diff --git a/Building.md b/Building.md new file mode 100644 index 0000000..051fbc2 --- /dev/null +++ b/Building.md @@ -0,0 +1,195 @@ +The Wipeout rewrite supports two different platform-backends: +[SDL2](https://github.com/libsdl-org/SDL) and +[Sokol](https://github.com/floooh/sokol). +The only difference in features is that the SDL2 backend supports game +controllers (joysticks, gamepads), while the Sokol backend does not. +The Sokol backend is also only supported on macOS, Linux, Windows and Emscripten. + +## Building For Your Platform + +This project requires [CMake](https://cmake.org) to build and platform-specific +libraries to run. +Consult the following sections for how to acquire them for your platform: + +## *NIX + +Building on *NIX should be as simple as installing CMake, GLEW, and the +necessary platform libraries from your package manager. +For brevity, this guide assumes that the necessary development tools (i.e. a C +complier, make) have already been installed. +The SDL2 platform should only require the `sdl2` library and headers, whilst the +Sokol platform requires the library/headers for: + +- `X11` +- `Xi` +- `Xcursor` +- `ALSA` + +The following snippets list the specific package manager invocations for +popluar *NIX OSs: + +**Debian/Ubuntu** + +```sh +apt install cmake libglew-dev +# For SDL2 +apt install libsdl2-dev +# For Sokol +apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev +``` + +**Fedora** + +```sh +dnf install cmake glew-devel +# For SDL2 +dnf install SDL2-devel +# For Sokol +dnf install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel +``` + +**Arch Linux** + +```sh +pacman -S cmake glew +# For SDL2 +pacman -S sdl2 +# For Sokol +pacman install libx11 libxcursor libxi alsa-lib +``` + +**OpenSUSE** + +```sh +zypper install cmake glew-devel +# For SDL2 +zypper install SDL2-devel +# For Sokol +zypper install libx11-devel libxcursor-devel libxi-devel alsa-lib-devel +``` + +**FreeBSD** + +```sh +pkg install cmake sdl2 +``` + +**OpenBSD** + +```sh +pkg_add cmake sdl2 +``` + +Note that the Sokol platform is not supported on the BSDs, since the Sokol +headers themselves do not support these Operating Systems. + +With the packages installed, you can now setup and build: + +```sh +cmake -S path/to/wipeout-rewrite -B path/to/build-dir +cmake --build path/to/build-dir +``` + +## macOS + +Currently only the SDL2 platform works. +macOS is very picky about the GLSL shader version when compiling with Sokol and +OpenGL3.3; it shouldn't be too difficult to get it working, but will probably +require a bunch of `#ifdefs` for SDL and WASM. +Pull-requests welcome! + +It is recommended to use [Homebrew](https://brew.sh) to fetch the required +software, other solutions (e.g. MacPorts) may work but have not been tested. +Using homebrew, you can install the required software with the following: + +```sh +brew install cmake +# For SDL2 +brew install sdl2 +# Nothing extra needed for Sokol +``` + +With the packages installed, you can now setup and build: + +```sh +cmake -S path/to/wipeout-rewrite -B path/to/build-dir \ + -DCMAKE_PREFIX_PATH="$(brew --prefix sdl2)" +cmake --build path/to/build-dir +``` + +## Windows + +### clang-cl + +Building natively on Windows requires a more complicated setup. The source code +relies on GCC extensions that are not supported by `msvc`, which requires the +use of `clang-cl`. +The simplest way to get a build environment with `clang-cl` is to download and +install [Visual Studio](https://visualstudio.microsoft.com/downloads/) (2022 at +the time of writing) with the "Desktop development with C++" option selected. +Also make sure to select "Clang C++ compiler for Windows" in "Individual +Components" if it hasn't been already. + +The next step is to acquire development versions of SDL2 and GLEW. +The easiest way is to install [vcpkg](https://vcpkg.io) and let Visual Studio's +integration build and install it for you. +Follow the [vcpkg "Getting Started" guide](https://vcpkg.io/en/getting-started) +and integrate it with Visual Studio. + +Finally, open Visual Studio, select "Open a local folder", and navigate to the +directory where you have cloned this repo. +Visual Studio should automatically configure itself to build with CMake, and +build the necessary libraries using vcpkg. +Since this repository contains a `CMakeSettings.json` file, there should already +be CMake configurations listed in the menubar dropdown. +When adding a new configuration, make sure to use the `clang_cl` toolsets. +Select the config you want from the list and build using `F7`, the build +artifacts should be under `path\to\wipeout-rewrite\build`. + +### MSYS2 + +Building with [MSYS2](https://www.msys2.org/) is sightly easier but still +involves a bit of configuration. +Download and install MSYS2 using the installer, and enter a MSYS2 environment +using the start menu. For this guide we're using the `UCRT` environment, but the +others work just as well. + +Install the following packages using `pacman`: + +```sh +pacman -S mingw-w64-ucrt-x86_64-{toolchain,cmake,SDL2,glew} +``` + +With the packages installed, you can now setup and build: + +```sh +cmake -S path/to/wipeout-rewrite -B path/to/build-dir +cmake --build path/to/build-dir +``` + +## Emscripten + +Download and install the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html), +so that `emcc` and `emcmake` is in your path. +Linux users may find it easier to install using their distro's package manager +if it is available. +Note that only the Sokol platform will work for WebAssembly builds, so make sure +to select it at compile time using `-DPLATFORM=Sokol`. + +With the SDK installed, you can now setup and build: + +```sh +emcmake cmake -S path/to/wipeout-rewrite -B path/to/build-dir +emcmake cmake --build path/to/build-dir +``` + +## Build Flags + +The following is a table for project specific build flags using CMake: + +| Flag | Description | Options | Default | +|------------------|-----------------------------------------------------------------|--------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------| +| `PLATFORM` | The platform to build for. | `SDL2`, `Sokol` | `SDL2` | +| `RENDERER` | Graphics renderer. | `GL` for OpenGL 3, `GLES2` for OpenGL ES 2, `Software` for a pure software renderer. | `GL` | +| `USE_GLVND` | Link against the OpenGL Vendor Neutral Dispatch libraries. | `On`, `Off` | `On`, falling back to `Off` if the libraries aren't found or an OpenGL renderer isn't used. | +| `MINIMAL_BUNDLE` | Do not include the music/intro video when building for the web. | `On`, `Off` | `Off` | diff --git a/README.md b/README.md index a584d49..d558b27 100644 --- a/README.md +++ b/README.md @@ -6,72 +6,11 @@ Play here: https://phoboslab.org/wipegame/ More info in my blog: https://phoboslab.org/log/2023/08/rewriting-wipeout - ⚠️ Work in progress. Expect bugs. - ## Building -The game currently supports two different platform-backends: [SDL2](https://github.com/libsdl-org/SDL) and [Sokol](https://github.com/floooh/sokol). The only difference in features is that the SDL2 backend supports game controllers (joysticks, gamepads), while the Sokol backend does not. - - -### Linux - -#### Ubuntu - -``` -# for SDL2 backend -apt install libsdl2-dev libglew-dev -make sdl -``` - -``` -# for Sokol backend -apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev -make sokol -``` - -#### Fedora - -``` -# for SDL2 backend -dnf install SDL2-devel glew-devel -make sdl -``` - -``` -# for Sokol backend -dnf install libX11-devel libXi-devel alsa-lib-devel glew-devel libXcursor-devel -make sokol -``` - -### macOS - -Currently only the SDL2 backend works. macOS is very picky about the GLSL shader version when compiling with Sokol and OpenGL3.3; it shouldn't be too difficult to get it working, but will probably require a bunch of `#ifdefs` for SDL and WASM. PRs welcome! - -``` -brew install sdl2 glew -make sdl -``` - -### Windows - -In theory both backends should work on Windows, but the Makefile is missing the proper compiler flags. Please send a PR! - -_todo_ - - -### WASM - -Install [emscripten](https://emscripten.org/) and activate emsdk, so that `emcc` is in your `PATH`. The WASM version automatically -selects the Sokol backend. I'm not sure what needs to be done to make the SDL2 backend work with WASM. - -``` -make wasm -``` - -This builds the minimal version (no music, no intro) as well as the full version. - +See [Building.md](Building.md) for more info. ### Flags