# set a name for the executable (Expecting the name of the program to be the same as folder the code is in) set(executable_name basicFreeGLUT) # add the executable (also tell it all the src files) add_executable(${executable_name} res/icon/programIcon.rc # for in windows add a icon to the exe file and for freeglut on windows to add a icon to window GLM.cpp GLM.h # The Modified GLM lib main.cpp # main (start of our executable) Cube.cpp Cube.h) # any other files (code files and not shaders) for our project if (UNIX AND NOT APPLE) # Linux target_link_libraries(${executable_name} ${IL_LIBRARIES} -lglut -lGL -lGLEW -lGLU) message(NOTICE "Change the Working Directory for ${executable_name} to ${CMAKE_SOURCE_DIR}/${executable_name}") elseif (MSVC) # Windows using microsoft visual code target_link_libraries(${executable_name} ${IL_LIBRARIES} glew32 -lOpenGL32 -lfreeGLUT) # using when converting the project from cmake to microsoft visual code project set_target_properties(${executable_name} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/${executable_name}") # Because microsoft visual code can't change working directory when using cmake these lines copy the files to the build directory so it like it in working directory file(COPY shader.frag DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) file(COPY shader.vert DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) file(COPY bunny.obj DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) file(COPY bunny.obj.mtl DESTINATION ${CMAKE_CURRENT_BINARY_DIR}) # Let the user know where the working directory for the program goes message(STATUS "${executable_name} Working Directory at ${CMAKE_SOURCE_DIR}/${executable_name}") else() # Windows target_link_libraries(${executable_name} ${IL_LIBRARIES} glm glew32 -lOpenGL32 -lfreeGLUT) message(NOTICE "Change the Working Directory for ${executable_name} to ${CMAKE_SOURCE_DIR}/${executable_name}") endif() # NOTE I do not have a mac to tests with # external include folders target_include_directories(${executable_name} PRIVATE ${IL_INCLUDE_DIR})