plumageRender/src/CMakeLists.txt

90 lines
3.9 KiB
CMake

# Function for building single homework
function(buildHomework HOMEWORK_NAME)
SET(HOMEWORK_FOLDER ${CMAKE_CURRENT_SOURCE_DIR}/${HOMEWORK_NAME})
message(STATUS "Generating project file in ${HOMEWORK_FOLDER}")
# Main
file(GLOB SOURCE *.cpp ${BASE_HEADERS} ${HOMEWORK_FOLDER}/*.cpp)
SET(MAIN_CPP ${HOMEWORK_FOLDER}/${HOMEWORK_NAME}.cpp )
if(EXISTS ${HOMEWORK_FOLDER}/main.cpp)
SET(MAIN_CPP ${HOMEWORK_FOLDER}/main.cpp )
ENDIF()
if(EXISTS ${HOMEWORK_FOLDER}/${HOMEWORK_NAME}.h)
SET(MAIN_HEADER ${HOMEWORK_FOLDER}/${HOMEWORK_NAME}.h )
ENDIF()
# imgui homework requires additional source files
IF(${HOMEWORK_NAME} STREQUAL "imgui")
file(GLOB ADD_SOURCE "../external/imgui/*.cpp")
SET(SOURCE ${SOURCE} ${ADD_SOURCE} )
ENDIF()
# wayland requires additional source files
IF(USE_WAYLAND_WSI)
SET(SOURCE ${SOURCE} ${CMAKE_BINARY_DIR}/xdg-shell-client-protocol.h ${CMAKE_BINARY_DIR}/xdg-shell-protocol.c )
ENDIF()
# Add shaders
#set(SHADER_DIR_GLSL "../data/buster_drone/shaders/glsl")
#file(GLOB SHADERS_GLSL "${SHADER_DIR_GLSL}/*.vert" "${SHADER_DIR_GLSL}/*.frag" "${SHADER_DIR_GLSL}/*.comp" "${SHADER_DIR_GLSL}/*.geom" "${SHADER_DIR_GLSL}/*.tesc" "${SHADER_DIR_GLSL}/*.tese" "${SHADER_DIR_GLSL}/*.mesh" "${SHADER_DIR_GLSL}/*.task" "${SHADER_DIR_GLSL}/*.rgen" "${SHADER_DIR_GLSL}/*.rchit" "${SHADER_DIR_GLSL}/*.rmiss" "${SHADER_DIR_GLSL}/*.rcall")
#set(SHADER_DIR_HLSL "../data/buster_drone/shaders/hlsl")
#file(GLOB SHADERS_HLSL "${SHADER_DIR_HLSL}/*.vert" "${SHADER_DIR_HLSL}/*.frag" "${SHADER_DIR_HLSL}/*.comp" "${SHADER_DIR_HLSL}/*.geom" "${SHADER_DIR_HLSL}/*.tesc" "${SHADER_DIR_HLSL}/*.tese" "${SHADER_DIR_HLSL}/*.mesh" "${SHADER_DIR_HLSL}/*.task" "${SHADER_DIR_HLSL}/*.rgen" "${SHADER_DIR_HLSL}/*.rchit" "${SHADER_DIR_HLSL}/*.rmiss" "${SHADER_DIR_HLSL}/*.rcall")
#source_group("Shaders\\GLSL" FILES ${SHADERS_GLSL})
#source_group("Shaders\\HLSL" FILES ${SHADERS_HLSL})
# Add optional readme / tutorial
#file(GLOB README_FILES "${HOMEWORK_FOLDER}/*.md")
if(WIN32)
add_executable(${HOMEWORK_NAME} ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES}
"render/glTFModel.h"
"render/glTFModel.cpp"
"render/renderFoundation.h" "render/renderFoundation.cpp" "render/renderConfig.cpp" "render/renderConfig.h")
target_link_libraries(${HOMEWORK_NAME} base ${Vulkan_LIBRARY})
else(WIN32)
add_executable(${HOMEWORK_NAME} ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES})
target_link_libraries(${HOMEWORK_NAME} base )
endif(WIN32)
set_target_properties(${HOMEWORK_NAME} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
if(${HOMEWORK_NAME} STREQUAL "texture3d")
if(APPLE)
# SRS - Use MacPorts paths as default since the same on x86 and Apple Silicon, can override for homebrew on cmake command line
if(NOT OpenMP_omp_LIBRARY AND EXISTS /opt/local/lib/libomp/libomp.dylib)
set(OpenMP_omp_LIBRARY /opt/local/lib/libomp/libomp.dylib)
endif()
if(CMAKE_C_COMPILER_ID MATCHES "Clang\$")
set(OpenMP_C_FLAGS "-Xclang -fopenmp")
set(OpenMP_C_LIB_NAMES "omp")
if(NOT OpenMP_C_INCLUDE_DIR AND EXISTS /opt/local/include/libomp)
set(OpenMP_C_INCLUDE_DIR /opt/local/include/libomp)
endif()
endif()
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang\$")
set(OpenMP_CXX_FLAGS "-Xclang -fopenmp")
set(OpenMP_CXX_LIB_NAMES "omp")
if(NOT OpenMP_CXX_INCLUDE_DIR AND EXISTS /opt/local/include/libomp)
set(OpenMP_CXX_INCLUDE_DIR /opt/local/include/libomp)
endif()
endif()
endif()
find_package(OpenMP)
if(OpenMP_CXX_FOUND)
target_link_libraries(${HOMEWORK_NAME} OpenMP::OpenMP_CXX)
endif()
endif()
if(RESOURCE_INSTALL_DIR)
install(TARGETS ${HOMEWORK_NAME} DESTINATION ${CMAKE_INSTALL_BINDIR})
endif()
endfunction(buildHomework)
# Build all homework
function(buildHomeworks)
foreach(HOMEWORK ${HOMEWORKS})
buildHomework(${HOMEWORK})
endforeach(HOMEWORK)
endfunction(buildHomeworks)
set(HOMEWORKS
render
)
buildHomeworks()