cmake_minimum_required(VERSION 3.16)
project(Engine CXX)

set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)

if(NOT CMAKE_BUILD_TYPE)
    set(CMAKE_BUILD_TYPE Release)
endif()

# ---------------------------------------------------------------------------
# Dependencies
# ---------------------------------------------------------------------------
find_package(OpenGL REQUIRED)
find_package(glfw3 3.3 REQUIRED)
find_package(glm REQUIRED)

# ---------------------------------------------------------------------------
# Engine demo executable
# ---------------------------------------------------------------------------
file(GLOB ENGINE_SOURCES ${CMAKE_SOURCE_DIR}/src/*.cpp)

add_executable(engine_demo ${ENGINE_SOURCES})

target_include_directories(engine_demo PRIVATE
    ${CMAKE_SOURCE_DIR}/include
)

target_link_libraries(engine_demo PRIVATE
    glfw
    OpenGL::GL
    glm::glm
)

# Baked-in fallback path so the binary still finds its shaders if it's run
# from somewhere other than the build directory.
target_compile_definitions(engine_demo PRIVATE
    ENGINE_ASSET_DIR="${CMAKE_SOURCE_DIR}/assets"
)

if(UNIX AND NOT APPLE)
    target_link_libraries(engine_demo PRIVATE dl pthread)
endif()

# Keep a copy of assets next to the built executable so `./engine_demo`
# works directly from the build directory.
add_custom_command(TARGET engine_demo POST_BUILD
    COMMAND ${CMAKE_COMMAND} -E copy_directory
        ${CMAKE_SOURCE_DIR}/assets
        $<TARGET_FILE_DIR:engine_demo>/assets
)
