mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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120 lines
4.5 KiB
CMake
120 lines
4.5 KiB
CMake
#
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# Copyright (C) Pixar. All rights reserved.
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#
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# This license governs use of the accompanying software. If you
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# use the software, you accept this license. If you do not accept
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# the license, do not use the software.
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#
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# 1. Definitions
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# The terms "reproduce," "reproduction," "derivative works," and
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# "distribution" have the same meaning here as under U.S.
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# copyright law. A "contribution" is the original software, or
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# any additions or changes to the software.
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# A "contributor" is any person or entity that distributes its
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# contribution under this license.
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# "Licensed patents" are a contributor's patent claims that read
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# directly on its contribution.
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#
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# 2. Grant of Rights
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# (A) Copyright Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free copyright license to reproduce its contribution,
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# prepare derivative works of its contribution, and distribute
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# its contribution or any derivative works that you create.
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# (B) Patent Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free license under its licensed patents to make, have
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# made, use, sell, offer for sale, import, and/or otherwise
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# dispose of its contribution in the software or derivative works
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# of the contribution in the software.
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#
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# 3. Conditions and Limitations
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# (A) No Trademark License- This license does not grant you
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# rights to use any contributor's name, logo, or trademarks.
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# (B) If you bring a patent claim against any contributor over
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# patents that you claim are infringed by the software, your
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# patent license from such contributor to the software ends
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# automatically.
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# (C) If you distribute any portion of the software, you must
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# retain all copyright, patent, trademark, and attribution
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# notices that are present in the software.
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# (D) If you distribute any portion of the software in source
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# code form, you may do so only under this license by including a
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# complete copy of this license with your distribution. If you
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# distribute any portion of the software in compiled or object
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# code form, you may only do so under a license that complies
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# with this license.
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# (E) The software is licensed "as-is." You bear the risk of
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# using it. The contributors give no express warranties,
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# guarantees or conditions. You may have additional consumer
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# rights under your local laws which this license cannot change.
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# To the extent permitted under your local laws, the contributors
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# exclude the implied warranties of merchantability, fitness for
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# a particular purpose and non-infringement.
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#
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# *** evalTest ***
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set(SHADER_FILES
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shader.glsl
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)
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set(PLATFORM_LIBRARIES
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${OSD_LINK_TARGET}
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${OPENGL_LIBRARY}
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${GLEW_LIBRARY}
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${GLFW_LIBRARIES}
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)
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include_directories(
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${PROJECT_SOURCE_DIR}/opensubdiv
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${PROJECT_SOURCE_DIR}/regression
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${GLEW_INCLUDE_DIR}
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${GLFW_INCLUDE_DIR}
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)
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#-------------------------------------------------------------------------------
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# Shader Stringification
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# We want to use preprocessor include directives to include GLSL and OpenCL
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# shader source files in cpp files, but since the sources contain newline
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# characters we would need raw string literals from C++11 to do this directly.
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# To avoid depending on C++11 we instead use a small tool called "line_quote"
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# to generate source files that are suitable for direct inclusion.
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foreach(shader_file ${SHADER_FILES})
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string(REGEX REPLACE ".*[.](.*)" "\\1" extension ${shader_file})
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string(REGEX REPLACE "(.*)[.].*" "\\1.inc" inc_file ${shader_file})
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list(APPEND INC_FILES ${inc_file})
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add_custom_command(
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OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
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COMMAND stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
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${CMAKE_CURRENT_SOURCE_DIR}/${inc_file}
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DEPENDS stringify ${CMAKE_CURRENT_SOURCE_DIR}/${shader_file}
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)
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endforeach()
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if(APPLE)
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_add_glfw_executable(evalTest
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mainApple.mm
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evalTest.cpp
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${SHADER_FILES}
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${INC_FILES}
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)
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else()
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_add_glfw_executable(evalTest
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evalTest.cpp
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mainGlut.cpp
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${SHADER_FILES}
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${INC_FILES}
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)
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endif()
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target_link_libraries(evalTest
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${PLATFORM_LIBRARIES}
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)
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