“在使用CMake实现实现GLM的库时无法打开包含文件”

问题描述 投票:1回答:1

我正在使用opengl,glfw和glm创建游戏。现在我有两个项目,引擎(名为Cheetah)和游戏。该引擎是一个dll库,游戏会实现该库。引擎和游戏项目都包含CMakeLists.txt,并且有一个顶级CMakeLists.txt可以构建两者。文件夹结构如下:

folder structure of project

问题

我正在尝试将glm添加到库中,但是现在我遇到了可以构建我的库但无法构建实现该库的游戏项目的问题,这会引发编译错误:] >

错误C1083无法打开包含文件:'glm / common.hpp':没有这样的文件要么目录C:\ Projects \ Game \ out \ build \ x64-Debug \ Game C:\ Projects \ Game \ Cheetah \ src \ Engine \ Renderer \ OrthoGraphicCamera.h

这里是每个项目的CMake文件:

猎豹(引擎项目)

# CMakeList.txt : CMake project for Cheetah, include source and define
# project specific logic here.
#
cmake_minimum_required (VERSION 3.8)
project ("Cheetah")

# Platform defines
IF (WIN32)
  add_compile_definitions(CH_PLATFORM_WINDOWS)
ELSE()
  # set stuff for other systems
ENDIF()

#----------------------------------------------
# ADD CHEETAH LIBRARY
#----------------------------------------------
message(${PROJECT_SOURCE_DIR})
# Define Cheetah variables
set(LIB_DIR "${PROJECT_SOURCE_DIR}/dependencies")
set(INCLUDES_DIR_PUBLIC "${PROJECT_SOURCE_DIR}/includes")
set(INCLUDES_DIR_PRIVATE "${PROJECT_SOURCE_DIR}/src")
set(ENGINE_DIR "${PROJECT_SOURCE_DIR}/src/Engine")
set(ENGINE_CORE_DIR "${ENGINE_DIR}/Core")
set(ENGINE_INPUT_DIR "${ENGINE_DIR}/Input")
set(ENGINE_EVENTS_DIR "${ENGINE_DIR}/Events")
set(ENGINE_RENDERER_DIR "${ENGINE_DIR}/Renderer")
set(ENGINE_DEBUG_DIR "${ENGINE_DIR}/Debug")
set(ENGINE_MATH_DIR "${ENGINE_DIR}/Math")
set(ENGINE_RESOURCES_DIR "${ENGINE_DIR}/Resources")
set(PLATFORM_DIR "${PROJECT_SOURCE_DIR}/src/Platform")
set(PLATFORM_WINDOWS_DIR "${PLATFORM_DIR}/Windows")
set(PLATFORM_OPENGL_DIR "${PLATFORM_DIR}/OpenGL")

# Set default files
list(APPEND SOURCE_FILES    
    "${ENGINE_DIR}/Engine.h"
    "${ENGINE_CORE_DIR}/Application.h"
    "${ENGINE_CORE_DIR}/Application.cpp"
    "${ENGINE_CORE_DIR}/Core.h"
    "${ENGINE_CORE_DIR}/EntryPoint.h"
    "${ENGINE_CORE_DIR}/Window.h"
    "${ENGINE_CORE_DIR}/UpdateLayer.h"
    "${ENGINE_CORE_DIR}/UpdateLayer.cpp"
    "${ENGINE_CORE_DIR}/UpdateLayerQueue.h"
    "${ENGINE_CORE_DIR}/UpdateLayerQueue.cpp"
    "${ENGINE_CORE_DIR}/Time.h"
    "${ENGINE_CORE_DIR}/Time.cpp"
    "${ENGINE_RENDERER_DIR}/RenderAction.h"
    "${ENGINE_RENDERER_DIR}/RenderAction.cpp"
    "${ENGINE_RENDERER_DIR}/GraphicsContext.h"
    "${ENGINE_RENDERER_DIR}/GraphicsContext.cpp"
    "${ENGINE_RENDERER_DIR}/RenderAPI.h"
    "${ENGINE_RENDERER_DIR}/RenderAPI.cpp"
    "${ENGINE_RENDERER_DIR}/Renderer.h"
    "${ENGINE_RENDERER_DIR}/Renderer.cpp"
    "${ENGINE_RENDERER_DIR}/Renderer2D.h"
    "${ENGINE_RENDERER_DIR}/Renderer2D.cpp"
    "${ENGINE_RENDERER_DIR}/IndexBuffer.h"
    "${ENGINE_RENDERER_DIR}/IndexBuffer.cpp"
    "${ENGINE_RENDERER_DIR}/VertexBuffer.h"
    "${ENGINE_RENDERER_DIR}/VertexBuffer.cpp"
    "${ENGINE_RENDERER_DIR}/VertexArray.h"
    "${ENGINE_RENDERER_DIR}/VertexArray.cpp"
    "${ENGINE_RENDERER_DIR}/Shader.h"
    "${ENGINE_RENDERER_DIR}/Shader.cpp"
    "${ENGINE_RENDERER_DIR}/VertexBufferLayout.h"
    "${ENGINE_RENDERER_DIR}/VertexBufferLayout.cpp"
    "${ENGINE_RENDERER_DIR}/Texture.h"
    "${ENGINE_RENDERER_DIR}/Texture.cpp"
    "${ENGINE_RENDERER_DIR}/OrthoGraphicCamera.h"
    "${ENGINE_RENDERER_DIR}/OrthoGraphicCamera.cpp"
    "${ENGINE_RENDERER_DIR}/Renderer2DQueue.h"
    "${ENGINE_RENDERER_DIR}/Renderer2DQueue.cpp"
    "${ENGINE_INPUT_DIR}/Input.h"
    "${ENGINE_INPUT_DIR}/Input.cpp"
    "${ENGINE_EVENTS_DIR}/ApplicationEvents.h"
    "${ENGINE_EVENTS_DIR}/ApplicationEvents.cpp"
    "${ENGINE_EVENTS_DIR}/Event.h"
    "${ENGINE_EVENTS_DIR}/Event.cpp"
    "${ENGINE_EVENTS_DIR}/EventDispatcher.h"
    "${ENGINE_EVENTS_DIR}/EventDispatcher.cpp"
    "${ENGINE_EVENTS_DIR}/EventTypes.h"
    "${ENGINE_EVENTS_DIR}/InputEvents.h"
    "${ENGINE_EVENTS_DIR}/InputEvents.cpp"
    "${ENGINE_RESOURCES_DIR}/ResourceCache.h"
    "${ENGINE_RESOURCES_DIR}/ResourceCache.inl"
    "${ENGINE_RESOURCES_DIR}/ResourceLoader.h"
    "${ENGINE_RESOURCES_DIR}/ResourceLoader.cpp"
)
# Set platform specific files
# Windows
list(APPEND SOURCE_FILES_WINDOWS
    "${PLATFORM_WINDOWS_DIR}/WindowsWindow.h"
    "${PLATFORM_WINDOWS_DIR}/WindowsWindow.cpp"
    "${PLATFORM_WINDOWS_DIR}/WindowsTime.h"
    "${PLATFORM_WINDOWS_DIR}/WindowsTime.cpp"
    "${PLATFORM_WINDOWS_DIR}/WindowsInput.h"
    "${PLATFORM_WINDOWS_DIR}/WindowsInput.cpp"
)

# OpenGL
list(APPEND SOURCE_FILES_OPENGL
    "${PLATFORM_OPENGL_DIR}/OpenGLRenderAPI.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLRenderAPI.cpp"
    "${PLATFORM_OPENGL_DIR}/OpenGLGraphicsContext.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLGraphicsContext.cpp"
    "${PLATFORM_OPENGL_DIR}/OpenGLVertexBuffer.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLVertexBuffer.cpp"
    "${PLATFORM_OPENGL_DIR}/OpenGLIndexBuffer.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLIndexBuffer.cpp"
    "${PLATFORM_OPENGL_DIR}/OpenGLShader.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLShader.cpp"
    "${PLATFORM_OPENGL_DIR}/OpenGLVertexArray.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLVertexArray.cpp"
    "${PLATFORM_OPENGL_DIR}/OpenGLTexture.h"
    "${PLATFORM_OPENGL_DIR}/OpenGLTexture.cpp"
)

list(APPEND SOURCE_FILES ${SOURCE_FILES_OPENGL})

# Append Platform specific files
# Operating platform
IF (WIN32)
  list(APPEND SOURCE_FILES ${SOURCE_FILES_WINDOWS})
  # TODO: Linux
  # TODO: MacOS
  # TODO: Android
  # TODO: IOS
ENDIF()

# Add source to this project's executable.
add_library(Cheetah SHARED ${SOURCE_FILES})

target_include_directories (Cheetah INTERFACE ${INCLUDES_DIR_PUBLIC})
target_include_directories (Cheetah PRIVATE ${ENGINE_DIR})
target_include_directories (Cheetah PRIVATE ${INCLUDES_DIR_PRIVATE})

# Add compile definitions
list(APPEND CHEETAH_COMP_DEFS
    "CH_BUILD_DLL"
    ${RENDER_API}
)

target_compile_definitions(Cheetah PRIVATE ${CHEETAH_COMP_DEFS})
target_compile_definitions(Cheetah PUBLIC "$<$<CONFIG:DEBUG>:DEBUG>")
target_compile_definitions(Cheetah PUBLIC "$<$<CONFIG:DEBUG>:CH_ASSERT_ENABLED>")

set_target_properties(Cheetah PROPERTIES LINKER_LANGUAGE CXX)
# Copy dll to game project build folder

IF(${APPLICATION_NAME})
message("---------------------------------------------------------------------")
add_custom_command(
    TARGET Cheetah 
    POST_BUILD
    COMMAND ${CMAKE_COMMAND} -E copy_if_different
    "${PROJECT_BINARY_DIR}/Cheetah.dll"
    "${PROJECT_BINARY_DIR}/${APPLICATION_NAME}"
)
ENDIF()

#----------------------------------------------
# ADD OPENGL LIBRARY DEPENDENCY
#----------------------------------------------
find_package(OpenGL REQUIRED)
target_link_libraries(Cheetah ${OpenGL})

#----------------------------------------------
# ADD GLFW LIBRARY DEPENDENCY
#----------------------------------------------
set(GLFW_DIR "${LIB_DIR}/glfw")
set(GLFW_BUILD_EXAMPLES OFF CACHE INTERNAL "Build the GLFW example programs")
set(GLFW_BUILD_TESTS OFF CACHE INTERNAL "Build the GLFW test programs")
set(GLFW_BUILD_DOCS OFF CACHE INTERNAL "Build the GLFW documentation")
set(GLFW_INSTALL OFF CACHE INTERNAL "Generate installation target")
add_subdirectory("${GLFW_DIR}")
target_include_directories(Cheetah PRIVATE "${GLFW_DIR}/include")
target_link_libraries(Cheetah "glfw" "${GLFW_LIBRARIES}")
target_compile_definitions(Cheetah PRIVATE "GLFW_INCLUDE_NONE")

#----------------------------------------------
# ADD GLAD LIBRARY DEPENDENCY
#----------------------------------------------
set(GLAD_DIR "${LIB_DIR}/glad")
add_library("glad" "${GLAD_DIR}/src/glad.c")
target_include_directories("glad" PRIVATE "${GLAD_DIR}/include")
target_include_directories(Cheetah PUBLIC "${GLAD_DIR}/include")
target_link_libraries(Cheetah "glad" "${CMAKE_DL_LIBS}")

#----------------------------------------------
# ADD STB_IMAGE LIBRARY DEPENDENCY
#----------------------------------------------
set(STB_IMAGE_DIR "${LIB_DIR}/stb_image")
add_library("stb_image" "${STB_IMAGE_DIR}/stb_image.cpp")
target_include_directories("stb_image" PRIVATE "${STB_IMAGE_DIR}/include")
target_include_directories(Cheetah PUBLIC "${STB_IMAGE_DIR}/include")
target_link_libraries(Cheetah "stb_image" "${CMAKE_DL_LIBS}")

#---------------------------------------------
# ADD GLM LIBRARY DEPENDENCY
# --------------------------------------------
set(GLM_DIR "${LIB_DIR}/glm")
add_subdirectory("${LIB_DIR}/glm")
target_include_directories(Cheetah PRIVATE "${GLM_DIR}/glm")
target_link_libraries(Cheetah glm)

游戏

# CMakeList.txt : CMake project for Cheetah, include source and define
# project specific logic here.
#
cmake_minimum_required (VERSION 3.13)

set(SOURCE_DIR "${PROJECT_SOURCE_DIR}/Game/src")

list(APPEND SOURCE_FILES 
    "${SOURCE_DIR}/Main.cpp"
    "${SOURCE_DIR}/GameLayer.cpp"
    "${SOURCE_DIR}/GameLayer.h"
    "${SOURCE_DIR}/GameObject.h"
    "${SOURCE_DIR}/GameObject.cpp"
    "${SOURCE_DIR}/Scene.h"
    "${SOURCE_DIR}/Scene.cpp"
    "${SOURCE_DIR}/GameScene.h"
    "${SOURCE_DIR}/GameScene.cpp"
)

# Platform defines
IF (WIN32)
  add_compile_definitions(CH_PLATFORM_WINDOWS)
ELSE()
  # set stuff for other systems
ENDIF()

find_library( CHEETAH_LIB 
    NAMES Cheetah
    HINTS "${CMAKE_BINARY_DIR}/Cheetah")

# Add source to this project's executable.
add_executable (Game ${SOURCE_FILES})

target_include_directories(Game PUBLIC "${PROJECT_SOURCE_DIR}/Cheetah/includes")

# TODO: Add tests and install targets if needed.

target_link_libraries(Game ${CHEETAH_LIB})

顶级CMakeList

# CMakeList.txt : Top-level CMake project file, do global configuration
# and include sub-projects here.
#
cmake_minimum_required (VERSION 3.8)

project ("Game")

set(APPLICATION_NAME "Game")
set(RENDER_API "OPENGL")

# Include sub-projects.
add_subdirectory("Cheetah")
add_subdirectory ("Game")

任何能将我指向正确方向的东西,我们深表感谢!

我正在使用opengl,glfw和glm创建游戏。现在我有两个项目,引擎(名为Cheetah)和游戏。该引擎是一个dll库,游戏会实现该库。引擎和...

c++ cmake glm
1个回答
0
投票

与您为Game指定的内容相比,您为Cheetah目标指定的包含目录是很短的列表。

target_include_directories(Game PUBLIC "${PROJECT_SOURCE_DIR}/Cheetah/includes")
© www.soinside.com 2019 - 2024. All rights reserved.