yquake2remaster/CMakeLists.txt
Yamagi Burmeister d6f9cf64a4 Enforce 32 bit IO-API for minizip on !Linux and !Windows.
By default minizip uses fopen64(), fseek64() and so on. Those may not
be defined on all system, especially the BSDs. While FreeBSD already
has a special case, for example OpenBSD hasn't. Work around this by
forcing minizip to use fopen(), fseek() and so on everything that's not
Linux or Windows. This is not 100% correct, it may prevent the usage of
ZIPs lager than 2GB on Solaris and other rarely used systems. But I
doubt that anyone has such large ZIPs with assets, they would likely hit
other internal limits.

In the future Quake II should use off_t instead of int were applicable.
With that we could set -D_FILE_OFFSET_BITS=64.

This change is based upon a patch send by @devnexen in pr #279.
2018-02-20 09:43:13 +01:00

620 lines
20 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{SDLDIR} ${YQUAKE2LIBS})
set(ENV{SDL2DIR} ${YQUAKE2LIBS})
endif()
# Add extended path for FreeBSD and Homebrew on OS X
list(APPEND CMAKE_PREFIX_PATH /usr/local)
# Enforce compiler flags (GCC / Clang compatible, yquake2
# won't build with another compiler anyways)
# -Wall -> More warnings
# -fno-strict-aliasing -> Quake 2 is far away from strict aliasing
# -fwrapv -> Make signed integer overflows defined
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -std=gnu99 -Wall -fno-strict-aliasing -fwrapv")
# 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}")
# yquake2 compilation options
option(ZIP_SUPPORT "ZIP support" ON)
option(OGG_SUPPORT "OGG Vorbis playback support (Music)" 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(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(${SYSTEMWIDE_SUPPORT})
add_definitions(-DSYSTEMWIDE)
endif()
# Required libraries to build the different components of the binaries. Find
# them and add the include/linker directories and flags (in case the package
# manager find it in a weird place)
find_package(SDL2)
if(${SDL2_FOUND})
add_definitions(-DSDL2)
list(APPEND yquake2IncludeDirectories "${SDL2_INCLUDE_DIR}/..")
list(APPEND yquake2SDLLinkerFlags ${SDL2_LIBRARY})
else()
find_package(SDL REQUIRED)
add_definitions(-DWITH_CDA)
list(APPEND yquake2IncludeDirectories "${SDL_INCLUDE_DIR}/..")
list(APPEND yquake2SDLLinkerFlags ${SDL_LIBRARY})
endif()
find_package(OpenGL REQUIRED)
list(APPEND yquake2IncludeDirectories ${OPENGL_INCLUDE_DIR})
list(APPEND yquake2OpenGLLinkerFlags ${OPENGL_LIBRARIES})
if(${ZIP_SUPPORT})
find_package(ZLIB REQUIRED)
list(APPEND yquake2IncludeDirectories ${ZLIB_INCLUDE_DIRS})
list(APPEND yquake2ZLibLinkerFlags ${ZLIB_LIBRARIES})
add_definitions(-DZIP -DNOUNCRYPT)
if(NOT CMAKE_SYSTEM_NAME MATCHES "Linux" OR NOT CMAKE_SYSTEM_NAME MATCHES "Windows")
add_definitions(-DIOAPI_NO_64)
endif()
endif()
if(${OGG_SUPPORT})
find_package(OggVorbis)
if(${OGGVORBIS_FOUND})
add_definitions(-DOGG)
list(APPEND yquake2IncludeDirectories ${OGGVORBIS_INCLUDE_DIR})
list(APPEND yquake2ClientLinkerFlags ${OGG_LIBRARY} ${VORBIS_LIBRARY} ${VORBISFILE_LIBRARY})
endif()
endif()
if(${OPENAL_SUPPORT})
find_package(OpenAL)
# TODO: OS X is still missing here
if(${OPENAL_FOUND} AND NOT(${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
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 (${CMAKE_SYSTEM_NAME} MATCHES "OpenBSD"))
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so")
else()
add_definitions(-DUSE_OPENAL -DDEFAULT_OPENAL_DRIVER="libopenal.so.1")
endif()
endif()
endif()
if(${CMAKE_SYSTEM_NAME} MATCHES "Windows")
list(APPEND yquake2LinkerFlags "-lm -static-libgcc")
else()
list(APPEND yquake2LinkerFlags "-lm -rdynamic")
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()
set(Backends-Generic-Source
${BACKENDS_SRC_DIR}/generic/misc.c
${BACKENDS_SRC_DIR}/generic/qal.c
${BACKENDS_SRC_DIR}/generic/vid.c
${BACKENDS_SRC_DIR}/sdl/cd.c
${BACKENDS_SRC_DIR}/sdl/input.c
${BACKENDS_SRC_DIR}/sdl/refresh.c
${BACKENDS_SRC_DIR}/sdl/sound.c
)
set(Backends-Generic-Header
${BACKENDS_SRC_DIR}/generic/header/input.h
${BACKENDS_SRC_DIR}/generic/header/qal.h
)
set(Backends-Unix-Source
${BACKENDS_SRC_DIR}/generic/misc.c
${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}/generic/frame.c
${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}/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/sound.c
${CLIENT_SRC_DIR}/sound/wave.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/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/ref.h
${CLIENT_SRC_DIR}/header/screen.h
${CLIENT_SRC_DIR}/header/vid.h
${CLIENT_SRC_DIR}/menu/header/qmenu.h
${CLIENT_SRC_DIR}/sound/header/cdaudio.h
${CLIENT_SRC_DIR}/sound/header/local.h
${CLIENT_SRC_DIR}/sound/header/sound.h
${CLIENT_SRC_DIR}/sound/header/vorbis.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/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/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/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
${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
${BACKENDS_SRC_DIR}/generic/header/stb_image_write.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
${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
${BACKENDS_SRC_DIR}/generic/header/stb_image_write.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_polyse.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
${COMMON_SRC_DIR}/shared/shared.c
${COMMON_SRC_DIR}/md4.c
)
set(SOFT-Header
${REF_SRC_DIR}/constants/adivtab.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} ${Backends-Generic-Header})
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} ${Backends-Generic-Header})
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})
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} ${yquake2ZLibLinkerFlags} ws2_32 winmm)
else()
target_link_libraries(q2ded ${yquake2LinkerFlags} ${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})