cmake_minimum_required(VERSION 3.1 FATAL_ERROR) # Print a message that using the Makefiles is recommended. message(NOTICE: " The CMakeLists.txt is unmaintained. Use the Makefile if possible.") # 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 C) # Cmake module search path. set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_LIST_DIR}/stuff/cmake/modules ${CMAKE_MODULE_PATH}) set(CMAKE_C_STANDARD 11) set(CMAKE_C_STANDARD_REQUIRED OFF) 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} ${YQUAKE2LIBS}) endif() # Add extended path for FreeBSD and Homebrew on OS X. list(APPEND CMAKE_PREFIX_PATH /usr/local) if (MSVC) add_compile_options(/MP) # parallel build (use all cores, or as many as configured in VS) # ignore some compiler warnings add_compile_options(/wd4244 /wd4305) # possible loss of data/truncation (double to float etc; ignore) add_compile_options(/wd4018) # signed/unsigned missmatch add_compile_options(/wd4996) # 'function': was declared deprecated (like all that secure CRT stuff) # don't show me warnings for system headers, why the fuck isn't this default add_compile_options(/experimental:external /external:W0) else() # GCC/clang/mingw # Enforce compiler flags: # -Wall -> More warnings # -fno-strict-aliasing -> Quake 2 is far away from strict aliasing # -fwrapv -> Make signed integer overflows defined # -fvisibility=hidden -> Force defaultsymbol visibility to hidden set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wall -fno-strict-aliasing -fwrapv -fvisibility=hidden") # Use -O2 as maximum optimization level. -O3 has it's problems with yquake2. string(REPLACE "-O3" "-O2" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}") endif() # MSVC'S else-case # Switch off some annoying warnings if (${CMAKE_C_COMPILER_ID} STREQUAL "Clang") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-missing-braces") elseif (${CMAKE_C_COMPILER_ID} STREQUAL "GNU") if (CMAKE_C_COMPILER_VERSION GREATER 7.99) set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Wno-format-truncation -Wno-format-overflow") endif() endif() # 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) set(SYSTEMDIR "" CACHE STRING "Override the system default directory") # 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 # work around CMake's useless/broken CMAKE_SYSTEM_PROCESSOR (taken from dhewm3) set(cpu ${CMAKE_SYSTEM_PROCESSOR}) # Originally, ${CMAKE_SYSTEM_PROCESSOR} was supposed to contain the *target* CPU, according to CMake's documentation. # As far as I can tell this has always been broken (always returns host CPU) at least on Windows # (see e.g. https://cmake.org/pipermail/cmake-developers/2014-September/011405.html) and wasn't reliable on # other systems either, for example on Linux with 32bit userland but 64bit kernel it returned the kernel CPU type # (e.g. x86_64 instead of i686). Instead of fixing this, CMake eventually updated their documentation in 3.20, # now it's officially the same as CMAKE_HOST_SYSTEM_PROCESSOR except when cross-compiling (where it's explicitly set) # So we gotta figure out the actual target CPU type ourselves.. if(NOT (CMAKE_SYSTEM_PROCESSOR STREQUAL CMAKE_HOST_SYSTEM_PROCESSOR)) # special case: cross-compiling, here CMAKE_SYSTEM_PROCESSOR should be correct, hopefully # (just leave cpu at ${CMAKE_SYSTEM_PROCESSOR}) elseif(MSVC) # because all this wasn't ugly enough, it turned out that, unlike standalone CMake, Visual Studio's # integrated CMake doesn't set CMAKE_GENERATOR_PLATFORM, so I gave up on guessing the CPU arch here # and moved the CPU detection to MSVC-specific code in neo/sys/platform.h else() # not MSVC and not cross-compiling, assume GCC or clang (-compatible), seems to work for MinGW as well execute_process(COMMAND ${CMAKE_C_COMPILER} "-dumpmachine" RESULT_VARIABLE cc_dumpmachine_res OUTPUT_VARIABLE cc_dumpmachine_out) if(cc_dumpmachine_res EQUAL 0) string(STRIP ${cc_dumpmachine_out} cc_dumpmachine_out) # get rid of trailing newline message(DEBUG "`${CMAKE_C_COMPILER} -dumpmachine` says: \"${cc_dumpmachine_out}\"") # gcc -dumpmachine and clang -dumpmachine seem to print something like "x86_64-linux-gnu" (gcc) # or "x64_64-pc-linux-gnu" (clang) or "i686-w64-mingw32" (32bit mingw-w64) i.e. starting with the CPU, # then "-" and then OS or whatever - so use everything up to first "-" string(REGEX MATCH "^[^-]+" cpu ${cc_dumpmachine_out}) message(DEBUG " => CPU architecture extracted from that: \"${cpu}\"") else() message(WARNING "${CMAKE_C_COMPILER} -dumpmachine failed with error (code) ${cc_dumpmachine_res}") message(WARNING "will use the (sometimes incorrect) CMAKE_SYSTEM_PROCESSOR (${cpu}) to determine YQ2ARCH") endif() endif() if(cpu STREQUAL "powerpc") set(cpu "ppc") elseif(cpu STREQUAL "aarch64") # "arm64" is more obvious, and some operating systems (like macOS) use it instead of "aarch64" set(cpu "arm64") elseif(cpu MATCHES "i.86" OR cpu MATCHES "[xX]86") set(cpu "i386") elseif(cpu MATCHES "[aA][mM][dD]64" OR cpu MATCHES "[xX]64") set(cpu "x86_64") elseif(cpu MATCHES "[aA][rR][mM].*") # some kind of arm.. # On 32bit Raspbian gcc -dumpmachine returns sth starting with "arm-", # while clang -dumpmachine says "arm6k-..." - try to unify that to "arm" if(CMAKE_SIZEOF_VOID_P EQUAL 8) # sizeof(void*) == 8 => must be arm64 set(cpu "arm64") else() # should be 32bit arm then (probably "armv7l" "armv6k" or sth like that) set(cpu "arm") endif() endif() if(MSVC) # for MSVC YQ2ARCH is set in code (in src/common/header/common.h) message(STATUS "Setting YQ2OSTYPE to \"${YQ2OSTYPE}\" - NOT setting YQ2ARCH, because we're targeting MSVC (VisualC++)") else() set(ARCH "${cpu}") add_definitions(-DYQ2ARCH="${ARCH}") message(STATUS "Setting YQ2OSTYPE to \"${YQ2OSTYPE}\" and YQ2ARCH to \"${ARCH}\".") endif() # make sure that ${cpu} isn't used below - if at all use ${ARCH}, but not when compiling with MSVC! unset(cpu) # END OF workarounds for CMake's poor choices regarding CPU architecture detection # Systemwide installation of game assets. if(${SYSTEMWIDE_SUPPORT}) add_definitions(-DSYSTEMWIDE) if(NOT ${SYSTEMDIR} STREQUAL "") add_definitions(-DSYSTEMDIR="${SYSTEMDIR}") endif() endif() # We need to pass some options to minizip / unzip. add_definitions(-DNOUNCRYPT) if(NOT (CMAKE_SYSTEM_NAME MATCHES "Linux") AND 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. if(NOT MSVC) list(APPEND yquake2LinkerFlags m) endif() list(APPEND yquake2LinkerFlags ${CMAKE_DL_LIBS}) if(${CMAKE_SYSTEM_NAME} MATCHES "Windows") if(!MSVC) list(APPEND yquake2LinkerFlags "-static-libgcc") endif() else() if (NOT ${CMAKE_SYSTEM_NAME} MATCHES "Haiku") list(APPEND yquake2LinkerFlags "-rdynamic") else() list(APPEND yquake2LinkerFlags "-lnetwork") set(CMAKE_POSITION_INDEPENDENT_CODE ON) endif() if (${CMAKE_SYSTEM_NAME} MATCHES "SunOS") list(APPEND yquake2LinkerFlags "-lsocket -lnsl") endif() endif() if(NOT ${CMAKE_SYSTEM_NAME} MATCHES "Darwin" AND NOT ${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD" AND NOT WIN32) list(APPEND yquake2LinkerFlags "-Wl,--no-undefined") endif() # With all of those libraries and user defined paths # added, lets give them to the compiler and linker. include_directories(${yquake2IncludeDirectories}) link_directories(${yquake2LinkerDirectories}) # these settings only work for GCC and clang if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang") # If we're building with gcc for i386 let's define -ffloat-store. # This helps the old and crappy x87 FPU to produce correct values. # Would be nice if Clang had something comparable. if ("${ARCH}" STREQUAL "i386" AND ${CMAKE_C_COMPILER_ID} STREQUAL "GNU") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -ffloat-store") 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() 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}/files/models.c ${REF_SRC_DIR}/files/pcx.c ${REF_SRC_DIR}/files/stb.c ${REF_SRC_DIR}/files/surf.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}/files/surf.c ${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}/files/models.c ${REF_SRC_DIR}/files/pcx.c ${REF_SRC_DIR}/files/stb.c ${REF_SRC_DIR}/files/surf.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(Glad-GL3-Source ${REF_SRC_DIR}/gl3/glad/src/glad.c) set(Glad-GLES3-Source ${REF_SRC_DIR}/gl3/glad-gles3/src/glad.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/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(Glad-GL3-Header ${REF_SRC_DIR}/gl3/glad/include/glad/glad.h ${REF_SRC_DIR}/gl3/glad/include/KHR/khrplatform.h ) set(Glad-GLES3-Header ${REF_SRC_DIR}/gl3/glad-gles3/include/glad/glad.h ${REF_SRC_DIR}/gl3/glad-gles3/include/KHR/khrplatform.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/models.c ${REF_SRC_DIR}/files/pcx.c ${REF_SRC_DIR}/files/stb.c ${REF_SRC_DIR}/files/surf.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 ${COMMON_SRC_DIR}/header/shared.h ) # Main Quake 2 executable if(${CMAKE_SYSTEM_NAME} MATCHES "Windows") add_executable(yquake2 WIN32 ${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) if(MSVC AND CMAKE_MAJOR_VERSION GREATER 3 OR ( CMAKE_MAJOR_VERSION EQUAL 3 AND CMAKE_MINOR_VERSION GREATER_EQUAL 6 )) # CMake >= 3.6 supports setting the default project started for debugging (instead of trying to launch ALL_BUILD ...) set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT yquake2) set_target_properties(yquake2 PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY ${CMAKE_BINARY_DIR}/release) endif() # Wrapper for the Windows binary set(Wrapper-Source src/win-wrapper/wrapper.c ${BACKENDS_SRC_DIR}/windows/icon.rc ) add_executable(quake2 WIN32 ${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 "" SUFFIX ${CMAKE_SHARED_LIBRARY_SUFFIX} ) get_property(isMultiConfig GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG) if(isMultiConfig) # multi-config, like Visual Studio solution set_target_properties(game PROPERTIES LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/$/baseq2 RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/$/baseq2 ) else() # single-config, like normal Makefiles set_target_properties(game PROPERTIES LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/baseq2 RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release/baseq2 ) endif() 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} ${Glad-GL3-Source} ${GL3-Header} ${Glad-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_include_directories(ref_gl3 PRIVATE ${CMAKE_SOURCE_DIR}/src/client/refresh/gl3/glad/include) target_link_libraries(ref_gl3 ${yquake2LinkerFlags} ${yquake2SDLLinkerFlags}) # Build the GLES3 dynamic library add_library(ref_gles3 MODULE ${GL3-Source} ${Glad-GLES3-Source} ${GL3-Header} ${Glad-GLES3-Header} ${REF-Platform-Specific-Source}) set_target_properties(ref_gles3 PROPERTIES PREFIX "" #COMPILE_DEFINITIONS "YQ2_GL3_GLES3=1;YQ2_GL3_GLES=1" LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/release SUFFIX ${CMAKE_SHARED_LIBRARY_SUFFIX} ) target_include_directories(ref_gles3 PRIVATE ${CMAKE_SOURCE_DIR}/src/client/refresh/gl3/glad-gles3/include) target_compile_definitions(ref_gles3 PRIVATE YQ2_GL3_GLES3=1 YQ2_GL3_GLES=1) target_link_libraries(ref_gles3 ${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})