76 lines
1.7 KiB
CMake
76 lines
1.7 KiB
CMake
if (NOT WIN32)
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find_package(Threads REQUIRED)
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endif ()
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set (SOURCE_FILES
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main_${PLATFORM}.cpp
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#$<$<STREQUAL:${PLATFORM},Windows>:App_${PLATFORM}.cpp>
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AnimationWindow.cpp
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CameraWindow.cpp
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DecalWindow.cpp
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Editor.cpp
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EmitterWindow.cpp
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EnvProbeWindow.cpp
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ForceFieldWindow.cpp
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HairParticleWindow.cpp
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IKWindow.cpp
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LayerWindow.cpp
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LightWindow.cpp
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MaterialWindow.cpp
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MeshWindow.cpp
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ModelImporter_GLTF.cpp
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ModelImporter_OBJ.cpp
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NameWindow.cpp
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ObjectWindow.cpp
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PaintToolWindow.cpp
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PostprocessWindow.cpp
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RendererWindow.cpp
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SoundWindow.cpp
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SpringWindow.cpp
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stdafx.cpp
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TransformWindow.cpp
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Translator.cpp
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WeatherWindow.cpp
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xatlas.cpp
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)
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add_subdirectory(meshoptimizer)
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if (WIN32)
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list (APPEND SOURCE_FILES
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Editor.rc
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)
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add_executable(WickedEngineEditor WIN32 ${SOURCE_FILES})
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target_link_libraries(WickedEngineEditor PUBLIC
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WickedEngine_Windows
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meshoptimizer
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)
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set_property(TARGET WickedEngineEditor PROPERTY VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}")
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else ()
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add_executable(WickedEngineEditor ${SOURCE_FILES})
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target_link_libraries(WickedEngineEditor PUBLIC
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WickedEngine
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Threads::Threads
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meshoptimizer
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)
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# Copy shaders to build and source folders just to be safe:
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add_custom_command(
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TARGET WickedEngineEditor POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/WickedEngine/shaders/spirv ${CMAKE_CURRENT_SOURCE_DIR}/shaders/spirv
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/WickedEngine/shaders/spirv ${CMAKE_CURRENT_BINARY_DIR}/shaders/spirv
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)
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endif ()
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# Copy content to build folder:
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add_custom_command(
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TARGET WickedEngineEditor POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_CURRENT_SOURCE_DIR}/images ${CMAKE_CURRENT_BINARY_DIR}/images
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)
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