REF_GL_SRCS = \ ref_gl/gl_anim.c \ ref_gl/gl_draw.c \ ref_gl/gl_font.c \ ref_gl/gl_image.c \ ref_gl/gl_light.c \ ref_gl/gl_mesh.c \ ref_gl/gl_model.c \ ref_gl/gl_obj.c \ ref_gl/gl_drawmd3.c \ ref_gl/gl_rmain.c \ ref_gl/gl_rmisc.c \ ref_gl/gl_rsurf.c \ ref_gl/gl_warp.c \ ref_gl/gl_particle.c \ ref_gl/gl_arb_shader.c \ ref_gl/gl_shadows.c \ ref_gl/qgl.c \ \ game/q_shared.c ifeq ($(TARGET_OS),mingw32) REF_GL_SRCS += \ ports/win32/qgl_win.c \ ports/win32/glw_imp.c \ ports/win32/q_shwin.c REF_SDL_SRCS = REF_SDL_TARGET=ref_gl.$(SHARED_EXT) else ifeq ($(TARGET_OS),darwin) REF_GL_SRCS += \ ports/macosx/qgl_osx.c \ ports/macosx/q_shosx.c \ ports/unix/glob.c REF_SDL_SRCS = ports/unix/gl_sdl.c REF_SDL_TARGET=ref_sdl.$(SHARED_EXT) else REF_GL_SRCS += \ ports/linux/qgl_linux.c \ ports/linux/q_shlinux.c \ ports/unix/glob.c REF_SDL_SRCS = ports/unix/gl_sdl.c REF_SDL_TARGET=ref_sdl.$(SHARED_EXT) endif endif ifneq ($(TARGET_OS),darwin) REF_GLX_SRCS = ports/linux/gl_glx.c endif #--------------------------------------------------------------------------------------------------------------------- REF_GL_OBJS=$(REF_GL_SRCS:%.c=$(BUILDDIR)/ref_gl/%.o) REF_GL_DEPS=$(REF_GL_OBJS:%.o=%.d) REF_GLX_OBJS=$(REF_GLX_SRCS:%.c=$(BUILDDIR)/ref_gl/%.o) REF_GLX_DEPS=$(REF_GLX_OBJS:%.o=%.d) REF_GLX_TARGET=ref_glx.$(SHARED_EXT) ifeq ($(BUILD_CLIENT), 1) ifeq ($(HAVE_VID_GLX), 1) TARGETS += $(REF_GLX_TARGET) ALL_OBJS += $(REF_GL_OBJS) $(REF_GLX_OBJS) ALL_DEPS += $(REF_GL_DEPS) $(REF_GLX_DEPS) endif endif # Say about to build the target $(REF_GLX_TARGET) : $(REF_GLX_OBJS) $(REF_GL_OBJS) $(BUILDDIR)/.dirs @echo " * [GLX] ... linking $(LNKFLAGS) ($(REF_GLX_LIBS))"; \ $(CC) $(LDFLAGS) $(SHARED_LDFLAGS) -o $@ $(REF_GLX_OBJS) $(REF_GL_OBJS) $(REF_GLX_LIBS) $(LNKFLAGS) #--------------------------------------------------------------------------------------------------------------------- REF_SDL_OBJS=$(REF_SDL_SRCS:%.c=$(BUILDDIR)/ref_gl/%.o) REF_SDL_DEPS=$(REF_SDL_OBJS:%.o=%.d) ifeq ($(BUILD_CLIENT), 1) ifeq ($(HAVE_SDL), 1) TARGETS += $(REF_SDL_TARGET) ALL_OBJS += $(REF_GL_OBJS) $(REF_SDL_OBJS) ALL_DEPS += $(REF_GL_DEPS) $(REF_SDL_DEPS) endif endif # Say about to build the target $(REF_SDL_TARGET) : $(REF_SDL_OBJS) $(REF_GL_OBJS) $(BUILDDIR)/.dirs @echo " * [SDL] ... linking $(LNKFLAGS) ($(REF_SDL_LIBS) $(SDL_LIBS))"; \ $(CC) $(LDFLAGS) $(LNKFLAGS) $(SHARED_LDFLAGS) -o $@ $(REF_SDL_OBJS) $(REF_GL_OBJS) $(REF_SDL_LIBS) $(SDL_LIBS) $(LNKFLAGS) #--------------------------------------------------------------------------------------------------------------------- # Say how to build .o files from .c files for this module $(BUILDDIR)/ref_gl/%.o: $(SRCDIR)/%.c $(BUILDDIR)/.dirs @echo " * [RGL] $<"; \ $(CC) $(CFLAGS) $(SHARED_CFLAGS) $(SDL_CFLAGS) $(JPEG_CFLAGS) $(REF_GLX_CFLAGS) -o $@ -c $< # Say how to build the dependencies $(BUILDDIR)/ref_gl/%.d: $(SRCDIR)/%.c $(BUILDDIR)/.dirs @echo " * [DEP] $<"; $(DEP) $(SDL_CFLAGS)