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CMakeLists.txt
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CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
PROJECT(wdk)
message(STATUS "
~~ Window Development Kit ~~
\\\\o Brought to you by Ensisoft o//
http://www.ensisoft.com
Copyright (c) 2016 Sami Väisänen
Ensisoft
https://github.com/ensisoft/wdk
")
# Only enable release and debug builds
IF(CMAKE_CONFIGURATION_TYPES)
SET(CMAKE_CONFIGURATION_TYPES Debug Release)
SET(CMAKE_CONFIGURATION_TYPES "${CMAKE_CONFIGURATION_TYPES}" CACHE STRING
"Reset the configurations to what we need"
FORCE)
ENDIF()
IF(NOT CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE Debug)
MESSAGE("Defaulting to Debug build...")
ENDIF(NOT CMAKE_BUILD_TYPE)
SET(CMAKE_DEBUG_POSTFIX "d" CACHE STRING "add a postfix, usually d on windows")
SET(CMAKE_RELEASE_POSTFIX "" CACHE STRING "add a postfix, usually empty on windows")
IF(CMAKE_BUILD_TYPE MATCHES "Release")
SET(CMAKE_BUILD_POSTFIX "${CMAKE_RELEASE_POSTFIX}")
ELSEIF (CMAKE_BUILD_TYPE MATCHES "Debug")
SET(CMAKE_BUILD_POSTFIX "${CMAKE_DEBUG_POSTFIX}")
ENDIF()
# Solution
SET(EXECUTABLE_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin)
SET(LIBRARY_OUTPUT_PATH ${PROJECT_BINARY_DIR}/bin)
IF (WIN32)
ADD_LIBRARY(wdk_system STATIC
wdk/listener.cpp
wdk/keys.cpp
wdk/win32/pixmap.cpp
wdk/win32/system.cpp
wdk/win32/window.cpp)
ADD_LIBRARY(wdk_desktop_gl STATIC
wdk/opengl/WGL/config.cpp
wdk/opengl/WGL/context.cpp
wdk/opengl/WGL/surface.cpp
wdk/opengl/WGL/fakecontext.cpp)
# In order to build the mobile opengl library (using EGL)
# you'll need to have an implementation of libEGL and libGLESv2.
# These aren't available on Windows by default.
#
# There are several options available to for this:
# - Imagination has Power VR SDK that can be downloaded from imgtech.com
# - Google has GLES2/3 implementation called libANGLE
# - Other companies might have similar SDKs
#
# For the time being if you're not specifying a specific SDK folder for GLES2
# we're going to default to a Power VR SDK prebuilt libraris within this
# git repository.
IF (NOT GLES2_SDK_INCLUDE)
SET(GLES2_SDK_INCLUDE "${CMAKE_CURRENT_LIST_DIR}/third_party/PowerVR_SDK/SDK_2016_R1.2/Builds/Include")
MESSAGE("Using Imagination PowerVR SDK headers")
ENDIF()
IF (NOT GLES2_SDK_LIBS)
SET(ARCH_PATH "x86_32")
#IF (${CMAKE_SYSTEM_PROCESSOR} MATCHES AMD64)
IF(${CMAKE_SIZEOF_VOID_P} MATCHES 8)
SET(ARCH_PATH "x86_64")
ENDIF()
SET(GLES2_SDK_LIBS "${CMAKE_CURRENT_LIST_DIR}/third_party/PowerVR_SDK/SDK_2016_R1.2/Builds/Windows/${ARCH_PATH}/Lib/")
ENDIF()
INCLUDE_DIRECTORIES(BEFORE ${GLES2_SDK_INCLUDE})
LINK_DIRECTORIES(${GLES2_SDK_LIBS})
MESSAGE("GLES2 Include ${GLES2_SDK_INCLUDE}")
MESSAGE("GLES2 Libs ${GLES2_SDK_LIBS}")
ADD_LIBRARY(wdk_mobile_gl STATIC
wdk/opengl/EGL/config.cpp
wdk/opengl/EGL/context.cpp
wdk/opengl/EGL/egldisplay.cpp
wdk/opengl/EGL/surface.cpp)
TARGET_COMPILE_DEFINITIONS(wdk_mobile_gl PRIVATE "WDK_MOBILE")
TARGET_LINK_LIBRARIES(wdk_mobile_gl PUBLIC
libGLESv2 libEGL wdk_system)
ELSEIF(UNIX)
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
ADD_LIBRARY(wdk_system STATIC
wdk/listener.cpp
wdk/keys.cpp
wdk/X11/keysym2ucs.cpp
wdk/X11/types.cpp
wdk/X11/pixmap.cpp
wdk/X11/system.cpp
wdk/X11/window.cpp)
TARGET_LINK_LIBRARIES(wdk_system PUBLIC X11 xcb Xau Xdmcp Xxf86vm Xext Xrandr)
TARGET_COMPILE_OPTIONS(wdk_system PRIVATE -fPIC)
ADD_LIBRARY(wdk_desktop_gl STATIC
wdk/opengl/GLX/config.cpp
wdk/opengl/GLX/context.cpp
wdk/opengl/GLX/surface.cpp)
TARGET_LINK_LIBRARIES(wdk_desktop_gl PUBLIC GL wdk_system)
TARGET_COMPILE_OPTIONS(wdk_desktop_gl PRIVATE -fPIC)
# Nothing special to be done before building EGL specific code
ADD_LIBRARY(wdk_mobile_gl STATIC
wdk/opengl/EGL/config.cpp
wdk/opengl/EGL/context.cpp
wdk/opengl/EGL/egldisplay.cpp
wdk/opengl/EGL/surface.cpp)
TARGET_COMPILE_DEFINITIONS(wdk_mobile_gl PRIVATE "WDK_MOBILE")
TARGET_LINK_LIBRARIES(wdk_mobile_gl PUBLIC GLESv2 EGL wdk_system)
TARGET_COMPILE_OPTIONS(wdk_mobile_gl PRIVATE -fPIC)
ENDIF()
# Build the sample applications
INCLUDE_DIRECTORIES(BEFORE ${CMAKE_CURRENT_LIST_DIR})
# Open a window and print events to the console.
ADD_EXECUTABLE(SimpleEventSample sample/events.cpp)
TARGET_LINK_LIBRARIES(SimpleEventSample wdk_system)
# Open a window and draw using "big" desktop GL
ADD_EXECUTABLE(DesktopGLSample sample/triangle.cpp)
TARGET_LINK_LIBRARIES(DesktopGLSample wdk_system wdk_desktop_gl)
# Open a window and draw using "small" GL
ADD_EXECUTABLE(MobileGLSample sample/triangle.cpp)
TARGET_COMPILE_DEFINITIONS(MobileGLSample PRIVATE "SAMPLE_GLES" "WDK_MOBILE")
TARGET_LINK_LIBRARIES(MobileGLSample wdk_system wdk_mobile_gl)
ADD_EXECUTABLE(QueryTool sample/query_tool.cpp)
TARGET_LINK_LIBRARIES(QueryTool wdk_system wdk_desktop_gl)
# Build unit tests
ADD_EXECUTABLE(UnitTestSystem wdk/unit_test/unit_test_wdk.cpp)
TARGET_LINK_LIBRARIES(UnitTestSystem wdk_system)
ADD_EXECUTABLE(UnitTestGL wdk/unit_test/unit_test_wdk_gl.cpp)
TARGET_LINK_LIBRARIES(UnitTestGL wdk_system wdk_desktop_gl)
ADD_EXECUTABLE(UnitTestGLES wdk/unit_test/unit_test_wdk_gl.cpp)
TARGET_COMPILE_DEFINITIONS(UnitTestGLES PRIVATE "TEST_GLES" "WDK_MOBILE")
TARGET_LINK_LIBRARIES(UnitTestGLES wdk_system wdk_mobile_gl)