cmake_minimum_required(VERSION 3.5)
project(visualization.spectrum)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${PROJECT_SOURCE_DIR})
find_package(Kodi REQUIRED)
if(WIN32)
set(APP_RENDER_SYSTEM dx11)
add_definitions(-DDIRECTX_SPEKTRUM_EXPORTS -D_WIN32PC -D_USRDLL)
set(SHADER_FILES src/DefaultVertexShader.hlsl
src/DefaultPixelShader.hlsl)
set(SHADER_INCLUDES)
foreach( SHADER_FILE ${SHADER_FILES} )
get_filename_component( FileName ${SHADER_FILE} NAME_WE )
if(${FileName} MATCHES "(.+Vertex.+)")
set(ShaderType vs)
elseif(${FileName} MATCHES "(.+Pixel.+)")
set(ShaderType ps)
else()
message(FATAL_ERROR ${SHADER_FILE}": Unknown shader type.")
endif()
set( IncFile src/${FileName}.inc )
list( APPEND SHADER_INCLUDES ${IncFile} )
add_custom_command(
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/${IncFile}
COMMAND fxc /nologo /T${ShaderType}_4_0_level_9_1 /Vn ${FileName}Code /Fh ${IncFile} ${SHADER_FILE}
MAIN_DEPENDENCY ${SHADER_FILE}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
VERBATIM)
endforeach(SHADER_FILE)
add_custom_target(generate ALL DEPENDS ${SHADER_INCLUDES})
set(SPECTRUM_SOURCES src/directx_spectrum.cpp)
else()
find_package(glm REQUIRED)
if(APP_RENDER_SYSTEM STREQUAL "gl" OR NOT APP_RENDER_SYSTEM)
find_package(OpenGl REQUIRED)
set(DEPLIBS ${OPENGL_LIBRARIES})
set(INCLUDES ${OPENGL_INCLUDE_DIR})
add_definitions(${OPENGL_DEFINITIONS})
elseif(APP_RENDER_SYSTEM STREQUAL "gles")
find_package(OpenGLES REQUIRED)
set(DEPLIBS ${OPENGLES_LIBRARIES})
set(INCLUDES ${OPENGLES_INCLUDE_DIR})
add_definitions(${OPENGLES_DEFINITIONS})
endif()
set(SPECTRUM_SOURCES src/opengl_spectrum.cpp)
include_directories(${GLM_INCLUDE_DIR})
endif()
message(STATUS "Configured render system: ${APP_RENDER_SYSTEM}")
include_directories(${INCLUDES}
${KODI_INCLUDE_DIR}/..) # Hack way with "/..", need bigger Kodi cmake rework to match right include ways (becomes done in future)
build_addon(visualization.spectrum SPECTRUM DEPLIBS)
include(CPack)