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#
# Build sample_opengl
#
FIND_PACKAGE(AntTweakBar 1.0 REQUIRED)
SET(SAMP_SOURCE_DIR ${PROJECT_SOURCE_DIR}/sample/opengl)
SET(TL_INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
SET(SHADER_DIR ${PROJECT_SOURCE_DIR}/src/shader)
IF(TARGET_BUILD_PLATFORM STREQUAL "Windows")
# FIND_PACKAGE(DirectX REQUIRED)
SET(WW_PLATFORM_INCLUDES
)
SET(WW_PLATFORM_SRC_FILES
)
# Use generator expressions to set config specific preprocessor definitions
SET(WW_COMPILE_DEFS
# Common to all configurations
WIN32;_WINDOWS;_CONSOLE;
$<$<CONFIG:debug>:PROFILE;>
$<$<CONFIG:release>:NDEBUG;>
)
SET(WW_LIBTYPE SHARED)
ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "PS4")
SET(WW_PLATFORM_INCLUDES
$ENV{SCE_ORBIS_SDK_DIR}/target/include
)
SET(WW_COMPILE_DEFS
# Common to all configurations
_LIB;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;PX_PHYSX_STATIC_LIB;
$<$<CONFIG:debug>:_DEBUG;PX_DEBUG=1;PX_CHECKED=1;PX_SUPPORT_PVD=1;>
$<$<CONFIG:release>:NDEBUG;PX_SUPPORT_PVD=0;>
)
SET(WW_LIBTYPE STATIC)
ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "XBoxOne")
SET(WW_PLATFORM_INCLUDES
)
# Use generator expressions to set config specific preprocessor definitions
SET(WW_COMPILE_DEFS
# Common to all configurations
PX_PHYSX_CORE_EXPORTS;_LIB;_CRT_SECURE_NO_DEPRECATE;_CRT_NONSTDC_NO_DEPRECATE;WINAPI_FAMILY=WINAPI_FAMILY_TV_TITLE;PX_PHYSX_STATIC_LIB;
$<$<CONFIG:debug>:_DEBUG;PX_DEBUG=1;PX_CHECKED=1;PX_SUPPORT_PVD=1;>
$<$<CONFIG:release>:NDEBUG;PX_SUPPORT_PVD=0;>
)
SET(WW_LIBTYPE STATIC)
ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "Unix")
ENDIF()
SET(APP_FILES
${SAMP_SOURCE_DIR}/math_code.cpp
${SAMP_SOURCE_DIR}/math_code.h
${SAMP_SOURCE_DIR}/ocean_surface.cpp
${SAMP_SOURCE_DIR}/ocean_surface.h
${SAMP_SOURCE_DIR}/sample_opengl.cpp
${SAMP_SOURCE_DIR}/water.glsl
)
SET(SHADER_H_FILES
${SHADER_DIR}/CalcGradient_glsl_vs.h
${SHADER_DIR}/CalcGradient_glsl_ps.h
${SHADER_DIR}/FoamGeneration_glsl_vs.h
${SHADER_DIR}/FoamGeneration_glsl_ps.h
)
ADD_EXECUTABLE(SampleOpenGL WIN32
${WW_PLATFORM_SRC_FILES}
${APP_FILES}
${SHADER_H_FILES}
)
SOURCE_GROUP("app" FILES ${APP_FILES})
SOURCE_GROUP("glsl" FILES ${SHADER_H_FILES})
# Target specific compile options
TARGET_INCLUDE_DIRECTORIES(SampleOpenGL
PRIVATE ${WW_PLATFORM_INCLUDES}
PRIVATE ${ATB_INCLUDE_DIRS}
PRIVATE ${TL_INCLUDE_DIR}
)
TARGET_COMPILE_DEFINITIONS(SampleOpenGL
# Common to all configurations
PRIVATE ${WW_COMPILE_DEFS}
)
#TODO: Link flags
IF(TARGET_BUILD_PLATFORM STREQUAL "Windows")
# Add linked libraries
TARGET_LINK_LIBRARIES(SampleOpenGL PUBLIC WaveWorks comctl32.lib opengl32.lib ${ATB_LIBRARIES})
IF(CMAKE_CL_64)
SET(LIBPATH_SUFFIX "win64")
ELSE(CMAKE_CL_64)
SET(LIBPATH_SUFFIX "Win32")
ENDIF(CMAKE_CL_64)
SET_TARGET_PROPERTIES(SampleOpenGL PROPERTIES
LINK_FLAGS_DEBUG "/MAP /DEBUG /SUBSYSTEM:CONSOLE"
LINK_FLAGS_RELEASE "/MAP /INCREMENTAL:NO /SUBSYSTEM:CONSOLE"
)
ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "PS4")
# TARGET_LINK_LIBRARIES(SampleOpenGL PUBLIC LowLevel LowLevelAABB LowLevelCloth LowLevelDynamics LowLevelParticles SampleD3D11Common PxFoundation PxPvdSDK PxTask SceneQuery SimulationController)
ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "XBoxOne")
# TARGET_LINK_LIBRARIES(SampleOpenGL PUBLIC LowLevel LowLevelAABB LowLevelCloth LowLevelDynamics LowLevelParticles SampleD3D11Common PxFoundation PxPvdSDK PxTask SceneQuery SimulationController)
ELSEIF(TARGET_BUILD_PLATFORM STREQUAL "Unix")
ENDIF()
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