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xmake.lua
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add_rules("mode.release", "mode.debug")
--------------------------------------------------
-- For defining packages like these, check out these docs:
-- https://xmake.io/#/package/remote_package?id=package-description
package("reactphysics3d")
set_homepage("http://www.reactphysics3d.com/")
set_description("Open source C++ physics engine library in 3D")
add_urls("https://github.com/DanielChappuis/reactphysics3d/releases/download/v$(version)/reactphysics3d-$(version).tar.gz")
add_deps("cmake")
on_install("linux", "windows", "android", function (package)
import("package.tools.cmake").install(package, {"-DCMAKE_POSITION_INDEPENDENT_CODE=ON"})
end)
package_end()
--------------------------------------------------
package("openxr_loader")
set_homepage("https://github.com/KhronosGroup/OpenXR-SDK")
set_description("Generated headers and sources for OpenXR loader.")
add_urls("https://github.com/KhronosGroup/OpenXR-SDK/archive/release-$(version).tar.gz")
add_deps("cmake")
if is_plat("linux") then
add_syslinks("stdc++fs", "jsoncpp")
end
on_install("linux", "windows", "android", function (package)
import("package.tools.cmake").install(package, {"-DDYNAMIC_LOADER=OFF"})
end)
package_end()
--------------------------------------------------
-- On Android, we have a precompiled binary provided by Oculus
if not is_plat("wasm") then
add_requires("openxr_loader 1.0.22", {verify = false, configs = {vs_runtime="MD", shared=false}})
add_requires("reactphysics3d 0.9.0", {verify = false, configs = {vs_runtime="MD", shared=false}})
end
option("uwp")
set_default(false)
set_showmenu("true")
set_description("Build for UWP")
set_values(true, false)
add_defines("WINDOWS_UWP", "WINAPI_FAMILY=WINAPI_FAMILY_APP")
option("oculus-openxr")
set_default(true)
set_showmenu("true")
set_description("Use Oculus's OpenXR loader binary.")
set_values(true, false)
option("linux-graphics-backend")
set_default("GLX")
set_showmenu("true")
set_description("Graphics backend on Linux")
set_values("GLX", "EGL")
target("StereoKitC")
add_options("uwp")
add_options("linux-graphics-backend")
add_options("oculus-openxr")
set_version("0.3.6")
set_kind("shared")
set_symbols("debug")
if is_plat("windows") then
set_languages("cxx17")
add_cxflags(is_mode("debug") and "/MDd" or "/MD")
add_links("windowsapp", "user32", "comdlg32")
if has_config("uwp") then
add_defines("_WINRT_DLL", "_WINDLL", "__WRL_NO_DEFAULT_LIB__")
end
else
set_languages("cxx11")
end
-- 2.5.3 is needed for utils.install.pkgconfig_importfiles
set_xmakever("2.5.3")
add_rules("utils.install.pkgconfig_importfiles")
add_headerfiles("StereoKitC/stereokit*.h")
add_files("StereoKitC/*.cpp")
add_files("StereoKitC/libraries/*.cpp")
add_files("StereoKitC/tools/*.cpp")
add_files("StereoKitC/systems/*.cpp")
add_files("StereoKitC/systems/hand/*.cpp")
add_files("StereoKitC/systems/platform/*.cpp")
add_files("StereoKitC/asset_types/*.cpp")
add_files("StereoKitC/ui/*.cpp")
add_includedirs("StereoKitC/lib/include")
add_includedirs("StereoKitC/lib/include_no_win")
add_packages("reactphysics3d")
if not is_plat("wasm") then
-- On Android, we have a precompiled binary provided by Oculus
if has_config("oculus-openxr") and is_plat("android") then
add_linkdirs("StereoKitC/lib/bin/$(arch)/$(mode)")
add_links("openxr_loader")
else
add_packages("openxr_loader")
end
end
-- Pick our flavor of OpenGL
if is_plat("linux") then
if is_config("linux-graphics-backend", "EGL") then
add_links("EGL", "GLX", "fontconfig", "pthread")
add_defines("SKG_LINUX_EGL")
elseif is_config("linux-graphics-backend", "GLX") then
add_links("GL", "GLEW", "GLX", "fontconfig", "X11", "pthread")
add_defines("SKG_LINUX_GLX")
end
elseif is_plat("android") then
add_links("EGL", "OpenSLES", "android")
end
-- Emscripten stuff, this doesn't actually work yet
if is_plat("wasm") then
add_ldflags(
"-s FULL_ES3=1",
"-s ASSERTIONS=1",
"-s ALLOW_MEMORY_GROWTH=1",
"-g",
"-gsource-map",
"--profiling",
"-s FORCE_FILESYSTEM=1",
--"-s -Oz",
"-s ENVIRONMENT=web")
add_defines("_XM_NO_INTRINSICS_", "SK_PHYSICS_PASSTHROUGH")
end
-- Copy finished files over to the bin directory
after_build(function(target)
if is_plat("windows") then
dist_os = has_config("uwp") and "UWP" or "Win32"
else
dist_os = "$(os)"
end
build_folder = target:targetdir().."/"
dist_folder = "$(projectdir)/bin/distribute/bin/"..dist_os.."/$(arch)/$(mode)/"
print("Copying binary files from "..build_folder.." to "..dist_folder)
os.mkdir("$(projectdir)/bin/distribute/bin/"..dist_os)
os.mkdir("$(projectdir)/bin/distribute/bin/"..dist_os.."/$(arch)")
os.mkdir("$(projectdir)/bin/distribute/bin/"..dist_os.."/$(arch)/$(mode)")
os.cp(build_folder.."*.dll", dist_folder)
os.cp(build_folder.."*.so", dist_folder)
os.cp(build_folder.."*.lib", dist_folder)
os.cp(build_folder.."*.a", dist_folder)
os.cp(build_folder.."*.pdb", dist_folder)
os.cp(build_folder.."*.sym", dist_folder)
-- Oculus' pre-built OpenXR loader
if is_plat("android") and has_config("oculus-openxr") then
os.cp("StereoKitC/lib/bin/$(arch)/$(mode)/libopenxr_loader.so", dist_folder)
end
os.cp("$(projectdir)/StereoKitC/stereokit.h", "$(projectdir)/bin/distribute/include/")
os.cp("$(projectdir)/StereoKitC/stereokit_ui.h", "$(projectdir)/bin/distribute/include/")
end)
--------------------------------------------------
option("tests")
set_default(true)
set_showmenu("true")
set_description("Build native test project")
set_values(true, false)
if has_config("tests") and is_plat("linux", "windows", "wasm") then
target("StereoKitCTest")
add_options("uwp")
set_kind("binary")
add_files("Examples/StereoKitCTest/*.cpp")
add_includedirs("StereoKitC/")
add_deps("StereoKitC")
if is_plat("wasm") then
set_policy("check.auto_ignore_flags", false)
add_ldflags(
"-s FULL_ES3=1",
"-s ALLOW_MEMORY_GROWTH=1",
"-s FORCE_FILESYSTEM=1",
"--preload-file Examples/Assets",
"-s -Oz",
"-s ENVIRONMENT=web")
if is_mode("debug") then
add_ldflags(
"-s ASSERTIONS=1",
"--profiling",
"-g",
"-gsource-map",
"--source-map-base http://127.0.0.1:8000/")
end
if is_mode("release") then
add_ldflags(
"-s -Oz",
"-fno-rtti")
end
end
after_build(function (target)
local assets_folder = path.join(target:targetdir(), "Assets")
os.cp("Examples/Assets/", assets_folder)
end)
end
--------------------------------------------------