Embed binary files and resources (such as GLSL Shader source files) into C++ projects. Uses C++11 features and Boost for filesystem.
Include this repository in your CMake based project:
git submodule add https://github.com/cyrilcode/embed-resource.git lib/embed-resource
Then add to your CMakeLists.txt for your project:
include_directories(lib/embed-resource)
add_subdirectory(lib/embed-resource)
Now you can add your resources, by calling the provided embed_resources()
function in your
CMakeLists.txt file:
embed_resources(MyResources shaders/vertex.glsl shaders/frag.glsl)
Then link to your binary by adding the created variable to your add_executable statement:
add_executable(MyApp ${SOURCE_FILES} ${MyResources})
In your C++ project you can access your embed resources using the Resource class
provided in Resource.h
. Here's an example:
#include <iostream>
using namespace std;
#include "Resource.h"
int main() {
Resource text = LOAD_RESOURCE(frag_glsl);
cout << string(text.data(), text.size()) << endl;
return EXIT_SUCCESS;
}
NB: To reference the file, replace the .
in frag.glsl
with an underscore _
.
So, in this example, the symbol name is frag_glsl
.
This uses ideas from
this blog post
which included the Resource class and macro idea. Unfortunately, the use of ld
command didn't work on OSX.
So, instead, I've used a simple C++ executable that does the same conversion, based on ideas from
this Stack Overflow question.
Public Domain / WTFPL