cmake_minimum_required(VERSION 3.30) # --- C++26 modules + `import std;` (clang + libc++) ------------------------- # CMake gates `import std` behind an experimental value documented in # Help/dev/experimental.rst for the CMake version in use. set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444") # Path to the standard-library module description. A cross toolchain overrides # this before the compiler is probed; this default targets the Linux LLVM # package. if(NOT CMAKE_CXX_STDLIB_MODULES_JSON) set(CMAKE_CXX_STDLIB_MODULES_JSON "/usr/lib/llvm-21/lib/libc++.modules.json") endif() # libc++ must be selected before the compiler is probed: CMake builds its # internal standard-library module target during `project()`, and that target # only sees `CMAKE_CXX_FLAGS` (not later `add_compile_options`). The standard # and extension settings must also be in place before `project()` so the # internal `std.pcm` is built with the same configuration as our modules. set(CMAKE_CXX_FLAGS_INIT "-stdlib=libc++") set(CMAKE_EXE_LINKER_FLAGS_INIT "-stdlib=libc++") set(CMAKE_SHARED_LINKER_FLAGS_INIT "-stdlib=libc++") set(CMAKE_CXX_STANDARD 26) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_EXTENSIONS OFF) set(CMAKE_CXX_SCAN_FOR_MODULES ON) project(OpenRA3 VERSION 0.3.0 LANGUAGES C CXX) if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE) endif() set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin") option(OPENRA3_WERROR "Treat warnings as errors" OFF) # Windows: statically link the C++ runtime (libc++, libunwind) so the .exe only # needs SDL3.dll next to it at runtime. if(WIN32) add_link_options(-static) endif() function(openra3_target_defaults target) target_compile_options(${target} PRIVATE -Wall -Wextra) set_property(TARGET ${target} PROPERTY CXX_MODULE_STD ON) if(OPENRA3_WERROR) target_compile_options(${target} PRIVATE -Werror) endif() endfunction() # --- SDL3: pkg-config on Linux, or an explicit MinGW root for Windows -------- add_library(openra3_sdl3 INTERFACE) set(OPENRA3_HAS_SDL3 OFF) if(OPENRA3_SDL3_ROOT) target_include_directories(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/x86_64-w64-mingw32/include") target_link_libraries(openra3_sdl3 INTERFACE "${OPENRA3_SDL3_ROOT}/x86_64-w64-mingw32/lib/libSDL3.dll.a") set(OPENRA3_HAS_SDL3 ON) else() find_package(PkgConfig QUIET) if(PkgConfig_FOUND) pkg_check_modules(SDL3 QUIET IMPORTED_TARGET sdl3) endif() if(SDL3_FOUND) target_link_libraries(openra3_sdl3 INTERFACE PkgConfig::SDL3) set(OPENRA3_HAS_SDL3 ON) endif() endif() if(OPENRA3_HAS_SDL3) message(STATUS "OpenRA3: SDL3 found - windowed viewer enabled") else() message(STATUS "OpenRA3: SDL3 not found - offscreen BMP output only") endif() # --- Vulkan: vendored volk + headers, so no Vulkan SDK is needed --------------- # The loader is resolved at runtime (volk dlopen/LoadLibrary), which lets the # same source build the Vulkan backend on Linux and on the MinGW Windows target. option(OPENRA3_VULKAN "Build the Vulkan viewer" ON) set(OPENRA3_HAS_VULKAN OFF) if(OPENRA3_VULKAN AND OPENRA3_HAS_SDL3) set(OPENRA3_HAS_VULKAN ON) endif() if(OPENRA3_HAS_VULKAN) message(STATUS "OpenRA3: Vulkan viewer enabled (vendored volk)") else() message(STATUS "OpenRA3: Vulkan viewer disabled - offscreen image only") endif() add_library(ra3_volk STATIC third_party/volk/volk.c) target_include_directories(ra3_volk PUBLIC third_party/volk third_party/vulkan/include) target_compile_definitions(ra3_volk PUBLIC VK_NO_PROTOTYPES) # Embed the committed SPIR-V blobs into a generated header at configure time. # Regenerate with shaders/compile.sh after editing a .vert/.frag. function(openra3_embed_spirv out_header) set(content "// Generated by CMake from shaders/generated/*.spv.\n") string(APPEND content "#pragma once\n#include \n#include \n\nnamespace ra3_shaders {\n") foreach(spv IN LISTS ARGN) if(NOT EXISTS "${spv}") message(FATAL_ERROR "Missing precompiled shader ${spv}; run shaders/compile.sh") endif() get_filename_component(base "${spv}" NAME) string(MAKE_C_IDENTIFIER "${base}" ident) file(READ "${spv}" hex HEX) string(LENGTH "${hex}" hexlen) math(EXPR words "${hexlen} / 8") string(REGEX REPLACE "(..)(..)(..)(..)" "0x\\4\\3\\2\\1," words_list "${hex}") string(APPEND content "inline constexpr std::uint32_t ${ident}[] = {${words_list}};\n") string(APPEND content "inline constexpr std::size_t ${ident}_words = ${words};\n\n") endforeach() string(APPEND content "} // namespace ra3_shaders\n") file(WRITE "${out_header}" "${content}") endfunction() # --- engine core ------------------------------------------------------------- add_library(ra3_core STATIC) target_sources(ra3_core PUBLIC FILE_SET CXX_MODULES FILES src/core/ra3.core.cppm) openra3_target_defaults(ra3_core) # --- game logic -------------------------------------------------------------- add_library(ra3_logic STATIC) target_sources(ra3_logic PUBLIC FILE_SET CXX_MODULES FILES src/logic/ra3.logic.cppm) target_link_libraries(ra3_logic PUBLIC ra3_core) openra3_target_defaults(ra3_logic) # --- RA3 gameplay data (real balance) ---------------------------------------- add_library(ra3_data STATIC) target_sources(ra3_data PUBLIC FILE_SET CXX_MODULES FILES src/data/ra3.data.cppm) target_link_libraries(ra3_data PUBLIC ra3_core) openra3_target_defaults(ra3_data) # --- client ------------------------------------------------------------------ add_library(ra3_client STATIC) target_sources(ra3_client PUBLIC FILE_SET CXX_MODULES FILES src/client/ra3.client.cppm) target_link_libraries(ra3_client PUBLIC ra3_core ra3_logic) openra3_target_defaults(ra3_client) # --- RA3 game definitions ---------------------------------------------------- add_library(ra3_game STATIC) target_sources(ra3_game PUBLIC FILE_SET CXX_MODULES FILES src/game/ra3.game.cppm) target_link_libraries(ra3_game PUBLIC ra3_core ra3_logic) openra3_target_defaults(ra3_game) # --- filesystem: BIG4 + RefPack --------------------------------------------- add_library(ra3_fs STATIC) target_sources(ra3_fs PUBLIC FILE_SET CXX_MODULES FILES src/fs/ra3.fs.cppm) target_link_libraries(ra3_fs PUBLIC ra3_core) openra3_target_defaults(ra3_fs) # --- map discovery/loading --------------------------------------------------- add_library(ra3_map STATIC) target_sources(ra3_map PUBLIC FILE_SET CXX_MODULES FILES src/map/ra3.map.cppm) target_link_libraries(ra3_map PUBLIC ra3_core ra3_fs) openra3_target_defaults(ra3_map) # --- minimal skirmish simulation -------------------------------------------- add_library(ra3_skirmish STATIC) target_sources(ra3_skirmish PUBLIC FILE_SET CXX_MODULES FILES src/skirmish/ra3.skirmish.cppm) target_link_libraries(ra3_skirmish PUBLIC ra3_core ra3_logic ra3_game ra3_data ra3_map) openra3_target_defaults(ra3_skirmish) # --- software renderer ------------------------------------------------------- add_library(ra3_render STATIC) target_sources(ra3_render PUBLIC FILE_SET CXX_MODULES FILES src/render/ra3.render.cppm) target_link_libraries(ra3_render PUBLIC ra3_core) openra3_target_defaults(ra3_render) # --- real map terrain (HeightMapData / BlendTileData) ------------------------ add_library(ra3_terrain STATIC) target_sources(ra3_terrain PUBLIC FILE_SET CXX_MODULES FILES src/terrain/ra3.terrain.cppm) target_link_libraries(ra3_terrain PUBLIC ra3_core ra3_fs ra3_render) openra3_target_defaults(ra3_terrain) # The presentation facade imports render + terrain (for the terrain capability). target_link_libraries(ra3_client PUBLIC ra3_render ra3_terrain) # --- windowed viewer (SDL3 or null) ----------------------------------------- add_library(ra3_ui STATIC) if(OPENRA3_HAS_SDL3) target_sources(ra3_ui PUBLIC FILE_SET CXX_MODULES FILES src/ui/ra3.ui.sdl.cppm) target_link_libraries(ra3_ui PUBLIC ra3_core ra3_render ra3_client openra3_sdl3) else() target_sources(ra3_ui PUBLIC FILE_SET CXX_MODULES FILES src/ui/ra3.ui.null.cppm) target_link_libraries(ra3_ui PUBLIC ra3_core ra3_render ra3_client) endif() openra3_target_defaults(ra3_ui) # --- Vulkan viewer (SDL3 surface + Vulkan, or null fallback) ------------------ add_library(ra3_vulkan STATIC) if(OPENRA3_HAS_VULKAN AND OPENRA3_HAS_SDL3) openra3_embed_spirv( "${CMAKE_CURRENT_BINARY_DIR}/generated/shaders_embedded.hpp" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.vert.spv" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.frag.spv" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.vert.spv" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.frag.spv" ) # The blobs are read at configure time, so re-run CMake when they change. set_property(DIRECTORY APPEND PROPERTY CMAKE_CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.vert.spv" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/scene.frag.spv" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.vert.spv" "${CMAKE_CURRENT_SOURCE_DIR}/shaders/generated/terrain.frag.spv") target_sources(ra3_vulkan PUBLIC FILE_SET CXX_MODULES FILES src/vulkan/ra3.vulkan.sdl.cppm) target_include_directories(ra3_vulkan PRIVATE "${CMAKE_CURRENT_BINARY_DIR}/generated") target_link_libraries(ra3_vulkan PUBLIC ra3_core ra3_render ra3_terrain ra3_client openra3_sdl3 ra3_volk) else() target_sources(ra3_vulkan PUBLIC FILE_SET CXX_MODULES FILES src/vulkan/ra3.vulkan.null.cppm) target_link_libraries(ra3_vulkan PUBLIC ra3_core ra3_render ra3_client) endif() openra3_target_defaults(ra3_vulkan) # --- display backend selection ------------------------------------------------ add_library(ra3_display STATIC) target_sources(ra3_display PUBLIC FILE_SET CXX_MODULES FILES src/display/ra3.display.cppm) target_link_libraries(ra3_display PUBLIC ra3_core ra3_render ra3_terrain ra3_client ra3_ui ra3_vulkan) openra3_target_defaults(ra3_display) # --- umbrella ----------------------------------------------------------------- add_library(ra3 STATIC) target_sources(ra3 PUBLIC FILE_SET CXX_MODULES FILES src/ra3.cppm) target_link_libraries(ra3 PUBLIC ra3_core ra3_logic ra3_client ra3_data ra3_game ra3_fs ra3_map ra3_skirmish ra3_render ra3_terrain ra3_display ra3_ui ra3_vulkan) openra3_target_defaults(ra3) # --- executable --------------------------------------------------------------- add_executable(openra3 apps/openra3/main.cpp) target_link_libraries(openra3 PRIVATE ra3) openra3_target_defaults(openra3) if(WIN32 AND OPENRA3_SDL3_ROOT) add_custom_command(TARGET openra3 POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different "${OPENRA3_SDL3_ROOT}/x86_64-w64-mingw32/bin/SDL3.dll" "$") endif() # --- extracted assets --------------------------------------------------------- # At build time, extract the retail assets into /assets so the # executable is self-contained (no --game-dir at run time). This drives the # ra3tools Python scripts (the game install + Python, no target executable), so # it also runs for a cross-build when the install is mounted into the container # and RA3_GAME_DIR points at it. The engine's own map/terrain reader is embedded # in the exe (run `openra3 extract` on a native host if you prefer). set(RA3_GAME_DIR "C:/Red Alert 3" CACHE PATH "Red Alert 3 installation used to extract assets") set(RA3TOOLS_DIR "C:/Users/Ender/CLionProjects/ra3-headless/ra3tools" CACHE PATH "ra3tools scripts (asset extraction)") find_program(OPENRA3_PYTHON NAMES python3 python) set(PYTHON_EXECUTABLE "${OPENRA3_PYTHON}" CACHE FILEPATH "Python interpreter used to run ra3tools") option(OPENRA3_EXTRACT_ALL "Extract every asset (models/textures/audio/movies) via ra3tools" ON) if(EXISTS "${RA3_GAME_DIR}/Data" AND OPENRA3_PYTHON) add_custom_command( OUTPUT "${CMAKE_BINARY_DIR}/.assets_stamp" COMMAND ${CMAKE_COMMAND} "-DGAME_DIR=${RA3_GAME_DIR}" "-DOUT=$/assets" "-DPYTHON=${PYTHON_EXECUTABLE}" "-DRA3TOOLS=${RA3TOOLS_DIR}" "-DEXTRACT_ALL=$,ON,OFF>" "-DSTAMP=${CMAKE_BINARY_DIR}/.assets_stamp" -P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/extract_assets.cmake" DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/cmake/extract_assets.cmake" COMMENT "Extracting Red Alert 3 assets to $/assets" VERBATIM) add_custom_target(openra3_assets ALL DEPENDS "${CMAKE_BINARY_DIR}/.assets_stamp") else() message(STATUS "OpenRA3: asset extraction skipped (RA3_GAME_DIR '${RA3_GAME_DIR}' or Python not found)") endif() # --- tests -------------------------------------------------------------------- enable_testing() add_executable(ra3_tests tests/ra3_tests.cpp) target_link_libraries(ra3_tests PRIVATE ra3) openra3_target_defaults(ra3_tests) add_test(NAME ra3_tests COMMAND ra3_tests)