yquake2remaster/CMakeLists.txt
David Carlier 0200434187 backtrace support rework proposal.
Linux/Solaris supports it in the libc however, BSD in general, Haiku
relies on an external library.
2020-08-03 10:19:41 +00:00

650 lines
21 KiB
CMake

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} ${YQUAKE2LIBS})
endif()
# Add extended path for FreeBSD and Homebrew on OS X.
list(APPEND CMAKE_PREFIX_PATH /usr/local)
# Enforce compiler flags:
# -Wall -> More warnings
# -fno-strict-aliasing -> Quake 2 is far away from strict aliasing
# -fwrapv -> Make signed integer overflows defined
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu99 -Wall -fno-strict-aliasing -fwrapv")
# 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 (${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD"))
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so")
else()
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so.1")
endif()
endif()
endif()
# General linker flags.
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
list(APPEND yquake2LinkerFlags "-lm -static-libgcc")
else()
if (NOT ${CMAKE_SYSTEM_NAME} MATCHES "Haiku")
list(APPEND yquake2LinkerFlags "-lm -rdynamic")
else()
list(APPEND yquake2LinkerFlags "-lm -lnetwork")
endif()
endif()
list(APPEND yquake2LinkerFlags ${CMAKE_DL_LIBS})
# With all of those libraries and user defined paths
# added, lets give them to the compiler and linker.
include_directories(${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})