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# Setup the project and settings
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project(examples)
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# Get the sources together
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set(example_dirs audio core models others shaders shapes text textures)
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set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
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include(CheckSymbolExists)
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check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
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check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
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set(CMAKE_REQUIRED_DEFINITIONS)
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if(HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
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set(example_dirs ${example_dirs} physac)
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endif()
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set(example_sources)
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set(example_resources)
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foreach(example_dir ${example_dirs})
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# Get the .c files
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file(GLOB sources ${example_dir}/*.c)
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list(APPEND example_sources ${sources})
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# Any any resources
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file(GLOB resources ${example_dir}/resources/*)
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list(APPEND example_resources ${resources})
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endforeach()
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if (APPLE AND NOT CMAKE_SYSTEM STRLESS "Darwin-18.0.0")
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add_definitions(-DGL_SILENCE_DEPRECATION)
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MESSAGE(AUTHOR_WARNING "OpenGL is deprecated starting with macOS 10.14 (Mojave)!")
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endif()
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set(OUTPUT_EXT)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
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include(CheckIncludeFile)
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CHECK_INCLUDE_FILE("stdatomic.h" HAVE_STDATOMIC_H)
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set(CMAKE_THREAD_PREFER_PTHREAD TRUE)
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find_package(Threads)
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if (CMAKE_USE_PTHREADS_INIT AND HAVE_STDATOMIC_H)
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add_if_flag_compiles("-std=c11" CMAKE_C_FLAGS)
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if(THREADS_HAVE_PTHREAD_ARG)
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add_if_flag_compiles("-pthread" CMAKE_C_FLAGS)
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endif()
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if(CMAKE_THREAD_LIBS_INIT)
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link_libraries("${CMAKE_THREAD_LIBS_INIT}")
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endif()
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else()
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# Items requiring pthreads
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_loading_thread.c)
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endif()
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if(${PLATFORM} MATCHES "Android")
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_picking.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_vr_simulator.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_free.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_3d_camera_first_person.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_material_pbr.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_generation.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_heightmap.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_billboard.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_rlgl_solar_system.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_obj_viewer.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_animation.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_first_person_maze.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_custom_uniform.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_model_shader.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_postprocessing.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_raymarching.c)
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list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/shaders/shaders_palette_switch.c)
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elseif(${PLATFORM} MATCHES "Web")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -Os -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s EMTERPRETIFY=1 -s EMTERPRETIFY_ASYNC=1")
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# Since WASM is used, ALLOW_MEMORY_GROWTH has no extra overheads
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s ALLOW_MEMORY_GROWTH=1 --no-heap-copy")
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set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --shell-file ${CMAKE_SOURCE_DIR}/src/shell.html")
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set(OUTPUT_EXT ".html")
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endif()
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include_directories(BEFORE SYSTEM others/external/include)
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if (NOT TARGET raylib)
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find_package(raylib 2.0 REQUIRED)
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endif()
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# Do each example
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foreach(example_source ${example_sources})
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# Create the basename for the example
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get_filename_component(example_name ${example_source} NAME)
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string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
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# Setup the example
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add_executable(${example_name} ${example_source})
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target_link_libraries(${example_name} raylib)
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string(REGEX MATCH ".*/.*/" resources_dir ${example_source})
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string(APPEND resources_dir "resources")
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if(${PLATFORM} MATCHES "Web" AND EXISTS ${resources_dir})
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# The local resources path needs to be mapped to /resources virtual path
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string(APPEND resources_dir "@resources")
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set_target_properties(${example_name} PROPERTIES LINK_FLAGS "--preload-file ${resources_dir}")
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endif()
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endforeach()
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if (${PLATFORM} MATCHES "Desktop")
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# rlgl_standalone can't be linked with raylib because of duplicate rlgl symbols
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foreach (example_source "others/rlgl_standalone.c")
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# Create the basename for the example
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get_filename_component(example_name ${example_source} NAME)
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string(REPLACE ".c" "${OUTPUT_EXT}" example_name ${example_name})
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add_executable(${example_name} ${example_source})
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add_dependencies(${example_name} raylib)
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target_link_libraries(${example_name} ${raylib_LDFLAGS})
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target_include_directories(${example_name} PRIVATE ${raylib_INCLUDE_DIRS})
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endforeach()
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endif()
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# Copy all of the resource files to the destination
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file(COPY ${example_resources} DESTINATION "resources/")
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