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Copy pathCMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required( VERSION 3.2 )
project( ComputerGraphics )
if( ${CMAKE_CXX_COMPILER_ID} MATCHES "Clang" )
message( STATUS "Found Clang" )
# no built in variable for Clang so make one
set (CMAKE_COMPILER_IS_CLANG TRUE)
if( "${CMAKE_CXX_COMPILER_ID}" MATCHES "AppleClang" )
message( STATUS "Compiler: Apple Clang" )
# no built in variable for Apple Clang so make one
set (CMAKE_COMPILER_IS_APPLE_CLANG TRUE)
endif()
endif()
if( CMAKE_COMPILER_IS_GNUCXX OR CMAKE_COMPILER_IS_CLANG )
set( CMAKE_COMPILER_IS_GNUCXX_LIKE TRUE )
endif()
# determine bitness
set( IS_64_BIT FALSE )
if( CMAKE_SIZEOF_VOID_P EQUAL 8 )
set( IS_64_BIT TRUE )
endif( CMAKE_SIZEOF_VOID_P EQUAL 8 )
# determine processor architecture directory
if( WIN32 )
# directory names for 32 and 64 bit
if( IS_64_BIT )
set( ARCH "x64" )
message(FATAL_ERROR "Windows only suports 32 bit version of the project, run again cmake and select 32 bit platform.")
else()
set( ARCH "x86" )
endif()
else()
# on non windows systems use processor as architecture
set( ARCH ${CMAKE_SYSTEM_PROCESSOR} )
endif()
message( STATUS "Using architecture ${ARCH}" )
# determine compiler directory
if( MSVC )
set ( COMPILER "vc14" )
elseif(APPLE)
set ( COMPILER "xcode" )
else()
set ( COMPILER "gnu" )
endif()
message( STATUS "Using Compiler IDE: ${COMPILER}" )
# determine platform directory
if( MSVC )
set ( PLATFORM "windows" )
elseif(APPLE)
set ( PLATFORM "Apple" )
else()
set ( PLATFORM "linux" )
endif()
message( STATUS "Using platform ${PLATFORM}" )
if( MSVC )
message( STATUS "Adding freeglut includes ..." )
include_directories( ${CMAKE_CURRENT_SOURCE_DIR}/visual/libs/include )
set( LIB_DIR ${CMAKE_CURRENT_SOURCE_DIR}/visual/libs/lib )
message ( STATUS "Visual Studio compiler" )
set( CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /D _CRT_SECURE_NO_WARNINGS" )
endif()
set(CMAKE_CXX_STANDARD 11)
set( ALL_FILES )
set( MAIN
src/includes.h
src/main.cpp
)
source_group( "main" FILES ${MAIN} )
set( ALL_FILES ${ALL_FILES} ${MAIN} )
set( Framework
src/game.cpp
src/game.h
src/math.cpp
src/math.h
src/utils.cpp
src/utils.h
src/image.cpp
src/image.h
src/input.cpp
src/input.h
src/synth.cpp
src/synth.h
)
source_group( "framework" FILES ${Framework} )
set( ALL_FILES ${ALL_FILES} ${Framework} )
include_directories( src )
set( ProjectName "TJE")
set( CMAKE_RUNTIME_OUTPUT_DIRECTORY ".")
message( STATUS "Creating TJE project." )
add_executable( ${ProjectName} ${ALL_FILES} )
if( MSVC )
target_link_libraries( ${ProjectName} opengl32 )
target_link_libraries( ${ProjectName} glu32 )
target_link_libraries( ${ProjectName} ${LIB_DIR}/glut32.lib )
target_link_libraries( ${ProjectName} ${LIB_DIR}/glew32.lib )
target_link_libraries( ${ProjectName} ${LIB_DIR}/SDL2.lib )
target_link_libraries( ${ProjectName} ${LIB_DIR}/SDL2main.lib )
elseif( CMAKE_COMPILER_IS_GNUCXX_LIKE )
find_package(OpenGL 3.2 REQUIRED)
include_directories(${OPENGL_INCLUDE_DIR})
target_link_libraries(${ProjectName} ${OPENGL_LIBRARIES})
message(STATUS "OPENGL_INCLUDE_DIR: ${OPENGL_INCLUDE_DIR}")
message(STATUS "OPENGL_LIBRARIES: ${OPENGL_LIBRARIES}")
find_package(GLUT REQUIRED)
include_directories(${GLUT_INCLUDE_DIR})
target_link_libraries(${ProjectName} ${GLUT_LIBRARY})
message(STATUS "GLUT_INCLUDE_DIR: ${GLUT_INCLUDE_DIR}")
message(STATUS "GLUT_LIBRARY: ${GLUT_LIBRARY}")
if(APPLE)
set(SDL2_INCLUDE_DIRS "/opt/local/include")
set(SDL2_LIBRARIES "/opt/local/lib/libSDL2.dylib")
if(EXISTS "${SDL2_LIBRARIES}")
message(STATUS "SDL installed using mac ports")
else()
set(SDL2_INCLUDE_DIRS "/usr/local/include")
set(SDL2_LIBRARIES "/usr/local/lib/libSDL2.dylib")
if(NOT EXISTS "${SDL2_LIBRARIES}")
message(FATAL_ERROR "You must install sdl libraries using homebrew or mac ports.")
endif()
message(STATUS "SDL installed using homebrew")
endif()
else()
find_package(GLEW REQUIRED)
include_directories(${GLEW_INCLUDE_DIR})
target_link_libraries(${ProjectName} ${GLEW_LIBRARY})
message(STATUS "GLEW_INCLUDE_DIR: ${GLEW_INCLUDE_DIR}")
message(STATUS "GLEW_LIBRARY: ${GLEW_LIBRARY}")
include(FindPkgConfig)
PKG_SEARCH_MODULE(SDL2 REQUIRED sdl2)
endif()
include_directories(${SDL2_INCLUDE_DIRS})
target_link_libraries(${ProjectName} ${SDL2_LIBRARIES})
message(STATUS "SDL2_INCLUDE_DIRS: ${SDL2_INCLUDE_DIRS}")
message(STATUS "SDL2_LIBRARY: ${SDL2_LIBRARIES}")
endif()