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(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() 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})