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128 lines
4.4 KiB
128 lines
4.4 KiB
10 years ago
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cmake_minimum_required(VERSION 3.0)
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project(VSWinStorePhone)
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if(MSVC_VERSION GREATER 1700)
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set(COMPILER_VERSION "12")
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elseif(MSVC_VERSION GREATER 1600)
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set(COMPILER_VERSION "11")
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endif()
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set (APP_MANIFEST_NAME Package.appxmanifest)
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if("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsPhone")
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set(PLATFORM WP)
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add_definitions("-DPHONE")
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if("${CMAKE_SYSTEM_VERSION}" STREQUAL "8.0")
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set(APP_MANIFEST_NAME WMAppManifest.xml)
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set(WINDOWS_PHONE8 1)
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endif()
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elseif("${CMAKE_SYSTEM_NAME}" STREQUAL "WindowsStore")
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set(PLATFORM STORE)
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else()
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set(PLATFORM DESKTOP)
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message(FATAL_ERROR "This app supports Store / Phone only. Please edit the target platform.")
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endif()
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set_property(GLOBAL PROPERTY USE_FOLDERS ON)
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set(EXE_NAME Direct3DApp1)
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set(SHORT_NAME ${EXE_NAME})
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set(PACKAGE_GUID "6514377e-dfd4-4cdb-80df-4e0366346efc")
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if (NOT "${PLATFORM}" STREQUAL "DESKTOP")
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configure_file(
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cmake/Package_vc${COMPILER_VERSION}.${PLATFORM}.appxmanifest.in
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${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
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@ONLY)
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endif()
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set(SOURCE_FILES
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Direct3DApp1/CubeRenderer.cpp
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Direct3DApp1/Direct3DApp1.cpp
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Direct3DApp1/Direct3DBase.cpp
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Direct3DApp1/pch.cpp
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)
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set(HEADER_FILES
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Direct3DApp1/BasicTimer.h
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Direct3DApp1/CubeRenderer.h
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Direct3DApp1/Direct3DApp1.h
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Direct3DApp1/Direct3DBase.h
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Direct3DApp1/DirectXHelper.h
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Direct3DApp1/pch.h
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)
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set(PIXELSHADER_FILES
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Direct3DApp1/SimplePixelShader.hlsl
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)
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set(VERTEXSHADER_FILES
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Direct3DApp1/SimpleVertexShader.hlsl
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)
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set(CONTENT_FILES ${PIXELSHADER_FILES} ${VERTEXSHADER_FILES})
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if (WINDOWS_PHONE8)
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set(CONTENT_FILES ${CONTENT_FILES}
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${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
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Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
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Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
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Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
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Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
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Direct3DApp1/Assets/Tiles/IconicTileSmall.png
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Direct3DApp1/Assets/ApplicationIcon.png
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)
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# Windows Phone 8.0 needs to copy all the images.
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# It doesn't know to use relative paths.
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file(COPY
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Direct3DApp1/Assets/Tiles/FlipCycleTileLarge.png
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Direct3DApp1/Assets/Tiles/FlipCycleTileMedium.png
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Direct3DApp1/Assets/Tiles/FlipCycleTileSmall.png
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Direct3DApp1/Assets/Tiles/IconicTileMediumLarge.png
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Direct3DApp1/Assets/Tiles/IconicTileSmall.png
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Direct3DApp1/Assets/ApplicationIcon.png
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DESTINATION ${CMAKE_CURRENT_BINARY_DIR}
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)
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elseif (NOT "${PLATFORM}" STREQUAL "DESKTOP")
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set(CONTENT_FILES ${CONTENT_FILES}
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${CMAKE_CURRENT_BINARY_DIR}/${APP_MANIFEST_NAME}
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)
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set(ASSET_FILES ${ASSET_FILES}
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Direct3DApp1/Assets/Logo.png
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Direct3DApp1/Assets/SmallLogo.png
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Direct3DApp1/Assets/SplashScreen.png
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Direct3DApp1/Assets/StoreLogo.png
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)
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endif()
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set(RESOURCE_FILES
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${CONTENT_FILES} ${DEBUG_CONTENT_FILES} ${RELEASE_CONTENT_FILES} ${ASSET_FILES}
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Direct3DApp1/Direct3DApp1_TemporaryKey.pfx)
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set_property(SOURCE ${CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
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set_property(SOURCE ${ASSET_FILES} PROPERTY VS_DEPLOYMENT_CONTENT 1)
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set_property(SOURCE ${ASSET_FILES} PROPERTY VS_DEPLOYMENT_LOCATION "Assets")
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set_property(SOURCE ${DEBUG_CONTENT_FILES} PROPERTY VS_DEPLOYMENT_CONTENT $<CONFIG:Debug>)
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set_property(SOURCE ${RELEASE_CONTENT_FILES} PROPERTY
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VS_DEPLOYMENT_CONTENT $<OR:$<CONFIG:Release>,$<CONFIG:RelWithDebInfo>,$<CONFIG:MinSizeRel>>)
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set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_TYPE Pixel)
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set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainPS)
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set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
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set_property(SOURCE ${PIXELSHADER_FILES} PROPERTY VS_SHADER_FLAGS "/DFLAGS_ADDED /Fh \"$(OutDir)%(Filename).h\"")
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set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_TYPE Vertex)
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set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_ENTRYPOINT mainVS)
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set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_MODEL 4.0_level_9_3)
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set_property(SOURCE ${VERTEXSHADER_FILES} PROPERTY VS_SHADER_FLAGS "/DFLAGS_ADDED /Fh \"$(OutDir)%(Filename).h\"")
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source_group("Source Files" FILES ${SOURCE_FILES})
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source_group("Header Files" FILES ${HEADER_FILES})
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source_group("Resource Files" FILES ${RESOURCE_FILES})
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add_executable(${EXE_NAME} WIN32 ${SOURCE_FILES} ${HEADER_FILES} ${RESOURCE_FILES})
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set_property(TARGET ${EXE_NAME} PROPERTY VS_WINRT_COMPONENT TRUE)
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target_link_libraries(${EXE_NAME} d3d11)
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