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CMakeLists.txt
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CMakeLists.txt
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#
# CMakeLists.txt file for LLGL project
#
# Copyright (c) 2015 Lukas Hermanns. All rights reserved.
# Licensed under the terms of the BSD 3-Clause license (see LICENSE.txt).
#
# Originally authored on 09/07/2015
cmake_minimum_required(VERSION 3.12 FATAL_ERROR)
project(LLGL)
# === Target platforms ===
if("${CMAKE_GENERATOR_PLATFORM}" STREQUAL "x64")
set(LLGL_BUILD_64BIT ON)
else()
set(LLGL_BUILD_64BIT OFF)
endif()
set(LLGL_UWP_PLATFORM OFF)
set(LLGL_IOS_PLATFORM OFF)
set(LLGL_ANDROID_PLATFORM OFF)
set(LLGL_WASM_PLATFORM OFF)
if(NOT DEFINED LLGL_TARGET_PLATFORM)
if("${CMAKE_SYSTEM_NAME}" STREQUAL "Android")
set(LLGL_TARGET_PLATFORM "Android")
if(NOT DEFINED ENV{ANDROID_NDK_ROOT})
message(FATAL_ERROR "Cannot build for Android platform: Missing environment variable 'ANDROID_NDK_ROOT'")
endif()
set(LLGL_ANDROID_PLATFORM ON)
elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsStore")
set(LLGL_TARGET_PLATFORM "${CMAKE_SYSTEM_NAME} ${CMAKE_SYSTEM_VERSION}")
set(LLGL_UWP_PLATFORM ON)
elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "Emscripten")
set(LLGL_TARGET_PLATFORM "WebAssembly")
set(LLGL_WASM_PLATFORM ON)
elseif(WIN32)
if(LLGL_BUILD_64BIT)
set(LLGL_TARGET_PLATFORM "Win64")
else()
set(LLGL_TARGET_PLATFORM "Win32")
endif()
elseif(APPLE)
if("${CMAKE_SYSTEM_NAME}" STREQUAL "iOS")
set(LLGL_TARGET_PLATFORM "iOS")
set(LLGL_IOS_PLATFORM ON)
else()
set(LLGL_TARGET_PLATFORM "macOS")
endif()
elseif(UNIX)
set(LLGL_TARGET_PLATFORM "Linux")
endif()
endif()
# === Project ===
if(LLGL_UWP_PLATFORM)
set(CMAKE_CXX_STANDARD 17)
else()
set(CMAKE_CXX_STANDARD 11)
endif()
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
# XCODE_SCHEME_WORKING_DIRECTORY (used per target) requires CMake 3.17.5
if(APPLE AND ${CMAKE_VERSION} VERSION_GREATER_EQUAL "3.17.5")
# Once Xcode schemes are generated for example, we also have to enable them globally or the main projects will disappear
set(CMAKE_XCODE_GENERATE_SCHEME TRUE)
endif()
# === Build path ===
set(OUTPUT_DIR ${CMAKE_CURRENT_BINARY_DIR}/build)
set(EXECUTABLE_OUTPUT_PATH ${OUTPUT_DIR} CACHE PATH "Build directory" FORCE)
set(LIBRARY_OUTPUT_PATH ${OUTPUT_DIR} CACHE PATH "Build directory" FORCE)
set( EXTERNAL_MODULE_DIR "${PROJECT_SOURCE_DIR}/cmake" )
set( PROJECT_INCLUDE_DIR "${PROJECT_SOURCE_DIR}/include" )
set( EXTERNAL_INCLUDE_DIR "${PROJECT_SOURCE_DIR}/external" )
set( EXAMPLE_PROJECTS_ROOT_DIR "${PROJECT_SOURCE_DIR}/examples" )
set( EXAMPLE_CPP_PROJECTS_DIR "${EXAMPLE_PROJECTS_ROOT_DIR}/Cpp" )
set( EXAMPLE_C99_PROJECTS_DIR "${EXAMPLE_PROJECTS_ROOT_DIR}/C99" )
set( EXAMPLE_CSHARP_PROJECTS_DIR "${EXAMPLE_PROJECTS_ROOT_DIR}/CSharp" )
set( SHARED_PLATFORM_DIR "${EXAMPLE_PROJECTS_ROOT_DIR}/Shared/Platform" )
set( SHARED_ASSETS_DIR "${EXAMPLE_PROJECTS_ROOT_DIR}/Shared/Assets" )
set( TEST_PROJECTS_DIR "${PROJECT_SOURCE_DIR}/tests" )
set( BACKEND_INCLUDE_DIR "${PROJECT_INCLUDE_DIR}/LLGL/Backend" )
# === Macros ===
if(LLGL_IOS_PLATFORM OR LLGL_ANDROID_PLATFORM OR LLGL_WASM_PLATFORM)
set(LLGL_MOBILE_PLATFORM ON)
else()
set(LLGL_MOBILE_PLATFORM OFF)
endif()
macro(ADD_DEFINE IDENT)
add_definitions("-D${IDENT}")
endmacro()
macro(ADD_PROJECT_DEFINE TARGET_NAME IDENT)
target_compile_definitions(${TARGET_NAME} PRIVATE "-D${IDENT}")
endmacro()
macro(ADD_DEBUG_DEFINE IDENT)
# Requires CMake 3.12
add_compile_definitions("$<$<CONFIG:Debug>:${IDENT}>")
endmacro()
# === Functions ===
# Filters sources files with a variadic argument for all directores:
# Example:
# find_source_files(OutputFiles "*.h;*.cpp" ${MyProjectDir}/Base ${MyProjectDir}/Extensions)
function(find_source_files OUTPUT_LIST FILTERS)
# Substitute predefined filters
if("${FILTERS}" STREQUAL "C")
set(FILTERS "*.c;*.h;*.inl")
elseif("${FILTERS}" STREQUAL "CXX")
set(FILTERS "*.c;*.cpp;*.h;*.inl")
elseif("${FILTERS}" STREQUAL "OBJC")
set(FILTERS "*.c;*.cpp;*.h;*.inl;*.m;*.mm")
elseif("${FILTERS}" STREQUAL "RES")
set(FILTERS "*.c;*.cpp;*.h;*.inl;*.m;*.mm;*.metal;*.vert;*.frag;*.tesc;*.tese")
elseif("${FILTERS}" STREQUAL "INC")
set(FILTERS "*.h;*.hpp;*.inl")
endif()
# Collect all input directories for each filter
set(FilteredProjectDirs "")
set(ProjectDirs "${ARGN}")
foreach(ProjectSubdir ${ProjectDirs})
foreach(Filter ${FILTERS})
list(APPEND FilteredProjectDirs "${ProjectSubdir}/${Filter}")
endforeach()
endforeach()
# Find all source files
file(GLOB FilteredProjectFiles ${FilteredProjectDirs})
# Write filtered files to output variable
set(${OUTPUT_LIST} ${${OUTPUT_LIST}} ${FilteredProjectFiles} PARENT_SCOPE)
endfunction()
# Adds a (variadic) list of resource files to the output project files.
# The resource files must be located in either the shared assets folder,
# i.e. either under "examples/Shared/Assets/".
# Example:
# add_project_resource_files(MyProjectFiles "Models/ModelAssets-*.obj" "Textures/TextureAsset-1.jpg")
function(add_project_resource_files OUTPUT_LIST SRC_FOLDER)
# Iterate over all input filenames and expand their paths depending on their file extensions
set(ResourceFiles "")
set(InputFilenames "${ARGN}")
foreach(InputFile ${InputFilenames})
if("${InputFile}" MATCHES ".+\\.(png|jpg|dds|tga|obj|txt|map|icns)")
file(GLOB SharedResourceFiles "${SHARED_ASSETS_DIR}/${InputFile}")
file(GLOB ProjectResourceFiles "${SRC_FOLDER}/${InputFile}")
list(APPEND ResourceFiles "${SharedResourceFiles}" "${ProjectResourceFiles}")
endif()
endforeach()
# Write expanded resource filenames to output variable
set(${OUTPUT_LIST} ${${OUTPUT_LIST}} ${ResourceFiles} PARENT_SCOPE)
endfunction()
# Bundles input source files together with platform specific resource files, e.g. macOS and iOS bundles.
function(bundle_project_files OUTPUT_LIST SRC_FILES)
if(APPLE)
if (LLGL_IOS_PLATFORM)
find_source_files(BundledProjectFiles "AppIcon.png;LaunchScreen.storyboard" ${SHARED_PLATFORM_DIR}/iOS)
else()
find_source_files(BundledProjectFiles "AppIcon.icns" ${SHARED_PLATFORM_DIR}/macOS)
endif()
list(APPEND BundledProjectFiles "${SRC_FILES}")
else()
set(BundledProjectFiles "${SRC_FILES}")
endif()
set(${OUTPUT_LIST} ${BundledProjectFiles} PARENT_SCOPE)
endfunction()
# Main function to find and bundle project source files.
# @param SRC_FILES: can either be a directory or a list of specific source files if it sends with ".cpp", ".c", ".h", ".m", or ".mm".
function(find_project_source_files OUTPUT_LIST SRC_FILES)
if("${SRC_FILES}" MATCHES ".+\\.(cpp|c|h|m|mm|cs)")
set(ProjectFiles "${SRC_FILES}")
else()
# Find all source files for project
if(APPLE)
find_source_files(ProjectFiles RES ${SRC_FILES})
else()
find_source_files(ProjectFiles CXX ${SRC_FILES})
endif()
endif()
# Bundle source files and write to output variable
bundle_project_files(OutputProjectFiles "${ProjectFiles}")
# Also bundle potential assets for certain platforms
if(APPLE)
# Try to find an *.assets.txt file for current project
file(GLOB AssetsListFilename "${SRC_FILES}/*.assets.txt")
if(NOT "${AssetsListFilename}" STREQUAL "")
# Read *.assets.txt file and convert its content into a ';'-separated list to append project assets to bundle
file(READ "${AssetsListFilename}" AssetsListContents)
if(NOT "${AssetsListContents}" STREQUAL "")
string(REGEX REPLACE ";" "\\\\;" AssetsListContents "${AssetsListContents}")
string(REGEX REPLACE "\n" ";" AssetsListContents "${AssetsListContents}")
add_project_resource_files(OutputProjectFiles "${SRC_FILES}" ${AssetsListContents})
endif()
endif()
endif()
# Write final project file list to output parameter
set(${OUTPUT_LIST} ${OutputProjectFiles} PARENT_SCOPE)
endfunction()
function(set_llgl_module_properties MODULE_NAME)
set_target_properties(
${MODULE_NAME} PROPERTIES
LINKER_LANGUAGE CXX
DEBUG_POSTFIX "D"
FOLDER "LLGL"
)
endfunction()
function(append_global_property PROP_NAME OUTPUT_LIST NEW_ITEM)
get_property(PropertyList GLOBAL PROPERTY ${PROP_NAME})
# Link base libs first to avoid wrong order in GCC.
# For Clang, this order can cause duplicate linking entries, but shouldn't hurt.
# For now it's not worth the trouble having to distinguish between compiler toolchains (see CMAKE_CXX_COMPILER_ID).
list(APPEND PropertyList ${NEW_ITEM})
set_property(GLOBAL PROPERTY ${PROP_NAME} "${PropertyList}")
set(${OUTPUT_LIST} "${PropertyList}" PARENT_SCOPE)
endfunction()
function(add_llgl_module MODULE_NAME DEFINE_NAME SRC_FILES)
# Add module as either static or shared library
if(LLGL_BUILD_STATIC_LIB)
add_library(${MODULE_NAME} STATIC ${SRC_FILES})
else()
add_library(${MODULE_NAME} SHARED ${SRC_FILES})
endif()
# Keep track of all active module names
append_global_property(LLGL_GLOBAL_MODULE_LIST None ${MODULE_NAME})
# Add basic link libraries and properties
set_llgl_module_properties(${MODULE_NAME})
ADD_PROJECT_DEFINE(LLGL ${DEFINE_NAME})
endfunction()
# Sets the working directory for startup for the specified project.
function(set_project_working_dir PROJECT_NAME WORKING_DIR)
if(WIN32)
# VS_DEBUGGER_WORKING_DIRECTORY requires CMake 3.8.2
if(${CMAKE_VERSION} VERSION_GREATER_EQUAL "3.8.2")
set_target_properties(
${PROJECT_NAME} PROPERTIES
VS_DEBUGGER_WORKING_DIRECTORY "${WORKING_DIR}"
)
endif()
elseif(APPLE)
if(${CMAKE_VERSION} VERSION_GREATER_EQUAL "3.17.5")
# XCODE_SCHEME_WORKING_DIRECTORY requires CMake 3.17.5
set_target_properties(
${PROJECT_NAME} PROPERTIES
XCODE_GENERATE_SCHEME TRUE
XCODE_SCHEME_WORKING_DIRECTORY "${WORKING_DIR}"
)
endif()
endif()
endfunction()
function(add_llgl_example_project PROJECT_NAME LINKER_LANG SRC_FILES LIB_FILES)
if(APPLE)
# Project configurations
add_executable(${PROJECT_NAME} MACOSX_BUNDLE ${SRC_FILES})
target_link_libraries(${PROJECT_NAME} ${LIB_FILES})
# Configure bundle name and ID
if (${PROJECT_NAME} MATCHES "Example_+")
string(LENGTH "Example_" NAME_PREFIX_LEN)
string(SUBSTRING ${PROJECT_NAME} ${NAME_PREFIX_LEN} -1 PROJECT_BUNDLE_NAME)
elseif (${PROJECT_NAME} MATCHES "Test_+")
string(LENGTH "Test_" NAME_PREFIX_LEN)
string(SUBSTRING ${PROJECT_NAME} ${NAME_PREFIX_LEN} -1 PROJECT_BUNDLE_NAME)
else()
set(PROJECT_BUNDLE_NAME ${PROJECT_NAME})
endif()
# macOS/iOS bundle names must not have "_" characters
string(REPLACE "_" "-" PROJECT_BUNDLE_NAME "${PROJECT_BUNDLE_NAME}")
# Filter resource files into "Resources" folder
set(RES_FILES "${SRC_FILES}")
list(FILTER RES_FILES INCLUDE REGEX ".+\\.(png|jpg|dds|tga|obj|txt|map|icns)")
source_group("Resources" FILES ${RES_FILES})
# Don't compile these resource types, just keep them in the project solution
set_source_files_properties(${RES_FILES} PROPERTIES HEADER_FILE_ONLY TRUE)
# Filter shader files into "Shaders" folder
set(SHADER_FILES "${SRC_FILES}")
list(FILTER SHADER_FILES INCLUDE REGEX ".+\\.(metal|vert|frag|tesc|tese)")
source_group("Shaders" FILES ${SHADER_FILES})
# Set app icon for macOS and iOS
set(BundleResourceFiles "${RES_FILES};${SHADER_FILES}")
if(LLGL_IOS_PLATFORM)
set(BundleInfoPlistFile "${SHARED_PLATFORM_DIR}/iOS/IOSBundleInfo.plist.in")
set(BundleIconFile "AppIcon.png")
else()
set(BundleInfoPlistFile "${SHARED_PLATFORM_DIR}/macOS/MacOSXBundleInfo.plist.in")
set(BundleIconFile "AppIcon.icns")
endif()
# Configure Info.plist file for NSBundle
set_target_properties(
${PROJECT_NAME} PROPERTIES
OUTPUT_NAME "${PROJECT_NAME}"
MACOSX_BUNDLE_BUNDLE_NAME "${PROJECT_BUNDLE_NAME}"
MACOSX_BUNDLE_GUI_IDENTIFIER "LLGL.Examples.${PROJECT_BUNDLE_NAME}"
MACOSX_BUNDLE_LONG_VERSION_STRING "LLGL-1.0"
MACOSX_BUNDLE_SHORT_VERSION_STRING "1.0"
MACOSX_BUNDLE_BUNDLE_VERSION 1.0
MACOSX_BUNDLE_ICON_FILE "${BundleIconFile}"
MACOSX_BUNDLE ON
MACOSX_BUNDLE_INFO_PLIST "${BundleInfoPlistFile}"
RESOURCE "${BundleResourceFiles}"
)
elseif(LLGL_ANDROID_PLATFORM)
# Android project configurations
add_library(${PROJECT_NAME} SHARED ${SRC_FILES})
target_link_libraries(${PROJECT_NAME} ${LIB_FILES})
else()
add_executable(${PROJECT_NAME} ${SRC_FILES})
target_link_libraries(${PROJECT_NAME} ${LIB_FILES})
endif()
# Configure linker settings
if(LLGL_ANDROID_PLATFORM)
# When linking the libExample*.so library for Android, we link with C++ semantics.
# Otherwise, the libc++_shared.so library will be unintentionally included,
# since the static dependencies like libLLGL.so must be build with C++, regardingless of the example project's language
set_target_properties(${PROJECT_NAME} PROPERTIES LINKER_LANGUAGE CXX DEBUG_POSTFIX "D")
else()
set_target_properties(${PROJECT_NAME} PROPERTIES LINKER_LANGUAGE ${LINKER_LANG} DEBUG_POSTFIX "D")
endif()
# Configure working directory and project solution folder
if(${PROJECT_NAME} MATCHES "Example_C99_+")
string(SUBSTRING ${PROJECT_NAME} 12 -1 PROJECT_BASE_NAME)
set_project_working_dir(${PROJECT_NAME} "${EXAMPLE_C99_PROJECTS_DIR}/${PROJECT_BASE_NAME}")
set_target_properties(${PROJECT_NAME} PROPERTIES FOLDER "Examples (C99)")
elseif(${PROJECT_NAME} MATCHES "Example_CSharp_+")
string(SUBSTRING ${PROJECT_NAME} 15 -1 PROJECT_BASE_NAME)
set_project_working_dir(${PROJECT_NAME} "${EXAMPLE_CSHARP_PROJECTS_DIR}/${PROJECT_BASE_NAME}")
set_target_properties(${PROJECT_NAME} PROPERTIES FOLDER "Examples (CSharp)")
elseif(${PROJECT_NAME} MATCHES "Example_+")
string(SUBSTRING ${PROJECT_NAME} 8 -1 PROJECT_BASE_NAME)
set_project_working_dir(${PROJECT_NAME} "${EXAMPLE_CPP_PROJECTS_DIR}/${PROJECT_BASE_NAME}")
set_target_properties(${PROJECT_NAME} PROPERTIES FOLDER "Examples")
elseif(${PROJECT_NAME} MATCHES "Test_+")
set_project_working_dir(${PROJECT_NAME} "${TEST_PROJECTS_DIR}")
set_target_properties(${PROJECT_NAME} PROPERTIES FOLDER "Tests")
elseif(${PROJECT_NAME} MATCHES "Testbed")
set_project_working_dir(${PROJECT_NAME} "${TEST_PROJECTS_DIR}/Testbed")
set_target_properties(${PROJECT_NAME} PROPERTIES FOLDER "Tests")
endif()
endfunction()
# === Preprocessor definitions ===
if(WIN32)
ADD_DEFINE(_CRT_SECURE_NO_WARNINGS)
ADD_DEFINE(_SCL_SECURE_NO_WARNINGS)
ADD_DEFINE(UNICODE)
ADD_DEFINE(NOMINMAX)
ADD_DEFINE(_DISABLE_CONSTEXPR_MUTEX_CONSTRUCTOR)
if(MSVC)
# Disable some warnings for MSVC compiler
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4250 /wd4251 /wd4290 /wd4103")
endif(MSVC)
endif(WIN32)
ADD_DEBUG_DEFINE(LLGL_DEBUG)
if(LLGL_MOBILE_PLATFORM)
ADD_DEFINE(LLGL_MOBILE_PLATFORM)
endif()
# === Initialize summary variables ===
set(SUMMARY_LIBRARY_TYPE "Unknown")
set(SUMMARY_TARGET_ARCH "Unknown")
set(SUMMARY_FLAGS "")
# === Options ===
if(APPLE)
set(CMAKE_MACOSX_RPATH 1)
endif()
if(${CMAKE_SIZEOF_VOID_P} EQUAL 8)
set(LLGL_BUILD_64BIT 1)
else()
set(LLGL_BUILD_64BIT 0)
endif()
option(LLGL_ENABLE_CHECKED_CAST "Enable dynamic checked cast (only in Debug mode)" ON)
option(LLGL_ENABLE_DEBUG_LAYER "Enable renderer debug layer (for both Debug and Release mode)" ON)
option(LLGL_ENABLE_EXCEPTIONS "Enable C++ exceptions" OFF)
option(LLGL_PREFER_STL_CONTAINERS "Prefers C++ STL containers over custom containers, e.g. std::vector over SmallVector<T>" OFF)
option(LLGL_BUILD_STATIC_LIB "Build LLGL as static library" OFF)
option(LLGL_BUILD_TESTS "Include test projects" OFF)
option(LLGL_BUILD_EXAMPLES "Include example projects" OFF)
option(LLGL_BUILD_RENDERER_NULL "Include Null renderer project" ON)
if(NOT LLGL_UWP_PLATFORM)
if(EMSCRIPTEN)
option(LLGL_BUILD_RENDERER_WEBGL "Include WebGL renderer project" ON)
option(LLGL_ENABLE_EMSCRIPTEN_PTHREADS "Build for Wasm platform with pthreads (USE_PTHREADS). This limits browser availability!" OFF)
elseif(LLGL_MOBILE_PLATFORM)
option(LLGL_BUILD_RENDERER_OPENGLES3 "Include OpenGLES 3 renderer project" ON)
else()
option(LLGL_BUILD_RENDERER_OPENGL "Include OpenGL renderer project" ON)
endif()
endif()
if(APPLE)
option(LLGL_MACOS_ENABLE_COREVIDEO "Enable CoreVideo framework (for refresh rate of built-in displays)" ON)
option(LLGL_BUILD_RENDERER_METAL "Include Metal renderer project (experimental)" OFF)
elseif(NOT LLGL_UWP_PLATFORM)
option(LLGL_BUILD_RENDERER_VULKAN "Include Vulkan renderer project (experimental)" OFF)
endif()
if(WIN32)
option(LLGL_BUILD_RENDERER_DIRECT3D11 "Include Direct3D11 renderer project" ON)
option(LLGL_BUILD_RENDERER_DIRECT3D12 "Include Direct3D12 renderer project (experimental)" OFF)
endif()
option(LLGL_BUILD_WRAPPER_C99 "Include wrapper for C99" OFF)
option(LLGL_BUILD_WRAPPER_CSHARP "Include wrapper for C# (requires LLGL_BUILD_WRAPPER_C99)" OFF)
if(NOT LLGL_BUILD_WRAPPER_C99)
if(LLGL_BUILD_WRAPPER_CSHARP)
message(SEND_ERROR "LLGL_BUILD_WRAPPER_CSHARP is enabled but not LLGL_BUILD_WRAPPER_C99; The C# wrapper depends on the C99 wrapper!")
endif()
endif()
if(LLGL_ENABLE_CHECKED_CAST)
ADD_DEBUG_DEFINE(LLGL_ENABLE_CHECKED_CAST)
endif()
if(LLGL_ENABLE_DEBUG_LAYER)
ADD_DEFINE(LLGL_ENABLE_DEBUG_LAYER)
endif()
if(LLGL_ENABLE_EXCEPTIONS)
ADD_DEFINE(LLGL_ENABLE_EXCEPTIONS)
endif()
if(LLGL_BUILD_STATIC_LIB)
ADD_DEFINE(LLGL_BUILD_STATIC_LIB)
endif()
if(LLGL_PREFER_STL_CONTAINERS)
ADD_DEFINE(LLGL_PREFER_STL_CONTAINERS)
endif()
if(LLGL_MACOS_ENABLE_COREVIDEO)
ADD_DEFINE(LLGL_MACOS_ENABLE_COREVIDEO)
endif()
if(LLGL_WASM_PLATFORM)
set(SUMMARY_TARGET_ARCH "wasm")
elseif(LLGL_MOBILE_PLATFORM)
if("${ANDROID_ABI}" STREQUAL "x86_64")
set(ARCH_AMD64 ON)
set(SUMMARY_TARGET_ARCH "x86-64")
elseif("${ANDROID_ABI}" STREQUAL "x86")
set(ARCH_IA32 ON)
set(SUMMARY_TARGET_ARCH "x86")
else()
set(ARCH_ARM64 ON)
set(SUMMARY_TARGET_ARCH "arm64")
endif()
elseif(APPLE OR LLGL_BUILD_64BIT)
set(ARCH_AMD64 ON)
set(SUMMARY_TARGET_ARCH "x86-64")
else()
set(ARCH_IA32 ON)
set(SUMMARY_TARGET_ARCH "x86")
endif()
if(EMSCRIPTEN)
# When USE_PTHREADS is enabled, HTML5 pages cannot be opened in Chrome unless launched with '--enable-features=SharedArrayBuffer'
if(LLGL_ENABLE_EMSCRIPTEN_PTHREADS)
add_compile_options("SHELL:-s USE_PTHREADS")
add_link_options("SHELL:-s USE_PTHREADS")
set(SUMMARY_FLAGS ${SUMMARY_FLAGS} "pthreads")
endif()
# TODO: Emscripten file system pulls in a large amount of code. Consider limiting file system support to examples and tests.
add_link_options("SHELL:-s FORCE_FILESYSTEM") # for examples
# LLGL needs at least WebGL 2.0
add_link_options("SHELL:-s MIN_WEBGL_VERSION=2")
add_link_options("SHELL:-s MAX_WEBGL_VERSION=2")
add_link_options("SHELL:-s OFFSCREEN_FRAMEBUFFER") # required for explicit swap control
add_link_options("SHELL:-s ASSERTIONS")
endif()
# === Global files ===
set(FilesMsvcNatvis ${PROJECT_SOURCE_DIR}/LLGL.natvis)
# Common files
find_source_files(FilesInclude "*.h" "${PROJECT_INCLUDE_DIR}/LLGL")
find_source_files(FilesIncludeBackend "*.inl" "${PROJECT_INCLUDE_DIR}/LLGL/Backend")
find_source_files(FilesIncludeContainer "*.h" "${PROJECT_INCLUDE_DIR}/LLGL/Container")
find_source_files(FilesIncludeUtils "*.h" "${PROJECT_INCLUDE_DIR}/LLGL/Utils")
find_source_files(FilesIncludePlatformBase "*.h" "${PROJECT_INCLUDE_DIR}/LLGL/Platform")
find_source_files(FilesCore CXX "${PROJECT_SOURCE_DIR}/sources/Core")
find_source_files(FilesPlatformBase CXX "${PROJECT_SOURCE_DIR}/sources/Platform")
find_source_files(FilesRenderer CXX "${PROJECT_SOURCE_DIR}/sources/Renderer")
if(LLGL_ENABLE_DEBUG_LAYER)
find_source_files(FilesRendererDbg CXX "${PROJECT_SOURCE_DIR}/sources/Renderer/DebugLayer")
find_source_files(FilesRendererDbgBuffer CXX "${PROJECT_SOURCE_DIR}/sources/Renderer/DebugLayer/Buffer")
find_source_files(FilesRendererDbgRenderState CXX "${PROJECT_SOURCE_DIR}/sources/Renderer/DebugLayer/RenderState")
find_source_files(FilesRendererDbgShader CXX "${PROJECT_SOURCE_DIR}/sources/Renderer/DebugLayer/Shader")
find_source_files(FilesRendererDbgTexture CXX "${PROJECT_SOURCE_DIR}/sources/Renderer/DebugLayer/Texture")
endif()
if(EMSCRIPTEN)
find_source_files(FilesPlatform CXX "${PROJECT_SOURCE_DIR}/sources/Platform/Wasm")
find_source_files(FilesIncludePlatform CXX "${PROJECT_INCLUDE_DIR}/LLGL/Platform/Wasm")
elseif(WIN32)
if(LLGL_UWP_PLATFORM)
find_source_files(FilesPlatform CXX "${PROJECT_SOURCE_DIR}/sources/Platform/UWP")
find_source_files(FilesIncludePlatform CXX "${PROJECT_INCLUDE_DIR}/LLGL/Platform/UWP")
else()
find_source_files(FilesPlatform CXX "${PROJECT_SOURCE_DIR}/sources/Platform/Win32")
find_source_files(FilesIncludePlatform CXX "${PROJECT_INCLUDE_DIR}/LLGL/Platform/Win32")
endif()
else()
set(PlatformPosixDir "${PROJECT_SOURCE_DIR}/sources/Platform/POSIX")
if(APPLE)
if(LLGL_MOBILE_PLATFORM)
find_source_files(FilesPlatform OBJC "${PROJECT_SOURCE_DIR}/sources/Platform/IOS" "${PlatformPosixDir}")
find_source_files(FilesIncludePlatform OBJC "${PROJECT_INCLUDE_DIR}/LLGL/Platform/IOS")
else()
find_source_files(FilesPlatform OBJC "${PROJECT_SOURCE_DIR}/sources/Platform/MacOS" "${PlatformPosixDir}")
find_source_files(FilesIncludePlatform OBJC "${PROJECT_INCLUDE_DIR}/LLGL/Platform/MacOS")
endif()
elseif(UNIX)
if(LLGL_ANDROID_PLATFORM)
find_source_files(FilesPlatform CXX "${PROJECT_SOURCE_DIR}/sources/Platform/Android")
find_source_files(FilesIncludePlatform CXX "${PROJECT_INCLUDE_DIR}/LLGL/Platform/Android")
else()
find_source_files(FilesPlatform CXX "${PROJECT_SOURCE_DIR}/sources/Platform/Linux" "${PlatformPosixDir}")
find_source_files(FilesIncludePlatform CXX "${PROJECT_INCLUDE_DIR}/LLGL/Platform/Linux")
endif()
endif()
endif()
if(LLGL_ANDROID_PLATFORM)
set(ANDROID_APP_GLUE_DIR "$ENV{ANDROID_NDK_ROOT}/sources/android/native_app_glue")
set(
FilesAndroidNativeAppGlue
"${ANDROID_APP_GLUE_DIR}/android_native_app_glue.c"
"${ANDROID_APP_GLUE_DIR}/android_native_app_glue.h"
)
endif()
# === Source group folders ===
source_group("NatVis" FILES ${FilesMsvcNatvis})
source_group("Include" FILES ${FilesInclude})
source_group("Include\\Backend" FILES ${FilesIncludeBackend})
source_group("Include\\Container" FILES ${FilesIncludeContainer})
source_group("Include\\Utils" FILES ${FilesIncludeUtils})
source_group("Include\\Platform" FILES ${FilesIncludePlatformBase} ${FilesIncludePlatform})
source_group("Sources\\Core" FILES ${FilesCore})
source_group("Sources\\Platform" FILES ${FilesPlatformBase} ${FilesPlatform})
source_group("Sources\\Renderer" FILES ${FilesRenderer})
if(LLGL_ENABLE_DEBUG_LAYER)
source_group("Sources\\Renderer\\DebugLayer" FILES ${FilesRendererDbg})
source_group("Sources\\Renderer\\DebugLayer\\Buffer" FILES ${FilesRendererDbgBuffer})
source_group("Sources\\Renderer\\DebugLayer\\RenderState" FILES ${FilesRendererDbgRenderState})
source_group("Sources\\Renderer\\DebugLayer\\Shader" FILES ${FilesRendererDbgShader})
source_group("Sources\\Renderer\\DebugLayer\\Texture" FILES ${FilesRendererDbgTexture})
endif()
if(LLGL_ANDROID_PLATFORM)
source_group("native_app_glue" FILES ${FilesAndroidNativeAppGlue})
endif()
# === Include directories ===
include_directories("${PROJECT_INCLUDE_DIR}")
include("${EXTERNAL_MODULE_DIR}/FindGaussianLib.cmake")
if(LLGL_ANDROID_PLATFORM)
include_directories(${ANDROID_APP_GLUE_DIR})
endif(LLGL_ANDROID_PLATFORM)
# === Projects ===
set(
FilesLLGL
${FilesInclude}
${FilesIncludeBackend}
${FilesIncludeContainer}
${FilesIncludeUtils}
${FilesIncludePlatformBase}
${FilesIncludePlatform}
${FilesCore}
${FilesPlatformBase}
${FilesPlatform}
${FilesRenderer}
)
if(MSVC)
list(APPEND FilesLLGL ${FilesMsvcNatvis})
endif()
if(LLGL_ENABLE_DEBUG_LAYER)
list(
APPEND FilesLLGL
${FilesRendererDbg}
${FilesRendererDbgBuffer}
${FilesRendererDbgRenderState}
${FilesRendererDbgShader}
${FilesRendererDbgTexture}
)
endif()
# Wrapper: C99
if(LLGL_BUILD_WRAPPER_C99)
find_source_files(FilesWrapperC99 CXX "${PROJECT_SOURCE_DIR}/wrapper/C99")
find_source_files(FilesIncludeC99 "*.h" "${PROJECT_INCLUDE_DIR}/LLGL-C")
source_group("Wrapper\\C99\\Include" FILES ${FilesIncludeC99})
source_group("Wrapper\\C99\\Sources" FILES ${FilesWrapperC99})
list(APPEND FilesLLGL ${FilesIncludeC99} ${FilesWrapperC99})
endif()
# Base project
if(LLGL_BUILD_STATIC_LIB)
set(SUMMARY_LIBRARY_TYPE "Static")
add_library(LLGL STATIC ${FilesLLGL})
else()
set(SUMMARY_LIBRARY_TYPE "Shared")
add_library(LLGL SHARED ${FilesLLGL})
endif()
include(GNUInstallDirs)
target_include_directories(LLGL INTERFACE
$<BUILD_INTERFACE:${PROJECT_INCLUDE_DIR}>
$<INSTALL_INTERFACE:${CMAKE_INSTALL_INCLUDEDIR}>)
if(LLGL_ANDROID_PLATFORM)
add_library(android_native_app_glue STATIC ${FilesAndroidNativeAppGlue})
set_target_properties(android_native_app_glue PROPERTIES LINKER_LANGUAGE C)
target_link_libraries(LLGL android log android_native_app_glue)
elseif(LLGL_IOS_PLATFORM)
target_link_libraries(LLGL PUBLIC "-framework Foundation -framework UIKit")
elseif(APPLE)
find_library(COCOA_LIBRARY Cocoa)
target_link_libraries(LLGL ${COCOA_LIBRARY})
if(LLGL_MACOS_ENABLE_COREVIDEO)
target_link_libraries(LLGL "-framework CoreVideo")
endif()
elseif(EMSCRIPTEN)
target_link_libraries(LLGL embind)
elseif(UNIX)
target_link_libraries(LLGL X11 pthread Xrandr)
#elseif(LLGL_UWP_PLATFORM)
# set_target_properties(LLGL PROPERTIES VS_WINRT_REFERENCES "Windows.Foundation.UniversalApiContract")
endif()
set_property(GLOBAL PROPERTY LLGL_GLOBAL_MODULE_LIST LLGL)
set_llgl_module_properties(LLGL)
if(LLGL_ANDROID_PLATFORM)
append_global_property(LLGL_GLOBAL_MODULE_LIST None android_native_app_glue)
endif()
if(LLGL_BUILD_RENDERER_NULL)
add_subdirectory(sources/Renderer/Null)
endif()
if(LLGL_BUILD_RENDERER_OPENGL OR LLGL_BUILD_RENDERER_OPENGLES3 OR LLGL_BUILD_RENDERER_WEBGL)
add_subdirectory(sources/Renderer/OpenGL)
endif()
if(LLGL_BUILD_RENDERER_VULKAN)
add_subdirectory(sources/Renderer/Vulkan)
endif()
if(LLGL_BUILD_RENDERER_METAL)
add_subdirectory(sources/Renderer/Metal)
endif()
if(LLGL_BUILD_RENDERER_DIRECT3D11 OR LLGL_BUILD_RENDERER_DIRECT3D12)
add_subdirectory(sources/Renderer/DXCommon)
endif()
if(LLGL_BUILD_RENDERER_DIRECT3D11)
add_subdirectory(sources/Renderer/Direct3D11)
endif()
if(LLGL_BUILD_RENDERER_DIRECT3D12)
add_subdirectory(sources/Renderer/Direct3D12)
endif()
# Static libs must all be linked to the final apps (LLGL_BUILD_STATIC_LIB).
# Also UWP apps need references to all loaded modules (LLGL_UWP_PLATFORM).
if(LLGL_BUILD_STATIC_LIB OR LLGL_UWP_PLATFORM)
get_property(LLGL_MODULE_LIBS GLOBAL PROPERTY LLGL_GLOBAL_MODULE_LIST)
else()
set(LLGL_MODULE_LIBS LLGL)
endif()
if(GaussLib_INCLUDE_DIR)
if(LLGL_BUILD_TESTS AND NOT LLGL_MOBILE_PLATFORM)
add_subdirectory(tests)
endif()
if(LLGL_BUILD_EXAMPLES)
add_subdirectory(examples)
endif(LLGL_BUILD_EXAMPLES)
else(GaussLib_INCLUDE_DIR)
# If GaussianLib is not available, tests and examples cannot be enabled
if(LLGL_BUILD_TESTS)
message(SEND_ERROR "LLGL_BUILD_TESTS is enabled but 'GaussLib_INCLUDE_DIR' path is missing")
endif()
if(LLGL_BUILD_EXAMPLES)
message(SEND_ERROR "LLGL_BUILD_EXAMPLES is enabled but 'GaussLib_INCLUDE_DIR' path is missing")
endif()
endif(GaussLib_INCLUDE_DIR)
# Wrapper: C#
if(LLGL_BUILD_WRAPPER_CSHARP)
add_subdirectory(wrapper/CSharp)
endif()
# Install targets, headers, and CMake config files
get_property(LLGL_ALL_TARGETS GLOBAL PROPERTY LLGL_GLOBAL_MODULE_LIST)
if(LLGL_BUILD_RENDERER_DIRECT3D11 OR LLGL_BUILD_RENDERER_DIRECT3D12)
list(APPEND LLGL_ALL_TARGETS LLGL_DXCommon)
endif()
install(TARGETS ${LLGL_ALL_TARGETS} EXPORT LLGLTargets RUNTIME LIBRARY ARCHIVE)
install(DIRECTORY "${PROJECT_INCLUDE_DIR}/" DESTINATION "${CMAKE_INSTALL_INCLUDEDIR}")
install(EXPORT LLGLTargets NAMESPACE LLGL:: DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/LLGL")
include(CMakePackageConfigHelpers)
configure_package_config_file(
"${CMAKE_CURRENT_SOURCE_DIR}/cmake/Config.cmake.in"
"${CMAKE_CURRENT_BINARY_DIR}/LLGLConfig.cmake"
INSTALL_DESTINATION ${CMAKE_INSTALL_LIBDIR}/cmake/LLGL
)
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/LLGLConfig.cmake" DESTINATION "${CMAKE_INSTALL_LIBDIR}/cmake/LLGL")
# Summary Information
message(STATUS "~~~ Build Summary ~~~")
message(STATUS "Target Platform: ${LLGL_TARGET_PLATFORM}")
message(STATUS "Target Architecture: ${SUMMARY_TARGET_ARCH}")
message(STATUS "Target Library: ${SUMMARY_LIBRARY_TYPE}")
if(LLGL_BUILD_RENDERER_NULL)
message(STATUS "Build Renderer: Null")
endif()
if(LLGL_BUILD_RENDERER_OPENGL)
message(STATUS "Build Renderer: OpenGL")
endif()
if(LLGL_BUILD_RENDERER_OPENGLES3)
message(STATUS "Build Renderer: ${LLGL_GL_ENABLE_OPENGLES}")
endif()
if(LLGL_BUILD_RENDERER_WEBGL)
message(STATUS "Build Renderer: WebGL")
endif()
if(LLGL_BUILD_RENDERER_VULKAN)
message(STATUS "Build Renderer: Vulkan")
endif()
if(LLGL_BUILD_RENDERER_METAL)
message(STATUS "Build Renderer: Metal")
endif()
if(LLGL_BUILD_RENDERER_DIRECT3D11)
message(STATUS "Build Renderer: ${LLGL_D3D11_ENABLE_FEATURELEVEL}")
endif()
if(LLGL_BUILD_RENDERER_DIRECT3D12)
message(STATUS "Build Renderer: ${LLGL_D3D12_ENABLE_FEATURELEVEL}")
endif()
if(LLGL_BUILD_WRAPPER_C99)
message(STATUS "Build Wrapper: C99")
endif()
if(LLGL_BUILD_WRAPPER_CSHARP)
message(STATUS "Build Wrapper: C#")
endif()
if(LLGL_BUILD_EXAMPLES)
message(STATUS "Build Examples")
endif()
if(LLGL_BUILD_TESTS)
message(STATUS "Build Tests")
endif()
if(LLGL_VK_ENABLE_SPIRV_REFLECT)
message(STATUS "Including Submodule: SPIRV-Headers")
endif()
if(NOT "${SUMMARY_FLAGS}" STREQUAL "")
message(STATUS "Options: ${SUMMARY_FLAGS}")
endif()
message(STATUS "~~~~~~~~~~~~~~~~~~~~~")