CMakeLists.txt 13 KB

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  1. cmake_minimum_required (VERSION 3.7.2)
  2. project (Banshee)
  3. # Version
  4. set (BS_VERSION_MAJOR 0)
  5. set (BS_VERSION_MINOR 4)
  6. # Configuration types
  7. if(CMAKE_CONFIGURATION_TYPES) # Multiconfig generator?
  8. set(CMAKE_CONFIGURATION_TYPES "Debug;OptimizedDebug;Release;" CACHE INTERNAL "")
  9. else()
  10. if(NOT CMAKE_BUILD_TYPE)
  11. message("Defaulting to release build.")
  12. set(CMAKE_BUILD_TYPE Release CACHE INTERNAL "")
  13. endif()
  14. set_property(CACHE CMAKE_BUILD_TYPE PROPERTY HELPSTRING "Choose the type of build")
  15. # Set the valid options for cmake-gui drop-down list
  16. set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS Debug OptimizedDebug Release)
  17. endif()
  18. if(${CMAKE_SIZEOF_VOID_P} EQUAL 8)
  19. set(BS_64BIT true)
  20. endif()
  21. # Options
  22. set(AUDIO_MODULE "OpenAudio" CACHE STRING "Audio backend to use.")
  23. set_property(CACHE AUDIO_MODULE PROPERTY STRINGS OpenAudio FMOD)
  24. set(PHYSICS_MODULE "PhysX" CACHE STRING "Physics backend to use.")
  25. set_property(CACHE PHYSICS_MODULE PROPERTY STRINGS PhysX)
  26. set(INPUT_MODULE "OIS" CACHE STRING "Input backend to use.")
  27. set_property(CACHE INPUT_MODULE PROPERTY STRINGS OIS)
  28. if(WIN32)
  29. set(RENDER_API_MODULE "DirectX 11" CACHE STRING "Render API to use.")
  30. set_property(CACHE RENDER_API_MODULE PROPERTY STRINGS "DirectX 11" "OpenGL" "Vulkan")
  31. else()
  32. set(RENDER_API_MODULE "OpenGL" CACHE STRING "Render API to use.")
  33. set_property(CACHE RENDER_API_MODULE PROPERTY STRINGS "OpenGL" "Vulkan")
  34. endif()
  35. set(RENDERER_MODULE "RenderBeast" CACHE STRING "Renderer backend to use.")
  36. set_property(CACHE RENDERER_MODULE PROPERTY STRINGS RenderBeast)
  37. 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.")
  38. set_property(CACHE BUILD_SCOPE PROPERTY STRINGS "Runtime" "Framework")
  39. 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.")
  40. 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.")
  41. if(BUILD_SCOPE MATCHES "Runtime")
  42. set(BUILD_EDITOR ON)
  43. else()
  44. set(BUILD_EDITOR OFF)
  45. endif()
  46. mark_as_advanced(CMAKE_INSTALL_PREFIX)
  47. # External code
  48. set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/CMake/Modules/")
  49. # Global compile & linker flags
  50. ## Compiler-agnostic settings
  51. ### Target at least C++14
  52. set(CMAKE_CXX_STANDARD 14)
  53. ## Compiler-specific settings
  54. if(MSVC)
  55. # Linker
  56. set(BS_LINKER_FLAGS_COMMON "/DYNAMICBASE /NOLOGO")
  57. set(BS_LINKER_FLAGS_DEBUG "${BS_LINKER_FLAGS_COMMON} /DEBUG")
  58. set(BS_LINKER_FLAGS_OPTIMIZEDDEBUG "${BS_LINKER_FLAGS_COMMON} /LTCG:incremental /INCREMENTAL:NO /OPT:REF /DEBUG")
  59. set(BS_LINKER_FLAGS_RELEASE "${BS_LINKER_FLAGS_COMMON} /LTCG /INCREMENTAL:NO /OPT:REF")
  60. if(BS_64BIT)
  61. set(BS_LINKER_FLAGS_OPTIMIZEDDEBUG "${BS_LINKER_FLAGS_OPTIMIZEDDEBUG} /OPT:ICF")
  62. set(BS_LINKER_FLAGS_RELEASE "${BS_LINKER_FLAGS_RELEASE} /OPT:ICF")
  63. endif()
  64. set(CMAKE_SHARED_LINKER_FLAGS_DEBUG "/DLL ${BS_LINKER_FLAGS_DEBUG}")
  65. set(CMAKE_MODULE_LINKER_FLAGS_DEBUG "/DLL ${BS_LINKER_FLAGS_DEBUG}")
  66. set(CMAKE_EXE_LINKER_FLAGS_DEBUG ${BS_LINKER_FLAGS_DEBUG})
  67. set(CMAKE_SHARED_LINKER_FLAGS_OPTIMIZEDDEBUG "/DLL ${BS_LINKER_FLAGS_OPTIMIZEDDEBUG}")
  68. set(CMAKE_MODULE_LINKER_FLAGS_OPTIMIZEDDEBUG "/DLL ${BS_LINKER_FLAGS_OPTIMIZEDDEBUG}")
  69. set(CMAKE_EXE_LINKER_FLAGS_OPTIMIZEDDEBUG ${BS_LINKER_FLAGS_OPTIMIZEDDEBUG})
  70. set(CMAKE_SHARED_LINKER_FLAGS_RELEASE "/DLL ${BS_LINKER_FLAGS_RELEASE}")
  71. set(CMAKE_MODULE_LINKER_FLAGS_RELEASE "/DLL ${BS_LINKER_FLAGS_RELEASE}")
  72. set(CMAKE_EXE_LINKER_FLAGS_RELEASE ${BS_LINKER_FLAGS_RELEASE})
  73. # Compiler
  74. set(BS_COMPILER_FLAGS_COMMON "/GS- /W3 /GR- /WX- /nologo /bigobj /wd\"4577\"")
  75. set(CMAKE_CXX_FLAGS "/DWIN32 /D_WINDOWS")
  76. set(CMAKE_CXX_FLAGS_DEBUG "${BS_COMPILER_FLAGS_COMMON} /Gm /Od /RTC1 /MDd")
  77. if(BS_64BIT) # Debug edit and continue for 64-bit
  78. set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /ZI")
  79. else() # Normal debug for 32-bit
  80. set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /Zi")
  81. endif()
  82. set(CMAKE_CXX_FLAGS_OPTIMIZEDDEBUG "${BS_COMPILER_FLAGS_COMMON} /GL /Gy /Zi /Gm /O2 /Oi /MD")
  83. set(CMAKE_CXX_FLAGS_RELEASE "${BS_COMPILER_FLAGS_COMMON} /GL /Gy /O2 /Oi /MD")
  84. # Global defines
  85. add_definitions(-D_HAS_EXCEPTIONS=0)
  86. elseif(CMAKE_CXX_COMPILER_ID MATCHES "Clang")
  87. # Note: Optionally add -ffunction-sections, -fdata-sections, but with linker option --gc-sections
  88. # TODO: Use link-time optimization -flto. Might require non-default linker.
  89. set(BS_COMPILER_FLAGS_COMMON "-fpic -fno-exceptions -fno-strict-aliasing -fno-rtti -fno-ms-compatibility -fms-extensions")
  90. set(CMAKE_CXX_FLAGS_DEBUG "${BS_COMPILER_FLAGS_COMMON} -g -O0")
  91. set(CMAKE_CXX_FLAGS_OPTIMIZEDDEBUG "${BS_COMPILER_FLAGS_COMMON} -gline-tables-only -O2")
  92. set(CMAKE_CXX_FLAGS_RELEASE "${BS_COMPILER_FLAGS_COMMON} -g0 -O2")
  93. elseif("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
  94. # TODO: Use link-time optimization -flto. Might require non-default linker.
  95. set(BS_COMPILER_FLAGS_COMMON "-fpic -fno-exceptions -fno-strict-aliasing -fno-rtti")
  96. set(CMAKE_CXX_FLAGS_DEBUG "${BS_COMPILER_FLAGS_COMMON} -g -O0")
  97. set(CMAKE_CXX_FLAGS_OPTIMIZEDDEBUG "${BS_COMPILER_FLAGS_COMMON} -gline-tables-only -O2")
  98. set(CMAKE_CXX_FLAGS_RELEASE "${BS_COMPILER_FLAGS_COMMON} -g0 -O2")
  99. else()
  100. # TODO_OTHER_COMPILERS_GO_HERE
  101. endif()
  102. # Output
  103. if(BS_64BIT)
  104. set(BS_OUTPUT_DIR_PREFIX x64)
  105. else()
  106. set(BS_OUTPUT_DIR_PREFIX x86)
  107. endif()
  108. set(BS_BINARY_OUTPUT_DIR ${PROJECT_SOURCE_DIR}/../bin/${BS_OUTPUT_DIR_PREFIX})
  109. set(BS_LIBRARY_OUTPUT_DIR ${PROJECT_SOURCE_DIR}/../lib/${BS_OUTPUT_DIR_PREFIX})
  110. set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${BS_BINARY_OUTPUT_DIR}/Debug)
  111. set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_OPTIMIZEDDEBUG ${BS_BINARY_OUTPUT_DIR}/OptimizedDebug)
  112. set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${BS_BINARY_OUTPUT_DIR}/Release)
  113. set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG ${BS_BINARY_OUTPUT_DIR}/Debug)
  114. set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_OPTIMIZEDDEBUG ${BS_BINARY_OUTPUT_DIR}/OptimizedDebug)
  115. set(CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE ${BS_BINARY_OUTPUT_DIR}/Release)
  116. set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${BS_LIBRARY_OUTPUT_DIR}/Debug)
  117. set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_OPTIMIZEDDEBUG ${BS_LIBRARY_OUTPUT_DIR}/OptimizedDebug)
  118. set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${BS_LIBRARY_OUTPUT_DIR}/Release)
  119. if(WIN32)
  120. set(BS_LIBRARY_EXTENSION ".lib")
  121. else()
  122. set(BS_LIBRARY_EXTENSION ".a")
  123. endif()
  124. function(add_library_per_config target_name lib_name release_name debug_name)
  125. add_library(${lib_name} STATIC IMPORTED)
  126. set_target_properties(${lib_name} PROPERTIES IMPORTED_LOCATION_DEBUG ${PROJECT_SOURCE_DIR}/../Dependencies/${lib_name}/lib/${BS_OUTPUT_DIR_PREFIX}/${debug_name}${BS_LIBRARY_EXTENSION})
  127. set_target_properties(${lib_name} PROPERTIES IMPORTED_LOCATION_OPTIMIZEDDEBUG ${PROJECT_SOURCE_DIR}/../Dependencies/${lib_name}/lib/${BS_OUTPUT_DIR_PREFIX}/${release_name}${BS_LIBRARY_EXTENSION})
  128. set_target_properties(${lib_name} PROPERTIES IMPORTED_LOCATION_RELEASE ${PROJECT_SOURCE_DIR}/../Dependencies/${lib_name}/lib/${BS_OUTPUT_DIR_PREFIX}/${release_name}${BS_LIBRARY_EXTENSION})
  129. target_link_libraries(${target_name} PRIVATE ${lib_name})
  130. endfunction()
  131. function(add_library_per_config_multi target_name lib_name file_name release_name debug_name)
  132. add_library(${lib_name} STATIC IMPORTED)
  133. set_target_properties(${lib_name} PROPERTIES IMPORTED_LOCATION_DEBUG ${PROJECT_SOURCE_DIR}/../Dependencies/${file_name}/lib/${BS_OUTPUT_DIR_PREFIX}/${debug_name}${BS_LIBRARY_EXTENSION})
  134. set_target_properties(${lib_name} PROPERTIES IMPORTED_LOCATION_OPTIMIZEDDEBUG ${PROJECT_SOURCE_DIR}/../Dependencies/${file_name}/lib/${BS_OUTPUT_DIR_PREFIX}/${release_name}${BS_LIBRARY_EXTENSION})
  135. set_target_properties(${lib_name} PROPERTIES IMPORTED_LOCATION_RELEASE ${PROJECT_SOURCE_DIR}/../Dependencies/${file_name}/lib/${BS_OUTPUT_DIR_PREFIX}/${release_name}${BS_LIBRARY_EXTENSION})
  136. target_link_libraries(${target_name} PRIVATE ${lib_name})
  137. endfunction()
  138. function(add_engine_dependencies target_name)
  139. if(RENDER_API_MODULE MATCHES "DirectX 11")
  140. add_dependencies(${target_name} BansheeD3D11RenderAPI)
  141. elseif(RENDER_API_MODULE MATCHES "Vulkan")
  142. add_dependencies(${target_name} BansheeVulkanRenderAPI)
  143. else()
  144. add_dependencies(${target_name} BansheeGLRenderAPI)
  145. endif()
  146. if(AUDIO_MODULE MATCHES "FMOD")
  147. add_dependencies(${target_name} BansheeFMOD)
  148. else() # Default to OpenAudio
  149. add_dependencies(${target_name} BansheeOpenAudio)
  150. endif()
  151. add_dependencies(${target_name} BansheeMono BansheeSL BansheeOISInput BansheePhysX RenderBeast SBansheeEngine)
  152. endfunction()
  153. function(add_subdirectory_optional subdir_name)
  154. get_filename_component(fullPath ${subdir_name} ABSOLUTE)
  155. if(EXISTS ${fullPath}/CMakeLists.txt)
  156. add_subdirectory(${subdir_name})
  157. endif()
  158. endfunction()
  159. include(CMake/FindPackageOrBuild.cmake)
  160. set_property(GLOBAL PROPERTY USE_FOLDERS TRUE)
  161. # Config file
  162. ## Note: Must happen before script binding generation
  163. ## Set names of libraries used in the config file
  164. if(RENDER_API_MODULE MATCHES "DirectX 11")
  165. set(RENDER_API_MODULE_LIB BansheeD3D11RenderAPI)
  166. elseif(RENDER_API_MODULE MATCHES "Vulkan")
  167. set(RENDER_API_MODULE_LIB BansheeVulkanRenderAPI)
  168. else()
  169. set(RENDER_API_MODULE_LIB BansheeGLRenderAPI)
  170. endif()
  171. if(AUDIO_MODULE MATCHES "FMOD")
  172. set(AUDIO_MODULE_LIB BansheeFMOD)
  173. else() # Default to OpenAudio
  174. set(AUDIO_MODULE_LIB BansheeOpenAudio)
  175. endif()
  176. set(RENDERER_MODULE_LIB RenderBeast)
  177. set(INPUT_MODULE_LIB BansheeOISInput)
  178. set(PHYSICS_MODULE_LIB BansheePhysX)
  179. if(BUILD_EDITOR)
  180. set(BS_EDITOR_BUILD 1)
  181. else()
  182. set(BS_EDITOR_BUILD 0)
  183. endif()
  184. ## Generate config files)
  185. configure_file("${PROJECT_SOURCE_DIR}/CMake/BsEngineConfig.h.in" "${PROJECT_SOURCE_DIR}/BansheeEngine/Include/BsEngineConfig.h")
  186. configure_file("${PROJECT_SOURCE_DIR}/CMake/BsFrameworkConfig.h.in" "${PROJECT_SOURCE_DIR}/BansheeUtility/Include/BsFrameworkConfig.h")
  187. # Code generation for script bindings
  188. include(CMake/GenerateScriptBindings.cmake)
  189. # Sub-directories
  190. ## Layers
  191. add_subdirectory(BansheeUtility)
  192. add_subdirectory(BansheeCore)
  193. add_subdirectory(BansheeEngine)
  194. if(BUILD_EDITOR OR MSVC)
  195. add_subdirectory(BansheeEditor)
  196. endif()
  197. ## Plugins
  198. ### If using MSVC include all plugins in the solution (which ones actually build is controlled by dependencies)
  199. if(INCLUDE_ALL_IN_WORKFLOW AND MSVC)
  200. add_subdirectory(BansheeD3D11RenderAPI)
  201. add_subdirectory(BansheeGLRenderAPI)
  202. add_subdirectory(BansheeVulkanRenderAPI)
  203. add_subdirectory(BansheeFMOD)
  204. add_subdirectory(BansheeOpenAudio)
  205. else() # Otherwise include only chosen ones
  206. if(RENDER_API_MODULE MATCHES "DirectX 11")
  207. add_subdirectory(BansheeD3D11RenderAPI)
  208. elseif(RENDER_API_MODULE MATCHES "Vulkan")
  209. add_subdirectory(BansheeVulkanRenderAPI)
  210. else()
  211. add_subdirectory(BansheeGLRenderAPI)
  212. endif()
  213. if(AUDIO_MODULE MATCHES "FMOD")
  214. add_subdirectory(BansheeFMOD)
  215. else() # Default to OpenAudio
  216. add_subdirectory(BansheeOpenAudio)
  217. endif()
  218. endif()
  219. add_subdirectory(RenderBeast)
  220. add_subdirectory(BansheeOISInput)
  221. add_subdirectory(BansheePhysX)
  222. add_subdirectory(BansheeFBXImporter)
  223. add_subdirectory(BansheeFontImporter)
  224. add_subdirectory(BansheeFreeImgImporter)
  225. add_subdirectory(BansheeMono)
  226. add_subdirectory(BansheeSL)
  227. ## Script interop
  228. add_subdirectory(SBansheeEngine)
  229. if(BUILD_EDITOR OR (INCLUDE_ALL_IN_WORKFLOW AND MSVC))
  230. add_subdirectory(SBansheeEditor)
  231. endif()
  232. ## Executables
  233. add_subdirectory(Examples/ExampleGettingStarted)
  234. add_subdirectory(Examples/ExampleLowLevelRendering)
  235. add_subdirectory(Examples/ExamplePhysicallyBasedShading)
  236. if(BUILD_EDITOR OR (INCLUDE_ALL_IN_WORKFLOW AND MSVC))
  237. add_subdirectory(BansheeEditorExec)
  238. add_subdirectory(Game)
  239. endif()
  240. ## Local experimental projects (not part of main repository)
  241. add_subdirectory_optional(Experimental/PBS)
  242. ## Managed projects
  243. if(MSVC)
  244. if(BUILD_EDITOR)
  245. include_external_msproject(MBansheeEngine ${PROJECT_SOURCE_DIR}/MBansheeEngine/MBansheeEngine.csproj)
  246. include_external_msproject(MBansheeEditor ${PROJECT_SOURCE_DIR}/MBansheeEditor/MBansheeEditor.csproj)
  247. set_property(TARGET MBansheeEngine PROPERTY FOLDER Script)
  248. set_property(TARGET MBansheeEditor PROPERTY FOLDER Script)
  249. add_dependencies(BansheeEditorExec MBansheeEngine MBansheeEditor)
  250. add_dependencies(Game MBansheeEngine)
  251. set_property(DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR} PROPERTY VS_STARTUP_PROJECT BansheeEditorExec)
  252. endif()
  253. else()
  254. # TODO - Use Mono compiler to build the managed code as a pre-build step
  255. endif()