OpenSubdiv/examples/evalTest/CMakeLists.txt

120 lines
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CMake

#
# 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. Grant of Rights
# (A) Copyright Grant- Subject to the terms of this license,
# including the license conditions and limitations in section 3,
# each contributor grants you a non-exclusive, worldwide,
# royalty-free copyright license to reproduce its contribution,
# prepare derivative works of its contribution, and distribute
# its contribution or any derivative works that you create.
# (B) Patent Grant- Subject to the terms of this license,
# including the license conditions and limitations in section 3,
# each contributor grants you a non-exclusive, worldwide,
# royalty-free license under its licensed patents to make, have
# made, use, sell, offer for sale, import, and/or otherwise
# dispose of its contribution in the software or derivative works
# of the contribution in the software.
#
# 3. Conditions and Limitations
# (A) No Trademark License- This license does not grant you
# rights to use any contributor's name, logo, or trademarks.
# (B) If you bring a patent claim against any contributor over
# patents that you claim are infringed by the software, your
# patent license from such contributor to the software ends
# automatically.
# (C) If you distribute any portion of the software, you must
# retain all copyright, patent, trademark, and attribution
# notices that are present in the software.
# (D) If you distribute any portion of the software in source
# code form, you may do so only under this license by including a
# complete copy of this license with your distribution. If you
# distribute any portion of the software in compiled or object
# code form, you may only do so under a license that complies
# with this license.
# (E) The software is licensed "as-is." You bear the risk of
# using it. The contributors give no express warranties,
# guarantees or conditions. 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.
#
# *** evalTest ***
set(SHADER_FILES
shader.glsl
)
set(PLATFORM_LIBRARIES
${OSD_LINK_TARGET}
${OPENGL_LIBRARY}
${GLEW_LIBRARY}
${GLFW_LIBRARIES}
)
include_directories(
${PROJECT_SOURCE_DIR}/opensubdiv
${PROJECT_SOURCE_DIR}/regression
${GLEW_INCLUDE_DIR}
${GLFW_INCLUDE_DIR}
)
#-------------------------------------------------------------------------------
# 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()
if(APPLE)
_add_glfw_executable(evalTest
mainApple.mm
evalTest.cpp
${SHADER_FILES}
${INC_FILES}
)
else()
_add_glfw_executable(evalTest
evalTest.cpp
mainGlut.cpp
${SHADER_FILES}
${INC_FILES}
)
endif()
target_link_libraries(evalTest
${PLATFORM_LIBRARIES}
)