-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathCMakeLists.txt
More file actions
98 lines (73 loc) · 2.97 KB
/
Copy pathCMakeLists.txt
File metadata and controls
98 lines (73 loc) · 2.97 KB
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
cmake_minimum_required(VERSION "4.0.2")
set(CMAKE_CXX_STANDARD 17)
#Set this to true for shipping!
set(PRODUCTION_BUILD FALSE CACHE BOOL "Make this a production build" FORCE)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Release>:Release>")
if(PRODUCTION_BUILD)
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION TRUE) #link time optimisation
else()
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION FALSE)
endif()
if(MSVC)
add_compile_options(/arch:AVX2) #Optimises some stuff... idk
endif()
#Main project
project(main)
#Compile shaders in pre-build
set(SHADER_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/resources/shaders/")
set(SHADER_BINARY_DIR "${CMAKE_CURRENT_SOURCE_DIR}/resources/shaders_bin/")
file(MAKE_DIRECTORY ${SHADER_BINARY_DIR})
file(GLOB_RECURSE SHADER_FILES
"${SHADER_SOURCE_DIR}/*.vert"
"${SHADER_SOURCE_DIR}/*.frag"
)
set(COMPILED_SHADERS "")
foreach(SHADER ${SHADER_FILES})
get_filename_component(FILE_NAME ${SHADER} NAME)
set(SPIRV "${SHADER_BINARY_DIR}/${FILE_NAME}.spv")
add_custom_command(
OUTPUT ${SPIRV}
COMMAND glslangValidator -V ${SHADER} -o ${SPIRV}
DEPENDS ${SHADER}
COMMENT "Compiling shader ${FILE_NAME} to SPIR-V"
VERBATIM
)
list(APPEND COMPILED_SHADERS ${SPIRV})
endforeach()
add_custom_target(compile_shaders ALL
DEPENDS ${COMPILED_SHADERS}
)
#Add glm
add_subdirectory(thirdParty/glm)
# GLFW static config
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
set(BUILD_SHARED_LIBS OFF CACHE BOOL "" FORCE)
add_subdirectory(thirdParty/glfw)
# Vulkan SDK
find_package(Vulkan REQUIRED)
# Executable and linking
# We create MY_SOURCES, a list of all the source files of the project
file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp")
add_executable(main "${MY_SOURCES}")
target_include_directories(main PRIVATE "CMAKE_CURRENT_SOURCE_DIR/include/")
target_link_libraries(main PRIVATE glfw Vulkan::Vulkan)
add_dependencies(main compile_shaders)
if(UNIX AND NOT APPLE)
target_link_libraries(main PRIVATE dl pthread X11 Xrandr Xi Xxf86vm Xcursor)
endif()
# We make the RESOURCES_PATH constant that sends to the resources folder
if(PRODUCTION_BUILD)
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC RESOURCES_PATH="./resources/") #Relative path
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC PRODUCTION_BUILD=1)
else()
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC RESOURCES_PATH="${CMAKE_CURRENT_SOURCE_DIR}/resources/") #Absolute path... ONLY DURING DEVELOPEMENT!
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC PRODUCTION_BUILD=0)
endif()
if(MSVC)
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC _CRT_SECURE_NO_WARNINGS) #Remove useless warnings
endif()
target_include_directories(main PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include/")
target_link_libraries(main PRIVATE glm)