yquake2remaster/Makefile
Jaime Moreira 50aebd2de4 GL1 unified draw calls, init
Implemented a batching procedure, to try to group meshes in a buffer
and use a final GL call to draw them all in one step, instead of the
many GL draw calls existing today.
For now, only 2D textures are included, especifically console text
("conchars"), scrap and tiles. It's not worth doing this for
individual 2D elements (e.g. crosshair).
2024-07-15 06:56:02 -04:00

1249 lines
33 KiB
Makefile

# ------------------------------------------------------ #
# Makefile for the "Yamagi Quake 2 Client" #
# #
# Just type "make" to compile the #
# - Client (quake2) #
# - Server (q2ded) #
# - Quake II Game (baseq2) #
# - Renderer libraries (gl1, gl3, soft) #
# #
# Base dependencies: #
# - SDL 2 or SDL 3 #
# - libGL #
# - Vulkan headers #
# #
# Optional dependencies: #
# - CURL #
# - OpenAL #
# #
# Platforms: #
# - FreeBSD #
# - Linux #
# - NetBSD #
# - OpenBSD #
# - OS X #
# - Windows (MinGW) #
# ------------------------------------------------------ #
# Variables
# ---------
# - ASAN: Builds with address sanitizer, includes DEBUG.
# - DEBUG: Builds a debug build, forces -O0 and adds debug symbols.
# - VERBOSE: Prints full compile, linker and misc commands.
# - UBSAN: Builds with undefined behavior sanitizer, includes DEBUG.
# ----------
# User configurable options
# -------------------------
# Enables HTTP support through cURL. Used for
# HTTP download.
WITH_CURL:=yes
# Enables the optional OpenAL sound system.
# To use it your system needs libopenal.so.1
# or openal32.dll (we recommend openal-soft)
# installed
WITH_OPENAL:=yes
# Sets an RPATH to $ORIGIN/lib. It can be used to
# inject custom libraries, e.g. a patches libSDL.so
# or libopenal.so. Not supported on Windows.
WITH_RPATH:=yes
# Builds with SDL 3 instead of SDL 2.
WITH_SDL3:=no
# Enable systemwide installation of game assets.
WITH_SYSTEMWIDE:=no
# This will set the default SYSTEMDIR, a non-empty string
# would actually be used. On Windows normals slashes (/)
# instead of backslashed (\) should be used! The string
# MUST NOT be surrounded by quotation marks!
WITH_SYSTEMDIR:=""
# This will set the build options to create an MacOS .app-bundle.
# The app-bundle itself will not be created, but the runtime paths
# will be set to expect the game-data in *.app/
# Contents/Resources
OSX_APP:=yes
# This is an optional configuration file, it'll be used in
# case of presence.
CONFIG_FILE:=config.mk
# ----------
# In case a of a configuration file being present, we'll just use it
ifeq ($(wildcard $(CONFIG_FILE)), $(CONFIG_FILE))
include $(CONFIG_FILE)
endif
# Detect the OS
ifdef SystemRoot
YQ2_OSTYPE ?= Windows
else
YQ2_OSTYPE ?= $(shell uname -s)
endif
# Special case for MinGW
ifneq (,$(findstring MINGW,$(YQ2_OSTYPE)))
YQ2_OSTYPE := Windows
endif
# Detect the architecture
ifeq ($(YQ2_OSTYPE), Windows)
ifdef MINGW_CHOST
ifeq ($(MINGW_CHOST), x86_64-w64-mingw32)
YQ2_ARCH ?= x86_64
else # i686-w64-mingw32
YQ2_ARCH ?= i386
endif
else # windows, but MINGW_CHOST not defined
ifdef PROCESSOR_ARCHITEW6432
# 64 bit Windows
YQ2_ARCH ?= $(PROCESSOR_ARCHITEW6432)
else
# 32 bit Windows
YQ2_ARCH ?= $(PROCESSOR_ARCHITECTURE)
endif
endif # windows but MINGW_CHOST not defined
else
ifneq ($(YQ2_OSTYPE), Darwin)
# Normalize some abiguous YQ2_ARCH strings
YQ2_ARCH ?= $(shell uname -m | sed -e 's/i.86/i386/' -e 's/amd64/x86_64/' -e 's/arm64/aarch64/' -e 's/^arm.*/arm/')
else
YQ2_ARCH ?= $(shell uname -m)
endif
endif
# Detect the compiler
ifeq ($(shell $(CC) -v 2>&1 | grep -c "clang version"), 1)
COMPILER := clang
COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/')
else ifeq ($(shell $(CC) -v 2>&1 | grep -c -E "(gcc version|gcc-Version)"), 1)
COMPILER := gcc
COMPILERVER := $(shell $(CC) -dumpversion | sed -e 's/\.\([0-9][0-9]\)/\1/g' -e 's/\.\([0-9]\)/0\1/g' -e 's/^[0-9]\{3,4\}$$/&00/')
else
COMPILER := unknown
endif
# ASAN includes DEBUG
ifdef ASAN
DEBUG=1
endif
# UBSAN includes DEBUG
ifdef UBSAN
DEBUG=1
endif
# ----------
# Base CFLAGS. These may be overridden by the environment.
# Highest supported optimizations are -O2, higher levels
# will likely break this crappy code.
ifdef DEBUG
CFLAGS ?= -O0 -g -Wall -pipe -DDEBUG
ifdef ASAN
override CFLAGS += -fsanitize=address -DUSE_SANITIZER
endif
ifdef UBSAN
override CFLAGS += -fsanitize=undefined -DUSE_SANITIZER
endif
else
CFLAGS ?= -O2 -Wall -pipe -fomit-frame-pointer
endif
# Always needed are:
# -fno-strict-aliasing since the source doesn't comply
# with strict aliasing rules and it's next to impossible
# to get it there...
# -fwrapv for defined integer wrapping. MSVC6 did this
# and the game code requires it.
# -fvisibility=hidden to keep symbols hidden. This is
# mostly best practice and not really necessary.
override CFLAGS += -fno-strict-aliasing -fwrapv -fvisibility=hidden
# -MMD to generate header dependencies. Unsupported by
# the Clang shipped with OS X.
ifneq ($(YQ2_OSTYPE), Darwin)
override CFLAGS += -MMD
endif
# OS X architecture.
ifeq ($(YQ2_OSTYPE), Darwin)
override CFLAGS += -arch $(YQ2_ARCH)
endif
# ----------
# ARM needs a sane minimum architecture. We need the `yield`
# opcode, arm6k is the first iteration that supports it. arm6k
# is also the first Raspberry PI generation and older hardware
# is likely too slow to run the game. We're not enforcing the
# minimum architecture, but if you're build for something older
# like arm5 the `yield` opcode isn't compiled in and the game
# (especially q2ded) will consume more CPU time than necessary.
ifeq ($(YQ2_ARCH), arm)
CFLAGS += -march=armv6k
endif
# ----------
# Switch of some annoying warnings.
ifeq ($(COMPILER), clang)
# -Wno-missing-braces because otherwise clang complains
# about totally valid 'vec3_t bla = {0}' constructs.
override CFLAGS += -Wno-missing-braces
else ifeq ($(COMPILER), gcc)
# GCC 8.0 or higher.
ifeq ($(shell test $(COMPILERVER) -ge 80000; echo $$?),0)
# -Wno-format-truncation and -Wno-format-overflow
# because GCC spams about 50 false positives.
override CFLAGS += -Wno-format-truncation -Wno-format-overflow
endif
endif
# ----------
# Defines the operating system and architecture
override CFLAGS += -DYQ2OSTYPE=\"$(YQ2_OSTYPE)\" -DYQ2ARCH=\"$(YQ2_ARCH)\"
# ----------
# For reproduceable builds, look here for details:
# https://reproducible-builds.org/specs/source-date-epoch/
ifdef SOURCE_DATE_EPOCH
override CFLAGS += -DBUILD_DATE=\"$(shell date --utc --date="@${SOURCE_DATE_EPOCH}" +"%b %_d %Y" | sed -e 's/ /\\ /g')\"
endif
# ----------
# Using the default x87 float math on 32bit x86 causes rounding trouble
# -ffloat-store could work around that, but the better solution is to
# just enforce SSE - every x86 CPU since Pentium3 supports that
# and this should even improve the performance on old CPUs
ifeq ($(YQ2_ARCH), i386)
override CFLAGS += -msse -mfpmath=sse
endif
# Force SSE math on x86_64. All sane compilers should do this
# anyway, just to protect us from broken Linux distros.
ifeq ($(YQ2_ARCH), x86_64)
override CFLAGS += -mfpmath=sse
endif
# Disable floating-point expression contraction. While this shouldn't be
# a problem for C (only for C++) better be safe than sorry. See
# https://gcc.gnu.org/bugzilla/show_bug.cgi?id=100839 for details.
ifeq ($(COMPILER), gcc)
override CFLAGS += -ffp-contract=off
endif
# ----------
# Systemwide installation.
ifeq ($(WITH_SYSTEMWIDE),yes)
override CFLAGS += -DSYSTEMWIDE
ifneq ($(WITH_SYSTEMDIR),"")
override CFLAGS += -DSYSTEMDIR=\"$(WITH_SYSTEMDIR)\"
endif
endif
# ----------
# We don't support encrypted ZIP files.
ZIPCFLAGS := -DNOUNCRYPT
# Just set IOAPI_NO_64 on everything that's not Linux or Windows,
# otherwise minizip will use fopen64(), fseek64() and friends that
# may be unavailable. This is - of course - not really correct, in
# a better world we would set -DIOAPI_NO_64 to force everything to
# fopen(), fseek() and so on and -D_FILE_OFFSET_BITS=64 to let the
# libc headers do their work. Currently we can't do that because
# Quake II uses nearly everywere int instead of off_t...
#
# This may have the side effect that ZIP files larger than 2GB are
# unsupported. But I doubt that anyone has such large files, they
# would likely hit other internal limits.
ifneq ($(YQ2_OSTYPE),Windows)
ifneq ($(YQ2_OSTYPE),Linux)
ZIPCFLAGS += -DIOAPI_NO_64
endif
endif
# ----------
# Extra CFLAGS for SDL.
ifeq ($(WITH_SDL3),yes)
SDLCFLAGS := $(shell pkgconf --cflags sdl3)
SDLCFLAGS += -DUSE_SDL3
else
SDLCFLAGS := $(shell sdl2-config --cflags)
endif
# ----------
# Base include path.
ifeq ($(YQ2_OSTYPE),Linux)
INCLUDE ?= -I/usr/include
else ifeq ($(YQ2_OSTYPE),FreeBSD)
INCLUDE ?= -I/usr/local/include
else ifeq ($(YQ2_OSTYPE),NetBSD)
INCLUDE ?= -I/usr/X11R7/include -I/usr/pkg/include
else ifeq ($(YQ2_OSTYPE),OpenBSD)
INCLUDE ?= -I/usr/local/include
else ifeq ($(YQ2_OSTYPE),Windows)
INCLUDE ?= -I/usr/include
else ifeq ($(YQ2_OSTYPE),Darwin)
INCLUDE ?= -I/usr/local/include -I/opt/homebrew/include
endif
# ----------
# Base LDFLAGS. This is just the library path.
ifeq ($(YQ2_OSTYPE),Linux)
LDFLAGS ?= -L/usr/lib
else ifeq ($(YQ2_OSTYPE),FreeBSD)
LDFLAGS ?= -L/usr/local/lib
else ifeq ($(YQ2_OSTYPE),NetBSD)
LDFLAGS ?= -L/usr/X11R7/lib -Wl,-R/usr/X11R7/lib -L/usr/pkg/lib -Wl,-R/usr/pkg/lib
else ifeq ($(YQ2_OSTYPE),OpenBSD)
LDFLAGS ?= -L/usr/local/lib
else ifeq ($(YQ2_OSTYPE),Windows)
LDFLAGS ?= -L/usr/lib
else ifeq ($(YQ2_OSTYPE),Darwin)
LDFLAGS ?= -L/usr/local/lib -L/opt/homebrew/lib
endif
# Link address sanitizer if requested.
ifdef ASAN
override LDFLAGS += -fsanitize=address
endif
# Link undefined behavior sanitizer if requested.
ifdef UBSAN
override LDFLAGS += -fsanitize=undefined
endif
# Required libraries.
ifeq ($(YQ2_OSTYPE),Linux)
LDLIBS ?= -lm -ldl -rdynamic
else ifeq ($(YQ2_OSTYPE),FreeBSD)
LDLIBS ?= -lm
else ifeq ($(YQ2_OSTYPE),NetBSD)
LDLIBS ?= -lm
else ifeq ($(YQ2_OSTYPE),OpenBSD)
LDLIBS ?= -lm
else ifeq ($(YQ2_OSTYPE),Windows)
LDLIBS ?= -lws2_32 -lwinmm -static-libgcc
else ifeq ($(YQ2_OSTYPE), Darwin)
LDLIBS ?= -arch $(YQ2_ARCH)
else ifeq ($(YQ2_OSTYPE), Haiku)
LDLIBS ?= -lm -lnetwork
else ifeq ($(YQ2_OSTYPE), SunOS)
LDLIBS ?= -lm -lsocket -lnsl
endif
# ASAN and UBSAN must not be linked
# with --no-undefined. OSX and OpenBSD
# don't support it at all.
ifndef ASAN
ifndef UBSAN
ifneq ($(YQ2_OSTYPE), Darwin)
ifneq ($(YQ2_OSTYPE), OpenBSD)
override LDFLAGS += -Wl,--no-undefined
endif
endif
endif
endif
# ----------
# Extra LDFLAGS for SDL
ifeq ($(WITH_SDL3),yes)
ifeq ($(YQ2_OSTYPE), Darwin)
SDLLDFLAGS := -lSDL3
else
SDLLDFLAGS := $(shell pkgconf --libs sdl3)
endif
else
ifeq ($(YQ2_OSTYPE), Darwin)
SDLLDFLAGS := -lSDL2
else
SDLLDFLAGS := $(shell sdl2-config --libs)
endif
endif
# The renderer libs don't need libSDL2main, libmingw32 or -mwindows.
ifeq ($(YQ2_OSTYPE), Windows)
DLL_SDLLDFLAGS = $(subst -mwindows,,$(subst -lmingw32,,$(subst -lSDL2main,,$(SDLLDFLAGS))))
endif
# ----------
# When make is invoked by "make VERBOSE=1" print
# the compiler and linker commands.
ifdef VERBOSE
Q :=
else
Q := @
endif
# ----------
# Phony targets
.PHONY : all client game icon server ref_gl1 ref_gl3 ref_gles3 ref_soft
# ----------
# Builds everything
all: config client server game ref_gl1 ref_gl3 ref_gles3 ref_soft
# ----------
# Print config values
config:
@echo "Build configuration"
@echo "============================"
@echo "YQ2_ARCH = $(YQ2_ARCH) COMPILER = $(COMPILER)"
@echo "WITH_CURL = $(WITH_CURL)"
@echo "WITH_OPENAL = $(WITH_OPENAL)"
@echo "WITH_RPATH = $(WITH_RPATH)"
@echo "WITH_SDL3 = $(WITH_SDL3)"
@echo "WITH_SYSTEMWIDE = $(WITH_SYSTEMWIDE)"
@echo "WITH_SYSTEMDIR = $(WITH_SYSTEMDIR)"
@echo "============================"
@echo ""
# ----------
# Special target to compile the icon on Windows
ifeq ($(YQ2_OSTYPE), Windows)
icon:
@echo "===> WR build/icon/icon.res"
${Q}mkdir -p build/icon
${Q}windres src/backends/windows/icon.rc -O COFF -o build/icon/icon.res
endif
# ----------
# Cleanup
clean:
@echo "===> CLEAN"
${Q}rm -Rf build release/*
cleanall:
@echo "===> CLEAN"
${Q}rm -Rf build release
# ----------
# The client
ifeq ($(YQ2_OSTYPE), Windows)
client:
@echo "===> Building yquake2.exe"
${Q}mkdir -p release
$(MAKE) release/yquake2.exe
@echo "===> Building quake2.exe Wrapper"
$(MAKE) release/quake2.exe
build/client/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(ZIPCFLAGS) $(INCLUDE) -o $@ $<
release/yquake2.exe : LDFLAGS += -mwindows
ifeq ($(WITH_CURL),yes)
release/yquake2.exe : CFLAGS += -DUSE_CURL
endif
ifeq ($(WITH_OPENAL),yes)
release/yquake2.exe : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"openal32.dll"'
endif
else # not Windows
client:
@echo "===> Building quake2"
${Q}mkdir -p release
$(MAKE) release/quake2
ifeq ($(YQ2_OSTYPE), Darwin)
build/client/%.o : %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -arch $(YQ2_ARCH) -x objective-c -c $(CFLAGS) $(SDLCFLAGS) $(ZIPCFLAGS) $(INCLUDE) $< -o $@
else
build/client/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(ZIPCFLAGS) $(INCLUDE) -o $@ $<
endif
release/quake2 : CFLAGS += -Wno-unused-result
ifeq ($(WITH_CURL),yes)
release/quake2 : CFLAGS += -DUSE_CURL
endif
ifeq ($(WITH_OPENAL),yes)
ifeq ($(YQ2_OSTYPE), OpenBSD)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so"'
else ifeq ($(YQ2_OSTYPE), Darwin)
OPENAL_PATH ?= $(shell brew --prefix openal-soft)
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.dylib"' -I$(OPENAL_PATH)/include
release/quake2 : LDFLAGS += -L$(OPENAL_PATH)/lib -rpath $(OPENAL_PATH)/lib
else
release/quake2 : CFLAGS += -DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER='"libopenal.so.1"'
endif
endif
ifeq ($(YQ2_OSTYPE), Linux)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
endif
ifeq ($(YQ2_OSTYPE), Darwin)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
endif
ifeq ($(YQ2_OSTYPE), SunOS)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
endif
ifeq ($(YQ2_OSTYPE), FreeBSD)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
release/quake2 : LDLIBS += -lexecinfo
endif
ifeq ($(YQ2_OSTYPE), NetBSD)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
release/quake2 : LDLIBS += -lexecinfo
endif
ifeq ($(YQ2_OSTYPE), OpenBSD)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
release/quake2 : LDLIBS += -lexecinfo
endif
ifeq ($(YQ2_OSTYPE), Haiku)
release/quake2 : CFLAGS += -DHAVE_EXECINFO
release/quake2 : LDLIBS += -lexecinfo
endif
ifeq ($(WITH_RPATH),yes)
ifeq ($(YQ2_OSTYPE), Darwin)
release/quake2 : LDFLAGS += -Wl,-rpath,'@executable_path/lib'
else
release/quake2 : LDFLAGS += -Wl,-z,origin,-rpath='$$ORIGIN/lib'
endif
endif
endif
# ----------
# The server
ifeq ($(YQ2_OSTYPE), Windows)
server:
@echo "===> Building q2ded"
${Q}mkdir -p release
$(MAKE) release/q2ded.exe
build/server/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(ZIPCFLAGS) $(INCLUDE) -o $@ $<
release/q2ded.exe : CFLAGS += -DDEDICATED_ONLY
else # not Windows
server:
@echo "===> Building q2ded"
${Q}mkdir -p release
$(MAKE) release/q2ded
build/server/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(ZIPCFLAGS) $(INCLUDE) -o $@ $<
release/q2ded : CFLAGS += -DDEDICATED_ONLY -Wno-unused-result
ifeq ($(YQ2_OSTYPE), FreeBSD)
release/q2ded : LDLIBS += -lexecinfo
endif
endif
# ----------
# The OpenGL 1.x renderer lib
ifeq ($(YQ2_OSTYPE), Windows)
ref_gl1:
@echo "===> Building ref_gl1.dll"
$(MAKE) release/ref_gl1.dll
release/ref_gl1.dll : LDFLAGS += -shared
release/ref_gl1.dll : LDLIBS += -lopengl32
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_gl1:
@echo "===> Building ref_gl1.dylib"
$(MAKE) release/ref_gl1.dylib
release/ref_gl1.dylib : LDFLAGS += -shared -framework OpenGL
else # not Windows or Darwin
ref_gl1:
@echo "===> Building ref_gl1.so"
$(MAKE) release/ref_gl1.so
release/ref_gl1.so : CFLAGS += -fPIC
release/ref_gl1.so : LDFLAGS += -shared
release/ref_gl1.so : LDLIBS += -lGL
endif # OS specific ref_gl1 stuff
build/ref_gl1/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $<
# ----------
# The OpenGL 3.x renderer lib
ifeq ($(YQ2_OSTYPE), Windows)
ref_gl3:
@echo "===> Building ref_gl3.dll"
$(MAKE) release/ref_gl3.dll
release/ref_gl3.dll : GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad/include
release/ref_gl3.dll : LDFLAGS += -shared
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_gl3:
@echo "===> Building ref_gl3.dylib"
$(MAKE) release/ref_gl3.dylib
release/ref_gl3.dylib : GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad/include
release/ref_gl3.dylib : LDFLAGS += -shared
else # not Windows or Darwin
ref_gl3:
@echo "===> Building ref_gl3.so"
$(MAKE) release/ref_gl3.so
release/ref_gl3.so : GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad/include
release/ref_gl3.so : CFLAGS += -fPIC
release/ref_gl3.so : LDFLAGS += -shared
endif # OS specific ref_gl3 stuff
build/ref_gl3/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) $(GLAD_INCLUDE) -o $@ $<
# ----------
# The OpenGL ES 3.0 renderer lib
ifeq ($(YQ2_OSTYPE), Windows)
ref_gles3:
@echo "===> Building ref_gles3.dll"
$(MAKE) release/ref_gles3.dll
release/ref_gles3.dll : GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad-gles3/include
# YQ2_GL3_GLES3 is for GLES3, DYQ2_GL3_GLES is for things that are identical
# in both GLES3 and GLES2 (in case we ever support that)
release/ref_gles3.dll : CFLAGS += -DYQ2_GL3_GLES3 -DYQ2_GL3_GLES
release/ref_gles3.dll : LDFLAGS += -shared
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_gles3:
@echo "===> Building ref_gles3.dylib"
$(MAKE) release/ref_gles3.dylib
release/ref_gles3.dylib : GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad-gles3/include
# YQ2_GL3_GLES3 is for GLES3, DYQ2_GL3_GLES is for things that are identical
# in both GLES3 and GLES2 (in case we ever support that)
release/ref_gles3.dylib : CFLAGS += -DYQ2_GL3_GLES3 -DYQ2_GL3_GLES
release/ref_gles3.dylib : LDFLAGS += -shared
else # not Windows or Darwin
ref_gles3:
@echo "===> Building ref_gles3.so"
$(MAKE) release/ref_gles3.so
release/ref_gles3.so : GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad-gles3/include
# YQ2_GL3_GLES3 is for GLES3, DYQ2_GL3_GLES is for things that are identical
# in both GLES3 and GLES2 (in case we ever support that)
release/ref_gles3.so : CFLAGS += -DYQ2_GL3_GLES3 -DYQ2_GL3_GLES -fPIC
release/ref_gles3.so : LDFLAGS += -shared
GLAD_INCLUDE = -Isrc/client/refresh/gl3/glad-gles3/include
endif # OS specific ref_gl3 stuff
build/ref_gles3/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) $(GLAD_INCLUDE) -o $@ $<
# ----------
# The soft renderer lib
ifeq ($(YQ2_OSTYPE), Windows)
ref_soft:
@echo "===> Building ref_soft.dll"
$(MAKE) release/ref_soft.dll
release/ref_soft.dll : LDFLAGS += -shared
else ifeq ($(YQ2_OSTYPE), Darwin)
ref_soft:
@echo "===> Building ref_soft.dylib"
$(MAKE) release/ref_soft.dylib
release/ref_soft.dylib : LDFLAGS += -shared
else # not Windows or Darwin
ref_soft:
@echo "===> Building ref_soft.so"
$(MAKE) release/ref_soft.so
release/ref_soft.so : CFLAGS += -fPIC
release/ref_soft.so : LDFLAGS += -shared
endif # OS specific ref_soft stuff
build/ref_soft/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(SDLCFLAGS) $(INCLUDE) -o $@ $<
# ----------
# The baseq2 game
ifeq ($(YQ2_OSTYPE), Windows)
game:
@echo "===> Building baseq2/game.dll"
${Q}mkdir -p release/baseq2
$(MAKE) release/baseq2/game.dll
build/baseq2/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
release/baseq2/game.dll : LDFLAGS += -shared
else ifeq ($(YQ2_OSTYPE), Darwin)
game:
@echo "===> Building baseq2/game.dylib"
${Q}mkdir -p release/baseq2
$(MAKE) release/baseq2/game.dylib
build/baseq2/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
release/baseq2/game.dylib : CFLAGS += -fPIC
release/baseq2/game.dylib : LDFLAGS += -shared
else # not Windows or Darwin
game:
@echo "===> Building baseq2/game.so"
${Q}mkdir -p release/baseq2
$(MAKE) release/baseq2/game.so
build/baseq2/%.o: %.c
@echo "===> CC $<"
${Q}mkdir -p $(@D)
${Q}$(CC) -c $(CFLAGS) $(INCLUDE) -o $@ $<
release/baseq2/game.so : CFLAGS += -fPIC -Wno-unused-result
release/baseq2/game.so : LDFLAGS += -shared
endif
# ----------
# Used by the game
GAME_OBJS_ = \
src/common/shared/flash.o \
src/common/shared/rand.o \
src/common/shared/shared.o \
src/game/g_ai.o \
src/game/g_chase.o \
src/game/g_cmds.o \
src/game/g_combat.o \
src/game/g_func.o \
src/game/g_items.o \
src/game/g_main.o \
src/game/g_misc.o \
src/game/g_monster.o \
src/game/g_phys.o \
src/game/g_spawn.o \
src/game/g_svcmds.o \
src/game/g_target.o \
src/game/g_trigger.o \
src/game/g_turret.o \
src/game/g_utils.o \
src/game/g_weapon.o \
src/game/monster/berserker/berserker.o \
src/game/monster/boss2/boss2.o \
src/game/monster/boss3/boss3.o \
src/game/monster/boss3/boss31.o \
src/game/monster/boss3/boss32.o \
src/game/monster/brain/brain.o \
src/game/monster/chick/chick.o \
src/game/monster/flipper/flipper.o \
src/game/monster/float/float.o \
src/game/monster/flyer/flyer.o \
src/game/monster/gladiator/gladiator.o \
src/game/monster/gunner/gunner.o \
src/game/monster/hover/hover.o \
src/game/monster/infantry/infantry.o \
src/game/monster/insane/insane.o \
src/game/monster/medic/medic.o \
src/game/monster/misc/move.o \
src/game/monster/mutant/mutant.o \
src/game/monster/parasite/parasite.o \
src/game/monster/soldier/soldier.o \
src/game/monster/supertank/supertank.o \
src/game/monster/tank/tank.o \
src/game/player/client.o \
src/game/player/hud.o \
src/game/player/trail.o \
src/game/player/view.o \
src/game/player/weapon.o \
src/game/savegame/savegame.o
# ----------
# Used by the client
CLIENT_OBJS_ := \
src/backends/generic/misc.o \
src/client/cl_cin.o \
src/client/cl_console.o \
src/client/cl_download.o \
src/client/cl_effects.o \
src/client/cl_entities.o \
src/client/cl_input.o \
src/client/cl_inventory.o \
src/client/cl_keyboard.o \
src/client/cl_lights.o \
src/client/cl_main.o \
src/client/cl_network.o \
src/client/cl_parse.o \
src/client/cl_particles.o \
src/client/cl_prediction.o \
src/client/cl_screen.o \
src/client/cl_tempentities.o \
src/client/cl_view.o \
src/client/curl/download.o \
src/client/curl/qcurl.o \
src/client/menu/menu.o \
src/client/menu/qmenu.o \
src/client/menu/videomenu.o \
src/client/sound/ogg.o \
src/client/sound/openal.o \
src/client/sound/qal.o \
src/client/sound/sdl.o \
src/client/sound/sound.o \
src/client/sound/wave.o \
src/client/vid/vid.o \
src/common/argproc.o \
src/common/clientserver.o \
src/common/collision.o \
src/common/crc.o \
src/common/cmdparser.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/glob.o \
src/common/md4.o \
src/common/movemsg.o \
src/common/frame.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/shared/flash.o \
src/common/shared/rand.o \
src/common/shared/shared.o \
src/common/unzip/ioapi.o \
src/common/unzip/unzip.o \
src/common/unzip/miniz/miniz.o \
src/common/unzip/miniz/miniz_tdef.o \
src/common/unzip/miniz/miniz_tinfl.o \
src/server/sv_cmd.o \
src/server/sv_conless.o \
src/server/sv_entities.o \
src/server/sv_game.o \
src/server/sv_init.o \
src/server/sv_main.o \
src/server/sv_save.o \
src/server/sv_send.o \
src/server/sv_user.o \
src/server/sv_world.o
ifeq ($(WITH_SDL3),yes)
CLIENT_OBJS_ += \
src/client/input/sdl3.o \
src/client/vid/glimp_sdl3.o
else
CLIENT_OBJS_ += \
src/client/input/sdl2.o \
src/client/vid/glimp_sdl2.o
endif
ifeq ($(YQ2_OSTYPE), Windows)
CLIENT_OBJS_ += \
src/backends/windows/main.o \
src/backends/windows/network.o \
src/backends/windows/system.o \
src/backends/windows/shared/hunk.o
else
CLIENT_OBJS_ += \
src/backends/unix/main.o \
src/backends/unix/network.o \
src/backends/unix/signalhandler.o \
src/backends/unix/system.o \
src/backends/unix/shared/hunk.o
endif
# ----------
REFGL1_OBJS_ := \
src/client/refresh/gl1/qgl.o \
src/client/refresh/gl1/gl1_draw.o \
src/client/refresh/gl1/gl1_image.o \
src/client/refresh/gl1/gl1_light.o \
src/client/refresh/gl1/gl1_lightmap.o \
src/client/refresh/gl1/gl1_main.o \
src/client/refresh/gl1/gl1_mesh.o \
src/client/refresh/gl1/gl1_misc.o \
src/client/refresh/gl1/gl1_model.o \
src/client/refresh/gl1/gl1_scrap.o \
src/client/refresh/gl1/gl1_surf.o \
src/client/refresh/gl1/gl1_warp.o \
src/client/refresh/gl1/gl1_sdl.o \
src/client/refresh/gl1/gl1_buffer.o \
src/client/refresh/files/surf.o \
src/client/refresh/files/models.o \
src/client/refresh/files/pcx.o \
src/client/refresh/files/stb.o \
src/client/refresh/files/wal.o \
src/client/refresh/files/pvs.o \
src/common/shared/shared.o \
src/common/md4.o
ifeq ($(YQ2_OSTYPE), Windows)
REFGL1_OBJS_ += \
src/backends/windows/shared/hunk.o
else # not Windows
REFGL1_OBJS_ += \
src/backends/unix/shared/hunk.o
endif
# ----------
REFGL3_OBJS_ := \
src/client/refresh/gl3/gl3_draw.o \
src/client/refresh/gl3/gl3_image.o \
src/client/refresh/gl3/gl3_light.o \
src/client/refresh/gl3/gl3_lightmap.o \
src/client/refresh/gl3/gl3_main.o \
src/client/refresh/gl3/gl3_mesh.o \
src/client/refresh/gl3/gl3_misc.o \
src/client/refresh/gl3/gl3_model.o \
src/client/refresh/gl3/gl3_sdl.o \
src/client/refresh/gl3/gl3_surf.o \
src/client/refresh/gl3/gl3_warp.o \
src/client/refresh/gl3/gl3_shaders.o \
src/client/refresh/files/surf.o \
src/client/refresh/files/models.o \
src/client/refresh/files/pcx.o \
src/client/refresh/files/stb.o \
src/client/refresh/files/wal.o \
src/client/refresh/files/pvs.o \
src/common/shared/shared.o \
src/common/md4.o
REFGL3_OBJS_GLADE_ := \
src/client/refresh/gl3/glad/src/glad.o
REFGL3_OBJS_GLADEES_ := \
src/client/refresh/gl3/glad-gles3/src/glad.o
ifeq ($(YQ2_OSTYPE), Windows)
REFGL3_OBJS_ += \
src/backends/windows/shared/hunk.o
else # not Windows
REFGL3_OBJS_ += \
src/backends/unix/shared/hunk.o
endif
# ----------
REFSOFT_OBJS_ := \
src/client/refresh/soft/sw_aclip.o \
src/client/refresh/soft/sw_alias.o \
src/client/refresh/soft/sw_bsp.o \
src/client/refresh/soft/sw_draw.o \
src/client/refresh/soft/sw_edge.o \
src/client/refresh/soft/sw_image.o \
src/client/refresh/soft/sw_light.o \
src/client/refresh/soft/sw_main.o \
src/client/refresh/soft/sw_misc.o \
src/client/refresh/soft/sw_model.o \
src/client/refresh/soft/sw_part.o \
src/client/refresh/soft/sw_poly.o \
src/client/refresh/soft/sw_polyset.o \
src/client/refresh/soft/sw_rast.o \
src/client/refresh/soft/sw_scan.o \
src/client/refresh/soft/sw_sprite.o \
src/client/refresh/soft/sw_surf.o \
src/client/refresh/files/surf.o \
src/client/refresh/files/models.o \
src/client/refresh/files/pcx.o \
src/client/refresh/files/stb.o \
src/client/refresh/files/wal.o \
src/client/refresh/files/pvs.o \
src/common/shared/shared.o \
src/common/md4.o
ifeq ($(YQ2_OSTYPE), Windows)
REFSOFT_OBJS_ += \
src/backends/windows/shared/hunk.o
else # not Windows
REFSOFT_OBJS_ += \
src/backends/unix/shared/hunk.o
endif
# ----------
# Used by the server
SERVER_OBJS_ := \
src/backends/generic/misc.o \
src/common/argproc.o \
src/common/clientserver.o \
src/common/collision.o \
src/common/crc.o \
src/common/cmdparser.o \
src/common/cvar.o \
src/common/filesystem.o \
src/common/glob.o \
src/common/md4.o \
src/common/frame.o \
src/common/movemsg.o \
src/common/netchan.o \
src/common/pmove.o \
src/common/szone.o \
src/common/zone.o \
src/common/shared/rand.o \
src/common/shared/shared.o \
src/common/unzip/ioapi.o \
src/common/unzip/unzip.o \
src/common/unzip/miniz/miniz.o \
src/common/unzip/miniz/miniz_tdef.o \
src/common/unzip/miniz/miniz_tinfl.o \
src/server/sv_cmd.o \
src/server/sv_conless.o \
src/server/sv_entities.o \
src/server/sv_game.o \
src/server/sv_init.o \
src/server/sv_main.o \
src/server/sv_save.o \
src/server/sv_send.o \
src/server/sv_user.o \
src/server/sv_world.o
ifeq ($(YQ2_OSTYPE), Windows)
SERVER_OBJS_ += \
src/backends/windows/main.o \
src/backends/windows/network.o \
src/backends/windows/system.o \
src/backends/windows/shared/hunk.o
else # not Windows
SERVER_OBJS_ += \
src/backends/unix/main.o \
src/backends/unix/network.o \
src/backends/unix/signalhandler.o \
src/backends/unix/system.o \
src/backends/unix/shared/hunk.o
endif
# ----------
# Rewrite paths to our object directory.
CLIENT_OBJS = $(patsubst %,build/client/%,$(CLIENT_OBJS_))
REFGL1_OBJS = $(patsubst %,build/ref_gl1/%,$(REFGL1_OBJS_))
REFGL3_OBJS = $(patsubst %,build/ref_gl3/%,$(REFGL3_OBJS_))
REFGL3_OBJS += $(patsubst %,build/ref_gl3/%,$(REFGL3_OBJS_GLADE_))
REFGLES3_OBJS = $(patsubst %,build/ref_gles3/%,$(REFGL3_OBJS_))
REFGLES3_OBJS += $(patsubst %,build/ref_gles3/%,$(REFGL3_OBJS_GLADEES_))
REFSOFT_OBJS = $(patsubst %,build/ref_soft/%,$(REFSOFT_OBJS_))
SERVER_OBJS = $(patsubst %,build/server/%,$(SERVER_OBJS_))
GAME_OBJS = $(patsubst %,build/baseq2/%,$(GAME_OBJS_))
# ----------
# Generate header dependencies.
CLIENT_DEPS= $(CLIENT_OBJS:.o=.d)
GAME_DEPS= $(GAME_OBJS:.o=.d)
REFGL1_DEPS= $(REFGL1_OBJS:.o=.d)
REFGL3_DEPS= $(REFGL3_OBJS:.o=.d)
REFGLES3_DEPS= $(REFGLES3_OBJS:.o=.d)
REFSOFT_DEPS= $(REFSOFT_OBJS:.o=.d)
SERVER_DEPS= $(SERVER_OBJS:.o=.d)
# Suck header dependencies in.
-include $(CLIENT_DEPS)
-include $(GAME_DEPS)
-include $(REFGL1_DEPS)
-include $(REFGL3_DEPS)
-include $(REFGLES3_DEPS)
-include $(SERVER_DEPS)
# ----------
# release/quake2
ifeq ($(YQ2_OSTYPE), Windows)
release/yquake2.exe : $(CLIENT_OBJS) icon
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) build/icon/icon.res $(CLIENT_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
$(Q)strip $@
release/quake2.exe : src/win-wrapper/wrapper.c icon
$(Q)$(CC) -Wall -mwindows build/icon/icon.res src/win-wrapper/wrapper.c -o $@
$(Q)strip $@
else
release/quake2 : $(CLIENT_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(CLIENT_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
endif
# release/q2ded
ifeq ($(YQ2_OSTYPE), Windows)
release/q2ded.exe : $(SERVER_OBJS) icon
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) build/icon/icon.res $(SERVER_OBJS) $(LDLIBS) -o $@
$(Q)strip $@
else
release/q2ded : $(SERVER_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(SERVER_OBJS) $(LDLIBS) -o $@
endif
# release/ref_gl1.so
ifeq ($(YQ2_OSTYPE), Windows)
release/ref_gl1.dll : $(REFGL1_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGL1_OBJS) $(LDLIBS) $(DLL_SDLLDFLAGS) -o $@
$(Q)strip $@
else ifeq ($(YQ2_OSTYPE), Darwin)
release/ref_gl1.dylib : $(REFGL1_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGL1_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
else
release/ref_gl1.so : $(REFGL1_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGL1_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
endif
# release/ref_gl3.so
ifeq ($(YQ2_OSTYPE), Windows)
release/ref_gl3.dll : $(REFGL3_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGL3_OBJS) $(LDLIBS) $(DLL_SDLLDFLAGS) -o $@
$(Q)strip $@
else ifeq ($(YQ2_OSTYPE), Darwin)
release/ref_gl3.dylib : $(REFGL3_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGL3_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
else
release/ref_gl3.so : $(REFGL3_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGL3_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
endif
# release/ref_gles3.so
ifeq ($(YQ2_OSTYPE), Windows)
release/ref_gles3.dll : $(REFGLES3_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGLES3_OBJS) $(LDLIBS) $(DLL_SDLLDFLAGS) -o $@
$(Q)strip $@
else ifeq ($(YQ2_OSTYPE), Darwin)
release/ref_gles3.dylib : $(REFGLES3_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGLES3_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
else
release/ref_gles3.so : $(REFGLES3_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFGLES3_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
endif
# release/ref_soft.so
ifeq ($(YQ2_OSTYPE), Windows)
release/ref_soft.dll : $(REFSOFT_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFSOFT_OBJS) $(LDLIBS) $(DLL_SDLLDFLAGS) -o $@
$(Q)strip $@
else ifeq ($(YQ2_OSTYPE), Darwin)
release/ref_soft.dylib : $(REFSOFT_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFSOFT_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
else
release/ref_soft.so : $(REFSOFT_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(REFSOFT_OBJS) $(LDLIBS) $(SDLLDFLAGS) -o $@
endif
# release/baseq2/game.so
ifeq ($(YQ2_OSTYPE), Windows)
release/baseq2/game.dll : $(GAME_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(GAME_OBJS) $(LDLIBS) -o $@
$(Q)strip $@
else ifeq ($(YQ2_OSTYPE), Darwin)
release/baseq2/game.dylib : $(GAME_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(GAME_OBJS) $(LDLIBS) -o $@
else
release/baseq2/game.so : $(GAME_OBJS)
@echo "===> LD $@"
${Q}$(CC) $(LDFLAGS) $(GAME_OBJS) $(LDLIBS) -o $@
endif
# ----------