cmake_minimum_required(VERSION 3.13) if(POLICY CMP0079) cmake_policy(SET CMP0079 NEW) endif() if(POLICY CMP0091) cmake_policy(SET CMP0091 NEW) endif() set_property(GLOBAL PROPERTY USE_FOLDERS ON) set(CMAKE_VS_INCLUDE_INSTALL_TO_DEFAULT_BUILD ON) set(QT_VERSION 6) set(CMAKE_CXX_STANDARD 20) add_compile_options($<$:/MP>) project(NauEditor) if(NOT DEFINED ${NauEditorFolder}) set(NauEditorFolder "NauEditor") endif(NOT DEFINED ${NauEditorFolder}) # In multi-configuration IDEs, only allow Debug and Release if(CMAKE_CONFIGURATION_TYPES) set(CMAKE_CONFIGURATION_TYPES Debug Release) set(CMAKE_CONFIGURATION_TYPES "${CMAKE_CONFIGURATION_TYPES}" CACHE STRING "Build Configurations" FORCE) endif() if(NOT DEFINED NAU_ROOT_DIR) set(NAU_ROOT_DIR "$ENV{NAU_ENGINE_SOURCE_DIR}") endif() cmake_path(SET NAU_ROOT_DIR NORMALIZE "${NAU_ROOT_DIR}") set(NAU_CORE_TESTS OFF) # Shaders are assembled in samples, so we temporarily include them in the assembly. # TODO: Remove them from the assembly when shader generation is transferred to engine modules set(NAU_CORE_SAMPLES ON) set(NAU_CORE_TOOLS ON) set(CMAKE_MODULE_PATH "${NAU_ROOT_DIR}/cmake" "${CMAKE_SOURCE_DIR}/cmake/defaults" "${CMAKE_SOURCE_DIR}/cmake/macros" ) add_subdirectory("${NAU_ROOT_DIR}" "NauEngine") include(defaults/UsdPackages) include(NauCommon) include(NauModule) include(NauGenFunctions) include(platformSpec/NauPlatformSetup) include(Packages) add_subdirectory(editor) add_subdirectory(installer) add_subdirectory(translations)