# Check versions message(STATUS "CMake version: ${CMAKE_VERSION}") cmake_minimum_required(VERSION 3.1) set_property(GLOBAL PROPERTY USE_FOLDERS ON) # Set the project name set(PNAME VoxelRaycaster) project(${PNAME}) # Set up variables, and find SFML if (WIN32) set(SFML_ROOT root CACHE STRING "User specified path") set(SFML_INCLUDE_DIR ${SFML_ROOT}/include) endif() # You're probably going to need to change these paths if (UNIX) set(OpenCL_INCLUDE_DIR /usr/include/CL) set(OpenCL_LIBRARY /usr/lib/x86_64-linux-gnu/libOpenCL.so.1) endif (UNIX) set(SFML_COMPONENTS graphics window system network audio) set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}) find_package(SFML 2.1 COMPONENTS ${SFML_COMPONENTS} REQUIRED) message(STATUS "SFML found: ${SFML_FOUND}") # Find OpenCL find_package( OpenCL REQUIRED ) message(STATUS "OpenCL found: ${OPENCL_FOUND}") # Find OpenGL find_package( OpenGL REQUIRED) message(STATUS "OpenGL found: ${OPENGL_FOUND}") # Windows requires us to use GLEW to link the GL shit if (WIN32) # Find GLEW find_package(GLEW REQUIRED) message(STATUS "GLEW found: ${GLEW_FOUND}") endif() # beignet only supports EGL and not GLX for the cl_khr_gl_sharing extension if (UNIX) # find_package(EGL REQUIRED) #message(STATUS "EGL found: ${EGL_FOUND}") endif (UNIX) # Include the directories for the main program, GL, CL and SFML's headers include_directories(${SFML_INCLUDE_DIR}) include_directories(${OpenCL_INCLUDE_DIRS}) include_directories(${OpenGL_INCLUDE_DIRS}) if (UNIX) # include_directories(${EGL_INCLUDE_DIRS}) endif() include_directories(include) # Glob all thr sources into their values file(GLOB_RECURSE SOURCES "src/*.cpp") file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp") file(GLOB_RECURSE KERNELS "kernels/*.cl") file(GLOB_RECURSE SHADERS "shaders/*.vert" "shaders/*.tesc" "shaders/*.tese" "shaders/*.geom" "shaders/*.frag" "shaders/*.comp") add_executable(${PNAME} ${SOURCES} ${HEADERS} ${KERNELS} ${SHADERS} include/imgui/imgui-multilines.hpp) # Follow the sub directory structure to add sub-filters in VS # Gotta do it one by one unfortunately foreach (source IN ITEMS ${SOURCES}) if (IS_ABSOLUTE "${source}") get_filename_component(filename ${source} DIRECTORY) STRING(REGEX REPLACE "/" "\\\\" filename ${filename}) string(REGEX MATCHALL "src(.*)" substrings ${filename}) list(GET substrings 0 substring) SOURCE_GROUP(${substring} FILES ${source}) endif() endforeach() foreach (source IN ITEMS ${HEADERS}) if (IS_ABSOLUTE "${source}") get_filename_component(filename ${source} DIRECTORY) STRING(REGEX REPLACE "/" "\\\\" filename ${filename}) string(REGEX MATCHALL "include(.*)" substrings ${filename}) list(GET substrings 0 substring) SOURCE_GROUP(${substring} FILES ${source}) endif() endforeach() foreach (source IN ITEMS ${KERNELS}) if (IS_ABSOLUTE "${source}") get_filename_component(filename ${source} DIRECTORY) STRING(REGEX REPLACE "/" "\\\\" filename ${filename}) string(REGEX MATCHALL "kernels(.*)" substrings ${filename}) list(GET substrings 0 substring) SOURCE_GROUP(${substring} FILES ${source}) endif() endforeach() foreach (source IN ITEMS ${SHADERS}) if (IS_ABSOLUTE "${source}") get_filename_component(filename ${source} DIRECTORY) STRING(REGEX REPLACE "/" "\\\\" filename ${filename}) string(REGEX MATCHALL "shaders(.*)" substrings ${filename}) list(GET substrings 0 substring) SOURCE_GROUP(${substring} FILES ${source}) endif() endforeach() # Link CL, GL, and SFML target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES}) target_link_libraries (${PNAME} ${OpenCL_LIBRARY}) target_link_libraries (${PNAME} ${OPENGL_LIBRARIES}) if (UNIX) # target_link_libraries (${PNAME} ${EGL_LIBRARIES}) endif() if (WIN32) target_link_libraries (${PNAME} ${GLEW_LIBRARIES}) endif() if (NOT WIN32) target_link_libraries (${PNAME} -lpthread) endif() # Setup to use C++14 set_property(TARGET ${PNAME} PROPERTY CXX_STANDARD 14)