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 For Linux & Unix-likes a simple Makefile is a provided. Additionally, this project can be build with [CMake](https://cmake.org) for all platforms. Consult the following sections for how to install the prerequisites for your platform: ## Linux & Unix-like Building on Linux 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 # With make for SDL2 backend make sdl # With make for Sokol backend make sokol # With cmake 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. With the SDK installed, you can now setup and build: ```sh # With make (combined full and minimal builds) cd wipeout-rewrite && make wasm # With cmame (full or minimal builds specified via -DMINIMAL_BUNDLE={OFF|ON}) emcmake cmake -S path/to/wipeout-rewrite -B path/to/build-dir -DPLATFORM=SOKOL cmake --build path/to/build-dir ``` ## Build Flags for cmake 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` |