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CMakeLists.txt
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CMakeLists.txt
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# CMake entry point
cmake_minimum_required (VERSION 3.0)
project (sailing_ship)
find_package(OpenGL REQUIRED)
if( CMAKE_BINARY_DIR STREQUAL CMAKE_SOURCE_DIR )
message( FATAL_ERROR "Please select another Build Directory ! (and give it a clever name, like bin_Visual2012_64bits/)" )
endif()
if( CMAKE_SOURCE_DIR MATCHES " " )
message( "Your Source Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
if( CMAKE_BINARY_DIR MATCHES " " )
message( "Your Build Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
# Compile external dependencies
add_subdirectory (external)
# On Visual 2005 and above, this module can set the debug working directory
cmake_policy(SET CMP0026 OLD)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
include(CreateLaunchers)
include(MSVCMultipleProcessCompile) # /MP
if(INCLUDE_DISTRIB)
add_subdirectory(distrib)
endif(INCLUDE_DISTRIB)
include_directories(
external/glfw-3.1.2/include/
external/glm-0.9.7.1/
external/glew-1.13.0/include/
.
)
set(ALL_LIBS
${OPENGL_LIBRARY}
glfw
GLEW_1130
)
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
# Project
add_executable(sailing_ship
source/sailing_ship.cpp
common/shader.cpp
common/shader.hpp
common/controls.cpp
common/controls.hpp
common/texture.cpp
common/texture.hpp
common/objloader.cpp
common/objloader.hpp
common/vboindexer.cpp
common/vboindexer.hpp
common/water_renderer.cpp
common/water_renderer.hpp
common/OBJ_Loader.h
common/skybox.cpp
common/skybox.hpp
common/stb_image.cpp
common/stb_image.h
source/sailing_ship.hpp
source/StandardShading.vertexshader
source/StandardShading.fragmentshader
source/SkyboxShading.vertexshader
source/SkyboxShading.fragmentshader
source/WaterShading.vertexshader
source/WaterShading.fragmentshader
)
target_link_libraries(sailing_ship
${ALL_LIBS}
)
# Xcode and Visual working directories
set_target_properties(sailing_ship PROPERTIES XCODE_ATTRIBUTE_CONFIGURATION_BUILD_DIR "${CMAKE_CURRENT_SOURCE_DIR}/source/")
create_target_launcher(sailing_ship WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/source/")
SOURCE_GROUP(common REGULAR_EXPRESSION ".*/common/.*" )
SOURCE_GROUP(shaders REGULAR_EXPRESSION ".*/.*shader$" )
if (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )
add_custom_command(
TARGET sailing_ship POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/sailing_ship${CMAKE_EXECUTABLE_SUFFIX}" "${CMAKE_CURRENT_SOURCE_DIR}/source/"
)
elseif (${CMAKE_GENERATOR} MATCHES "Xcode" )
endif (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )