terravisor/CMakeLists.txt

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CMake
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cmake_minimum_required(VERSION 3.10)
project(TerraVisor)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Define output directories for different configurations
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
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#include(C:/users/jmchr/vcpkg/scripts/buildsystems/vcpkg.cmake)
# Use the vcpkg toolchain file
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if(DEFINED ENV{VCPKG_TOOLCHAIN})
set(CMAKE_TOOLCHAIN_FILE $ENV{VCPKG_TOOLCHAIN})
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endif()
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# Find packages using vcpkg
find_package(GLEW CONFIG REQUIRED)
find_package(glfw3 CONFIG REQUIRED)
find_package(GLM CONFIG REQUIRED)
find_package(assimp CONFIG REQUIRED)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}")
# Add source files
file(GLOB_RECURSE SOURCES
"${CMAKE_SOURCE_DIR}/source/*.cpp"
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)
# Add header files
file(GLOB_RECURSE HEADERS
"${CMAKE_SOURCE_DIR}/include/*.h"
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)
# Add shader files
file(GLOB SHADERS
"${CMAKE_SOURCE_DIR}/shaders/*.glsl"
)
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# Add ImGui source files
file(GLOB IMGUI_SOURCES
"${CMAKE_SOURCE_DIR}/imgui/*.cpp"
"${CMAKE_SOURCE_DIR}/imgui/backends/imgui_impl_glfw.cpp"
"${CMAKE_SOURCE_DIR}/imgui/backends/imgui_impl_opengl3.cpp"
)
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# Add the executable
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add_executable(TerraVisor ${SOURCES} ${HEADERS} ${IMGUI_SOURCES})
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# Include directories
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include_directories(
${CMAKE_SOURCE_DIR}/include
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${CMAKE_SOURCE_DIR}/imgui
${CMAKE_SOURCE_DIR}/imgui/backends
)
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# Link libraries using vcpkg
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target_link_libraries(TerraVisor PRIVATE GLEW::GLEW glfw glm::glm assimp::assimp)
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# Custom target for shaders
add_custom_target(copy_shaders ALL
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_SOURCE_DIR}/shaders ${CMAKE_BINARY_DIR}/shaders
)
# Set subsystem based on build type
if (WIN32)
if (CMAKE_BUILD_TYPE STREQUAL "Release")
set_target_properties(TerraVisor PROPERTIES LINK_FLAGS "-Wl,--subsystem,windows")
else()
set_target_properties(TerraVisor PROPERTIES LINK_FLAGS "-Wl,--subsystem,console")
endif()
endif()
# Ensure shaders are copied before building the executable
add_dependencies(TerraVisor copy_shaders)