* BugFix: Corrections to allow the Windows build to work correctly with D3D11.

* BugFix: Corrections to allow executables and libraries to build in the game directory without an install.
This commit is contained in:
Robert MacGregor 2022-05-30 14:22:59 -04:00
parent 49204fa88d
commit 2ee56751dd
6 changed files with 88 additions and 43 deletions

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@ -1,6 +1,9 @@
cmake_minimum_required (VERSION 3.10.2)
set (CMAKE_CXX_STANDARD 17)
# Ensure multi-core compilation is enabled for everything
add_compile_options($<$<CXX_COMPILER_ID:MSVC>:/MP>)
project(Torque3D)
# An application name must be set first
@ -9,8 +12,17 @@ if("${TORQUE_APP_NAME}" STREQUAL "")
message(FATAL_ERROR "Please set TORQUE_APP_NAME first")
endif()
# Set the CMake install prefix. For now we override what the user or some other system may specify.
set(CMAKE_INSTALL_PREFIX "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
# Once an app name is determined, we know what our project pathing structure should look like
set(TORQUE_APP_ROOT_DIRECTORY "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}")
set(TORQUE_APP_GAME_DIRECTORY "${TORQUE_APP_ROOT_DIRECTORY}/game")
# Ensure all possible configurations end up in the project directory
set(CMAKE_INSTALL_PREFIX "${TORQUE_APP_ROOT_DIRECTORY}")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${TORQUE_APP_GAME_DIRECTORY}")
foreach( OUTPUTCONFIG ${CMAKE_CONFIGURATION_TYPES} )
string( TOUPPER ${OUTPUTCONFIG} OUTPUTCONFIG )
set( CMAKE_RUNTIME_OUTPUT_DIRECTORY_${OUTPUTCONFIG} "${TORQUE_APP_GAME_DIRECTORY}" )
endforeach( OUTPUTCONFIG CMAKE_CONFIGURATION_TYPES )
# Detect CPU Information
if (CMAKE_SYSTEM_PROCESSOR MATCHES "arm")
@ -92,6 +104,16 @@ mark_as_advanced(TORQUE_USE_ZENITY)
option(TORQUE_SHOW_LEGACY_FILE_FIELDS "If on, shows legacy direct file path fields in the inspector." OFF)
mark_as_advanced(TORQUE_SHOW_LEGACY_FILE_FIELDS)
if(WIN32)
option(TORQUE_OPENGL "Allow OpenGL render" ON)
else()
set(TORQUE_OPENGL ON) # we need OpenGL to render on Linux/Mac
endif()
if(WIN32)
option(TORQUE_D3D11 "Allow Direct3D 11 render" ON)
endif()
include("${CMAKE_SOURCE_DIR}/Tools/CMake/basics.cmake")
setupVersionNumbers()

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@ -1,3 +1,5 @@
project(${TORQUE_APP_NAME})
file(GLOB TORQUE_APP_SOURCES "app/*.cpp" "app/net/*.cpp")
# Handle Platform
@ -18,8 +20,17 @@ file(GLOB TORQUE_SFX_SOURCES "sfx/*.cpp" "sfx/media/*.cpp" "sfx/null/*.cpp")
# Handle GFX
file(GLOB TORQUE_GFX_SOURCES "gfx/*.cpp" "gfx/Null/*.cpp" "gfx/test/*.cpp" "gfx/bitmap/*.cpp" "gfx/bitmap/loaders/*.cpp"
"gfx/util/*.cpp" "gfx/video/*.cpp" "gfx/sim/*.cpp" "gfx/gl/*.cpp" "gfx/gl/sdl/*.cpp"
"gfx/gl/tGL/*.cpp")
"gfx/util/*.cpp" "gfx/video/*.cpp" "gfx/sim/*.cpp" )
if (TORQUE_OPENGL)
file(GLOB TORQUE_GFX_SOURCES_OPENGL "gfx/gl/*.cpp" "gfx/gl/sdl/*.cpp" "gfx/gl/tGL/*.cpp")
set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_OPENGL})
endif (TORQUE_OPENGL)
if (WIN32 AND TORQUE_D3D11)
file(GLOB TORQUE_GFX_SOURCES_D3D11 "gfx/D3D11/*.cpp")
set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_D3D11})
endif (WIN32 AND TORQUE_D3D11)
# Handle core
file(GLOB TORQUE_CORE_SOURCES "core/*.cpp" "core/stream/*.cpp" "core/strings/*.cpp" "core/util/*.cpp"
@ -71,7 +82,11 @@ file(GLOB TORQUE_MODULE_SOURCES "module/*.cpp")
file(GLOB TORQUE_FOREST_SOURCES "forest/*.cpp" "forest/ts/*.cpp")
# Handle shadergen
file(GLOB TORQUE_SHADERGEN_SOURCES "shaderGen/*.cpp" "shadergen/GLSL/*.cpp")
file(GLOB TORQUE_SHADERGEN_SOURCES "shaderGen/*.cpp" "shaderGen/GLSL/*.cpp")
if (WIN32 AND TORQUE_D3D11)
file(GLOB TORQUE_SHADERGEN_SOURCES_HLSL "shaderGen/HLSL/*.cpp")
set(TORQUE_SHADERGEN_SOURCES ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_SHADERGEN_SOURCES_HLSL})
endif (WIN32)
# Handle terrain
file(GLOB TORQUE_TERRAIN_SOURCES "terrain/*.cpp")
@ -87,6 +102,11 @@ file(GLOB TORQUE_LIGHTING_SOURCES "lighting/*.cpp" "lighting/common/*.cpp"
"lighting/advanced/*.cpp" "lighting/shadowMap/*.cpp"
"lighting/advanced/glsl/*.cpp")
if (WIN32 AND TORQUE_D3D11)
file(GLOB TORQUE_LIGHTING_SOURCES_HLSL "lighting/advanced/hlsl/*.cpp")
set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_HLSL})
endif (WIN32 AND TORQUE_D3D11)
# Handle environment
file(GLOB TORQUE_ENVIRONMENT_SOURCES "environment/*.cpp")
@ -109,7 +129,7 @@ endif (APPLE)
# Handle platformWin32
if (WIN32)
file(GLOB TORQUE_PLATFORM_WIN_SOURCES "platformWin32/*.cpp")
file(GLOB TORQUE_PLATFORM_WIN_SOURCES "platformWin32/*.cpp" "platformWin32/videoInfo/*.cpp")
endif (WIN32)
# Handle platformSDL
@ -140,12 +160,22 @@ set (TORQUE_SOURCE_FILES "main/main.cpp"
${TORQUE_I18N_SOURCES} ${TORQUE_CONSOLE_SOURCES} ${TORQUE_SFX_SOURCES} ${TORQUE_GFX_SOURCES})
# When on Windows, we need to link against winsock
# When on Windows, we need to link against winsock and windows codecs
if (WIN32)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB windowscodecs.lib)
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_WIN_SOURCES})
# If D3D11 is enabled, we need to link to DirectX
if (TORQUE_D3D11)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} dxguid.lib)
endif (TORQUE_D3D11)
endif (WIN32)
if (WIN32 AND TORQUE_D3D11)
set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB)
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_D3D11)
endif (WIN32 AND TORQUE_D3D11)
# Only link Apple frameworks when on an Apple platform
if (APPLE)
enable_language(OBJC)
@ -184,50 +214,46 @@ endforeach()
# Final executable
if (APPLE)
add_executable(Game MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES})
elseif (WIN32)
add_executable(Game WIN32 ${TORQUE_SOURCE_FILES})
add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES})
else()
add_executable(Game ${TORQUE_SOURCE_FILES})
add_executable(${TORQUE_APP_NAME} ${TORQUE_SOURCE_FILES})
endif()
target_compile_definitions(Game PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
target_link_libraries(Game ${TORQUE_LINK_LIBRARIES})
target_include_directories(Game PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp")
target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS})
target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES})
target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp")
if (WIN32)
# FIXME: Torque is angry about these warnings
set_target_properties(Game PROPERTIES COMPILE_FLAGS "/wd4018 /wd4100 /wd4121 /wd4127 /wd4130 /wd4244 /wd4245 /wd4389 /wd4511 /wd4512 /wd4800 /wd4995")
set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-")
endif (WIN32)
if (APPLE)
# Parameters used for the plist configuration
set(EXECUTABLE_NAME "Game")
set(EXECUTABLE_NAME "${TORQUE_APP_NAME}")
CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${CMAKE_BINARY_DIR}/temp/Info.plist" COPYONLY)
set_target_properties(Game PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")
set_target_properties(Game PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/My Projects/${TORQUE_APP_NAME}/game")
set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist")
endif (APPLE)
if (UNIX AND NOT APPLE)
target_link_options(Game PUBLIC "-Wl,-rpath,./")
target_link_options(${TORQUE_APP_NAME} PUBLIC "-Wl,-rpath,./")
endif (UNIX AND NOT APPLE)
# Process link libraries for dynamic links
get_target_property(GAME_LINK_LIBRARIES Game LINK_LIBRARIES)
foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES})
# For eg. OSX some links are not valid targets - for example frameworks provided by OS
if (TARGET ${GAME_LINK_LIBRARY})
get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
# Process link libraries for dynamic links - we do this on OSX to ensure the binaries end up in the correct App directory
if (APPLE)
get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES)
foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES})
# For eg. OSX some links are not valid targets - for example frameworks provided by OS
if (TARGET ${GAME_LINK_LIBRARY})
get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE)
# Only pay attention to shared libraries
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
# On eg. OSX we are creating a bundle directory, so shared libs need to be handled differently here
IF (APPLE)
install(FILES $<TARGET_FILE:${GAME_LINK_LIBRARY}> DESTINATION "game/Game.app/Resources")
else()
install(FILES $<TARGET_FILE:${GAME_LINK_LIBRARY}> DESTINATION "game")
endif (APPLE)
endif()
endif()
endforeach()
# Only pay attention to shared libraries
if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY")
set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "game/${TORQUE_APP_NAME}.app/Resources")
endif()
endif()
endforeach()
endif (APPLE)

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@ -1,9 +1,10 @@
# AFX Module
option(TORQUE_AFX_ENABLED "Enable AFX module" ON)
if(TORQUE_AFX_ENABLED)
message("Enabling AFX Module")
file(GLOB_RECURSE TORQUE_SFX_SOURCES "${CMAKE_SOURCE_DIR}/Engine/source/afx/*.cpp")
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SFX_SOURCES})
set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_SFX_SOURCES})
set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_AFX_ENABLED)
endif()

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@ -1,4 +1,4 @@
# Bullet module
# OpenAL module
option(TORQUE_SFX_OPENAL "Use OpenAL SFX" ON)
if(TORQUE_SFX_OPENAL)

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@ -1,4 +1,4 @@
# Bullet module
# Torque Tools module
option(TORQUE_TOOLS "Enable Torque Tools" ON)
if(TORQUE_TOOLS)

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@ -41,9 +41,6 @@
/// Human readable application version string.
#define TORQUE_APP_VERSION_STRING "@TORQUE_APP_VERSION_STRING@"
/// Define me if you want to enable Arcane FX support.
#cmakedefine TORQUE_AFX_ENABLED
/// Define me if you want path case insensitivity support on POSIX systems. Does nothing on Windows.
#cmakedefine TORQUE_POSIX_PATH_CASE_INSENSITIVE
@ -89,7 +86,6 @@
// Define me if this build is a tools build
#cmakedefine TORQUE_PLAYER
#cmakedefine TORQUE_TOOLS
/// Define me if you want to enable the profiler.
/// See also the TORQUE_SHIPPING block below