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FrustumCull.pro
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FrustumCull.pro
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# This specifies the exe name
TARGET=FrustumCull
# where to put the .o files
OBJECTS_DIR=obj
# core Qt Libs to use add more here if needed.
QT+=gui opengl core
# as I want to support 4.8 and 5 this will set a flag for some of the mac stuff
# mainly in the types.h file for the setMacVisual which is native in Qt5
isEqual(QT_MAJOR_VERSION, 5) {
cache()
DEFINES +=QT5BUILD
}
# where to put moc auto generated files
MOC_DIR=moc
# on a mac we don't create a .app bundle file ( for ease of multiplatform use)
CONFIG-=app_bundle
# Auto include all .cpp files in the project src directory (can specifiy individually if required)
SOURCES+= $$PWD/src/main.cpp \
$$PWD/src/NGLScene.cpp
# same for the .h files
HEADERS+= $$PWD/include/NGLScene.h \
$$PWD/include/WindowParams.h
# and add the include dir into the search path for Qt and make
INCLUDEPATH +=./include
# where our exe is going to live (root of project)
DESTDIR=./
# add the glsl shader files
OTHER_FILES+= shaders/*.glsl \
README.md
# were are going to default to a console app
CONFIG += console
# note each command you add needs a ; as it will be run as a single line
# first check if we are shadow building or not easiest way is to check out against current
!equals(PWD, $${OUT_PWD}){
copydata.commands = echo "creating destination dirs" ;
# now make a dir
copydata.commands += mkdir -p $$OUT_PWD/shaders ;
copydata.commands += echo "copying files" ;
# then copy the files
copydata.commands += $(COPY_DIR) $$PWD/shaders/* $$OUT_PWD/shaders/ ;
# now make sure the first target is built before copy
first.depends = $(first) copydata
export(first.depends)
export(copydata.commands)
# now add it as an extra target
QMAKE_EXTRA_TARGETS += first copydata
}
NGLPATH=$$(NGLDIR)
isEmpty(NGLPATH){ # note brace must be here
message("including $HOME/NGL")
include($(HOME)/NGL/UseNGL.pri)
}
else{ # note brace must be here
message("Using custom NGL location")
include($(NGLDIR)/UseNGL.pri)
}