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CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.16)
project(Gothic2Notr LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 20)
set(BUILD_SHARED_LIBS OFF)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/opengothic)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/opengothic)
set(CMAKE_DEBUG_POSTFIX "")
set(CMAKE_RELWITHDEBINFO_POSTFIX "")
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(CMAKE_SKIP_RPATH ON)
add_executable(${PROJECT_NAME})
if(MSVC)
add_definitions(-D_USE_MATH_DEFINES)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
add_definitions(-D_CRT_NONSTDC_NO_DEPRECATE)
add_definitions(-D_ITERATOR_DEBUG_LEVEL=0)
add_definitions(-DNOMINMAX)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4800")
endif()
if(NOT MSVC)
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wconversion -Wno-strict-aliasing -Werror)
if(CMAKE_CXX_COMPILER_VERSION VERSION_GREATER_EQUAL "7.1" AND NOT APPLE AND NOT ${CMAKE_CXX_COMPILER_ID} MATCHES "Clang")
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-format-truncation)
endif()
if(UNIX)
# -rdynamic is needed to allow obtaining meaningful backtraces
target_link_options(${PROJECT_NAME} PRIVATE -rdynamic)
endif()
endif()
if(WIN32)
if(MSVC)
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} /SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup" )
else()
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -mwindows -lstdc++fs")
endif()
elseif(IOS)
enable_language(OBJCXX)
set(CMAKE_OSX_DEPLOYMENT_TARGET 15.0)
set_directory_properties("${CMAKE_SOURCE_DIR}" PROPERTIES
PROPERTY XCODE_STARTUP_PROJECT "${PROJECT_NAME}")
set_target_properties(${PROJECT_NAME} PROPERTIES
MACOSX_BUNDLE_INFO_PLIST "Info.plist.in"
MACOSX_BUNDLE_GUI_IDENTIFIER "opengothic.gothic2"
MACOSX_BUNDLE_BUNDLE_VERSION 1
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0"
XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer")
elseif(APPLE)
enable_language(OBJCXX)
endif()
if(IOS)
file(GLOB_RECURSE ObjCSOURCES "game/*.mm")
elseif(APPLE)
target_link_libraries(${PROJECT_NAME} "-framework AppKit")
file(GLOB_RECURSE ObjCSOURCES "game/*.mm")
endif()
## OpenGothic
# sources
file(GLOB_RECURSE OPENGOTHIC_SOURCES
"game/*.h"
"game/*.cpp")
target_sources(${PROJECT_NAME} PRIVATE ${OPENGOTHIC_SOURCES} ${ObjCSOURCES} icon.rc)
# shaders
add_subdirectory(shader)
target_link_libraries(${PROJECT_NAME} GothicShaders)
include_directories("game")
## submodule dependencies
# edd-dbg
add_subdirectory(lib/edd-dbg)
include_directories(lib/edd-dbg/include)
if(WIN32)
target_link_libraries(${PROJECT_NAME} edd_dbg)
endif()
if(WIN32)
target_link_libraries(${PROJECT_NAME} shlwapi DbgHelp)
elseif(UNIX)
target_link_libraries(${PROJECT_NAME} -lpthread -ldl)
endif()
# ZenKit
set(BUILD_SQUISH_WITH_SSE2 OFF CACHE INTERNAL "")
set(ZK_ENABLE_ASAN OFF CACHE INTERNAL "")
set(ZK_ENABLE_DEPRECATION OFF CACHE INTERNAL "")
add_subdirectory(lib/ZenKit)
target_link_libraries(${PROJECT_NAME} zenkit)
# dmusic
set(DM_BUILD_STATIC ON CACHE INTERNAL "")
set(DM_ENABLE_ASAN OFF CACHE INTERNAL "")
add_subdirectory(lib/dmusic)
target_link_libraries(${PROJECT_NAME} dmusic)
# TinySoundFont
add_definitions(-DTSF_NO_STDIO)
include_directories(lib/TinySoundFont)
# Tempest
set(TEMPEST_BUILD_SHARED ON CACHE INTERNAL "")
add_subdirectory(lib/Tempest/Engine)
include_directories(lib/Tempest/Engine/include)
target_link_libraries(${PROJECT_NAME} Tempest)
# zip
include_directories(lib/miniz)
add_library(miniz STATIC "lib/miniz/miniz.h" "lib/miniz/miniz.c")
target_link_libraries(${PROJECT_NAME} miniz)
# bullet physics
set(BULLET2_MULTITHREADING ON CACHE INTERNAL "")
set(USE_MSVC_RUNTIME_LIBRARY_DLL ON CACHE INTERNAL "")
set(USE_GRAPHICAL_BENCHMARK OFF CACHE INTERNAL "")
set(BUILD_BULLET2_DEMOS OFF CACHE INTERNAL "") # No samples
set(BUILD_OPENGL3_DEMOS OFF CACHE INTERNAL "") # No samples
set(BUILD_UNIT_TESTS OFF CACHE INTERNAL "") # No tests
set(BUILD_CPU_DEMOS OFF CACHE INTERNAL "") # No samples
set(BUILD_EXTRAS OFF CACHE INTERNAL "") # No bugs
set(GLFW_BUILD_EXAMPLES OFF CACHE INTERNAL "")
set(GLFW_BUILD_TESTS OFF CACHE INTERNAL "")
set(GLFW_BUILD_DOCS OFF CACHE INTERNAL "")
set(BUILD_BULLET3 OFF CACHE INTERNAL "") # Can use bullet2, bullet3 wants to build examples...
add_subdirectory(lib/bullet3)
if(NOT MSVC)
target_compile_options(BulletDynamics PRIVATE -Wno-argument-outside-range)
target_compile_options(BulletInverseDynamics PRIVATE -Wno-argument-outside-range)
target_compile_options(BulletSoftBody PRIVATE -Wno-argument-outside-range)
target_compile_options(Bullet3Common PRIVATE -Wno-argument-outside-range)
target_compile_options(BulletCollision PRIVATE -Wno-argument-outside-range)
target_compile_options(LinearMath PRIVATE -Wno-argument-outside-range)
endif()
if(NOT MSVC AND NOT APPLE)
target_compile_options(BulletDynamics PRIVATE -Wno-stringop-overflow)
target_compile_options(BulletInverseDynamics PRIVATE -Wno-stringop-overflow)
target_compile_options(BulletSoftBody PRIVATE -Wno-stringop-overflow)
target_compile_options(Bullet3Common PRIVATE -Wno-stringop-overflow)
target_compile_options(BulletCollision PRIVATE -Wno-stringop-overflow)
target_compile_options(LinearMath PRIVATE -Wno-stringop-overflow)
endif()
include_directories(lib/bullet3/src)
target_link_libraries(${PROJECT_NAME} BulletDynamics BulletCollision LinearMath)
# script for launching in binary directory
if(WIN32)
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/scripts/Gothic2Notr.bat
${CMAKE_CURRENT_BINARY_DIR}/opengothic/Gothic2Notr.bat)
elseif(UNIX)
add_custom_command(
TARGET ${PROJECT_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_SOURCE_DIR}/scripts/Gothic2Notr.sh
${CMAKE_CURRENT_BINARY_DIR}/opengothic/Gothic2Notr.sh)
endif()
# in debug mode, enable sanitizers
if(${CMAKE_BUILD_TYPE} MATCHES "Debug")
add_compile_options(-fsanitize=address)
add_compile_options(-fsanitize=leak)
add_link_options (-fsanitize=address)
add_link_options (-fsanitize=leak)
endif()
# installation
install(TARGETS ${PROJECT_NAME} DESTINATION bin)