raze-gles/polymer/build/Makefile

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# Build Makefile for GNU Make
# Notes:
# As of 6 July 2005, the engine should handle optimisations being enabled.
# If things seem to be going wrong, lower or disable optimisations, then
# try again. If things are still going wrong, call me.
#
# Engine options - these may be overridden by game makefiles
# SUPERBUILD - enables voxels
# POLYMOST - enables Polymost renderer
# USE_OPENGL - enables OpenGL support in Polymost
# USE_A_C - enables use of C version of classic renderer
# NOASM - disables the use of inline assembly pragmas
#
# SETSPRITEZ - set to 1 for Shadow Warrior
SUPERBUILD ?= 1
POLYMOST ?= 1
USE_OPENGL ?= 1
USE_A_C ?= 0
NOASM ?= 0
SETSPRITEZ ?= 0
# Debugging options
# RELEASE - 1 = no debugging
# EFENCE - 1 = compile with Electric Fence for malloc() debugging
RELEASE?=1
EFENCE?=0
# SDK locations - adjust to match your setup
DXROOT=c:/sdks/directx/dx61
FMODROOTWIN=c:/sdks/fmodapi374win/api
# build locations - OBJ gets overridden to the game-specific objects dir
OBJ?=obj.gnu/
SRC=src/
GAME=game/
RSRC=rsrc/
INC=include/
# filename extensions - these won't need to change
o=o
res=o
asm=nasm
# debugging and release
ifneq ($(RELEASE),0)
# debugging disabled
debug=-fomit-frame-pointer -O2
else
# debugging enabled
debug=-ggdb -O0 -DDEBUGGINGAIDS -DNOSDLPARACHUTE
endif
CC=gcc
CXX=gcc
AS=nasm
RC=windres
AR=ar
RANLIB=ranlib
OURCFLAGS=$(debug) -W -Wall -Wimplicit -Wno-char-subscripts -Wno-unused \
-funsigned-char -fno-strict-aliasing -DNO_GCC_BUILTINS \
-DKSFORBUILD -I$(INC:/=)
OURCXXFLAGS=-fno-exceptions -fno-rtti
GAMECFLAGS=-I../jfaud/inc -I$(GAME)
LIBS=
GAMELIBS=../jfaud/libjfaud.a #../jfaud/mpadec/libmpadec/libmpadec.a
ASFLAGS=-s #-g
EXESUFFIX=
include Makefile.shared
ifneq (0,$(USE_A_C))
ENGINEOBJS=$(OBJ)a-c.$o
else
ENGINEOBJS=$(OBJ)a.$o
endif
ENGINEOBJS+= \
$(OBJ)baselayer.$o \
$(OBJ)cache1d.$o \
$(OBJ)compat.$o \
$(OBJ)crc32.$o \
$(OBJ)defs.$o \
$(OBJ)engine.$o \
$(OBJ)glbuild.$o \
$(OBJ)kplib.$o \
$(OBJ)lzf_c.$o \
$(OBJ)lzf_d.$o \
$(OBJ)md4.$o \
$(OBJ)mmulti.$o \
$(OBJ)osd.$o \
$(OBJ)pragmas.$o \
$(OBJ)scriptfile.$o
EDITOROBJS=$(OBJ)build.$o \
$(OBJ)config.$o
GAMEEXEOBJS=$(OBJ)game.$o \
$(OBJ)jfaud_sound.$o \
$(OBJ)config.$o \
$(OBJ)$(ENGINELIB)
EDITOREXEOBJS=$(OBJ)bstub.$o \
$(OBJ)$(EDITORLIB) \
$(OBJ)$(ENGINELIB)
# detect the platform
ifeq ($(PLATFORM),LINUX)
ASFLAGS+= -f elf
LIBS+= -lm
endif
ifeq ($(PLATFORM),BSD)
ASFLAGS+= -f elf
OURCFLAGS+= -I/usr/X11R6/include
LIBS+= -lm
endif
ifeq ($(PLATFORM),WINDOWS)
OURCFLAGS+= -DUNDERSCORES -I$(DXROOT)/include -I$(FMODROOTWIN)/inc
LIBS+= -lm
GAMELIBS+= -L$(FMODROOTWIN)/lib
ASFLAGS+= -DUNDERSCORES -f win32
endif
ifeq ($(PLATFORM),BEOS)
ASFLAGS+= -f elf
TARGETOPTS+= -DNOASM
endif
ifeq ($(PLATFORM),SUNOS)
LIBS+= -lm
endif
ifeq ($(PLATFORM),SYLLABLE)
ASFLAGS+= -f elf
endif
ifeq ($(RENDERTYPE),SDL)
ENGINEOBJS+= $(OBJ)sdlayer.$o
OURCFLAGS+= $(subst -Dmain=SDL_main,,$(SDLCONFIG_CFLAGS))
ifeq (1,$(HAVE_GTK2))
OURCFLAGS+= -DHAVE_GTK2 $(shell pkg-config --cflags gtk+-2.0)
ENGINEOBJS+= $(OBJ)gtkbits.$o $(OBJ)dynamicgtk.$o
EDITOROBJS+= $(OBJ)startgtk.editor.$o
GAMEEXEOBJS+= $(OBJ)game_banner.$o $(OBJ)startgtk.game.$o
EDITOREXEOBJS+= $(OBJ)editor_banner.$o
endif
GAMEEXEOBJS+= $(OBJ)game_icon.$o
EDITOREXEOBJS+= $(OBJ)build_icon.$o
endif
ifeq ($(RENDERTYPE),WIN)
ENGINEOBJS+= $(OBJ)winlayer.$o
EDITOROBJS+= $(OBJ)startwin.editor.$o
GAMEEXEOBJS+= $(OBJ)gameres.$(res) $(OBJ)startwin.game.$o
EDITOREXEOBJS+= $(OBJ)buildres.$(res)
endif
ifneq (0,$(EFENCE))
LIBS+= -lefence
OURCFLAGS+= -DEFENCE
endif
OURCFLAGS+= $(BUILDCFLAGS)
.PHONY: clean veryclean all utils enginelib editorlib
# TARGETS
# Invoking Make from the terminal in OSX just chains the build on to xcode
ifeq ($(PLATFORM),DARWIN)
ifeq ($(RELEASE),0)
style=Development
else
style=Deployment
endif
.PHONY: alldarwin
alldarwin:
cd osx/engine && xcodebuild -target All -buildstyle $(style)
cd osx/game && xcodebuild -target All -buildstyle $(style)
endif
UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2art$(EXESUFFIX) wad2map$(EXESUFFIX)
all: testgame$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB)
utils: $(UTILS)
enginelib: $(OBJ)$(ENGINELIB)
$(OBJ)$(ENGINELIB): $(ENGINEOBJS)
$(AR) rc $@ $^
$(RANLIB) $@
editorlib: $(OBJ)$(EDITORLIB)
$(OBJ)$(EDITORLIB): $(EDITOROBJS)
$(AR) rc $@ $^
$(RANLIB) $@
testgame$(EXESUFFIX): $(GAMEEXEOBJS)
$(CC) $(CFLAGS) $(OURCFLAGS) -o $@ $^ $(GAMELIBS) $(LIBS) $(STDCPPLIB)
build$(EXESUFFIX): $(EDITOREXEOBJS)
$(CC) $(CFLAGS) $(OURCFLAGS) -o $@ $^ $(LIBS)
pragmacheck$(EXESUFFIX): $(OBJ)pragmacheck.$o $(OBJ)pragmas.$o
$(CC) $(subst -Dmain=app_main,,$(OURCFLAGS)) -o $@ $^
kextract$(EXESUFFIX): $(OBJ)kextract.$o $(OBJ)compat.$o
$(CC) -o $@ $^
kgroup$(EXESUFFIX): $(OBJ)kgroup.$o $(OBJ)compat.$o
$(CC) -o $@ $^
transpal$(EXESUFFIX): $(OBJ)transpal.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
$(CC) -o $@ $^
wad2art$(EXESUFFIX): $(OBJ)wad2art.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
$(CC) -o $@ $^
wad2map$(EXESUFFIX): $(OBJ)wad2map.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
$(CC) -o $@ $^
generateicon$(EXESUFFIX): $(OBJ)generateicon.$o $(OBJ)kplib.$o
$(CC) -o $@ $^
cacheinfo$(EXESUFFIX): $(OBJ)cacheinfo.$o $(OBJ)compat.$o
$(CC) -o $@ $^
enumdisplay$(EXESUFFIX): src/misc/enumdisplay.c
$(CC) -g -Os -o $@ $^ -I$(DXROOT)/include -lgdi32
# DEPENDENCIES
include Makefile.deps
# RULES
$(OBJ)%.$o: $(SRC)%.nasm
$(AS) $(ASFLAGS) $< -o $@
$(OBJ)%.$o: $(SRC)%.c
$(CC) $(CFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1
$(OBJ)%.$o: $(SRC)%.cpp
$(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1
$(OBJ)%.$o: $(SRC)misc/%.rc
$(RC) -i $< -o $@ --include-dir=$(INC) --include-dir=$(SRC) --include-dir=$(GAME)
$(OBJ)%.$o: $(SRC)util/%.c
$(CC) $(CFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1
$(OBJ)%.$o: $(RSRC)%.c
$(CC) $(CFLAGS) $(OURCFLAGS) -c $< -o $@ 2>&1
$(OBJ)%.$o: $(GAME)%.c
$(CC) $(CFLAGS) $(OURCFLAGS) $(GAMECFLAGS) -c $< -o $@ 2>&1
$(OBJ)%.$o: $(GAME)%.cpp
$(CXX) $(CXXFLAGS) $(OURCXXFLAGS) $(OURCFLAGS) $(GAMECFLAGS) -c $< -o $@ 2>&1
$(OBJ)game_banner.$o: $(RSRC)game_banner.c
$(OBJ)editor_banner.$o: $(RSRC)editor_banner.c
$(RSRC)game_banner.c: $(RSRC)game.bmp
echo "#include <gdk-pixbuf/gdk-pixdata.h>" > $@
gdk-pixbuf-csource --extern --struct --raw --name=startbanner_pixdata $^ | sed 's/load_inc//' >> $@
$(RSRC)editor_banner.c: $(RSRC)build.bmp
echo "#include <gdk-pixbuf/gdk-pixdata.h>" > $@
gdk-pixbuf-csource --extern --struct --raw --name=startbanner_pixdata $^ | sed 's/load_inc//' >> $@
# PHONIES
clean:
ifeq ($(PLATFORM),DARWIN)
cd osx/engine && xcodebuild -target All clean
cd osx/game && xcodebuild -target All clean
else
-rm -f $(OBJ)*
endif
veryclean: clean
ifeq ($(PLATFORM),DARWIN)
else
-rm -f $(ENGINELIB) $(EDITORLIB) testgame$(EXESUFFIX) build$(EXESUFFIX) $(UTILS)
endif
.PHONY: fixlineends
fixlineends:
for a in `find . -type f \( -name '*.c' -o -name '*.h' -o -name 'Makefile*' \) \! -path '*/.svn/*'`; do \
echo Fixing $$a && tr -d "\015" < $$a > $$a.fix && mv $$a.fix $$a; \
done