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Copy pathCMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.2.2)
project("VCT")
set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOMOC ON)
# Pull, build and include all external projects
include(PullExternal.cmake)
## Required libraries (Search handled by CMake)
find_package(OpenGL REQUIRED)
find_package(Threads REQUIRED)
## Addind definition to fail on first error. Makes it easier to read.
if(WIN32)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
else()
add_definitions( -std=c++11 -pedantic -Wall -Wno-unused-variable)
endif()
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
## This sucks... Making symbolic link to resources directory
if(WIN32)
file(TO_NATIVE_PATH ${CMAKE_BINARY_DIR} WINDOWS_CMAKE_BINARY_DIR)
file(TO_NATIVE_PATH ${PROJECT_SOURCE_DIR} WINDOWS_PROJECT_DIR)
message(${WINDOWS_CMAKE_BINARY_DIR})
message(${WINDOWS_PROJECT_DIR})
add_custom_target(LinkResources
COMMAND rmdir ${WINDOWS_CMAKE_BINARY_DIR}\\sge_sfml_app\\resources\\ /Q
COMMAND mklink ${WINDOWS_CMAKE_BINARY_DIR}\\sge_sfml_app\\resources\\ ${WINDOWS_PROJECT_DIR}\\resources\\ /D
)
else()
add_custom_target(LinkResources
COMMAND echo ${CMAKE_BINARY_DIR}/resources/
COMMAND echo ${PROJECT_SOURCE_DIR}/resources/
COMMAND rm -f ${CMAKE_BINARY_DIR}/resources
COMMAND ln -s ${PROJECT_SOURCE_DIR}/resources/ ${CMAKE_BINARY_DIR}
)
endif()
add_subdirectory(sge_lib)
include_directories(sge_lib)
add_subdirectory(sge_sfml_app)
## Copy shader files to executable directory
#file(GLOB SHADER_FILES "${VOLUME_RENDERER_SRC}*.txt")
#file(COPY ${SHADER_FILES} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})