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 $/assets )