# # osgEarth Procedural NodeKit # if(OSGEARTH_BUILD_SHARED_LIBS) add_definitions(-DOSGEARTHPROCEDURAL_LIBRARY) endif() SET(LIB_NAME osgEarthProcedural) set(OSGEARTH_HAVE_PROCEDURAL_NODEKIT ON PARENT_SCOPE) # for BuildConfig # temporary... for devel only... if(CLIPPER2_FOUND) set(CLIPPER2_INCLUDE_DIR "H:/devel/clipper2/install/include") if (EXISTS ${CLIPPER2_INCLUDE_DIR}) include_directories(${CLIPPER2_INCLUDE_DIR}) SET(CLIPPER2_LIB "H:/devel/clipper2/install/lib/clipper2.lib") set(OSGEARTH_HAVE_CLIPPER2) add_definitions(-DOSGEARTH_HAVE_CLIPPER2) endif() endif() # shaders: set(TARGET_GLSL Procedural.Vegetation.glsl Procedural.TextureSplatting.glsl Procedural.FeatureSplatting.glsl) set(SHADERS_CPP "${CMAKE_CURRENT_BINARY_DIR}/AutoGenShaders.cpp") configure_shaders( ProceduralShaders.cpp.in ${SHADERS_CPP} ${TARGET_GLSL} ) set(TARGET_IN ProceduralShaders.cpp.in) # sources: set(TARGET_SRC Biome.cpp BiomeLayer.cpp BiomeManager.cpp BridgeLayer.cpp RoadNetwork.cpp RoadSurfaceLayer.cpp TextureSplattingLayer.cpp TextureSplattingMaterials.cpp LifeMapLayer.cpp NodeGraph.cpp ProceduralTiledModelLayer.cpp VegetationFeatureGenerator.cpp VegetationLayer.cpp RoadLayer.cpp FeatureSplattingLayer.cpp ${SHADERS_CPP} ) # headers: set(TARGET_H Biome BiomeLayer BiomeManager BridgeLayer Export NodeGraph RoadNetwork RoadSurfaceLayer ProceduralShaders ProceduralTiledModelLayer TextureSplattingLayer TextureSplattingMaterials LifeMapLayer VegetationFeatureGenerator VegetationLayer RoadLayer FeatureSplattingLayer) add_osgearth_library( TARGET ${LIB_NAME} SOURCES ${TARGET_SRC} PUBLIC_HEADERS ${TARGET_H} SHADERS ${TARGET_GLSL} TEMPLATES ${TARGET_IN} FOLDER "NodeKits") if(CLIPPER2_FOUND) target_link_libraries(${LIB_NAME} PRIVATE ${CLIPPER2_LIB}) endif()