Revert "Retire unmaintained CMakeLists.txt."

It turned out that there're some special cases not (yet) covered by the
Makefile. Crossbuilding in specialized chroot environments are one
example.
This commit is contained in:
Yamagi 2021-07-23 08:19:28 +02:00
parent 8f8ecb72a6
commit 3e0af336d0

662
CMakeLists.txt Normal file
View file

@ -0,0 +1,662 @@
cmake_minimum_required(VERSION 3.0 FATAL_ERROR)
# Enforce "Debug" as standard build type.
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE "Debug" CACHE STRING "Choose the type of build, options are: Debug Release RelWithDebInfo MinSizeRel." FORCE)
endif()
# CMake project configuration.
project(yquake2)
# Cmake module search path.
set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/stuff/cmake/modules ${CMAKE_MODULE_PATH})
if(YQUAKE2LIBS)
if(CMAKE_CROSSCOMPILING)
set(CMAKE_FIND_ROOT_PATH ${YQUAKE2LIBS})
else()
set(ENV{CMAKE_PREFIX_PATH} ${YQUAKE2LIBS})
endif()
set(ENV{OPENALDIR} ${YQUAKE2LIBS})
set(ENV{SDL2DIR} ${YQUAKE2LIBS})
endif()
# Add extended path for FreeBSD and Homebrew on OS X.
list(APPEND CMAKE_PREFIX_PATH /usr/local)
# Enforce compiler flags:
# -Wall -> More warnings
# -fno-strict-aliasing -> Quake 2 is far away from strict aliasing
# -fwrapv -> Make signed integer overflows defined
# -fvisibility=hidden -> Force defaultsymbol visibility to hidden
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu99 -Wall -fno-strict-aliasing -fwrapv -fvisibility=hidden")
# Switch of some annoying warnings
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-missing-braces")
elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
if (CMAKE_CXX_COMPILER_VERSION GREATER 7.99)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-format-truncation -Wno-format-overflow")
endif()
endif()
# Use -O2 as maximum optimization level. -O3 has it's problems with yquake2.
string(REPLACE "-O3" "-O2" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
# Compilation time options.
option(CURL_SUPPORT "cURL support" ON)
option(OPENAL_SUPPORT "OpenAL support" ON)
option(SYSTEMWIDE_SUPPORT "Enable systemwide installation of game assets" OFF)
# These variables will act as our list of include folders and linker flags.
set(yquake2IncludeDirectories)
set(yquake2LinkerDirectories)
set(yquake2LinkerFlags)
set(yquake2ClientLinkerFlags)
set(yquake2ServerLinkerFlags)
set(yquake2OpenGLLinkerFlags)
set(yquake2VulkanLinkerFlags)
set(yquake2SDLLinkerFlags)
set(yquake2ZLibLinkerFlags)
# Set directory locations (allowing us to move directories easily)
set(SOURCE_DIR ${CMAKE_CURRENT_LIST_DIR}/src)
set(BACKENDS_SRC_DIR ${SOURCE_DIR}/backends)
set(COMMON_SRC_DIR ${SOURCE_DIR}/common)
set(GAME_SRC_DIR ${SOURCE_DIR}/game)
set(SERVER_SRC_DIR ${SOURCE_DIR}/server)
set(CLIENT_SRC_DIR ${SOURCE_DIR}/client)
set(REF_SRC_DIR ${SOURCE_DIR}/client/refresh)
# Operating system.
set(YQ2OSTYPE "${CMAKE_SYSTEM_NAME}" CACHE STRING "Override operation system type")
add_definitions(-DYQ2OSTYPE="${YQ2OSTYPE}")
# Architecture string.
set(YQ2ARCH "${CMAKE_SYSTEM_PROCESSOR}" CACHE STRING "Override CPU architecture")
string(REGEX REPLACE "amd64" "x86_64" ARCH "${YQ2ARCH}")
string(REGEX REPLACE "i.86" "i386" ARCH "${ARCH}")
string(REGEX REPLACE "^arm.*" "arm" ARCH "${ARCH}")
add_definitions(-DYQ2ARCH="${ARCH}")
# Systemwide installation of game assets.
if(${SYSTEMWIDE_SUPPORT})
add_definitions(-DSYSTEMWIDE)
endif()
# We need to pass some options to minizip / unzip.
add_definitions(-DNOUNCRYPT)
if(NOT CMAKE_SYSTEM_NAME MATCHES "Linux" OR NOT CMAKE_SYSTEM_NAME MATCHES "Windows")
add_definitions(-DIOAPI_NO_64)
endif()
# Required libraries to build the different components of the binaries. Find
# them and add the include/linker directories and flags (in case the package
# manager find it in a weird place).
find_package(SDL2 REQUIRED)
list(APPEND yquake2IncludeDirectories "${SDL2_INCLUDE_DIR}/..")
list(APPEND yquake2SDLLinkerFlags ${SDL2_LIBRARY})
# We need an OpenGL implementation.
set(OpenGL_GL_PREFERENCE GLVND)
find_package(OpenGL REQUIRED)
list(APPEND yquake2IncludeDirectories ${OPENGL_INCLUDE_DIR})
list(APPEND yquake2OpenGLLinkerFlags ${OPENGL_LIBRARIES})
# backtrace lookup
# Some systems like Linux has it within the libc some like the BSD, Haiku ...
# into an external libexecinfo library
include(CheckFunctionExists)
include(CheckLibraryExists)
check_function_exists(backtrace HAVE_EXECINFO_SYS)
IF (NOT HAVE_EXECINFO_SYS)
check_library_exists(execinfo backtrace "" HAVE_EXECINFO_LIB)
if (HAVE_EXECINFO_LIB)
list(APPEND yquake2ClientLinkerFlags execinfo)
list(APPEND yquake2ServerLinkerFlags execinfo)
add_definitions(-DHAVE_EXECINFO)
endif()
else()
add_definitions(-DHAVE_EXECINFO)
endif()
# cURL support.
if (${CURL_SUPPORT})
find_package(CURL REQUIRED)
add_definitions(-DUSE_CURL)
endif()
# OpenAL support.
if(${OPENAL_SUPPORT})
find_package(OpenAL)
if(${OPENAL_FOUND})
list(APPEND yquake2IncludeDirectories "${OPENAL_INCLUDE_DIR}")
list(APPEND yquake2ClientLinkerFlags ${OPENAL_LIBRARY})
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="openal32.dll")
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.dylib")
elseif((${CMAKE_SYSTEM_NAME} MATCHES "FreeBSD") OR (${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD"))
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so")
else()
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so.1")
endif()
endif()
endif()
# General linker flags.
list(APPEND yquake2LinkerFlags "-lm")
list(APPEND yquake2LinkerFlags ${CMAKE_DL_LIBS})
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
list(APPEND yquake2LinkerFlags "-lws2_32 -lwinmm -static-libgcc")
else()
if (NOT ${CMAKE_SYSTEM_NAME} MATCHES "Haiku")
list(APPEND yquake2LinkerFlags "-rdynamic")
else()
list(APPEND yquake2LinkerFlags "-lnetwork")
endif()
if (${CMAKE_SYSTEM_NAME} MATCHES "SunOS")
list(APPEND yquake2LinkerFlags "-lsocket -lnsl")
endif()
endif()
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD")
list(APPEND yquake2LinkerFlags "-Wl,--no-undefined")
endif()
endif()
# With all of those libraries and user defined paths
# added, lets give them to the compiler and linker.
include_directories(${yquake2IncludeDirectories} ${CMAKE_SOURCE_DIR}/src/client/refresh/gl3/glad/include)
link_directories(${yquake2LinkerDirectories})
# If we're building with gcc for i386 let's define -ffloat-store.
# This helps the old and crappy x87 FPU to produce correct values.
# Would be nice if Clang had something comparable.
if ("${ARCH}" STREQUAL "i386")
if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -ffloat-store")
endif()
endif()
# Force SSE math on x86_64. All sane compilers should do this
# anyway, just to protect us from broken Linux distros.
if ("${ARCH}" STREQUAL "x86_64")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -mfpmath=sse")
endif()
if ("${ARCH}" STREQUAL "arm")
if (CMAKE_SIZEOF_VOID_P EQUAL 4)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -march=armv6k")
endif()
endif()
set(Backends-Generic-Source
${BACKENDS_SRC_DIR}/generic/misc.c
)
set(Backends-Unix-Source
${BACKENDS_SRC_DIR}/unix/main.c
${BACKENDS_SRC_DIR}/unix/network.c
${BACKENDS_SRC_DIR}/unix/signalhandler.c
${BACKENDS_SRC_DIR}/unix/system.c
${BACKENDS_SRC_DIR}/unix/shared/hunk.c
)
set(Backends-Windows-Source
${BACKENDS_SRC_DIR}/windows/icon.rc
${BACKENDS_SRC_DIR}/windows/main.c
${BACKENDS_SRC_DIR}/windows/network.c
${BACKENDS_SRC_DIR}/windows/system.c
${BACKENDS_SRC_DIR}/windows/shared/hunk.c
)
set(Backends-Windows-Header
${BACKENDS_SRC_DIR}/windows/header/resource.h
)
set(REF-Windows-Source
${BACKENDS_SRC_DIR}/windows/shared/hunk.c
)
set(REF-Unix-Source
${BACKENDS_SRC_DIR}/unix/shared/hunk.c
)
# Set the nessesary platform specific source
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
set(Platform-Specific-Source ${Backends-Windows-Source} ${Backends-Windows-Header})
set(REF-Platform-Specific-Source ${REF-Windows-Source})
else()
set(Platform-Specific-Source ${Backends-Unix-Source})
set(REF-Platform-Specific-Source ${REF-Unix-Source})
endif()
set(Game-Source
${COMMON_SRC_DIR}/shared/flash.c
${COMMON_SRC_DIR}/shared/rand.c
${COMMON_SRC_DIR}/shared/shared.c
${GAME_SRC_DIR}/g_ai.c
${GAME_SRC_DIR}/g_chase.c
${GAME_SRC_DIR}/g_cmds.c
${GAME_SRC_DIR}/g_combat.c
${GAME_SRC_DIR}/g_func.c
${GAME_SRC_DIR}/g_items.c
${GAME_SRC_DIR}/g_main.c
${GAME_SRC_DIR}/g_misc.c
${GAME_SRC_DIR}/g_monster.c
${GAME_SRC_DIR}/g_phys.c
${GAME_SRC_DIR}/g_spawn.c
${GAME_SRC_DIR}/g_svcmds.c
${GAME_SRC_DIR}/g_target.c
${GAME_SRC_DIR}/g_trigger.c
${GAME_SRC_DIR}/g_turret.c
${GAME_SRC_DIR}/g_utils.c
${GAME_SRC_DIR}/g_weapon.c
${GAME_SRC_DIR}/monster/berserker/berserker.c
${GAME_SRC_DIR}/monster/boss2/boss2.c
${GAME_SRC_DIR}/monster/boss3/boss3.c
${GAME_SRC_DIR}/monster/boss3/boss31.c
${GAME_SRC_DIR}/monster/boss3/boss32.c
${GAME_SRC_DIR}/monster/brain/brain.c
${GAME_SRC_DIR}/monster/chick/chick.c
${GAME_SRC_DIR}/monster/flipper/flipper.c
${GAME_SRC_DIR}/monster/float/float.c
${GAME_SRC_DIR}/monster/flyer/flyer.c
${GAME_SRC_DIR}/monster/gladiator/gladiator.c
${GAME_SRC_DIR}/monster/gunner/gunner.c
${GAME_SRC_DIR}/monster/hover/hover.c
${GAME_SRC_DIR}/monster/infantry/infantry.c
${GAME_SRC_DIR}/monster/insane/insane.c
${GAME_SRC_DIR}/monster/medic/medic.c
${GAME_SRC_DIR}/monster/misc/move.c
${GAME_SRC_DIR}/monster/mutant/mutant.c
${GAME_SRC_DIR}/monster/parasite/parasite.c
${GAME_SRC_DIR}/monster/soldier/soldier.c
${GAME_SRC_DIR}/monster/supertank/supertank.c
${GAME_SRC_DIR}/monster/tank/tank.c
${GAME_SRC_DIR}/player/client.c
${GAME_SRC_DIR}/player/hud.c
${GAME_SRC_DIR}/player/trail.c
${GAME_SRC_DIR}/player/view.c
${GAME_SRC_DIR}/player/weapon.c
${GAME_SRC_DIR}/savegame/savegame.c
)
set(Game-Header
${GAME_SRC_DIR}/header/game.h
${GAME_SRC_DIR}/header/local.h
${GAME_SRC_DIR}/monster/berserker/berserker.h
${GAME_SRC_DIR}/monster/boss2/boss2.h
${GAME_SRC_DIR}/monster/boss3/boss31.h
${GAME_SRC_DIR}/monster/boss3/boss32.h
${GAME_SRC_DIR}/monster/brain/brain.h
${GAME_SRC_DIR}/monster/chick/chick.h
${GAME_SRC_DIR}/monster/flipper/flipper.h
${GAME_SRC_DIR}/monster/float/float.h
${GAME_SRC_DIR}/monster/flyer/flyer.h
${GAME_SRC_DIR}/monster/gladiator/gladiator.h
${GAME_SRC_DIR}/monster/gunner/gunner.h
${GAME_SRC_DIR}/monster/hover/hover.h
${GAME_SRC_DIR}/monster/infantry/infantry.h
${GAME_SRC_DIR}/monster/insane/insane.h
${GAME_SRC_DIR}/monster/medic/medic.h
${GAME_SRC_DIR}/monster/misc/player.h
${GAME_SRC_DIR}/monster/mutant/mutant.h
${GAME_SRC_DIR}/monster/parasite/parasite.h
${GAME_SRC_DIR}/monster/soldier/soldier.h
${GAME_SRC_DIR}/monster/supertank/supertank.h
${GAME_SRC_DIR}/monster/tank/tank.h
${GAME_SRC_DIR}/savegame/tables/clientfields.h
${GAME_SRC_DIR}/savegame/tables/fields.h
${GAME_SRC_DIR}/savegame/tables/gamefunc_decs.h
${GAME_SRC_DIR}/savegame/tables/gamefunc_list.h
${GAME_SRC_DIR}/savegame/tables/gamemmove_decs.h
${GAME_SRC_DIR}/savegame/tables/gamemmove_list.h
${GAME_SRC_DIR}/savegame/tables/levelfields.h
)
set(Client-Source
${CLIENT_SRC_DIR}/cl_cin.c
${CLIENT_SRC_DIR}/cl_console.c
${CLIENT_SRC_DIR}/cl_download.c
${CLIENT_SRC_DIR}/cl_effects.c
${CLIENT_SRC_DIR}/cl_entities.c
${CLIENT_SRC_DIR}/cl_input.c
${CLIENT_SRC_DIR}/cl_inventory.c
${CLIENT_SRC_DIR}/cl_keyboard.c
${CLIENT_SRC_DIR}/cl_lights.c
${CLIENT_SRC_DIR}/cl_main.c
${CLIENT_SRC_DIR}/cl_network.c
${CLIENT_SRC_DIR}/cl_parse.c
${CLIENT_SRC_DIR}/cl_particles.c
${CLIENT_SRC_DIR}/cl_prediction.c
${CLIENT_SRC_DIR}/cl_screen.c
${CLIENT_SRC_DIR}/cl_tempentities.c
${CLIENT_SRC_DIR}/cl_view.c
${CLIENT_SRC_DIR}/curl/download.c
${CLIENT_SRC_DIR}/curl/qcurl.c
${CLIENT_SRC_DIR}/input/sdl.c
${CLIENT_SRC_DIR}/menu/menu.c
${CLIENT_SRC_DIR}/menu/qmenu.c
${CLIENT_SRC_DIR}/menu/videomenu.c
${CLIENT_SRC_DIR}/sound/ogg.c
${CLIENT_SRC_DIR}/sound/openal.c
${CLIENT_SRC_DIR}/sound/qal.c
${CLIENT_SRC_DIR}/sound/sdl.c
${CLIENT_SRC_DIR}/sound/sound.c
${CLIENT_SRC_DIR}/sound/wave.c
${CLIENT_SRC_DIR}/vid/glimp_sdl.c
${CLIENT_SRC_DIR}/vid/vid.c
${COMMON_SRC_DIR}/argproc.c
${COMMON_SRC_DIR}/clientserver.c
${COMMON_SRC_DIR}/collision.c
${COMMON_SRC_DIR}/crc.c
${COMMON_SRC_DIR}/cmdparser.c
${COMMON_SRC_DIR}/cvar.c
${COMMON_SRC_DIR}/filesystem.c
${COMMON_SRC_DIR}/glob.c
${COMMON_SRC_DIR}/md4.c
${COMMON_SRC_DIR}/movemsg.c
${COMMON_SRC_DIR}/frame.c
${COMMON_SRC_DIR}/netchan.c
${COMMON_SRC_DIR}/pmove.c
${COMMON_SRC_DIR}/szone.c
${COMMON_SRC_DIR}/zone.c
${COMMON_SRC_DIR}/shared/flash.c
${COMMON_SRC_DIR}/shared/rand.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/unzip/ioapi.c
${COMMON_SRC_DIR}/unzip/miniz.c
${COMMON_SRC_DIR}/unzip/unzip.c
${SERVER_SRC_DIR}/sv_cmd.c
${SERVER_SRC_DIR}/sv_conless.c
${SERVER_SRC_DIR}/sv_entities.c
${SERVER_SRC_DIR}/sv_game.c
${SERVER_SRC_DIR}/sv_init.c
${SERVER_SRC_DIR}/sv_main.c
${SERVER_SRC_DIR}/sv_save.c
${SERVER_SRC_DIR}/sv_send.c
${SERVER_SRC_DIR}/sv_user.c
${SERVER_SRC_DIR}/sv_world.c
)
set(Client-Header
${CLIENT_SRC_DIR}/header/client.h
${CLIENT_SRC_DIR}/header/console.h
${CLIENT_SRC_DIR}/header/keyboard.h
${CLIENT_SRC_DIR}/header/screen.h
${CLIENT_SRC_DIR}/curl/header/download.h
${CLIENT_SRC_DIR}/curl/header/qcurl.h
${CLIENT_SRC_DIR}/input/header/input.h
${CLIENT_SRC_DIR}/menu/header/qmenu.h
${CLIENT_SRC_DIR}/sound/header/local.h
${CLIENT_SRC_DIR}/sound/header/qal.h
${CLIENT_SRC_DIR}/sound/header/sound.h
${CLIENT_SRC_DIR}/sound/header/stb_vorbis.h
${CLIENT_SRC_DIR}/sound/header/vorbis.h
${CLIENT_SRC_DIR}/vid/header/ref.h
${CLIENT_SRC_DIR}/vid/header/stb_image_write.h
${CLIENT_SRC_DIR}/vid/header/vid.h
${COMMON_SRC_DIR}/header/common.h
${COMMON_SRC_DIR}/header/crc.h
${COMMON_SRC_DIR}/header/files.h
${COMMON_SRC_DIR}/header/glob.h
${COMMON_SRC_DIR}/header/shared.h
${COMMON_SRC_DIR}/header/zone.h
${COMMON_SRC_DIR}/unzip/ioapi.h
${COMMON_SRC_DIR}/unzip/miniz.h
${COMMON_SRC_DIR}/unzip/minizconf.h
${COMMON_SRC_DIR}/unzip/unzip.h
${SERVER_SRC_DIR}/header/server.h
)
set(Server-Source
${COMMON_SRC_DIR}/argproc.c
${COMMON_SRC_DIR}/clientserver.c
${COMMON_SRC_DIR}/collision.c
${COMMON_SRC_DIR}/crc.c
${COMMON_SRC_DIR}/cmdparser.c
${COMMON_SRC_DIR}/cvar.c
${COMMON_SRC_DIR}/filesystem.c
${COMMON_SRC_DIR}/glob.c
${COMMON_SRC_DIR}/md4.c
${COMMON_SRC_DIR}/frame.c
${COMMON_SRC_DIR}/movemsg.c
${COMMON_SRC_DIR}/netchan.c
${COMMON_SRC_DIR}/pmove.c
${COMMON_SRC_DIR}/szone.c
${COMMON_SRC_DIR}/zone.c
${COMMON_SRC_DIR}/shared/rand.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/unzip/ioapi.c
${COMMON_SRC_DIR}/unzip/miniz.c
${COMMON_SRC_DIR}/unzip/unzip.c
${SERVER_SRC_DIR}/sv_cmd.c
${SERVER_SRC_DIR}/sv_conless.c
${SERVER_SRC_DIR}/sv_entities.c
${SERVER_SRC_DIR}/sv_game.c
${SERVER_SRC_DIR}/sv_init.c
${SERVER_SRC_DIR}/sv_main.c
${SERVER_SRC_DIR}/sv_save.c
${SERVER_SRC_DIR}/sv_send.c
${SERVER_SRC_DIR}/sv_user.c
${SERVER_SRC_DIR}/sv_world.c
)
set(Server-Header
${COMMON_SRC_DIR}/header/common.h
${COMMON_SRC_DIR}/header/crc.h
${COMMON_SRC_DIR}/header/files.h
${COMMON_SRC_DIR}/header/glob.h
${COMMON_SRC_DIR}/header/shared.h
${COMMON_SRC_DIR}/header/zone.h
${COMMON_SRC_DIR}/unzip/ioapi.h
${COMMON_SRC_DIR}/unzip/miniz.h
${COMMON_SRC_DIR}/unzip/minizconf.h
${COMMON_SRC_DIR}/unzip/unzip.h
${SERVER_SRC_DIR}/header/server.h
)
set(GL1-Source
${REF_SRC_DIR}/gl1/qgl.c
${REF_SRC_DIR}/gl1/gl1_draw.c
${REF_SRC_DIR}/gl1/gl1_image.c
${REF_SRC_DIR}/gl1/gl1_light.c
${REF_SRC_DIR}/gl1/gl1_lightmap.c
${REF_SRC_DIR}/gl1/gl1_main.c
${REF_SRC_DIR}/gl1/gl1_mesh.c
${REF_SRC_DIR}/gl1/gl1_misc.c
${REF_SRC_DIR}/gl1/gl1_model.c
${REF_SRC_DIR}/gl1/gl1_scrap.c
${REF_SRC_DIR}/gl1/gl1_surf.c
${REF_SRC_DIR}/gl1/gl1_warp.c
${REF_SRC_DIR}/gl1/gl1_sdl.c
${REF_SRC_DIR}/gl1/gl1_md2.c
${REF_SRC_DIR}/gl1/gl1_sp2.c
${REF_SRC_DIR}/files/pcx.c
${REF_SRC_DIR}/files/stb.c
${REF_SRC_DIR}/files/wal.c
${REF_SRC_DIR}/files/pvs.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/md4.c
)
set(GL1-Header
${REF_SRC_DIR}/ref_shared.h
${REF_SRC_DIR}/constants/anorms.h
${REF_SRC_DIR}/constants/anormtab.h
${REF_SRC_DIR}/constants/warpsin.h
${REF_SRC_DIR}/files/stb_image.h
${REF_SRC_DIR}/gl1/header/local.h
${REF_SRC_DIR}/gl1/header/model.h
${REF_SRC_DIR}/gl1/header/qgl.h
${COMMON_SRC_DIR}/header/shared.h
)
set(GL3-Source
${REF_SRC_DIR}/gl3/gl3_draw.c
${REF_SRC_DIR}/gl3/gl3_image.c
${REF_SRC_DIR}/gl3/gl3_light.c
${REF_SRC_DIR}/gl3/gl3_lightmap.c
${REF_SRC_DIR}/gl3/gl3_main.c
${REF_SRC_DIR}/gl3/gl3_mesh.c
${REF_SRC_DIR}/gl3/gl3_misc.c
${REF_SRC_DIR}/gl3/gl3_model.c
${REF_SRC_DIR}/gl3/gl3_sdl.c
${REF_SRC_DIR}/gl3/gl3_surf.c
${REF_SRC_DIR}/gl3/gl3_warp.c
${REF_SRC_DIR}/gl3/gl3_shaders.c
${REF_SRC_DIR}/gl3/gl3_md2.c
${REF_SRC_DIR}/gl3/gl3_sp2.c
${REF_SRC_DIR}/gl3/glad/src/glad.c
${REF_SRC_DIR}/files/pcx.c
${REF_SRC_DIR}/files/stb.c
${REF_SRC_DIR}/files/wal.c
${REF_SRC_DIR}/files/pvs.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/md4.c
)
set(GL3-Header
${REF_SRC_DIR}/ref_shared.h
${REF_SRC_DIR}/constants/anorms.h
${REF_SRC_DIR}/constants/anormtab.h
${REF_SRC_DIR}/constants/warpsin.h
${REF_SRC_DIR}/files/stb_image.h
${REF_SRC_DIR}/gl3/glad/include/glad/glad.h
${REF_SRC_DIR}/gl3/glad/include/KHR/khrplatform.h
${REF_SRC_DIR}/gl3/header/DG_dynarr.h
${REF_SRC_DIR}/gl3/header/HandmadeMath.h
${REF_SRC_DIR}/gl3/header/local.h
${REF_SRC_DIR}/gl3/header/model.h
${COMMON_SRC_DIR}/header/shared.h
)
set(SOFT-Source
${REF_SRC_DIR}/soft/sw_aclip.c
${REF_SRC_DIR}/soft/sw_alias.c
${REF_SRC_DIR}/soft/sw_bsp.c
${REF_SRC_DIR}/soft/sw_draw.c
${REF_SRC_DIR}/soft/sw_edge.c
${REF_SRC_DIR}/soft/sw_image.c
${REF_SRC_DIR}/soft/sw_light.c
${REF_SRC_DIR}/soft/sw_main.c
${REF_SRC_DIR}/soft/sw_misc.c
${REF_SRC_DIR}/soft/sw_model.c
${REF_SRC_DIR}/soft/sw_part.c
${REF_SRC_DIR}/soft/sw_poly.c
${REF_SRC_DIR}/soft/sw_polyset.c
${REF_SRC_DIR}/soft/sw_rast.c
${REF_SRC_DIR}/soft/sw_scan.c
${REF_SRC_DIR}/soft/sw_sprite.c
${REF_SRC_DIR}/soft/sw_surf.c
${REF_SRC_DIR}/files/pcx.c
${REF_SRC_DIR}/files/stb.c
${REF_SRC_DIR}/files/wal.c
${REF_SRC_DIR}/files/pvs.c
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/md4.c
)
set(SOFT-Header
${REF_SRC_DIR}/ref_shared.h
${REF_SRC_DIR}/files/stb_image.h
${REF_SRC_DIR}/files/stb_image_resize.h
${REF_SRC_DIR}/soft/header/local.h
${REF_SRC_DIR}/soft/header/model.h
${COMMON_SRC_DIR}/header/shared.h
)
# Wrapper for the Windows binary
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
set(Wrapper-Source
src/win-wrapper/wrapper.c
${BACKENDS_SRC_DIR}/windows/icon.rc
)
endif()
# Main Quake 2 executable
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
add_executable(yquake2 ${Client-Source} ${Client-Header} ${Platform-Specific-Source}
${Backends-Generic-Source})
set_target_properties(yquake2 PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
)
target_link_libraries(yquake2 ${yquake2LinkerFlags} ${yquake2ClientLinkerFlags}
${yquake2SDLLinkerFlags} ${yquake2ZLibLinkerFlags} ws2_32 winmm)
# Wrapper for the Windows binary
add_executable(quake2 ${Wrapper-Source})
set_target_properties(quake2 PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
)
else()
add_executable(quake2 ${Client-Source} ${Client-Header} ${Platform-Specific-Source}
${Backends-Generic-Source})
set_target_properties(quake2 PROPERTIES
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
)
target_link_libraries(quake2 ${yquake2LinkerFlags} ${yquake2ClientLinkerFlags}
${yquake2SDLLinkerFlags} ${yquake2ZLibLinkerFlags})
endif()
# Quake 2 Dedicated Server
add_executable(q2ded ${Server-Source} ${Server-Header} ${Platform-Specific-Source}
${Backends-Generic-Source})
set_target_properties(q2ded PROPERTIES
COMPILE_DEFINITIONS "DEDICATED_ONLY"
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
)
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
target_link_libraries(q2ded ${yquake2LinkerFlags} ${yquake2SDLLinkerFlags} ${yquake2ZLibLinkerFlags} ws2_32 winmm)
else()
target_link_libraries(q2ded ${yquake2LinkerFlags} ${yquake2ServerLinkerFlags} ${yquake2ZLibLinkerFlags})
endif()
# Build the game dynamic library
add_library(game MODULE ${Game-Source} ${Game-Header})
set_target_properties(game PROPERTIES
PREFIX ""
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/baseq2
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/baseq2
SUFFIX ${CMAKE_SHARED_LIBRARY_SUFFIX}
)
target_link_libraries(game ${yquake2LinkerFlags})
# Build the GL1 dynamic library
add_library(ref_gl1 MODULE ${GL1-Source} ${GL1-Header} ${REF-Platform-Specific-Source})
set_target_properties(ref_gl1 PROPERTIES
PREFIX ""
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
SUFFIX ${CMAKE_SHARED_LIBRARY_SUFFIX}
)
target_link_libraries(ref_gl1 ${yquake2LinkerFlags} ${yquake2OpenGLLinkerFlags} ${yquake2SDLLinkerFlags})
# Build the GL3 dynamic library
add_library(ref_gl3 MODULE ${GL3-Source} ${GL3-Header} ${REF-Platform-Specific-Source})
set_target_properties(ref_gl3 PROPERTIES
PREFIX ""
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
SUFFIX ${CMAKE_SHARED_LIBRARY_SUFFIX}
)
target_link_libraries(ref_gl3 ${yquake2LinkerFlags} ${yquake2SDLLinkerFlags})
# Build the soft renderer dynamic library
add_library(ref_soft MODULE ${SOFT-Source} ${SOFT-Header} ${REF-Platform-Specific-Source})
set_target_properties(ref_soft PROPERTIES
PREFIX ""
LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release
SUFFIX ${CMAKE_SHARED_LIBRARY_SUFFIX}
)
target_link_libraries(ref_soft ${yquake2LinkerFlags} ${yquake2SDLLinkerFlags})