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# Check versions
message(STATUS "CMake version: ${CMAKE_VERSION}")
cmake_minimum_required(VERSION 3.1)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
# Set the project name
set(PNAME Game)
project(${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()
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}")
if (WIN32)
# Find GLEW
find_package(GLEW REQUIRED)
message(STATUS "GLEW found: ${GLEW_FOUND}")
endif()
# Find Vulkan
#find_package(VULKAN REQUIRED)
#message(STATUS "VULKAN found: ${VULKAN_FOUND}")
# Find OpenGL
find_package( OpenGL REQUIRED)
message(STATUS "OpenGL found: ${OPENGL_FOUND}")
# Include the directories for the main program, GL, CL and SFML's headers
include_directories(${SFML_INCLUDE_DIR})
include_directories(${OpenCL_INCLUDE_DIRS})
include_directories(${OpenGL_INCLUDE_DIRS})
#include_directories(${Vulkan_INCLUDE_DIRS})
include_directories(include)
# Glob all thr sources into their values
file(GLOB_RECURSE SOURCES "src/*.cpp")
file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
file(GLOB_RECURSE KERNELS "kernels/*.cl")
file(GLOB_RECURSE SHADERS "shaders/*.vert" "shaders/*.tesc" "shaders/*.tese" "shaders/*.geom" "shaders/*.frag" "shaders/*.comp")
add_executable(${PNAME} ${SOURCES} ${HEADERS} ${KERNELS} ${SHADERS})
# 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()
# put all the sources into their own filter folders
#SOURCE_GROUP("kernels" FILES ${KERNELS})
#SOURCE_GROUP("headers" FILES ${HEADERS})
#SOURCE_GROUP("sources" FILES ${SOURCES})
#SOURCE_GROUP("shaders" FILES ${SHADERS})
# Link CL, GL, and SFML
target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES})
target_link_libraries (${PNAME} ${OpenCL_LIBRARY})
target_link_libraries (${PNAME} ${OPENGL_LIBRARIES})
target_link_libraries (${PNAME} ${GLEW_LIBRARIES})
#target_link_libraries (${PNAME} ${Vulkan_LIBRARIES})
#target_link_libraries(${PNAME} "/Users/cs445001_09/Desktop/voxel-raycaster/SFML/extlibs/freetype.framework/Versions/A/freetype")
if (NOT WIN32)
target_link_libraries (${PNAME} -lpthread)
endif()
# Setup to use C++14
set_property(TARGET ${PNAME} PROPERTY CXX_STANDARD 14)