raze-gles/polymer/build/Makefile.msvc

169 lines
4.4 KiB
Makefile

# Build Makefile for Microsoft NMake
!ifdef OVERRIDES
!include $(OVERRIDES)
!endif
SRC=src\ #
!ifndef OBJ
OBJ=obj.msc\ #
!endif
INC=include\ #
!ifndef CFLAGS
CFLAGS=/DSUPERBUILD /DPOLYMOST /DUSE_OPENGL /DDYNAMIC_OPENGL /DKSFORBUILD
!endif
o=obj
res=res
asm=masm
ENGINELIB=engine.lib
EDITORLIB=build.lib
DXROOT=c:\sdks\directx\dx7
FMODROOT=c:\sdks\fmodapi374win\api
# /D these to enable certain features of the port's compile process
# USE_A_C This uses a C version of the classic renderer code rather
# than the assembly version in A.ASM.
# If this is defined, alter the $(OBJ)a.$o in the
# ENGINEOBJS declaration to be $(OBJ)a-c.$o
# NOASM When defined, uses C instead of Microsoft inline
# assembly for the features in PRAGMAS.H
TARGETOPTS=#/DUSE_A_C #/DNOASM
!ifdef DEBUG
# debugging options
flags_cl=/G6 /Ot /Z7
flags_link=/DEBUG
!else
# release options
#flags_cl=/G6Fy /Ox
flags_cl=/G6 /O2
flags_link=/RELEASE
!endif
CC=cl
AS=ml
RC=rc
LINK=link /opt:nowin98 /opt:ref /nologo
CFLAGS=$(CFLAGS) /nologo /MD /J $(flags_cl) $(TARGETOPTS) /I$(INC) /I$(DXROOT)\include /I$(FMODROOT)\inc
LIBS=fmodvc.lib #opengl32.lib
ASFLAGS=/nologo /coff
EXESUFFIX=.exe
ENGINEOBJS=$(OBJ)a.$o \
$(OBJ)baselayer.$o \
$(OBJ)cache1d.$o \
$(OBJ)compat.$o \
$(OBJ)crc32.$o \
$(OBJ)defs.$o \
$(OBJ)engine.$o \
$(OBJ)engineinfo.$o \
$(OBJ)glbuild.$o \
$(OBJ)kplib.$o \
$(OBJ)lzf_c.$o \
$(OBJ)lzf_d.$o \
$(OBJ)lzwnew.$o \
$(OBJ)md4.$o \
$(OBJ)mmulti.$o \
$(OBJ)osd.$o \
$(OBJ)pragmas.$o \
$(OBJ)scriptfile.$o \
$(OBJ)winlayer.$o
EDITOROBJS=$(OBJ)build.$o \
$(OBJ)buildstartwin.$o \
$(OBJ)config.$o
GAMEEXEOBJS=$(OBJ)config.$o \
$(OBJ)game.$o \
$(OBJ)gameres.$(res) \
$(OBJ)gamestartwin.$o \
$(OBJ)sound.$o \
$(OBJ)$(ENGINELIB)
EDITOREXEOBJS=$(OBJ)bstub.$o \
$(OBJ)buildres.$(res) \
$(OBJ)$(EDITORLIB) \
$(OBJ)$(ENGINELIB)
RENDERTYPE=WIN
LIBS=$(LIBS) user32.lib gdi32.lib shell32.lib dxguid.lib wsock32.lib
CFLAGS=$(CFLAGS) /DRENDERTYPE$(RENDERTYPE)=1
# RULES
.SUFFIXES: .masm
{$(SRC)}.masm{$(OBJ)}.$o:
$(AS) /c $(ASFLAGS) /Fo$@ $<
{$(SRC)tmp}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)util}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
{$(SRC)misc}.rc{$(OBJ)}.$(res):
$(RC) /fo$@ /r $<
{$(SRC)}.c{$(OBJ)}.$o:
$(CC) /c $(CFLAGS) /Fo$@ $<
# TARGETS
UTILS=kextract$(EXESUFFIX) kgroup$(EXESUFFIX) transpal$(EXESUFFIX) wad2map$(EXESUFFIX) wad2map$(EXESUFFIX)
all: game$(EXESUFFIX) build$(EXESUFFIX) $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) ;
utils: $(UTILS) ;
enginelib: $(OBJ)$(ENGINELIB) ;
$(OBJ)$(ENGINELIB): $(ENGINEOBJS)
lib /out:$@ /nologo $**
editorlib: $(OBJ)$(EDITORLIB) ;
$(OBJ)$(EDITORLIB): $(EDITOROBJS)
lib /out:$@ /nologo $**
game$(EXESUFFIX): $(GAMEEXEOBJS)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
build$(EXESUFFIX): $(EDITOREXEOBJS)
$(LINK) /OUT:$@ /SUBSYSTEM:WINDOWS /LIBPATH:$(DXROOT)\lib /LIBPATH:$(FMODROOT)\lib $(flags_link) /MAP $** $(LIBS) msvcrt.lib
# the tools
kextract$(EXESUFFIX): $(OBJ)kextract.$o $(OBJ)compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
kgroup$(EXESUFFIX): $(OBJ)kgroup.$o $(OBJ)compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
transpal$(EXESUFFIX): $(OBJ)transpal.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
wad2map$(EXESUFFIX): $(OBJ)wad2map.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
wad2art$(EXESUFFIX): $(OBJ)wad2art.$o $(OBJ)pragmas.$o $(OBJ)compat.$o
$(LINK) /OUT:$@ /SUBSYSTEM:CONSOLE $(flags_link) /MAP $** msvcrt.lib
# DEPENDENCIES
!include Makefile.deps
$(OBJ)engineinfo.$o: writeengineinfo $(SRC)tmp\engineinfo.c
writeengineinfo:
copy /y << $(SRC)tmp\engineinfo.c
const char _engine_cflags[] = "$(CFLAGS:\=\\)";
const char _engine_libs[] = "$(LIBS)";
const char _engine_uname[] = "unknown";
const char _engine_compiler[] = "$(CC)";
const char _engine_date[] = __DATE__ " " __TIME__;
<<NOKEEP
# PHONIES
clean:
-del $(ENGINEOBJS) $(EDITOROBJS) $(GAMEEXEOBJS) $(EDITOREXEOBJS)
veryclean: clean
-del $(OBJ)$(ENGINELIB) $(OBJ)$(EDITORLIB) game$(EXESUFFIX) build$(EXESUFFIX) $(UTILS)