AronaCore/core/CMakeLists.txt

73 lines
3.8 KiB
CMake

cmake_minimum_required(VERSION 3.5)
project(core)
set(CMAKE_CXX_STANDARD 23)
set(ALL_FILES "")
retrieve_files(ALL_FILES)
add_library(${PROJECT_NAME} SHARED ${ALL_FILES})
target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} spdlog imgui glfw)
target_link_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR} spdlog imgui glfw)
target_link_libraries(${PROJECT_NAME} PUBLIC imgui spdlog glfw)
target_precompile_headers(${PROJECT_NAME} PUBLIC extern.h)
add_definitions(-Dcore_EXPORTS -DSTB_IMAGE_IMPLEMENTATION -DSTBI_WINDOWS_UTF8)
function(compile_shader TARGET_NAME OUTPUT SHADER_INCLUDE_DIR)
set(working_dir "${CMAKE_CURRENT_SOURCE_DIR}")
set(GLSLANG_BIN $ENV{VULKAN_SDK}/Bin/glslangValidator.exe) # 设置glslangValidator的位置
set(ALL_SHADER_FILE "")
# get files in SHADER_INCLUDE_DIR
file(GLOB_RECURSE ALL_SHADER_FILE "${SHADER_INCLUDE_DIR}/*.vert" "${SHADER_INCLUDE_DIR}/*.frag" "${SHADER_INCLUDE_DIR}/*.comp" "${SHADER_INCLUDE_DIR}/*.tesc" "${SHADER_INCLUDE_DIR}/*.tese" "${SHADER_INCLUDE_DIR}/*.geom")
foreach(SHADER ${ALL_SHADER_FILE}) # 遍历每一个shader源文件
get_filename_component(SHADER_NAME ${SHADER} NAME) # 获取shader的名字
string(REPLACE "." "_" HEADER_NAME ${SHADER_NAME}) # 在生成的.h文件中将文件名的'.'换成'_'
string(TOUPPER ${HEADER_NAME} GLOBAL_SHADER_VAR) # 将存储二进制内容的全局vector对象名改为全部大写
set(SPV_FILE "${OUTPUT}/spv/${SHADER_NAME}.spv") # 生成的.spv文件
set(CPP_FILE "${OUTPUT}/cpp/${HEADER_NAME}.h") # 生成的.h文件
add_custom_command(
OUTPUT ${SPV_FILE}
COMMAND ${GLSLANG_BIN} -I${SHADER_INCLUDE_DIR} -V100 -o ${SPV_FILE} ${SHADER}
DEPENDS ${SHADER}
WORKING_DIRECTORY "${working_dir}") # 添加编译命令,在项目生成时执行
list(APPEND ALL_GENERATED_SPV_FILES ${SPV_FILE})
add_custom_command(
OUTPUT ${CPP_FILE}
COMMAND ${CMAKE_COMMAND} -DPATH=${SPV_FILE} -DHEADER="${CPP_FILE}"
-DGLOBAL="${GLOBAL_SHADER_VAR}" -P "${CMAKE_CURRENT_SOURCE_DIR}/cmake/GenerateShaderCPPFile.cmake"
DEPENDS ${SPV_FILE}
WORKING_DIRECTORY "${working_dir}") # 添加执行将spv转换为h文件的cmake函数的命令
list(APPEND ALL_GENERATED_CPP_FILES ${CPP_FILE})
endforeach()
add_custom_target(${TARGET_NAME} # 将上述过程添加到一个生成目标中
DEPENDS ${ALL_GENERATED_SPV_FILES} ${ALL_GENERATED_CPP_FILES} SOURCES ${SHADERS})
endfunction()
# GenerateShaderCPPFile.cmake
function(embed_resource resource_file_name source_file_name variable_name)
if(EXISTS "${source_file_name}")
if("${source_file_name}" IS_NEWER_THAN "${resource_file_name}")
return()
endif()
endif()
if(EXISTS "${resource_file_name}")
file(READ "${resource_file_name}" hex_content HEX)
string(REPEAT "[0-9a-f]" 32 pattern)
string(REGEX REPLACE "(${pattern})" "\\1\n" content "${hex_content}")
string(REGEX REPLACE "([0-9a-f][0-9a-f])" "0x\\1, " content "${content}")
string(REGEX REPLACE ", $" "" content "${content}")
set(array_definition "static const std::vector<unsigned char> ${variable_name} =\n{\n${content}\n};")
get_filename_component(file_name ${source_file_name} NAME)
set(source "/**\n * @file ${file_name}\n * @brief Auto generated file.\n */\n#include <vector>\n${array_definition}\n")
file(WRITE "${source_file_name}" "${source}")
else()
message("ERROR: ${resource_file_name} doesn't exist")
return()
endif()
endfunction()
if(EXISTS "${PATH}")
embed_resource("${PATH}" "${HEADER}" "${GLOBAL}")
endif()