mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 04:22:27 +00:00
394 lines
No EOL
14 KiB
CMake
394 lines
No EOL
14 KiB
CMake
#============================================================================
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# Copyright (C) 2013 - 2018, OpenJK contributors
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#
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# This file is part of the OpenJK source code.
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#
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# OpenJK is free software; you can redistribute it and/or modify it
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# under the terms of the GNU General Public License version 2 as
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# published by the Free Software Foundation.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, see <http://www.gnu.org/licenses/>.
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#============================================================================
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cmake_minimum_required(VERSION 3.1)
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.9" CACHE STRING "Minimum OS X deployment version")
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set(InOpenJK ON)
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set(ProjectName "OpenJK" CACHE STRING "Project Name")
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project(${ProjectName})
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
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#=============================================================================
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#
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# Customizable options
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#
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#=============================================================================
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option(BuildPortableVersion "Build portable version (does not read or write files from your user/home directory" OFF)
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option(BuildMPEngine "Whether to create projects for the MP client (openjk.exe)" ON)
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option(BuildMPRdVanilla "Whether to create projects for the MP default renderer (rd-vanilla_x86.dll)" ON)
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option(BuildMPDed "Whether to create projects for the MP dedicated server (openjkded.exe)" ON)
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option(BuildMPGame "Whether to create projects for the MP server-side gamecode (jampgamex86.dll)" ON)
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option(BuildMPCGame "Whether to create projects for the MP clientside gamecode (cgamex86.dll)" ON)
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option(BuildMPUI "Whether to create projects for the MP UI code (uix86.dll)" ON)
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option(BuildSPEngine "Whether to create projects for the SP engine (openjk_sp.exe)" ON)
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option(BuildSPGame "Whether to create projects for the SP gamecode (jagamex86.dll)" ON)
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option(BuildSPRdVanilla "Whether to create projects for the SP default renderer (rdsp-vanilla_x86.dll)" ON)
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option(BuildJK2SPEngine "Whether to create projects for the jk2 SP engine (openjo_sp.exe)" OFF)
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option(BuildJK2SPGame "Whether to create projects for the jk2 sp gamecode mod (jk2gamex86.dll)" OFF)
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option(BuildJK2SPRdVanilla "Whether to create projects for the jk2 sp renderer (rdjosp-vanilla_x86.dll)" OFF)
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option(BuildTests "Whether to build automatic unit tests (requires Boost)" OFF)
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include(CMakeDependentOption)
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cmake_dependent_option(BuildSymbolServer "Build WIP Windows Symbol Server (experimental and unused)" OFF "NOT WIN32 OR NOT MSVC" OFF)
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# Configure the use of bundled libraries. By default, we assume the user is on
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# a platform that does not require any bundling.
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#
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# Note that we always use the bundled copy of minizip, since it is modified to
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# use Z_Malloc.
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set(UseInternalOpenALDefault OFF)
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set(UseInternalZlibDefault OFF)
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set(UseInternalPNGDefault OFF)
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set(UseInternalJPEGDefault OFF)
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set(UseInternalSDL2Default OFF)
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if(WIN32)
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set(UseInternalOpenALDefault ON)
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set(UseInternalZlibDefault ON)
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set(UseInternalPNGDefault ON)
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set(UseInternalJPEGDefault ON)
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set(UseInternalSDL2Default ON)
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endif()
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if(APPLE)
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set(UseInternalJPEGDefault ON)
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endif()
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option(UseInternalOpenAL "If set, use bundled OpenAL." ${UseInternalOpenALDefault})
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option(UseInternalZlib "If set, use bundled zlib." ${UseInternalZlibDefault})
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option(UseInternalPNG "If set, use bundled libpng." ${UseInternalPNGDefault})
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option(UseInternalJPEG "If set, use bundled libjpeg." ${UseInternalJPEGDefault})
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option(UseInternalSDL2 "If set, use bundled SDL2." ${UseInternalSDL2Default})
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# This option won't appear on non-Apple platforms.
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if(APPLE)
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option(MakeApplicationBundles "Whether to build .app application bundles for engines built" ON)
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endif()
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#=============================================================================
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#
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# Custom CMake Modules needed
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#
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#=============================================================================
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list(INSERT CMAKE_MODULE_PATH 0 "${CMAKE_SOURCE_DIR}/cmake/Modules")
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#=============================================================================
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#
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# Architecture/OS defines
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#
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#=============================================================================
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# ${Architecture} must match ARCH_STRING in q_platform.h,
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# and is used in DLL names (jagamex86.dll, jagamex86.dylib, jagamei386.so).
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if(WIN32)
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set(X86 ON)
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if(CMAKE_SIZEOF_VOID_P MATCHES "8")
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set(Architecture "x86_64")
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set(WIN64 TRUE)
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else()
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set(Architecture "x86")
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set(WIN64 FALSE)
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endif()
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else()
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set(X86 OFF)
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if(CMAKE_SYSTEM_PROCESSOR MATCHES "^arm")
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set(Architecture "arm")
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elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^i.86$")
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set(X86 ON)
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if(APPLE)
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set(Architecture "x86")
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else()
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# e.g. Linux
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set(Architecture "i386")
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endif()
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elseif(CMAKE_SYSTEM_PROCESSOR MATCHES "^x86.64$")
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set(X86 ON)
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set(Architecture "x86_64")
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elseif(CMAKE_SYSTEM_PROCESSOR STREQUAL "powerpc")
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set(Architecture "ppc")
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elseif(CMAKE_SYSTEM_PROCESSOR STREQUAL "powerpc64")
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set(Architecture "ppc64")
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else()
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set(Architecture "${CMAKE_SYSTEM_PROCESSOR}")
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endif()
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endif()
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message(STATUS "Architecture is ${Architecture}")
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if(WIN32 AND CMAKE_VERSION VERSION_LESS "3.4")
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message(WARNING "Building on Windows platform with CMake version less than 3.4 is deprecated. Manifest file will fail to be included.")
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endif()
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#=============================================================================
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#
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# Binary names
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#
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#=============================================================================
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set(SPEngine "openjk_sp.${Architecture}")
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set(SPGame "jagame${Architecture}")
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set(SPRDVanillaRenderer "rdsp-vanilla_${Architecture}")
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set(MPEngine "openjk.${Architecture}")
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set(MPVanillaRenderer "rd-vanilla_${Architecture}")
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set(MPDed "openjkded.${Architecture}")
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set(MPGame "jampgame${Architecture}")
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set(MPCGame "cgame${Architecture}")
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set(MPUI "ui${Architecture}")
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set(JK2SPEngine "openjo_sp.${Architecture}")
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set(JK2SPGame "jospgame${Architecture}")
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set(JK2SPVanillaRenderer "rdjosp-vanilla_${Architecture}")
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set(AssetsPk3 "openjk-${Architecture}.pk3")
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# Library names
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set(MPBotLib "botlib")
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set(SharedLib "shared")
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#=============================================================================
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#
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# Paths
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#
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#=============================================================================
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set(SPDir "${CMAKE_SOURCE_DIR}/code")
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set(MPDir "${CMAKE_SOURCE_DIR}/codemp")
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set(JK2SPDir "${CMAKE_SOURCE_DIR}/codeJK2")
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set(SharedDir ${CMAKE_SOURCE_DIR}/shared)
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set(OpenJKLibDir "${CMAKE_SOURCE_DIR}/lib")
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set(GSLIncludeDirectory "${OpenJKLibDir}/gsl-lite/include")
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set(JKXRDir "${CMAKE_SOURCE_DIR}/JKXR")
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set(OpenXRLibDir "${OpenJKLibDir}/openxr/include")
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set(OpenGLExternalIncludeDir "${OpenJKLibDir}/external/include")
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include(InstallConfig)
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#=============================================================================
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#
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# Compiler definitions/flags
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#
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#=============================================================================
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# Operating system settings
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if(WIN64)
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set(SharedDefines ${SharedDefines} "WIN64")
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endif()
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if (APPLE)
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set(SharedDefines "MACOS_X")
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endif()
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if (NOT WIN32 AND NOT APPLE)
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set(SharedDefines "ARCH_STRING=\"${Architecture}\"")
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endif()
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if(CMAKE_SYSTEM_NAME MATCHES "BSD")
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add_definitions(-DIOAPI_NO_64)
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endif()
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# Compiler settings
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if(MSVC)
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set(SharedDefines ${SharedDefines} "NOMINMAX")
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set(SharedDefines ${SharedDefines} "_CRT_SECURE_NO_WARNINGS")
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set(SharedDefines ${SharedDefines} "_SCL_SECURE_NO_WARNINGS")
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set(SharedDefines ${SharedDefines} "_CRT_NONSTDC_NO_DEPRECATE")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /arch:SSE2")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /MP")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /arch:SSE2")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
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# We don't try to control symbol visibility under MSVC.
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set(OPENJK_VISIBILITY_FLAGS "")
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elseif (("${CMAKE_C_COMPILER_ID}" STREQUAL "GNU") OR ("${CMAKE_C_COMPILER_ID}" MATCHES "Clang"))
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# I hope this doesn't come back to bite me in the butt later on.
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# Realistically though, can the C and CXX compilers be different?
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# Visibility can't be set project-wide -- it needs to be specified on a
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# per-target basis. This is primarily due to the bundled copy of ZLib.
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# ZLib explicitly declares symbols hidden, rather than defaulting to hidden.
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#
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# Note that -fvisibility=hidden is stronger than -fvisibility-inlines-hidden.
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set(OPENJK_VISIBILITY_FLAGS "-fvisibility=hidden")
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# removes the -rdynamic flag at linking (which causes crashes for some reason)
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set(CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "")
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set(CMAKE_SHARED_LIBRARY_LINK_CXX_FLAGS "")
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# additional flags for debug configuration
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set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -ggdb")
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set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
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if (X86)
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -msse2")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -msse2")
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endif()
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set(CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE} -O3")
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -O3")
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# enable somewhat modern C++
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++11")
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if("${CMAKE_C_COMPILER_ID}" STREQUAL "GNU")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-comment")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsigned-char")
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if (X86)
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# "x86 vm will crash without -mstackrealign since MMX
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# instructions will be used no matter what and they
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# corrupt the frame pointer in VM calls"
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# -ioquake3 Makefile
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mstackrealign")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mfpmath=sse")
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endif()
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if(WIN32)
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# Link libgcc and libstdc++ statically
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -static-libgcc")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libgcc")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -static-libstdc++")
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endif()
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elseif("${CMAKE_C_COMPILER_ID}" MATCHES "Clang")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-comment")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -fsigned-char")
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endif()
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if("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-invalid-offsetof")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-comment")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsigned-char")
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if (X86)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mstackrealign")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -mfpmath=sse")
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endif()
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elseif("${CMAKE_CXX_COMPILER_ID}" MATCHES "Clang")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-write-strings")
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#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated-writable-strings")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-comment")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-invalid-offsetof")
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fsigned-char")
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endif()
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else()
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message(ERROR "Unsupported compiler")
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endif()
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set(SharedDefines ${SharedDefines} "$<$<CONFIG:Debug>:_DEBUG>")
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set(SharedDefines ${SharedDefines} "$<$<NOT:$<CONFIG:Debug>>:FINAL_BUILD>")
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if(BuildPortableVersion)
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set(BUILD_PORTABLE ON)
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endif()
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#=============================================================================
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#
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# Generate version file
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#
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#=============================================================================
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# Reproducible builds
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# https://reproducible-builds.org/specs/source-date-epoch/
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if ("$ENV{SOURCE_DATE_EPOCH}" STREQUAL "")
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message(STATUS "SOURCE_DATE_EPOCH is not set: SOURCE_DATE will be set to the compile-time date")
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else()
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execute_process(
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COMMAND "date" "--date=@$ENV{SOURCE_DATE_EPOCH}" "+%b %_d %Y"
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OUTPUT_VARIABLE SOURCE_DATE
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ERROR_QUIET
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OUTPUT_STRIP_TRAILING_WHITESPACE)
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message(STATUS "SOURCE_DATE_EPOCH is set ($ENV{SOURCE_DATE_EPOCH}): SOURCE_DATE set to \"${SOURCE_DATE}\"")
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endif()
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# Current Git SHA1 hash
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include(GetGitRevisionDescription)
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get_git_head_revision(GIT_REFSPEC GIT_HASH)
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message(STATUS "Git revision is ${GIT_HASH}")
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configure_file(shared/qcommon/q_version.h.in shared/qcommon/q_version.h @ONLY)
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#=============================================================================
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# Files shared across all projects
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#
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#=============================================================================
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set(SharedCommonFiles
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"${SharedDir}/qcommon/q_color.h"
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"${SharedDir}/qcommon/q_color.c"
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"${SharedDir}/qcommon/q_math.h"
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"${SharedDir}/qcommon/q_math.c"
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"${SharedDir}/qcommon/q_string.h"
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"${SharedDir}/qcommon/q_string.c"
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"${SharedDir}/qcommon/q_platform.h"
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"${CMAKE_BINARY_DIR}/shared/qcommon/q_version.h"
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)
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set(SharedCommonSafeFiles
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"${SharedDir}/qcommon/safe/gsl.h"
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"${SharedDir}/qcommon/safe/string.cpp"
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"${SharedDir}/qcommon/safe/string.h"
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"${SharedDir}/qcommon/safe/sscanf.h"
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"${SharedDir}/qcommon/safe/limited_vector.h"
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)
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#=============================================================================
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#
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# Adding all of the projects
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#
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#=============================================================================
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if(UseInternalJPEG)
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add_subdirectory(lib/jpeg-9a)
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else()
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find_package(JPEG REQUIRED)
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endif()
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if(UseInternalZlib)
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add_subdirectory(lib/zlib)
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else()
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find_package(ZLIB REQUIRED)
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endif()
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if(UseInternalPNG)
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add_subdirectory(lib/libpng)
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else()
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find_package(PNG REQUIRED)
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endif()
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# Always use bundled minizip (sets MINIZIP_{LIBRARIES,INCLUDE_DIR})
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add_subdirectory(lib/minizip)
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# Add projects
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add_subdirectory(${SPDir})
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if(BuildJK2SPGame)
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add_subdirectory("${JK2SPDir}/game")
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endif()
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add_subdirectory(${MPDir})
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if(BuildSymbolServer)
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add_subdirectory("tools/WinSymbol")
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endif()
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if(BuildTests)
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enable_testing()
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add_subdirectory("tests")
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endif() |