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MPMSnow.pro
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MPMSnow.pro
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# This specifies the exe name
TARGET=MPMSnow
# 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+= $$PWD/src/*.cpp
# same for the .h files
HEADERS+= $$PWD/include/*.h
# and add the include dir into the search path for Qt and make
INCLUDEPATH +=./include
INCLUDEPATH +=$$(HOME)/boost_1_57_0
INCLUDEPATH +=$$(HOME)
# where our exe is going to live (root of project)
DESTDIR=./
#Forms
FORMS+=ui/MainWindow.ui
# 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 = $(first) copydata
export(first.depends)
export(copydata.commands)
# now add it as an extra target
QMAKE_EXTRA_TARGETS += first copydata
}
#openmp for multitreading
QMAKE_CXXFLAGS += -fopenmp
LIBS += -fopenmp
# use this to suppress some warning from boost
QMAKE_CXXFLAGS_WARN_ON += "-Wno-unused-parameter"
# basic compiler flags (not all appropriate for all platforms)
QMAKE_CXXFLAGS+= -msse -msse2 -msse3
macx:QMAKE_CXXFLAGS+= -arch x86_64
macx:INCLUDEPATH+=/usr/local/include/
linux-g++:QMAKE_CXXFLAGS += -march=native
linux-g++-64:QMAKE_CXXFLAGS += -march=native
unix:LIBS += -L/opt/pixar/RenderManProServer-18.0/lib -lprman
INCLUDEPATH +=/opt/pixar/RenderManProServer-18.0/include/
# define the _DEBUG flag for the graphics lib
DEFINES +=NGL_DEBUG
unix:LIBS += -L/usr/local/lib
# add the ngl lib
unix:LIBS += -L/$(HOME)/NGL/lib -l NGL
# now if we are under unix and not on a Mac (i.e. linux)
linux-*{
linux-*:QMAKE_CXXFLAGS += -march=native
DEFINES += LINUX
}
DEPENDPATH+=include
# if we are on a mac define DARWIN
macx:DEFINES += DARWIN
# this is where to look for includes
INCLUDEPATH += $$(HOME)/NGL/include/
win32: {
PRE_TARGETDEPS+=C:/NGL/lib/NGL.lib
INCLUDEPATH+=-I c:/boost
DEFINES+=GL42
DEFINES += WIN32
DEFINES+=_WIN32
DEFINES+=_USE_MATH_DEFINES
LIBS += -LC:/NGL/lib/ -lNGL
DEFINES+=NO_DLL
}