1. add *.vs *.fs *.gs into xcode project as source file

2. create symbolic link for *.vs *.fs *.gs: changes made in Xcode project for shader will come into effect while running the project
This commit is contained in:
Chen Shuquan
2018-03-03 00:36:19 +08:00
parent b1ff9b1908
commit 1e2bf7104c

View File

@@ -175,23 +175,32 @@ set(LIBS ${LIBS} STB_IMAGE)
add_library(GLAD "src/glad.c")
set(LIBS ${LIBS} GLAD)
macro(makeLink src dest target)
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E create_symlink ${src} ${dest} DEPENDS ${dest} COMMENT "mklink ${src} -> ${dest}")
endmacro()
# then create a project file per tutorial
foreach(CHAPTER ${CHAPTERS})
foreach(DEMO ${${CHAPTER}})
file(GLOB SOURCE
"src/${CHAPTER}/${DEMO}/*.h"
"src/${CHAPTER}/${DEMO}/*.cpp"
"src/${CHAPTER}/${DEMO}/*.vs"
"src/${CHAPTER}/${DEMO}/*.fs"
"src/${CHAPTER}/${DEMO}/*.gs"
)
set(NAME "${CHAPTER}__${DEMO}")
add_executable(${NAME} ${SOURCE})
target_link_libraries(${NAME} ${LIBS})
if(WIN32)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
elseif(UNIX)
if(WIN32)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
elseif(UNIX AND NOT APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER}")
elseif(APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER}")
endif(WIN32)
endif(WIN32)
# copy shader files to build directory
file(GLOB SHADERS
"src/${CHAPTER}/${DEMO}/*.vs"
@@ -200,18 +209,21 @@ foreach(CHAPTER ${CHAPTERS})
"src/${CHAPTER}/${DEMO}/*.gs"
)
foreach(SHADER ${SHADERS})
if(WIN32)
# configure_file(${SHADER} "test")
add_custom_command(TARGET ${NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${SHADER} $<TARGET_FILE_DIR:${NAME}>)
elseif(UNIX)
file(COPY ${SHADER} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER})
endif(WIN32)
if(WIN32)
# configure_file(${SHADER} "test")
add_custom_command(TARGET ${NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${SHADER} $<TARGET_FILE_DIR:${NAME}>)
elseif(UNIX AND NOT APPLE)
file(COPY ${SHADER} DESTINATION ${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER})
elseif(APPLE)
# create symbolic link for *.vs *.fs *.gs
get_filename_component(SHADERNAME ${SHADER} NAME)
makeLink(${SHADER} ${CMAKE_CURRENT_BINARY_DIR}/bin/${CHAPTER}/${SHADERNAME} ${NAME})
endif(WIN32)
endforeach(SHADER)
# if compiling for visual studio, also use configure file for each project (specifically to set up working directory)
if(MSVC)
configure_file(${CMAKE_SOURCE_DIR}/configuration/visualstudio.vcxproj.user.in ${CMAKE_CURRENT_BINARY_DIR}/${NAME}.vcxproj.user @ONLY)
endif(MSVC)
# if compiling for visual studio, also use configure file for each project (specifically to set up working directory)
if(MSVC)
configure_file(${CMAKE_SOURCE_DIR}/configuration/visualstudio.vcxproj.user.in ${CMAKE_CURRENT_BINARY_DIR}/${NAME}.vcxproj.user @ONLY)
endif(MSVC)
endforeach(DEMO)
endforeach(CHAPTER)