# # Copyright (C) Pixar. All rights reserved. # # This license governs use of the accompanying software. If you # use the software, you accept this license. If you do not accept # the license, do not use the software. # # 1. Definitions # The terms "reproduce," "reproduction," "derivative works," and # "distribution" have the same meaning here as under U.S. # copyright law. A "contribution" is the original software, or # any additions or changes to the software. # A "contributor" is any person or entity that distributes its # contribution under this license. # "Licensed patents" are a contributor's patent claims that read # directly on its contribution. # # 2. 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You may have additional consumer # rights under your local laws which this license cannot change. # To the extent permitted under your local laws, the contributors # exclude the implied warranties of merchantability, fitness for # a particular purpose and non-infringement. # # *** mayaPtexViewer *** set(MAYA_FIND_QUIETLY TRUE) if(NOT MAYA_FOUND OR NOT PTEX_FOUND) message(STATUS "Maya or Ptex could not be found, so the OpenSubdiv mayaPtexViwer plugin " "will not be available. If you do have Maya installed and see this message, " "please add your Maya path to cmake/FindMaya.cmake or set it in " "the MAYA_LOCATION environment variable." ) return() endif() set(PLATFORM_LIBRARIES ${OSD_LINK_TARGET} ${OPENGL_LIBRARY} ${GLEW_LIBRARY} ) include_directories( ${PROJECT_SOURCE_DIR}/opensubdiv ${MAYA_INCLUDE_DIRS} ${GLEW_INCLUDE_DIR} ${PTEX_INCLUDE_DIR} ) set(SHADER_FILES shader.glsl ) set(SOURCE_FILES OpenSubdivPtexShaderOverride.cpp OpenSubdivPtexShader.cpp osdPtexMeshData.cpp hbrUtil.cpp ) set(HEADER_FILES ) if(UNIX) set(PLATFORM_COMPILE_FLAGS -D_BOOL -DREQUIRE_IOSTREAM -DLINUX ) set(PLATFORM_PLUGIN_EXTENSION .so ) set(PLATFORM_LINK_FLAGS ) endif(UNIX) if(WIN32) set(PLATFORM_COMPILE_FLAGS /D_AFXDLL /DNT_PLUGIN /DREQUIRE_IOSTREAM ) set(PLATFORM_PLUGIN_EXTENSION .mll ) set(PLATFORM_LINK_FLAGS "/export:initializePlugin /export:uninitializePlugin" ) endif(WIN32) #------------------------------------------------------------------------------- # CUDA code & dependencies if( CUDA_FOUND ) list(APPEND SOURCE_FILES cudaUtil.cpp ) include_directories( ${CUDA_INCLUDE_DIRS} ) endif() #------------------------------------------------------------------------------- # Shader Stringification # We want to use preprocessor include directives to include GLSL and OpenCL # shader source files in cpp files, but since the sources contain newline # characters we would need raw string literals from C++11 to do this directly. # To avoid depending on C++11 we instead use a small tool called "line_quote" # to generate source files that are suitable for direct inclusion. foreach(shader_file ${SHADER_FILES}) string(REGEX REPLACE ".*[.](.*)" "\\1" extension ${shader_file}) string(REGEX REPLACE "(.*)[.].*" "\\1.inc" inc_file ${shader_file}) list(APPEND INC_FILES ${inc_file}) add_custom_command( OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file} COMMAND stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file} ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file} DEPENDS stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file} ) endforeach() add_definitions( ${PLATFORM_COMPILE_FLAGS} ) add_library(maya_ptex_plugin SHARED ${SOURCE_FILES} ${HEADER_FILES} ${SHADER_FILES} ${INC_FILES} ) set_target_properties(maya_ptex_plugin PROPERTIES OUTPUT_NAME "MayaPtexViewer" PREFIX "osd" SUFFIX ${PLATFORM_PLUGIN_EXTENSION} LINK_FLAGS "${PLATFORM_LINK_FLAGS}" ) target_link_libraries(maya_ptex_plugin ${MAYA_Foundation_LIBRARY} ${MAYA_OpenMaya_LIBRARY} ${MAYA_OpenMayaRender_LIBRARY} ${MAYA_OpenMayaUI_LIBRARY} ${PLATFORM_LIBRARIES} ) install(TARGETS maya_ptex_plugin DESTINATION ${CMAKE_PLUGINDIR_BASE})