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Copy pathCMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.1)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/modules")
# use macros
include(${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/Macros.cmake)
# determine the build type
lug_set_option(CMAKE_BUILD_TYPE Release STRING "Choose the type of build (Debug or Release)")
if(ANDROID)
populate_android_infos()
endif()
# set the path of thirdparty
lug_set_option(LUG_THIRDPARTY_DIR "${CMAKE_CURRENT_SOURCE_DIR}/../../thirdparty" STRING "Choose the path for the thirdparty directory")
# project name
project(hello)
# use config
include(${CMAKE_CURRENT_SOURCE_DIR}/../../cmake/Config.cmake)
# use sample' macros
include(${PROJECT_SOURCE_DIR}/../Macros.cmake)
set(SRC
src/Application.cpp
src/main.cpp
)
source_group("src" FILES ${SRC})
set(INC
include/Application.hpp
)
source_group("inc" FILES ${INC})
set(SHADERS
gui.frag
gui.vert
skybox.vert
skybox.frag
filtercube.vert
irradiance.frag
prefiltered.frag
genbrdflut.vert
genbrdflut.frag
fullscreen-quad.vert
hdr.frag
blur.frag
blur-blend.frag
)
set(LUG_RESOURCES
models/DamagedHelmet/DamagedHelmet.bin
models/DamagedHelmet/DamagedHelmet.gltf
models/DamagedHelmet/textures/Default_AO.jpg
models/DamagedHelmet/textures/Default_albedo.jpg
models/DamagedHelmet/textures/Default_metallic_roughness.jpg
models/DamagedHelmet/textures/Default_emissive.jpg
models/DamagedHelmet/textures/Default_normal.jpg
textures/Road_to_MonumentValley/Background.jpg
textures/Road_to_MonumentValley/Environnement.hdr
shaders/forward/shader.frag
shaders/forward/shader.vert
)
include_directories(include)
lug_add_sample(hello
SOURCES ${SRC} ${INC}
DEPENDS core graphics system window math
SHADERS ${SHADERS}
LUG_RESOURCES ${LUG_RESOURCES}
)