procedural-3d-engine/CMakeLists.txt
Claude Code 09ba229353
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Initial procedural 3D engine setup
- Updated README.md with modern project structure and features
- Cleaned up Android build files (not needed for desktop engine)
- Restructured as procedural 3D engine with ImGui integration
- Based on Sascha Willems Vulkan framework with dynamic rendering
- Added comprehensive build instructions and camera system docs

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-08-17 18:56:17 +02:00

181 lines
6.9 KiB
CMake

# Copyright (C) 2016-2025 by Sascha Willems - www.saschawillems.de
# This code is licensed under the MIT license (MIT) (http://opensource.org/licenses/MIT)
cmake_minimum_required(VERSION 3.10.0 FATAL_ERROR)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake")
set(NAME inihb)
project(${NAME})
include_directories(external)
include_directories(external/glm)
include_directories(external/imgui)
include_directories(external/tinygltf)
include_directories(external/ktx/include)
include_directories(external/ktx/other_include)
include_directories(base)
OPTION(USE_D2D_WSI "Build the project using Direct to Display swapchain" OFF)
OPTION(USE_DIRECTFB_WSI "Build the project using DirectFB swapchain" OFF)
OPTION(USE_WAYLAND_WSI "Build the project using Wayland swapchain" OFF)
OPTION(USE_HEADLESS "Build the project using headless extension swapchain" OFF)
OPTION(USE_RELATIVE_ASSET_PATH "Load assets (shaders, models, textures) from a fixed path relative to the binar" OFF)
OPTION(FORCE_VALIDATION "Forces validation on for all samples at compile time (prefer using the -v / --validation command line arguments)" OFF)
set(RESOURCE_INSTALL_DIR "" CACHE PATH "Path to install resources to (leave empty for running uninstalled)")
message(STATUS "Using module to find Vulkan")
find_package(Vulkan)
IF(UNIX AND NOT APPLE)
set(LINUX TRUE)
ENDIF()
IF(WIN32)
IF (NOT Vulkan_FOUND)
find_library(Vulkan_LIBRARY NAMES vulkan-1 vulkan PATHS ${CMAKE_SOURCE_DIR}/libs/vulkan)
IF (Vulkan_LIBRARY)
set(Vulkan_FOUND ON)
MESSAGE("Using bundled Vulkan library version")
ENDIF()
ENDIF()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_WIN32_KHR")
ELSEIF(LINUX)
IF (NOT Vulkan_FOUND)
find_library(Vulkan_LIBRARY NAMES vulkan HINTS "$ENV{VULKAN_SDK}/lib" "${CMAKE_SOURCE_DIR}/libs/vulkan" REQUIRED)
IF (Vulkan_LIBRARY)
set(Vulkan_FOUND ON)
MESSAGE("Using bundled Vulkan library version")
ENDIF()
ENDIF()
find_package(Threads REQUIRED)
IF(USE_D2D_WSI)
MESSAGE("Using direct to display extension...")
add_definitions(-D_DIRECT2DISPLAY)
ELSEIF(USE_DIRECTFB_WSI)
find_package(DirectFB REQUIRED)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_DIRECTFB_EXT")
include_directories(${DIRECTFB_INCLUDE_DIR})
ELSEIF(USE_WAYLAND_WSI)
find_program(PKG_CONFIG pkg-config)
if (NOT PKG_CONFIG)
message(FATAL_ERROR "pkg-config binary not found")
endif ()
find_package(Wayland REQUIRED)
if (NOT WAYLAND_FOUND)
message(FATAL_ERROR "Wayland development package not found")
endif ()
pkg_check_modules(WAYLAND_PROTOCOLS REQUIRED wayland-protocols)
if (NOT WAYLAND_PROTOCOLS_FOUND)
message(FATAL_ERROR "Wayland protocols package not found")
endif ()
find_program(WAYLAND_SCANNER wayland-scanner)
if (NOT WAYLAND_SCANNER)
message(FATAL_ERROR "wayland-scanner binary not found")
endif ()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_WAYLAND_KHR")
include_directories(${WAYLAND_INCLUDE_DIR})
pkg_get_variable(protocol_dir wayland-protocols pkgdatadir)
execute_process(COMMAND ${WAYLAND_SCANNER} client-header ${protocol_dir}/stable/xdg-shell/xdg-shell.xml ${CMAKE_BINARY_DIR}/xdg-shell-client-protocol.h
COMMAND ${WAYLAND_SCANNER} private-code ${protocol_dir}/stable/xdg-shell/xdg-shell.xml ${CMAKE_BINARY_DIR}/xdg-shell-protocol.c)
include_directories(${CMAKE_BINARY_DIR})
ELSEIF(USE_HEADLESS)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_HEADLESS_EXT")
ELSE(USE_D2D_WSI)
find_package(XCB REQUIRED)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_XCB_KHR")
ENDIF(USE_D2D_WSI)
ELSEIF(APPLE)
IF (CMAKE_GENERATOR MATCHES "Xcode")
# Suppress regeneration for Xcode since environment variables will be lost if not set in Xcode locations/custom paths
set(CMAKE_SUPPRESS_REGENERATION ON)
set(CMAKE_XCODE_GENERATE_SCHEME ON)
IF (Vulkan_FOUND)
# If the Vulkan loader was found and its environment variables are defined, make them available within Xcode schemes
IF (DEFINED ENV{VK_ADD_LAYER_PATH})
set(CMAKE_XCODE_SCHEME_ENVIRONMENT "${CMAKE_XCODE_SCHEME_ENVIRONMENT};VK_ADD_LAYER_PATH=$ENV{VK_ADD_LAYER_PATH}")
ENDIF()
IF (DEFINED ENV{VK_ICD_FILENAMES})
set(CMAKE_XCODE_SCHEME_ENVIRONMENT "${CMAKE_XCODE_SCHEME_ENVIRONMENT};VK_ICD_FILENAMES=$ENV{VK_ICD_FILENAMES}")
ENDIF()
IF (DEFINED ENV{VK_DRIVER_FILES})
set(CMAKE_XCODE_SCHEME_ENVIRONMENT "${CMAKE_XCODE_SCHEME_ENVIRONMENT};VK_DRIVER_FILES=$ENV{VK_DRIVER_FILES}")
ENDIF()
ENDIF()
ENDIF()
IF (NOT Vulkan_FOUND)
# If the Vulkan loader was not found, then look for libMoltenVK.dylib in the Vulkan SDK and legacy MoltenVK locations
set(CMAKE_FIND_FRAMEWORK NEVER)
find_library(Vulkan_LIBRARY NAMES MoltenVK HINTS "$ENV{VULKAN_SDK}/lib" "$ENV{VULKAN_SDK}/dylib/macOS" REQUIRED)
IF (Vulkan_LIBRARY)
set(Vulkan_FOUND ON)
MESSAGE(STATUS "Using MoltenVK Vulkan Portability library")
ENDIF()
ENDIF()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_METAL_EXT -DVK_EXAMPLE_XCODE_GENERATED")
# Todo : android?
ENDIF(WIN32)
IF (NOT Vulkan_FOUND)
message(FATAL_ERROR "Could not find Vulkan library!")
ELSE()
message(STATUS ${Vulkan_LIBRARY})
ENDIF()
# Set preprocessor defines
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DNOMINMAX -D_USE_MATH_DEFINES")
# Clang specific stuff
if (CMAKE_CXX_COMPILER_ID MATCHES "Clang")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-switch-enum")
endif()
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
file(GLOB SOURCE *.cpp )
# Asset and shader path selection
if(RESOURCE_INSTALL_DIR)
add_definitions(-DVK_EXAMPLE_ASSETS_DIR=\"${RESOURCE_INSTALL_DIR}/\")
add_definitions(-DVK_EXAMPLE_SHADERS_DIR=\"${RESOURCE_INSTALL_DIR}/shaders/\")
install(DIRECTORY assets/ DESTINATION ${RESOURCE_INSTALL_DIR}/)
install(DIRECTORY shaders/ DESTINATION ${RESOURCE_INSTALL_DIR}/shaders/)
else()
if(NOT USE_RELATIVE_ASSET_PATH)
add_definitions(-DVK_EXAMPLE_ASSETS_DIR=\"${CMAKE_SOURCE_DIR}/assets/\")
add_definitions(-DVK_EXAMPLE_SHADERS_DIR=\"${CMAKE_SOURCE_DIR}/shaders/\")
endif()
endif()
# Force validation at compile time
if (FORCE_VALIDATION)
add_definitions(-DFORCE_VALIDATION)
endif()
# Compiler specific stuff
IF(MSVC)
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /EHsc")
ELSEIF(APPLE)
IF(CMAKE_GENERATOR MATCHES "Makefiles" OR CMAKE_GENERATOR MATCHES "Ninja")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fobjc-arc -ObjC++")
ELSE() # SRS - use objective-c++ language flag vs. ObjC++ for Xcode builds
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fobjc-arc -xobjective-c++")
ENDIF()
ENDIF(MSVC)
IF(WIN32)
# Nothing here (yet)
ELSEIF(APPLE)
link_libraries(${Vulkan_LIBRARY} "-framework AppKit" "-framework QuartzCore")
ELSE(WIN32)
link_libraries(${XCB_LIBRARIES} ${Vulkan_LIBRARY} ${Vulkan_LIBRARY} ${DIRECTFB_LIBRARIES} ${WAYLAND_CLIENT_LIBRARIES} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(WIN32)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/")
add_subdirectory(base)
add_subdirectory(src)