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。引擎是一个 dll 库,游戏实现该库。引擎和游戏项目都包含一个 CMakeLists.txt,并且有一个顶级 CMakeLists.txt 可以构建两者。
文件夹结构如下:
问题
我正在尝试将 glm 添加到库中,但现在遇到了一个问题:我可以构建我的库,但无法构建实现该库的游戏项目,从而引发编译错误:
Error C1083 Cannot open include file: 'glm/common.hpp': No such file or directory C:\Projects\Game\out\build\x64-Debug\Game C:\Projects\Game\Cheetah\src\Engine\Renderer\OrthoGraphicCamera.h
以下是每个项目的 CMake 文件:
Cheetah(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 ${CHEETAH_LIB})
顶级 CMakeList
# CMakeList.txt : Top-level CMake project file, do global configuration
# and include sub-projects here.
#
cmake_minimum_required (VERSION 3.8)
project ("Game")
set(APPLICATION_NAME "Game")
set(RENDER_API "OPENGL")
# Include sub-projects.
add_subdirectory("Cheetah")
add_subdirectory ("Game")
任何可以为我指明正确方向的东西都非常感谢!
最佳答案
与您为 Cheetah
指定的目录相比,您为 Game
目标指定的包含目录是一个非常短的列表:
target_include_directories(Game PUBLIC "${PROJECT_SOURCE_DIR}/Cheetah/includes")
看来您可能还需要其中一些 Cheetah
包含 Game
目录。
注意:如果您愿意重新组织这两个项目的设计以始终使用顶级 CMake 文件,则无需使用find_library()
找到 Cheetah
库。 CMake 已经知道有关 Cheetah
目标,因为它刚刚创建! Game
CMakeLists.txt 文件可能如下所示:
# CMakeList.txt : CMake project for Game, 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
# Note, this block can also be removed if target_compile_definitions
# is used for Cheetah instead.
IF (WIN32)
add_compile_definitions(CH_PLATFORM_WINDOWS)
ELSE()
# set stuff for other systems
ENDIF()
# Add source to this project's executable.
add_executable (Game ${SOURCE_FILES})
# TODO: Add tests and install targets if needed.
target_link_libraries(Game PUBLIC Cheetah)
Cheetah 目标将携带所有包含目录,因此无需再次单独列出它们。它也可以传播编译定义,只需使用 target_compile_definitions()
为 Cheetah
目标定义它们时。
关于c++ - "Cannot open include file"当实现使用 CMake 实现 GLM 的库时,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/60821382/