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|
# Mantainer: Wilson E. Alvarez <wilson.e.alvarez1@gmail.com>
# Previous Maintainer: Samuel FORGIONE <samuel.forgione@gmail.com>
_appname=cocos2d-x
pkgname=cocos2d-x-src
pkgver=3.15.1
pkgrel=1
pkgdesc="Cocos2D-X is a game engine that supports multiple platforms such as iOS, Android, WinXP/7/8, WP8, BlackBerry, MeeGo, Marmelade, WebOS, Mac OS X"
arch=('i686' 'x86_64')
url="http://cdn.cocos2d-x.org/"
license=('MIT License')
depends=('glew' 'glfw' 'glibc' 'fontconfig' 'libgl' 'curl' 'libx11' 'zlib' 'libpng' 'freetype2' 'python2')
#depends=('openssl' 'sqlite3')
options=('!buildflags' '!strip' 'staticlibs')
source=(
"${url}${_appname}-${pkgver}.zip"
"README"
"$_appname.sh"
"$_appname.csh"
"CMakeLists.txt.patch"
"CCGLViewImpl-desktop.cpp.patch"
"Cocos2dxActivity.java.patch"
"ccShader_3D_Color.frag.patch"
"ccShader_3D_ColorNormal.frag.patch"
"ccShader_3D_ColorNormalTex.frag.patch"
"ccShader_3D_ColorTex.frag.patch"
"ccShader_3D_Particle.frag.patch"
"ccShader_3D_Particle.vert.patch"
"ccShader_3D_PositionNormalTex.vert.patch"
"ccShader_3D_PositionTex.vert.patch"
"ccShader_3D_Skybox.frag.patch"
"ccShader_3D_Skybox.vert.patch"
"ccShader_3D_Terrain.frag.patch"
"ccShader_3D_Terrain.vert.patch"
"ccShader_CameraClear.frag.patch"
"ccShader_CameraClear.vert.patch"
"ccShader_ETC1AS_PositionTextureColor.frag.patch"
"ccShader_ETC1AS_PositionTextureGray.frag.patch"
"ccShader_Label_df.frag.patch"
"ccShader_Label_df_glow.frag.patch"
"ccShader_Label_normal.frag.patch"
"ccShader_Label_outline.frag.patch"
"ccShader_Label.vert.patch"
"ccShader_PositionColor.frag.patch"
"ccShader_PositionColorLengthTexture.frag.patch"
"ccShader_PositionColorLengthTexture.vert.patch"
"ccShader_PositionColorTextureAsPointsize.vert.patch"
"ccShader_PositionColor.vert.patch"
"ccShader_PositionTextureA8Color.frag.patch"
"ccShader_PositionTextureA8Color.vert.patch"
"ccShader_PositionTextureColorAlphaTest.frag.patch"
"ccShader_PositionTextureColor.frag.patch"
"ccShader_PositionTextureColor_noMVP.frag.patch"
"ccShader_PositionTextureColor_noMVP.vert.patch"
"ccShader_PositionTextureColor.vert.patch"
"ccShader_PositionTexture.frag.patch"
"ccShader_PositionTexture_uColor.frag.patch"
"ccShader_PositionTexture_uColor.vert.patch"
"ccShader_PositionTexture.vert.patch"
"ccShader_Position_uColor.frag.patch"
"ccShader_Position_uColor.vert.patch"
"ccShader_UI_Gray.frag.patch"
"CCPhysicsWorld.cpp.patch"
)
sha256sums=(
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)
prepare() {
cd "$srcdir"/$_appname-$pkgver
chmod +x "download-deps.py"
python2 "download-deps.py" -r yes
}
package() {
# Install preliminary files
install -d "$pkgdir/opt/$_appname"
install -Dm644 "README" "$pkgdir/opt/$_appname/README"
install -Dm755 "$_appname.sh" "$pkgdir/etc/profile.d/$_appname.sh"
install -Dm755 "$_appname.csh" "$pkgdir/etc/profile.d/$_appname.csh"
## ===============PATCHES BEGIN=======================
## Performance tweaks
## Add CMake configuration flags to ease the configuratino of libcocos2d:
patch -s "$srcdir"/$_appname-$pkgver/templates/cpp-template-default/CMakeLists.txt CMakeLists.txt.patch
# POSSIBLE FUTURE TODO: There is a memory leak patch currently out for Labels. Stay tuned: https://github.com/cocos2d/cocos2d-x/pull/17670
# Switch C++ multiline string literal to the STRINGIFY macro which uses less memory. See https://github.com/cocos2d/cocos2d-x/pull/16742
# TL;DR: For smoother development, using the C++ multiline string literal is convenient, however the STRINGIFY macro defined at ccShaders.cpp uses less memory.
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Color.frag ccShader_3D_Color.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_ColorNormal.frag ccShader_3D_ColorNormal.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_ColorNormalTex.frag ccShader_3D_ColorNormalTex.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_ColorTex.frag ccShader_3D_ColorTex.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Particle.frag ccShader_3D_Particle.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Particle.vert ccShader_3D_Particle.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_PositionNormalTex.vert ccShader_3D_PositionNormalTex.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_PositionTex.vert ccShader_3D_PositionTex.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Skybox.frag ccShader_3D_Skybox.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Skybox.vert ccShader_3D_Skybox.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Terrain.frag ccShader_3D_Terrain.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_3D_Terrain.vert ccShader_3D_Terrain.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_CameraClear.frag ccShader_CameraClear.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_CameraClear.vert ccShader_CameraClear.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_ETC1AS_PositionTextureColor.frag ccShader_ETC1AS_PositionTextureColor.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_ETC1AS_PositionTextureGray.frag ccShader_ETC1AS_PositionTextureGray.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Label.vert ccShader_Label.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Label_df.frag ccShader_Label_df.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Label_df_glow.frag ccShader_Label_df_glow.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Label_normal.frag ccShader_Label_normal.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Label_outline.frag ccShader_Label_outline.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionColor.frag ccShader_PositionColor.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionColor.vert ccShader_PositionColor.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionColorLengthTexture.frag ccShader_PositionColorLengthTexture.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionColorLengthTexture.vert ccShader_PositionColorLengthTexture.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionColorTextureAsPointsize.vert ccShader_PositionColorTextureAsPointsize.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTexture.frag ccShader_PositionTexture.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTexture.vert ccShader_PositionTexture.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureA8Color.frag ccShader_PositionTextureA8Color.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureA8Color.vert ccShader_PositionTextureA8Color.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureColor.frag ccShader_PositionTextureColor.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureColor.vert ccShader_PositionTextureColor.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureColorAlphaTest.frag ccShader_PositionTextureColorAlphaTest.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureColor_noMVP.frag ccShader_PositionTextureColor_noMVP.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTextureColor_noMVP.vert ccShader_PositionTextureColor_noMVP.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTexture_uColor.frag ccShader_PositionTexture_uColor.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_PositionTexture_uColor.vert ccShader_PositionTexture_uColor.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Position_uColor.frag ccShader_Position_uColor.frag.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_Position_uColor.vert ccShader_Position_uColor.vert.patch
patch -s "$srcdir"/$_appname-$pkgver/cocos/renderer/ccShader_UI_Gray.frag ccShader_UI_Gray.frag.patch
# Fix for issue: https://github.com/cocos2d/cocos2d-x/pull/17875
patch -s "$srcdir"/$_appname-$pkgver/cocos/physics/CCPhysicsWorld.cpp CCPhysicsWorld.cpp.patch
# Engine tweaks that must be adjusted on a user basis -- must be enabled by the users. These change the behaviour of the engine in certain areas
# Disable antialiasing globally for higher performance in general.
# Pixel art looks better with this disabled.
if [[ -n $COCOS2D_X_DISABLE_ANTIALIASING ]]; then
msg "Disabling Antialiasing globally..."
sed -e 's/_antialiasEnabled(true)/_antialiasEnabled(false)/g' -i "$srcdir"/$_appname-$pkgver/cocos/renderer/CCTexture2D.cpp
fi
# Disabled Multi-Sample Anti-Aliasing (MSAA) for higher performance
if [[ -n $COCOS2D_X_DISABLE_MSAA ]]; then
msg "Disabling MSAA globally..."
# For Android
patch -s "$srcdir"/$_appname-$pkgver/cocos/platform/android/java/src/org/cocos2dx/lib/Cocos2dxActivity.java Cocos2dxActivity.java.patch
# For Linux, Mac and Windows:
patch -s "$srcdir"/$_appname-$pkgver/cocos/platform/desktop/CCGLViewImpl-desktop.cpp CCGLViewImpl-desktop.cpp.patch
#iOS -- Not really necessary. Cocos2D-X, according to the documentation, requires iOS 7+ which are fairly new devices and disabling MSAA on those devices might not even increase performance. See http://gamesfromwithin.com/trying-out-multisampling-on-ios
# There's some documentation here on working with iOS MSAA: https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/WorkingwithEAGLContexts/WorkingwithEAGLContexts.html#//apple_ref/doc/uid/TP40008793-CH103-SW12
# I might try implementing a patch for disabling MSAA on if I may need the performance boost. Leaving it on seems like the way to go for now.
fi
if [[ -n $COCOS2D_X_EXPERIMENTAL_FEATURES ]]; then
warning "Enabling experimental features."
# (EXPERIMENTAL) Enable high variable precision globaly in the shaders:
# This can get rid of positioning and rendering artifacts but might affect performance on devices with a slow GPU.
# See: https://github.com/cocos2d/cocos2d-x/issues/17046 and https://github.com/cocos2d/cocos2d-x/issues/17099
# Until a proper patch gets developed, a simple 'sed' can set every variable from a medium precision (mediump) one to a high precision (highp) variable
# Use at your own risk
warning "Changing \"mediump\" to \"highp\" in shaders..."
sed -i 's/mediump/highp/g' "$srcdir"/$_appname-$pkgver/cocos/renderer/*
fi
# Necessary libfmod symbolic link
mkdir -p "$pkgdir/usr/lib"
if [[ $CARCH == "x86_64" ]]; then
mkdir -p "$pkgdir/usr/lib32"
ln -sf /opt/cocos2d-x/external/linux-specific/fmod/prebuilt/64-bit/libfmod.so "$pkgdir/usr/lib/libfmod.so.6"
ln -sf /opt/cocos2d-x/external/linux-specific/fmod/prebuilt/64-bit/libfmodL.so "$pkgdir/usr/lib/libfmodL.so.6"
# 32-bit linux support was dropped.
#ln -sf /opt/cocos2d-x/external/linux-specific/fmod/prebuilt/32-bit/libfmod.so "$pkgdir/usr/lib32/libfmod.so.6"
#ln -sf /opt/cocos2d-x/external/linux-specific/fmod/prebuilt/32-bit/libfmodL.so "$pkgdir/usr/lib32/libfmodL.so.6"
else
ln -sf /opt/cocos2d-x/external/linux-specific/fmod/prebuilt/32-bit/libfmod.so "$pkgdir/usr/lib/libfmod.so.6"
ln -sf /opt/cocos2d-x/external/linux-specific/fmod/prebuilt/32-bit/libfmodL.so "$pkgdir/usr/lib/libfmodL.so.6"
fi
# Update the file timestamps -- otherwise the build system will keep recompiling everything always:
find "$srcdir"/$_appname-$pkgver -exec touch {} +
# Set sdkbox python interpreter to python2
sed -e 's/python/python2/g' -i "$srcdir"/$_appname-$pkgver/tools/cocos2d-console/plugins/plugin_package/sdkbox
# Fix permissions:
chmod 755 "$srcdir"/$_appname-$pkgver/tools/cocos2d-console/bin/cocos
chmod 755 "$srcdir"/$_appname-$pkgver/tools/cocos2d-console/plugins/plugin_package/sdkbox
# Package source
mv "$srcdir"/$_appname-$pkgver/* "$pkgdir/opt/$_appname"
}
|