wipeout-rewrite/Building.md
2023-09-04 01:12:09 +10:00

7 KiB

The Wipeout rewrite supports two different platform-backends: SDL2 and 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 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

apt install cmake libglew-dev
# For SDL2
apt install libsdl2-dev
# For Sokol
apt install libx11-dev libxcursor-dev libxi-dev libasound2-dev

Fedora

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

pacman -S cmake glew
# For SDL2
pacman -S sdl2
# For Sokol
pacman install libx11 libxcursor libxi alsa-lib

OpenSUSE

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

pkg install cmake sdl2

OpenBSD

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:

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 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:

brew install cmake
# For SDL2
brew install sdl2
# Nothing extra needed for Sokol

With the packages installed, you can now setup and build:

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 (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 and let Visual Studio's integration build and install it for you. Follow the vcpkg "Getting Started" guide 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 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:

pacman -S mingw-w64-ucrt-x86_64-{toolchain,cmake,SDL2,glew}

With the packages installed, you can now setup and build:

cmake -S path/to/wipeout-rewrite -B path/to/build-dir
cmake --build path/to/build-dir

Emscripten

Download and install the Emscripten SDK, 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:

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