forked from JoeyDeVries/LearnOpenGL
-
Notifications
You must be signed in to change notification settings - Fork 0
/
CMakeLists.txt
273 lines (249 loc) · 8.62 KB
/
CMakeLists.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
cmake_minimum_required (VERSION 3.0)
cmake_policy(VERSION 3.0)
project(LearnOpenGL)
set(CMAKE_CXX_STANDARD 17) # this does nothing for MSVC, use target_compile_options below
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS ON)
IF(NOT CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE Debug CACHE STRING "Choose the type of build (Debug or Release)" FORCE)
ENDIF(NOT CMAKE_BUILD_TYPE)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/modules/")
if(WIN32)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
endif(WIN32)
link_directories(${CMAKE_SOURCE_DIR}/lib)
# find the required packages
find_package(GLM REQUIRED)
message(STATUS "GLM included at ${GLM_INCLUDE_DIR}")
find_package(GLFW3 REQUIRED)
message(STATUS "Found GLFW3 in ${GLFW3_INCLUDE_DIR}")
find_package(ASSIMP REQUIRED)
message(STATUS "Found ASSIMP in ${ASSIMP_INCLUDE_DIR}")
# find_package(SOIL REQUIRED)
# message(STATUS "Found SOIL in ${SOIL_INCLUDE_DIR}")
# find_package(GLEW REQUIRED)
# message(STATUS "Found GLEW in ${GLEW_INCLUDE_DIR}")
if(APPLE)
find_package(Freetype REQUIRED)
message(STATUS "Found Freetype in ${FREETYPE_INCLUDE_DIRS}")
endif(APPLE)
if(WIN32)
set(LIBS glfw3 opengl32 assimp freetype irrKlang)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
elseif(UNIX AND NOT APPLE)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -Wall")
find_package(OpenGL REQUIRED)
add_definitions(${OPENGL_DEFINITIONS})
find_package(X11 REQUIRED)
# note that the order is important for setting the libs
# use pkg-config --libs $(pkg-config --print-requires --print-requires-private glfw3) in a terminal to confirm
set(LIBS ${GLFW3_LIBRARY} X11 Xrandr Xinerama Xi Xxf86vm Xcursor GL dl pthread freetype ${ASSIMP_LIBRARY})
set (CMAKE_CXX_LINK_EXECUTABLE "${CMAKE_CXX_LINK_EXECUTABLE} -ldl")
elseif(APPLE)
INCLUDE_DIRECTORIES(/System/Library/Frameworks)
FIND_LIBRARY(COCOA_LIBRARY Cocoa)
FIND_LIBRARY(OpenGL_LIBRARY OpenGL)
FIND_LIBRARY(IOKit_LIBRARY IOKit)
FIND_LIBRARY(CoreVideo_LIBRARY CoreVideo)
MARK_AS_ADVANCED(COCOA_LIBRARY OpenGL_LIBRARY)
SET(APPLE_LIBS ${COCOA_LIBRARY} ${IOKit_LIBRARY} ${OpenGL_LIBRARY} ${CoreVideo_LIBRARY})
SET(APPLE_LIBS ${APPLE_LIBS} ${GLFW3_LIBRARY} ${ASSIMP_LIBRARY} ${FREETYPE_LIBRARIES})
set(LIBS ${LIBS} ${APPLE_LIBS})
else()
set(LIBS )
endif(WIN32)
set(CHAPTERS
1.getting_started
2.lighting
3.model_loading
4.advanced_opengl
5.advanced_lighting
6.pbr
7.in_practice
)
set(1.getting_started
1.1.hello_window
1.2.hello_window_clear
2.1.hello_triangle
2.2.hello_triangle_indexed
2.3.hello_triangle_exercise1
2.4.hello_triangle_exercise2
2.5.hello_triangle_exercise3
3.1.shaders_uniform
3.2.shaders_interpolation
3.3.shaders_class
4.1.textures
4.2.textures_combined
4.4.textures_exercise2
4.5.textures_exercise3
4.6.textures_exercise4
5.1.transformations
5.2.transformations_exercise2
6.1.coordinate_systems
6.2.coordinate_systems_depth
6.3.coordinate_systems_multiple
7.1.camera_circle
7.2.camera_keyboard_dt
7.3.camera_mouse_zoom
7.4.camera_class
)
set(2.lighting
1.colors
2.1.basic_lighting_diffuse
2.2.basic_lighting_specular
3.1.materials
3.2.materials_exercise1
4.1.lighting_maps_diffuse_map
4.2.lighting_maps_specular_map
4.4.lighting_maps_exercise4
5.1.light_casters_directional
5.2.light_casters_point
5.3.light_casters_spot
5.4.light_casters_spot_soft
6.multiple_lights
)
set(3.model_loading
1.model_loading
)
set(4.advanced_opengl
1.1.depth_testing
1.2.depth_testing_view
2.stencil_testing
3.1.blending_discard
3.2.blending_sort
5.1.framebuffers
5.2.framebuffers_exercise1
6.1.cubemaps_skybox
6.2.cubemaps_environment_mapping
8.advanced_glsl_ubo
9.1.geometry_shader_houses
9.2.geometry_shader_exploding
9.3.geometry_shader_normals
10.1.instancing_quads
10.2.asteroids
10.3.asteroids_instanced
11.1.anti_aliasing_msaa
11.2.anti_aliasing_offscreen
)
set(5.advanced_lighting
1.advanced_lighting
2.gamma_correction
3.1.1.shadow_mapping_depth
3.1.2.shadow_mapping_base
3.1.3.shadow_mapping
3.2.1.point_shadows
3.2.2.point_shadows_soft
4.normal_mapping
5.1.parallax_mapping
5.2.steep_parallax_mapping
5.3.parallax_occlusion_mapping
6.hdr
7.bloom
8.1.deferred_shading
8.2.deferred_shading_volumes
9.ssao
)
set(6.pbr
1.1.lighting
1.2.lighting_textured
2.1.1.ibl_irradiance_conversion
2.1.2.ibl_irradiance
2.2.1.ibl_specular
2.2.2.ibl_specular_textured
)
set(7.in_practice
1.debugging
2.text_rendering
#3.2d_game
)
set(GUEST_ARTICLES
8.guest/2020/oit
8.guest/2020/skeletal_animation
8.guest/2021/1.scene/1.scene_graph
8.guest/2021/1.scene/2.frustum_culling
8.guest/2021/2.csm
#8.guest/2021/3.tessellation/terrain_gpu_dist
#8.guest/2021/3.tessellation/terrain_cpu_src
8.guest/2021/4.dsa
8.guest/2022/5.computeshader_helloworld
)
configure_file(configuration/root_directory.h.in configuration/root_directory.h)
include_directories(${CMAKE_BINARY_DIR}/configuration)
# first create relevant static libraries requried for other projects
add_library(STB_IMAGE "src/stb_image.cpp")
set(LIBS ${LIBS} STB_IMAGE)
add_library(GLAD "src/glad.c")
set(LIBS ${LIBS} GLAD)
macro(makeLink src dest target)
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E create_symlink ${src} ${dest} DEPENDS ${dest} COMMENT "mklink ${src} -> ${dest}")
endmacro()
function(create_project_from_sources chapter demo)
file(GLOB SOURCE
"src/${chapter}/${demo}/*.h"
"src/${chapter}/${demo}/*.cpp"
"src/${chapter}/${demo}/*.vs"
"src/${chapter}/${demo}/*.fs"
"src/${chapter}/${demo}/*.gs"
"src/${chapter}/${demo}/*.comp"
)
if (demo STREQUAL "")
SET(replaced "")
string(REPLACE "/" "_" replaced ${chapter})
set(NAME ${replaced})
else()
set(NAME "${chapter}__${demo}")
endif()
add_executable(${NAME} ${SOURCE})
target_link_libraries(${NAME} ${LIBS})
if(MSVC)
target_compile_options(${NAME} PRIVATE /std:c++17 /MP)
target_link_options(${NAME} PUBLIC /ignore:4099)
endif(MSVC)
if(WIN32)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}")
set_target_properties(${NAME} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}/Debug")
elseif(UNIX AND NOT APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}")
elseif(APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_SOURCE_DIR}/bin/${chapter}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_SOURCE_DIR}/bin/${chapter}")
endif(WIN32)
# copy shader files to build directory
file(GLOB SHADERS
"src/${chapter}/${demo}/*.vs"
# "src/${chapter}/${demo}/*.frag"
"src/${chapter}/${demo}/*.fs"
"src/${chapter}/${demo}/*.gs"
"src/${chapter}/${demo}/*.comp"
)
# copy dlls
file(GLOB DLLS "dlls/*.dll")
foreach(SHADER ${SHADERS})
if(WIN32)
# configure_file(${SHADER} "test")
add_custom_command(TARGET ${NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${SHADER} $<TARGET_FILE_DIR:${NAME}>)
add_custom_command(TARGET ${NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${DLLS} $<TARGET_FILE_DIR:${NAME}>)
elseif(UNIX AND NOT APPLE)
file(COPY ${SHADER} DESTINATION ${CMAKE_SOURCE_DIR}/bin/${chapter})
elseif(APPLE)
# create symbolic link for *.vs *.fs *.gs
get_filename_component(SHADERNAME ${SHADER} NAME)
makeLink(${SHADER} ${CMAKE_SOURCE_DIR}/bin/${chapter}/${SHADERNAME} ${NAME})
endif(WIN32)
endforeach(SHADER)
# if compiling for visual studio, also use configure file for each project (specifically to set up working directory)
if(MSVC)
configure_file(${CMAKE_SOURCE_DIR}/configuration/visualstudio.vcxproj.user.in ${CMAKE_CURRENT_BINARY_DIR}/${NAME}.vcxproj.user @ONLY)
endif(MSVC)
endfunction()
# then create a project file per tutorial
foreach(CHAPTER ${CHAPTERS})
foreach(DEMO ${${CHAPTER}})
create_project_from_sources(${CHAPTER} ${DEMO})
endforeach(DEMO)
endforeach(CHAPTER)
foreach(GUEST_ARTICLE ${GUEST_ARTICLES})
create_project_from_sources(${GUEST_ARTICLE} "")
endforeach(GUEST_ARTICLE)
include_directories(${CMAKE_SOURCE_DIR}/includes)