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