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Rework & cleanup CMake project files
- Building with CMake for development is now actually sane - Split deps into projects and extra files - Building against external deps should still work but needs testing - Can now build out of the box without further adjustments as long as SDL(2) is found properly - Build Lua in C++ mode (so it can use exceptions instead of setjmp/longjmp) - Unfortunately we need to enable exceptions for this :( - Remove these defines: * AQUARIA_BUILD_SCENEEDITOR (now always on) * AQUARIA_BUILD_CONSOLE (now always on) * BBGE_BUILD_ACHIEVEMENTS_INTERNAL (now always on unless BBGE_BUILD_STEAMWORKS is defined) * BBGE_BUILD_OPENGL_DYNAMIC (now always on, define BBGE_BUILD_OPENGL_STATIC if needed) * BBGE_BUILD_FMOD_OPENAL_BRIDGE (now always on) - BBGE_BUILD_STEAMWORKS is not actually implemented (any volunteers?) - Prepare later removal of SDL & the old vc90 project from the repo. See #74 for extra notes.
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52 changed files with 719 additions and 1053 deletions
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@ -1,7 +1,16 @@
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#include "GLLoad.h"
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#ifdef BBGE_BUILD_OPENGL_STATIC
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bool lookup_all_glsyms() { return true; }
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bool void unload_all_glsyms() { return false; }
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#else
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#include "Base.h"
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#include "RenderBase.h"
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#include "GLLoad.h"
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#include <sstream>
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#ifdef GLAPIENTRY
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#include <GL/glext.h>
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#ifdef BBGE_BUILD_OPENGL_DYNAMIC
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PFNGLGENERATEMIPMAPEXTPROC glGenerateMipmapEXT = NULL;
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bool lookup_all_glsyms()
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{
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bool retval = true;
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#define GL_FUNC(ret,fn,params,call,rt) \
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if (!lookup_glsym(#fn, (void **) &p##fn)) retval = false;
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#include "OpenGLStubs.h"
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glUniform4ivARB = NULL;
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}
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#endif // BBGE_BUILD_OPENGL_DYNAMIC
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#endif // BBGE_BUILD_OPENGL_STATIC
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