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CMakeLists.txt
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cmake_minimum_required (VERSION 2.8)
cmake_policy(VERSION 2.8)
project (TimeLapseDotMap)
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)
list(APPEND CMAKE_CXX_FLAGS "-std=c++11")
# 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 ${ASSIMP_INCLUDE_DIR}")
if(WIN32)
set(LIBS glfw3 opengl32 assimp)
elseif(UNIX AND NOT APPLE)
set(CMAKE_CXX_FLAGS_DEBUG "${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 ${ASSIMP_LIBRARY})
set (CMAKE_CXX_LINK_EXECUTABLE "${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})
set(LIBS ${LIBS} ${APPLE_LIBS})
else()
set(LIBS )
endif(WIN32)
configure_file(configuration/root_directory.h.in configuration/root_directory.h)
include_directories(${CMAKE_BINARY_DIR}/configuration)
# first create relevant static libraries requried for other projects
add_library(STB_IMAGE STATIC IMPORTED)
set_target_properties(STB_IMAGE PROPERTIES
IMPORTED_LOCATION "${CMAKE_SOURCE_DIR}/external/LearnOpenGL/build/libSTB_IMAGE.a")
set(LIBS ${LIBS} STB_IMAGE)
add_library(GLAD STATIC IMPORTED)
set_target_properties(GLAD PROPERTIES
IMPORTED_LOCATION "${CMAKE_SOURCE_DIR}/external/LearnOpenGL/build/libGLAD.a")
set(LIBS ${LIBS} GLAD)
add_library(SQLiteCpp STATIC IMPORTED)
set_target_properties(SQLiteCpp PROPERTIES
IMPORTED_LOCATION "${CMAKE_SOURCE_DIR}/external/SQLiteCpp/build/libSQLiteCpp.a")
set(LIBS ${LIBS} SQLiteCpp)
add_library(sqlite3 STATIC IMPORTED)
set_target_properties(sqlite3 PROPERTIES
IMPORTED_LOCATION "${CMAKE_SOURCE_DIR}/external/SQLiteCpp/build/sqlite3/libsqlite3.a")
set(LIBS ${LIBS} pthread sqlite3 pthread)
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} -> ${dest}")
endmacro()
file(GLOB SOURCE
"src/*.h"
"src/*.cpp"
"src/*.vs"
"src/*.fs"
)
set(NAME "tldm")
add_executable(${NAME} ${SOURCE} src/replay.cpp src/replay.h src/render.cpp src/render.h src/interpolator.cpp src/interpolator.h src/update.h src/queue.cpp src/queue.h)
target_link_libraries(${NAME} ${LIBS})
if(WIN32)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin")
elseif(UNIX AND NOT APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")
elseif(APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_BINARY_DIR}/bin")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_CURRENT_BINARY_DIR}/bin")
endif(WIN32)
# copy shader files to build directory
file(GLOB SHADERS
"src/*.vs"
"src/*.fs"
"src/*.ini"
"data/*.db"
)
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}>)
elseif(UNIX AND NOT APPLE)
file(COPY ${SHADER} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/bin)
elseif(APPLE)
# create symbolic link for *.vs *.fs *.gs
get_filename_component(SHADERNAME ${SHADER} NAME)
makeLink(${SHADER} ${CMAKE_CURRENT_BINARY_DIR}/bin/${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)
include_directories(${CMAKE_SOURCE_DIR}/includes
${CMAKE_SOURCE_DIR}/external/LearnOpenGL/includes
${CMAKE_SOURCE_DIR}/external/SQLiteCpp/include
${CMAKE_SOURCE_DIR}/external/SQLiteCpp/sqlite3
${CMAKE_SOURCE_DIR}/external/spdlog/include
${CMAKE_SOURCE_DIR}/external/inih)