single call first taking the
signals name, then having pairs of values specifying the parameter name and
type of each parameter we'll send along with this signal.
Next, we'll need to change our ``_process`` method:
.. code-block:: C++
void GDExample::_process(float delta) {
time_passed += speed * delta;
Vector2 new_position = Vector2(
amplitude + (amplitude * sin(time_passed * 2.0)),
amplitude + (amplitude * cos(time_passed * 1.5))
);
set_position(new_position);
time_emit += delta;
if (time_emit > 1.0) {
emit_signal("position_changed", this, new_position);
time_emit = 0.0;
}
}
After a second has passed, we emit our signal and reset our counter. We can add
our parameter values directly to ``emit_signal``.
Once the GDNative library is compiled, we can go into Godot and select our sprite
node. In the **Node** dock, we can find our new signal and link it up by pressing
the **Connect** button or double-clicking the signal. We've added a script on
our main node and implemented our signal like this:
.. code-block:: gdscript
extends Node
func _on_Sprite2D_position_changed(node, new_pos):
print("The position of " + node.name + " is now " + str(new_pos))
Every second, we output our position to the console.
Next steps
----------
We hope the above example showed you the basics. You can
build upon this example to create full-fledged scripts to control nodes in Godot
using C++.
To edit and recompile the plugin while the Godot editor
remains open, re-run the project after the library has finished building.

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@@ -1,10 +0,0 @@
GDNative
========
.. toctree::
:maxdepth: 1
:name: toc-tutorials-gdnative
what_is_gdnative
gdnative_c_example
gdnative_cpp_example

View File

@@ -1,106 +0,0 @@
.. _doc_what_is_gdnative:
What is GDNative?
=================
Introduction
------------
**GDNative** is a Godot-specific technology that lets the engine interact with
native `shared libraries <https://en.wikipedia.org/wiki/Library_(computing)#Shared_libraries>`__
at run-time. You can use it to run native code without compiling it with the engine.
.. note:: GDNative is *not* a scripting language and has no relation to
:ref:`GDScript <doc_gdscript>`.
Differences between GDNative and C++ modules
--------------------------------------------
You can use both GDNative and :ref:`C++ modules <doc_custom_modules_in_c++>` to
run C or C++ code in a Godot project.
They also both allow you to integrate third-party libraries into Godot. The one
you should choose depends on your needs.
Advantages of GDNative
^^^^^^^^^^^^^^^^^^^^^^
Unlike modules, GDNative doesn't require compiling the engine's source code,
making it easier to distribute your work. It gives you access to most of the API
available to GDScript C#, allowing you to code game logic with full control
regarding performance. It's ideal if you need high-performance code you'd like
to distribute as an add-on in the :ref:`asset library <doc_what_is_assetlib>`.
Also:
- GDNative is not limited to C and C++. Thanks to :ref:`third-party bindings
<doc_what_is_gdnative_third_party_bindings>`, you can use it with many other
languages.
- You can use the same compiled GDNative library in the editor and exported
project. With C++ modules, you have to recompile all the export templates you
plan to use if you require its functionality at run-time.
- GDNative only requires you to compile your library, not the whole engine.
That's unlike C++ modules, which are statically compiled into the engine.
Every time you change a module, you need to recompile the engine. Even with
incremental builds, this process is slower than using GDNative.
Advantages of C++ modules
^^^^^^^^^^^^^^^^^^^^^^^^^
We recommend :ref:`C++ modules <doc_custom_modules_in_c++>` in cases where
GDNative isn't enough:
- C++ modules provide deeper integration into the engine. GDNative's access is
limited to what the scripting API exposes.
- You can use C++ modules to provide additional features in a project without
carrying native library files around. This extends to exported projects.
- C++ modules are supported on all platforms. In contrast, GDNative has only
limited support on HTML5 (cannot be used together with multi-threading), and
is not supported on Universal Windows Platform (UWP).
- C++ modules can be faster than GDNative, especially when the code requires a
lot of communication through the scripting API.
Supported languages
-------------------
The Godot developers officially support the following language bindings for
GDNative:
- C++ :ref:`(tutorial) <doc_gdnative_cpp_example>`
- C :ref:`(tutorial) <doc_gdnative_c_example>`
.. note::
There are no plans to support additional languages with GDNative officially.
That said, the community offers several bindings for other languages (see
below).
.. _doc_what_is_gdnative_third_party_bindings:
The bindings below are developed and maintained by the community:
.. Binding developers: Feel free to open a pull request to add your binding if it's well-developed enough to be used in a project.
.. Please keep languages sorted in alphabetical order.
- `D <https://github.com/godot-d/godot-d>`__
- `Kotlin <https://github.com/utopia-rise/godot-kotlin-jvm>`__
- `Nim <https://github.com/pragmagic/godot-nim>`__
- `Python <https://github.com/touilleMan/godot-python>`__
- `Rust <https://github.com/godot-rust/godot-rust>`__
.. note::
Not all bindings mentioned here may be production-ready. Make sure to
research options thoroughly before starting a project with one of those.
Also, double-check whether the binding is compatible with the Godot version
you're using.
Version compatibility
---------------------
:ref:`Unlike Godot itself <doc_release_policy>`, GDNative has stricter version
compatibility requirements as it relies on low-level *ptrcalls* to function.
GDNative add-ons compiled for a given Godot version are only guaranteed to work
with the same minor release series. For example, a GDNative add-on compiled for
Godot 3.4 will only work with Godot 3.4, 3.4.1, 3.4.2… but not Godot 3.3 or 3.5.

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@@ -11,8 +11,7 @@ sections. For instance, to learn about inputs, we recommend you to read
Programming languages
---------------------
The sections below each focus on a given programming language or, in GDNative's
case, an interface that works with multiple languages.
The sections below each focus on a given programming language.
.. toctree::
:maxdepth: 1
@@ -20,7 +19,6 @@ case, an interface that works with multiple languages.
gdscript/index
c_sharp/index
gdnative/index
Core features
-------------

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@@ -856,10 +856,6 @@ A large number of built-in functions are supported, conforming to GLSL ES 3.0.
When vec_type (float), vec_int_type, vec_uint_type, vec_bool_type nomenclature
is used, it can be scalar or vector.
.. note:: For a list of the functions that are not available in the GLES2
backend, please see the :ref:`Differences between GLES2 and GLES3 doc
<doc_gles2_gles3_differences>`.
+-----------------------------------------------------------------------------+---------------------------------------------------------------------+
| Function | Description / Return value |
+=============================================================================+=====================================================================+