project(${TORQUE_APP_NAME}) file(GLOB TORQUE_APP_SOURCES "app/*.cpp" "app/net/*.cpp") # Handle Platform file(GLOB TORQUE_PLATFORM_SOURCES "platform/*.cpp" "platform/threads/*.cpp" "platform/async/*.cpp" "platform/input/*.cpp" "platform/output/*.cpp") # Handle T3D file(GLOB TORQUE_T3D_SOURCES "T3D/fps/*.cpp" "T3D/fx/*.cpp" "T3D/vehicles/*.cpp" "T3D/physics/*.cpp" "T3D/decal/*.cpp" "T3D/sfx/*.cpp" "T3D/gameBase/*.cpp" "T3D/turret/*.cpp" "T3D/lighting/*.cpp" "T3D/gameOBjects/*.cpp" "T3D/components/*.cpp" "T3D/systems/*.cpp" "T3D/assets/*.cpp" "T3D/*.cpp" "T3D/gameBase/std/*.cpp") # Handle TS file(GLOB TORQUE_TS_SOURCES "ts/*.cpp" "ts/collada/*.cpp" "ts/assimp/*.cpp" "ts/loader/*.cpp" "ts/arch/*.cpp") # Handle SFX file(GLOB TORQUE_SFX_SOURCES "sfx/*.cpp" "sfx/media/*.cpp" "sfx/null/*.cpp") # Handle GFX file(GLOB TORQUE_GFX_SOURCES "gfx/*.cpp" "gfx/Null/*.cpp" "gfx/test/*.cpp" "gfx/bitmap/*.cpp" "gfx/bitmap/loaders/*.cpp" "gfx/util/*.cpp" "gfx/video/*.cpp" "gfx/sim/*.cpp" ) if (TORQUE_OPENGL) file(GLOB TORQUE_GFX_SOURCES_OPENGL "gfx/gl/*.cpp" "gfx/gl/sdl/*.cpp" "gfx/gl/tGL/*.cpp") set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_OPENGL}) endif (TORQUE_OPENGL) if (WIN32 AND TORQUE_D3D11) file(GLOB TORQUE_GFX_SOURCES_D3D11 "gfx/D3D11/*.cpp") set(TORQUE_GFX_SOURCES ${TORQUE_GFX_SOURCES} ${TORQUE_GFX_SOURCES_D3D11}) endif (WIN32 AND TORQUE_D3D11) # Handle core file(GLOB TORQUE_CORE_SOURCES "core/*.cpp" "core/stream/*.cpp" "core/strings/*.cpp" "core/util/*.cpp" "core/util/journal/*.cpp" "core/util/zip/*.cpp" "core/util/compressors/*.cpp") # Handle GUI file(GLOB TORQUE_GUI_SOURCES "gui/*.cpp" "gui/buttons/*.cpp" "gui/containers/*.cpp" "gui/controls/*.cpp" "gui/core/*.cpp" "gui/game/*.cpp" "gui/shiny/*.cpp" "gui/utility/*.cpp" "gui/3d/*.cpp") # Handle postFX file(GLOB TORQUE_POSTFX_SOURCES "postFx/*.cpp") # Handle Windowmanager file(GLOB TORQUE_WINDOW_MANAGER_SOURCES "windowManager/*.cpp" "windowManager/torque/*.cpp" "windowManager/sdl/*.cpp") # Handle scene file(GLOB TORQUE_SCENE_SOURCES "scene/*.cpp" "scene/culling/*.cpp" "scene/zones/*.cpp" "scene/mixin/*.cpp") # Handle console file(GLOB TORQUE_CONSOLE_SOURCES "console/*.cpp") # Handle math file(GLOB TORQUE_MATH_SOURCES "math/*.cpp" "math/util/*.cpp") # Handle persistence #addPathRec("${srcDir}/persistence") file(GLOB TORQUE_PERSISTENCE_SOURCES "persistence/taml/*.cpp" "persistence/taml/binary/*.cpp" "persistence/taml/xml/*.cpp") # Handle Cinterface file(GLOB TORQUE_CINTERFACE_SOURCES "cinterface/*.cpp") # Handle app file(GLOB TORQUE_APP_SOURCES "app/*.cpp" "app/net/*.cpp") # Handle util file(GLOB TORQUE_UTIL_SOURCES "util/*.cpp" "util/messaging/*.cpp") # Handle assets file(GLOB TORQUE_ASSETS_SOURCES "assets/*.cpp") # Handle Sim file(GLOB TORQUE_SIM_SOURCES "sim/*.cpp") # Handle module file(GLOB TORQUE_MODULE_SOURCES "module/*.cpp") # Handle forest file(GLOB TORQUE_FOREST_SOURCES "forest/*.cpp" "forest/ts/*.cpp") # Handle shadergen file(GLOB TORQUE_SHADERGEN_SOURCES "shaderGen/*.cpp" "shaderGen/GLSL/*.cpp") if (WIN32 AND TORQUE_D3D11) file(GLOB TORQUE_SHADERGEN_SOURCES_HLSL "shaderGen/HLSL/*.cpp") set(TORQUE_SHADERGEN_SOURCES ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_SHADERGEN_SOURCES_HLSL}) endif (WIN32) # Handle terrain file(GLOB TORQUE_TERRAIN_SOURCES "terrain/*.cpp") # Handle Materials file(GLOB TORQUE_MATERIALS_SOURCES "materials/*.cpp") # Handle collision file(GLOB TORQUE_COLLISION_SOURCES "collision/*.cpp") # Handle lighting file(GLOB TORQUE_LIGHTING_SOURCES "lighting/*.cpp" "lighting/common/*.cpp" "lighting/advanced/*.cpp" "lighting/shadowMap/*.cpp" "lighting/advanced/glsl/*.cpp") if (WIN32 AND TORQUE_D3D11) file(GLOB TORQUE_LIGHTING_SOURCES_HLSL "lighting/advanced/hlsl/*.cpp") set(TORQUE_LIGHTING_SOURCES ${TORQUE_LIGHTING_SOURCES} ${TORQUE_LIGHTING_SOURCES_HLSL}) endif (WIN32 AND TORQUE_D3D11) # Handle environment file(GLOB TORQUE_ENVIRONMENT_SOURCES "environment/*.cpp") # Handle renderInstance file(GLOB TORQUE_RENDERINSTANCE_SOURCES "renderInstance/*.cpp") # Handle i18n file(GLOB TORQUE_I18N_SOURCES "i18n/*.cpp") # Begin handling platform specific stuff # Handle Platform POSIX if (UNIX) file(GLOB TORQUE_PLATFORM_POSIX_SOURCES "platformPOSIX/*.cpp") endif (UNIX) # Handle platformMac if (APPLE) file(GLOB TORQUE_PLATFORM_MAC_SOURCES "platformMac/*.mm") endif (APPLE) # Handle platformWin32 if (WIN32) file(GLOB TORQUE_PLATFORM_WIN_SOURCES "platformWin32/*.cpp" "platformWin32/videoInfo/*.cpp") endif (WIN32) # Handle platformSDL file(GLOB TORQUE_PLATFORM_SDL_SOURCES "platformSDL/*.cpp" "platformSDL/threads/*.cpp") ################# Start building libs ################### set(TORQUE_COMPILE_DEFINITIONS ICE_NO_DLL PCRE_STATIC TORQUE_ADVANCED_LIGHTING TORQUE_SHADERGEN TORQUE_OPENGL TORQUE_OPCODE TORQUE_ASSIMP TORQUE_SDL TORQUE_COLLADA TORQUE_UNICODE UNICODE _UNICODE) # Set common linkages set(TORQUE_LINK_LIBRARIES tinyxml collada ljpeg squish png_static opcode assimp SDL2 glad pcre convexDecomp zlib) # Begin assembling source code payload set (TORQUE_SOURCE_FILES "main/main.cpp" ${TORQUE_APP_SOURCES} ${TORQUE_RENDERINSTANCE_SOURCES} ${TORQUE_CINTERFACE_SOURCES} ${TORQUE_MATH_SOURCES} ${TORQUE_PLATFORM_SOURCES} ${TORQUE_ASSETS_SOURCES} ${TORQUE_UTIL_SOURCES} ${TORQUE_CORE_SOURCES} ${TORQUE_PERSISTENCE_SOURCES} ${TORQUE_MODULE_SOURCES} ${TORQUE_PLATFORM_SDL_SOURCES} ${TORQUE_PLATFORM_MAC_SOURCES} ${TORQUE_PLATFORM_POSIX_SOURCES} ${TORQUE_WINDOW_MANAGER_SOURCES} ${TORQUE_SCENE_SOURCES} ${TORQUE_COLLISION_SOURCES} ${TORQUE_T3D_SOURCES} ${TORQUE_TS_SOURCES} ${TORQUE_SIM_SOURCES} ${TORQUE_MATERIALS_SOURCES} ${TORQUE_SHADERGEN_SOURCES} ${TORQUE_LIGHTING_SOURCES} ${TORQUE_GUI_SOURCES} ${TORQUE_ENVIRONMENT_SOURCES} ${TORQUE_TERRAIN_SOURCES} ${TORQUE_POSTFX_SOURCES} ${TORQUE_I18N_SOURCES} ${TORQUE_CONSOLE_SOURCES} ${TORQUE_SFX_SOURCES} ${TORQUE_GFX_SOURCES}) # When on Windows, we need to link against winsock and windows codecs if (WIN32) set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB windowscodecs.lib) set(TORQUE_SOURCE_FILES ${TORQUE_SOURCE_FILES} ${TORQUE_PLATFORM_WIN_SOURCES}) # If D3D11 is enabled, we need to link to DirectX if (TORQUE_D3D11) set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} dxguid.lib) endif (TORQUE_D3D11) endif (WIN32) if (WIN32 AND TORQUE_D3D11) set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} WS2_32.LIB) set(TORQUE_COMPILE_DEFINITIONS ${TORQUE_COMPILE_DEFINITIONS} TORQUE_D3D11) endif (WIN32 AND TORQUE_D3D11) # Only link Apple frameworks when on an Apple platform if (APPLE) enable_language(OBJC) set(TORQUE_LINK_LIBRARIES ${TORQUE_LINK_LIBRARIES} "-framework Cocoa" "-framework AppKit" "-framework CoreData" "-framework Foundation") endif (APPLE) # Search module directories set(TORQUE_MODULE_PATHS "${CMAKE_SOURCE_DIR}/Tools/CMake/modules") if (NOT "${TORQUE_MODULE_USER_PATH}" STREQUAL "") list(APPEND TORQUE_MODULE_PATHS "${TORQUE_MODULE_USER_PATH}") endif() foreach (TORQUE_MODULE_PATH ${TORQUE_MODULE_PATHS}) # First find simple cmake scripts file(GLOB MODULE_SCRIPTS "${TORQUE_MODULE_PATH}/*.cmake") message("Found Module Scripts" ${MODULE_SCRIPTS}) foreach (TORQUE_MODULE_SCRIPT ${MODULE_SCRIPTS}) message("Including Module Script: ${TORQUE_MODULE_SCRIPT}") include(${TORQUE_MODULE_SCRIPT}) endforeach() # Next find sub projects SUBDIRLIST(POSSIBLE_PROJECTS "${TORQUE_MODULE_PATH}") foreach (POSSIBLE_PROJECT ${POSSIBLE_PROJECTS}) # Retrieve the absolute path of this possible project get_filename_component(POSSIBLE_PROJECT_ABSOLUTEPATH "${POSSIBLE_PROJECT}" REALPATH BASE_DIR "${TORQUE_MODULE_PATH}") if (EXISTS "${POSSIBLE_PROJECT_ABSOLUTEPATH}/CMakeLists.txt") add_subdirectory("${POSSIBLE_PROJECT_ABSOLUTEPATH}" ${CMAKE_BINARY_DIR}/temp/${POSSIBLE_PROJECT} EXCLUDE_FROM_ALL) endif() endforeach() endforeach() # Final executable if (APPLE) add_executable(${TORQUE_APP_NAME} MACOSX_BUNDLE ${TORQUE_SOURCE_FILES}) elseif (WIN32) add_executable(${TORQUE_APP_NAME} WIN32 ${TORQUE_SOURCE_FILES}) else() add_executable(${TORQUE_APP_NAME} ${TORQUE_SOURCE_FILES}) endif() target_compile_definitions(${TORQUE_APP_NAME} PUBLIC ${TORQUE_COMPILE_DEFINITIONS}) target_link_libraries(${TORQUE_APP_NAME} ${TORQUE_LINK_LIBRARIES}) target_include_directories(${TORQUE_APP_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} "${CMAKE_BINARY_DIR}/temp") if (WIN32) # FIXME: Torque is angry about these warnings set_target_properties(${TORQUE_APP_NAME} PROPERTIES COMPILE_FLAGS "-DUNICODE -D_UNICODE -D_CRT_SECURE_NO_WARNINGS /MP /Zc:wchar_t-") endif (WIN32) if (APPLE) # Parameters used for the plist configuration set(EXECUTABLE_NAME "${TORQUE_APP_NAME}") CONFIGURE_FILE("${CMAKE_SOURCE_DIR}/Tools/CMake/Info.plist.in" "${CMAKE_BINARY_DIR}/temp/Info.plist" COPYONLY) set_target_properties(${TORQUE_APP_NAME} PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_BINARY_DIR}/temp/Info.plist") endif (APPLE) if (UNIX AND NOT APPLE) target_link_options(${TORQUE_APP_NAME} PUBLIC "-Wl,-rpath,./") endif (UNIX AND NOT APPLE) # Process link libraries for dynamic links - we do this on OSX to ensure the binaries end up in the correct App directory if (APPLE) get_target_property(GAME_LINK_LIBRARIES ${TORQUE_APP_NAME} LINK_LIBRARIES) foreach (GAME_LINK_LIBRARY ${GAME_LINK_LIBRARIES}) # For eg. OSX some links are not valid targets - for example frameworks provided by OS if (TARGET ${GAME_LINK_LIBRARY}) get_target_property(LINK_LIBRARY_TYPE ${GAME_LINK_LIBRARY} TYPE) # Only pay attention to shared libraries if ("${LINK_LIBRARY_TYPE}" STREQUAL "SHARED_LIBRARY") set_target_properties( ${GAME_LINK_LIBRARY} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "game/${TORQUE_APP_NAME}.app/Resources") endif() endif() endforeach() endif (APPLE)