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187 lines
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ReStructuredText
187 lines
9.6 KiB
ReStructuredText
.. _doc_compiling_for_web:
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Compiling for the Web
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=====================
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.. highlight:: shell
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Requirements
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------------
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To compile export templates for the Web, the following is required:
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- `Emscripten SDK <http://emscripten.org/>`__ (Install in a path without
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spaces, i.e. not on "Program Files")
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- `Python 2.7+ <https://www.python.org/>`__ (3.0 is
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untested as of now)
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- `SCons <http://www.scons.org>`__ build system
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Building export templates
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-------------------------
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Start a terminal and set the environment variable ``EMSCRIPTEN_ROOT`` to the
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installation directory of Emscripten::
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export EMSCRIPTEN_ROOT=~/emsdk/emscripten/master
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If you are on Windows, start a regular prompt or the Emscripten Command Prompt.
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Do **not** use the Developer Command Prompt nor any of the ones that come with
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Visual Studio. You can set the environment variable in the system settings or
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in the prompt itself::
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set EMSCRIPTEN_ROOT=C:\emsdk\emscripten\master
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Now go to the root directory of the engine source code and instruct SCons to
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compile for JavaScript. Specify ``target`` as either ``release`` for a release
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build or ``release_debug`` for a debug build::
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scons platform=javascript tools=no target=release
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scons platform=javascript tools=no target=release_debug
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The engine will now be compiled to JavaScript by Emscripten. If all goes well,
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the resulting file will be placed in the ``bin`` subdirectory. Its name is
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``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug.zip``
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for debug.
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To install the templates, place them into the ``templates`` directory in your
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Godot user directory. Rename the zip archive to ``javascript_release.zip`` for
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the release template::
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cp bin/godot.javascript.opt.zip ~/.godot/templates/javascript_release.zip
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And ``javascript_debug.zip`` for the debug template::
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cp bin/godot.javascript.opt.debug.zip ~/.godot/templates/javascript_debug.zip
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If you are writing custom modules or using custom C++ code, you may want to
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configure your zip files as custom export templates. This can be done in the
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export GUI, using the "Custom Package" option.
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There's no need to copy the templates in this case — you can simply reference
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the resulting files in your Godot source folder, so the next time you build,
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the custom templates will already be referenced.
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Compiling to WebAssembly
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-------------------------
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The current default for exporting to the web is to compile to *asm.js*, a
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highly optimizable subset of JavaScript.
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It is also possible to compile to the experimental *WebAssembly* format, which
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should eventually offer better performance and loading times. Its specification
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is still in flux and compile tools may sporadically fail to build Godot.
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Running a game per WebAssembly requires nightly browser builds with special
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flags set. As such, WebAssembly builds are currently not suitable for
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publishing.
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Compiling to WebAssembly requires using the `incoming branch of Emscripten <http://kripken.github.io/emscripten-site/docs/building_from_source/building_emscripten_from_source_using_the_sdk.html#building-emscripten-from-the-main-repositories>`_.
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WebAssembly can be compiled in two ways: The default way is to first
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compile to asm.js similarly to the default method, then translate to
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WebAssembly using a tool called ``asm2wasm``. Emscripten automatically takes
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care of both processes, we simply run SCons.
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The other method uses LLVM's WebAssembly backend, which should eventually
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produce more performant binaries. To build LLVM with this backend, set the
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CMake variable ``LLVM_EXPERIMENTAL_TARGETS_TO_BUILD`` to ``WebAssembly`` when
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building LLVM.
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Compiling with this backend outputs files in LLVM's ``.s`` format, which is
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translated to actual WebAssembly using a tool called ``s2wasm``. Emscripten
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manages these processes as well, so we just invoke SCons.
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In order to choose one of the two methods, the ``LLVM_ROOT`` variable in the
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Emscripten configuration file ``~/.emscripten`` is set. If it points to a
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directory containing binaries of Emscripten's *fastcomp* fork of clang,
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``asm2wasm`` is used. This is the default in a normal Emscripten installation.
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Otherwise, LLVM binaries built with the WebAssembly backend will be expected
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and ``s2wasm`` is used. On Windows, make sure to escape backslashes of paths
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within this file as double backslashes ``\\`` or use Unix-style paths with
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a single forward slash ``/``.
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With ``LLVM_ROOT`` set up correctly, compiling to WebAssembly is as easy as
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adding ``wasm=yes`` to the SCons arguments::
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scons platform=javascript target=release wasm=yes
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scons platform=javascript target=release_debug wasm=yes
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These commands will build WebAssembly export templates in either release or
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debug mode. The generated files' names contain ``.webassembly`` as an
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additional file suffix before the extension.
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The templates simply replace the previous asm.js-based web export templates
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with the names ``javascript_release.zip`` and ``javascript_debug.zip``::
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cp bin/godot.javascript.opt.webassembly.zip ~/.godot/templates/javascript_release.zip
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cp bin/godot.javascript.opt.debug.webassembly.zip ~/.godot/templates/javascript_debug.zip
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Customizing the HTML page
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-------------------------
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Rather than the default HTML file generated when compiling, it is
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also possible to use a custom HTML page. This allows drastic customization of
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the final web presentation.
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This can be done in two ways. The first is to replace the
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``platform/javascript/godot_shell.html`` file. In this case, the HTML file is
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used at build time, allowing Emscripten to substitute the ``{{{ SCRIPT }}}``
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placeholder by a ``<script>`` element containing the loader code. This makes
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the HTML file usable for both asm.js and WebAssembly templates, since they use
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different loading code.
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The other method is to simply replace the ``godot.html`` file within the
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complete export templates. This method does not require building the engine.
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However, in this case, no ``{{{ SCRIPT }}}`` placeholder should be used in the
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HTML file, since it would never be replaced — the loader code for either asm.js
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or WebAssembly must already be included in the file.
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In the HTML page, the JavaScript object ``Module`` is the page's interface to
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Emscripten. Check the official documentation for information on how to use it:
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https://kripken.github.io/emscripten-site/docs/api_reference/module.html
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The default HTML page offers an example to start off with, separating the
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Emscripten interface logic in the JavaScript ``Module`` object from the page
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logic in the ``Presentation`` object. Emscripten's default ``shell.html`` file
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is another example, but does not use Godot's placeholders, listed below.
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When exporting a game, several placeholders in the ``godot.html`` file are
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substituted by values dependent on the export:
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+------------------------------+-----------------------------------------------+
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| Placeholder | substituted by |
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+==============================+===============================================+
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| ``$GODOT_BASE`` | Basename of files referenced within the page, |
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| | without file extension or other suffixes |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_CANVAS_WIDTH`` | Integer specifying the initial display width |
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| | of the game |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_CANVAS_HEIGHT`` | Integer specifying the initial display height |
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| | of the game |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_DEBUG_ENABLED`` | String ``true`` if debugging, ``false`` |
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| | otherwise |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_CONTROLS_ENABLED`` | String ``true`` if ``html/controls_enabled`` |
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| | is enabled, ``false`` otherwise |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_HEAD_TITLE`` | Title of the page, normally used as content |
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| | of the HTML ``<title>`` element |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_HEAD_INCLUDE`` | Custom string to include just before the end |
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| | of the HTML ``<head>`` element |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_STYLE_FONT_FAMILY`` | CSS format ``font-family`` to use, without |
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| | terminating semicolon |
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+------------------------------+-----------------------------------------------+
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| ``$GODOT_STYLE_INCLUDE`` | Custom string to include just before the end |
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| | of the page's CSS |
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+------------------------------+-----------------------------------------------+
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| ``{{{ SCRIPT }}}`` | ``<script>`` that loads the engine, |
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| | substituted only when building, not on export |
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+------------------------------+-----------------------------------------------+
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The first three of the placeholders listed should always be implemented in the
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HTML page, since they are important for the correct presentation of the game.
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The last placeholder is important when rewriting the ``godot_shell.html`` file
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and is only substituted during build time, not during export time.
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The other placeholders are optional.
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