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- cmake_minimum_required (VERSION 3.9.0)
- project (Banshee)
- # Version
- set (BS_VERSION_MAJOR 0)
- set (BS_VERSION_MINOR 4)
- set (BS_PREBUILT_DEPENDENCIES_VERSION 11)
- set (BS_SRC_DEPENDENCIES_VERSION 15)
- set (BS_BUILTIN_ASSETS_VERSION 1)
- # Configuration types
- if(CMAKE_CONFIGURATION_TYPES) # Multiconfig generator?
- set(CMAKE_CONFIGURATION_TYPES "Debug;OptimizedDebug;Release;" CACHE INTERNAL "")
- else()
- if(NOT CMAKE_BUILD_TYPE)
- message("Defaulting to release build.")
- set(CMAKE_BUILD_TYPE Release CACHE INTERNAL "")
- endif()
- set_property(CACHE CMAKE_BUILD_TYPE PROPERTY HELPSTRING "Choose the type of build")
- # Set the valid options for cmake-gui drop-down list
- set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS Debug OptimizedDebug Release)
- endif()
- if(${CMAKE_SIZEOF_VOID_P} EQUAL 8)
- set(BS_64BIT true)
- endif()
- if(UNIX AND NOT APPLE)
- set(LINUX TRUE)
- endif()
- # Options
- set(AUDIO_MODULE "OpenAudio" CACHE STRING "Audio backend to use.")
- set_property(CACHE AUDIO_MODULE PROPERTY STRINGS OpenAudio FMOD)
- set(PHYSICS_MODULE "PhysX" CACHE STRING "Physics backend to use.")
- set_property(CACHE PHYSICS_MODULE PROPERTY STRINGS PhysX)
- if(WIN32)
- set(RENDER_API_MODULE "DirectX 11" CACHE STRING "Render API to use.")
- set_property(CACHE RENDER_API_MODULE PROPERTY STRINGS "DirectX 11" "OpenGL" "Vulkan")
- else()
- set(RENDER_API_MODULE "OpenGL" CACHE STRING "Render API to use.")
- set_property(CACHE RENDER_API_MODULE PROPERTY STRINGS "OpenGL" "Vulkan")
- endif()
- set(RENDERER_MODULE "RenderBeast" CACHE STRING "Renderer backend to use.")
- set_property(CACHE RENDERER_MODULE PROPERTY STRINGS RenderBeast)
- set(BUILD_SCOPE "Runtime" CACHE STRING "Determines which parts of Banshee to build. Pick Framework to build only the low-level C++ framework. Pick Runtime to build everything, including the framework, scripting API and the editor.")
- set_property(CACHE BUILD_SCOPE PROPERTY STRINGS "Runtime" "Framework")
- set(INCLUDE_ALL_IN_WORKFLOW OFF CACHE BOOL "If true, all libraries (even those not selected) will be included in the generated workflow (e.g. Visual Studio solution). This is useful when working on engine internals with a need for easy access to all parts of it. Only relevant for workflow generators like Visual Studio or XCode.")
- set(GENERATE_SCRIPT_BINDINGS ON CACHE BOOL "If true, script binding files will be generated. Script bindings are required for the project to build properly, however they take a while to generate. If you are sure the script bindings are up to date, you can turn off their generation (temporarily) to speed up the build.")
- if(BUILD_SCOPE MATCHES "Runtime")
- set(BUILD_EDITOR ON)
- else()
- set(BUILD_EDITOR OFF)
- endif()
- mark_as_advanced(CMAKE_INSTALL_PREFIX)
- include(CMake/Common.cmake)
- # Ensure dependencies are up to date
- ## Check prebuilt dependencies that are downloaded in a .zip
- if(WIN32)
- set(BUILTIN_DEP_VERSION_FILE ${PROJECT_SOURCE_DIR}/../Dependencies/.version)
- if(NOT EXISTS ${BUILTIN_DEP_VERSION_FILE})
- message(STATUS "Binary dependencies are missing. Downloading package...")
- update_binary_deps(${BS_PREBUILT_DEPENDENCIES_VERSION})
- else()
- file (STRINGS ${BUILTIN_DEP_VERSION_FILE} CURRENT_BUILTIN_DEP_VERSION)
- if(${BS_PREBUILT_DEPENDENCIES_VERSION} GREATER ${CURRENT_BUILTIN_DEP_VERSION})
- message(STATUS "Your precomiled dependencies package is out of date. Downloading latest package...")
- update_binary_deps(${BS_PREBUILT_DEPENDENCIES_VERSION})
- endif()
- endif()
- endif()
-
- ## Check dependencies built from source
- if(WIN32)
- set(SOURCE_DEP_BUILD_DIR ${PROJECT_SOURCE_DIR}/../Dependencies/Build)
- set(SOURCE_DEP_BUILD_VERSION_FILE ${SOURCE_DEP_BUILD_DIR}/.version)
- if(EXISTS ${SOURCE_DEP_BUILD_VERSION_FILE})
- file (STRINGS ${SOURCE_DEP_BUILD_VERSION_FILE} CURRENT_SOURCE_DEP_VERSION)
- if(${BS_SRC_DEPENDENCIES_VERSION} GREATER ${CURRENT_SOURCE_DEP_VERSION})
- message(STATUS "Built dependencies are out of date, forcing recompile.")
- execute_process(COMMAND "${CMAKE_COMMAND}"
- -E remove_directory "${SOURCE_DEP_BUILD_DIR}")
- endif()
- else()
- message(STATUS "Built dependencies are out of date, forcing recompile.")
- execute_process(COMMAND "${CMAKE_COMMAND}"
- -E remove_directory "${SOURCE_DEP_BUILD_DIR}")
- endif()
- endif()
- ## Check data dependencies
- set(BUILTIN_ASSETS_VERSION_FILE ${PROJECT_SOURCE_DIR}/../Data/.version)
- if(NOT EXISTS ${BUILTIN_ASSETS_VERSION_FILE})
- message(STATUS "Builtin assets are missing. Downloading package...")
- update_builtin_assets(${BS_BUILTIN_ASSETS_VERSION})
- else()
- file (STRINGS ${BUILTIN_ASSETS_VERSION_FILE} CURRENT_BUILTIN_ASSET_VERSION)
- if(${BS_BUILTIN_ASSETS_VERSION} GREATER ${CURRENT_BUILTIN_ASSET_VERSION})
- message(STATUS "Your builtin asset package is out of date. Downloading latest package...")
- update_builtin_assets(${BS_BUILTIN_ASSETS_VERSION})
- endif()
- endif()
- # Includes required for various find_package calls
- set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/CMake/Modules/")
- # Global compile & linker flags
- ## Compiler-agnostic settings
- ### Target at least C++14
- set(CMAKE_CXX_STANDARD 14)
- ## Compiler-specific settings
- if(MSVC)
- # Linker
- set(BS_LINKER_FLAGS_COMMON "/DYNAMICBASE /NOLOGO")
- set(BS_LINKER_FLAGS_DEBUG "${BS_LINKER_FLAGS_COMMON} /DEBUG")
- set(BS_LINKER_FLAGS_OPTIMIZEDDEBUG "${BS_LINKER_FLAGS_COMMON} /LTCG:incremental /INCREMENTAL:NO /OPT:REF /DEBUG")
- set(BS_LINKER_FLAGS_RELEASE "${BS_LINKER_FLAGS_COMMON} /LTCG /INCREMENTAL:NO /OPT:REF")
-
- if(BS_64BIT)
- set(BS_LINKER_FLAGS_OPTIMIZEDDEBUG "${BS_LINKER_FLAGS_OPTIMIZEDDEBUG} /OPT:ICF")
- set(BS_LINKER_FLAGS_RELEASE "${BS_LINKER_FLAGS_RELEASE} /OPT:ICF")
- endif()
-
- set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "/DLL ${BS_LINKER_FLAGS_DEBUG}")
- set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "/DLL ${BS_LINKER_FLAGS_DEBUG}")
- set(CMAKE_EXE_LINKER_FLAGS_DEBUG ${BS_LINKER_FLAGS_DEBUG})
-
- set(CMAKE_SHARED_LINKER_FLAGS_OPTIMIZEDDEBUG "/DLL ${BS_LINKER_FLAGS_OPTIMIZEDDEBUG}")
- set(CMAKE_MODULE_LINKER_FLAGS_OPTIMIZEDDEBUG "/DLL ${BS_LINKER_FLAGS_OPTIMIZEDDEBUG}")
- set(CMAKE_EXE_LINKER_FLAGS_OPTIMIZEDDEBUG ${BS_LINKER_FLAGS_OPTIMIZEDDEBUG})
-
- set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "/DLL ${BS_LINKER_FLAGS_RELEASE}")
- set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "/DLL ${BS_LINKER_FLAGS_RELEASE}")
- set(CMAKE_EXE_LINKER_FLAGS_RELEASE ${BS_LINKER_FLAGS_RELEASE})
-
- # Compiler
- set(BS_COMPILER_FLAGS_COMMON "/GS- /W3 /GR- /WX- /MP /nologo /bigobj /wd\"4577\" /wd\"4530\"")
- set(CMAKE_CXX_FLAGS "/DWIN32 /D_WINDOWS")
-
- set(CMAKE_CXX_FLAGS_DEBUG "${BS_COMPILER_FLAGS_COMMON} /Od /RTC1 /MDd")
-
- if(BS_64BIT) # Debug edit and continue for 64-bit
- set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /ZI")
- else() # Normal debug for 32-bit
- set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /Zi")
- endif()
-
- set(CMAKE_CXX_FLAGS_OPTIMIZEDDEBUG "${BS_COMPILER_FLAGS_COMMON} /GL /Gy /Zi /Gm /O2 /Oi /MD")
- set(CMAKE_CXX_FLAGS_RELEASE "${BS_COMPILER_FLAGS_COMMON} /GL /Gy /O2 /Oi /MD")
-
- # Global defines
- #add_definitions(-D_HAS_EXCEPTIONS=0)
-
- elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang")
- # Note: Optionally add -ffunction-sections, -fdata-sections, but with linker option --gc-sections
- # TODO: Use link-time optimization -flto. Might require non-default linker.
- set(BS_COMPILER_FLAGS_COMMON "-Wall -fPIC -fno-exceptions -fno-strict-aliasing -fno-rtti -fno-ms-compatibility
- -fms-extensions -Wl,-rpath=$ORIGIN")
-
- set(CMAKE_CXX_FLAGS_DEBUG "${BS_COMPILER_FLAGS_COMMON} -g -O0")
- set(CMAKE_CXX_FLAGS_OPTIMIZEDDEBUG "${BS_COMPILER_FLAGS_COMMON} -gline-tables-only -O2")
- set(CMAKE_CXX_FLAGS_RELEASE "${BS_COMPILER_FLAGS_COMMON} -g0 -O2")
- set(CMAKE_SHARED_LINKER_FLAGS_RELEASE -s)
- set(CMAKE_MODULE_LINKER_FLAGS_RELEASE -s)
- set(CMAKE_EXE_LINKER_FLAGS_RELEASE -s)
- elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
- # TODO: Use link-time optimization -flto. Might require non-default linker.
- set(BS_COMPILER_FLAGS_COMMON "-Wall -fPIC -fno-exceptions -fno-strict-aliasing -fno-rtti -Wl,-rpath=$ORIGIN")
-
- set(CMAKE_CXX_FLAGS_DEBUG "${BS_COMPILER_FLAGS_COMMON} -g -O0")
- set(CMAKE_CXX_FLAGS_OPTIMIZEDDEBUG "${BS_COMPILER_FLAGS_COMMON} -gline-tables-only -O2")
- set(CMAKE_CXX_FLAGS_RELEASE "${BS_COMPILER_FLAGS_COMMON} -g0 -O2")
- set(CMAKE_SHARED_LINKER_FLAGS_RELEASE -s)
- set(CMAKE_MODULE_LINKER_FLAGS_RELEASE -s)
- set(CMAKE_EXE_LINKER_FLAGS_RELEASE -s)
- else()
- # TODO_OTHER_COMPILERS_GO_HERE
- endif()
- # Output
- if(BS_64BIT)
- set(BS_OUTPUT_DIR_PREFIX x64)
- else()
- set(BS_OUTPUT_DIR_PREFIX x86)
- endif()
- set(BS_BINARY_OUTPUT_DIR ${PROJECT_SOURCE_DIR}/../bin/${BS_OUTPUT_DIR_PREFIX})
- set(BS_LIBRARY_OUTPUT_DIR ${PROJECT_SOURCE_DIR}/../lib/${BS_OUTPUT_DIR_PREFIX})
- set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${BS_BINARY_OUTPUT_DIR}/Debug)
- set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_OPTIMIZEDDEBUG ${BS_BINARY_OUTPUT_DIR}/OptimizedDebug)
- set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${BS_BINARY_OUTPUT_DIR}/Release)
- set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG ${BS_BINARY_OUTPUT_DIR}/Debug)
- set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_OPTIMIZEDDEBUG ${BS_BINARY_OUTPUT_DIR}/OptimizedDebug)
- set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${BS_BINARY_OUTPUT_DIR}/Release)
- set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${BS_LIBRARY_OUTPUT_DIR}/Debug)
- set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_OPTIMIZEDDEBUG ${BS_LIBRARY_OUTPUT_DIR}/OptimizedDebug)
- set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${BS_LIBRARY_OUTPUT_DIR}/Release)
- if(WIN32)
- set(BS_LIBRARY_EXTENSION ".lib")
- else()
- set(BS_LIBRARY_EXTENSION ".a")
- endif()
- include(CMake/FindPackageOrBuild.cmake)
- set_property(GLOBAL PROPERTY USE_FOLDERS TRUE)
- # Config file
- ## Note: Must happen before script binding generation
- ## Set names of libraries used in the config file
- if(RENDER_API_MODULE MATCHES "DirectX 11")
- set(RENDER_API_MODULE_LIB BansheeD3D11RenderAPI)
- elseif(RENDER_API_MODULE MATCHES "Vulkan")
- set(RENDER_API_MODULE_LIB BansheeVulkanRenderAPI)
- else()
- set(RENDER_API_MODULE_LIB BansheeGLRenderAPI)
- endif()
- if(AUDIO_MODULE MATCHES "FMOD")
- set(AUDIO_MODULE_LIB BansheeFMOD)
- else() # Default to OpenAudio
- set(AUDIO_MODULE_LIB BansheeOpenAudio)
- endif()
- set(RENDERER_MODULE_LIB RenderBeast)
- set(PHYSICS_MODULE_LIB BansheePhysX)
- if(BUILD_EDITOR)
- set(BS_EDITOR_BUILD 1)
- else()
- set(BS_EDITOR_BUILD 0)
- endif()
- ## Generate config files)
- configure_file("${PROJECT_SOURCE_DIR}/CMake/BsEngineConfig.h.in" "${PROJECT_SOURCE_DIR}/BansheeEngine/BsEngineConfig.h")
- configure_file("${PROJECT_SOURCE_DIR}/CMake/BsFrameworkConfig.h.in" "${PROJECT_SOURCE_DIR}/BansheeUtility/BsFrameworkConfig.h")
- # Code generation for script bindings
- include(CMake/GenerateScriptBindings.cmake)
-
- # Sub-directories
- ## Layers
- add_subdirectory(BansheeUtility)
- add_subdirectory(BansheeCore)
- add_subdirectory(BansheeEngine)
- if(BUILD_EDITOR OR MSVC)
- add_subdirectory(BansheeEditor)
- endif()
- ## Plugins
- ### If using MSVC include all plugins in the solution (which ones actually build is controlled by dependencies)
- if(INCLUDE_ALL_IN_WORKFLOW AND MSVC)
- add_subdirectory(BansheeD3D11RenderAPI)
- add_subdirectory(BansheeGLRenderAPI)
- add_subdirectory(BansheeVulkanRenderAPI)
- add_subdirectory(BansheeFMOD)
- add_subdirectory(BansheeOpenAudio)
- else() # Otherwise include only chosen ones
- if(RENDER_API_MODULE MATCHES "DirectX 11")
- add_subdirectory(BansheeD3D11RenderAPI)
- elseif(RENDER_API_MODULE MATCHES "Vulkan")
- add_subdirectory(BansheeVulkanRenderAPI)
- else()
- add_subdirectory(BansheeGLRenderAPI)
- endif()
- if(AUDIO_MODULE MATCHES "FMOD")
- add_subdirectory(BansheeFMOD)
- else() # Default to OpenAudio
- add_subdirectory(BansheeOpenAudio)
- endif()
- endif()
- add_subdirectory(RenderBeast)
- add_subdirectory(BansheePhysX)
- add_subdirectory(BansheeFBXImporter)
- add_subdirectory(BansheeFontImporter)
- add_subdirectory(BansheeFreeImgImporter)
- add_subdirectory(BansheeMono)
- add_subdirectory(BansheeSL)
- ## Script interop
- add_subdirectory(SBansheeEngine)
- if(BUILD_EDITOR OR (INCLUDE_ALL_IN_WORKFLOW AND MSVC))
- add_subdirectory(SBansheeEditor)
- endif()
- ## Executables
- add_subdirectory(Examples/ExampleGettingStarted)
- add_subdirectory(Examples/ExampleLowLevelRendering)
- add_subdirectory(Examples/ExamplePhysicallyBasedShading)
- if(BUILD_EDITOR OR (INCLUDE_ALL_IN_WORKFLOW AND MSVC))
- add_subdirectory(BansheeEditorExec)
- add_subdirectory(Game)
- endif()
- ## Local experimental projects (not part of main repository)
- add_subdirectory_optional(Experimental/PBS)
- add_subdirectory_optional(Experimental/Shadows)
- ## Managed projects
- if(MSVC)
- if(BUILD_EDITOR)
- include_external_msproject(MBansheeEngine ${PROJECT_SOURCE_DIR}/MBansheeEngine/MBansheeEngine.csproj)
- include_external_msproject(MBansheeEditor ${PROJECT_SOURCE_DIR}/MBansheeEditor/MBansheeEditor.csproj)
-
- set_target_properties(MBansheeEngine PROPERTIES
- MAP_IMPORTED_CONFIG_RELEASE OptimizedDebug
- )
- set_target_properties(MBansheeEditor PROPERTIES
- MAP_IMPORTED_CONFIG_RELEASE OptimizedDebug
- )
-
- set_property(TARGET MBansheeEngine PROPERTY FOLDER Script)
- set_property(TARGET MBansheeEditor PROPERTY FOLDER Script)
-
- add_dependencies(BansheeEditorExec MBansheeEngine MBansheeEditor)
- add_dependencies(Game MBansheeEngine)
-
- set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT BansheeEditorExec)
- endif()
- else()
- # TODO - Use Mono compiler to build the managed code as a pre-build step
- endif()
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