- 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>
93 lines
4.4 KiB
CMake
93 lines
4.4 KiB
CMake
# Copyright (c) 2016-2025, Sascha Willems
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# SPDX-License-Identifier: MIT
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# Function for building single example
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function(buildExample EXAMPLE_NAME)
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SET(EXAMPLE_FOLDER ${CMAKE_CURRENT_SOURCE_DIR}/${EXAMPLE_NAME})
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message(STATUS "Generating project file for example in ${EXAMPLE_FOLDER}")
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# Main
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file(GLOB SOURCE *.cpp ${BASE_HEADERS} ${EXAMPLE_FOLDER}/*.cpp)
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SET(MAIN_CPP ${EXAMPLE_FOLDER}/${EXAMPLE_NAME}.cpp)
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if(EXISTS ${EXAMPLE_FOLDER}/main.cpp)
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SET(MAIN_CPP ${EXAMPLE_FOLDER}/main.cpp)
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ENDIF()
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if(EXISTS ${EXAMPLE_FOLDER}/${EXAMPLE_NAME}.h)
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SET(MAIN_HEADER ${EXAMPLE_FOLDER}/${EXAMPLE_NAME}.h)
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ENDIF()
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# imgui example requires additional source files
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IF(${EXAMPLE_NAME} STREQUAL "imgui")
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file(GLOB ADD_SOURCE "../external/imgui/*.cpp")
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SET(SOURCE ${SOURCE} ${ADD_SOURCE})
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ENDIF()
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# wayland requires additional source files
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IF(USE_WAYLAND_WSI)
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SET(SOURCE ${SOURCE} ${CMAKE_BINARY_DIR}/xdg-shell-client-protocol.h ${CMAKE_BINARY_DIR}/xdg-shell-protocol.c)
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ENDIF()
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# Add shaders
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set(SHADER_DIR_GLSL "../shaders/glsl/${EXAMPLE_NAME}")
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file(GLOB SHADERS_GLSL "${SHADER_DIR_GLSL}/*.vert" "${SHADER_DIR_GLSL}/*.frag" "${SHADER_DIR_GLSL}/*.comp" "${SHADER_DIR_GLSL}/*.geom" "${SHADER_DIR_GLSL}/*.tesc" "${SHADER_DIR_GLSL}/*.tese" "${SHADER_DIR_GLSL}/*.mesh" "${SHADER_DIR_GLSL}/*.task" "${SHADER_DIR_GLSL}/*.rgen" "${SHADER_DIR_GLSL}/*.rchit" "${SHADER_DIR_GLSL}/*.rmiss" "${SHADER_DIR_GLSL}/*.rcall" "${SHADER_DIR_GLSL}/*.rahit" "${SHADER_DIR_GLSL}/*.rint" "${SHADER_DIR_GLSL}/*.glsl")
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set(SHADER_DIR_HLSL "../shaders/hlsl/${EXAMPLE_NAME}")
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file(GLOB SHADERS_HLSL "${SHADER_DIR_HLSL}/*.vert" "${SHADER_DIR_HLSL}/*.frag" "${SHADER_DIR_HLSL}/*.comp" "${SHADER_DIR_HLSL}/*.geom" "${SHADER_DIR_HLSL}/*.tesc" "${SHADER_DIR_HLSL}/*.tese" "${SHADER_DIR_HLSL}/*.mesh" "${SHADER_DIR_HLSL}/*.task" "${SHADER_DIR_HLSL}/*.rgen" "${SHADER_DIR_HLSL}/*.rchit" "${SHADER_DIR_HLSL}/*.rmiss" "${SHADER_DIR_HLSL}/*.rcall" "${SHADER_DIR_HLSL}/*.rahit" "${SHADER_DIR_HLSL}/*.rint")
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set(SHADER_DIR_SLANG "../shaders/slang/${EXAMPLE_NAME}")
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file(GLOB SHADERS_SLANG "${SHADER_DIR_SLANG}/*.slang")
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source_group("Shaders\\GLSL" FILES ${SHADERS_GLSL})
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source_group("Shaders\\HLSL" FILES ${SHADERS_HLSL})
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source_group("Shaders\\SLANG" FILES ${SHADERS_SLANG})
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# Add optional readme / tutorial
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file(GLOB README_FILES "${EXAMPLE_FOLDER}/*.md")
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if(WIN32)
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add_executable(${EXAMPLE_NAME} WIN32 ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${SHADERS_SLANG} ${README_FILES})
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target_link_libraries(${EXAMPLE_NAME} base ${Vulkan_LIBRARY} ${WINLIBS})
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else(WIN32)
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add_executable(${EXAMPLE_NAME} ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${SHADERS_SLANG} ${README_FILES})
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target_link_libraries(${EXAMPLE_NAME} base )
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endif(WIN32)
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file(MAKE_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
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set_target_properties(${EXAMPLE_NAME} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
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if(${EXAMPLE_NAME} STREQUAL "texture3d")
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if(APPLE)
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# SRS - Use MacPorts paths as default since the same on x86 and Apple Silicon, can override for homebrew on cmake command line
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if(NOT OpenMP_omp_LIBRARY AND EXISTS /opt/local/lib/libomp/libomp.dylib)
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set(OpenMP_omp_LIBRARY /opt/local/lib/libomp/libomp.dylib)
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endif()
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if(CMAKE_C_COMPILER_ID MATCHES "Clang\$")
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set(OpenMP_C_FLAGS "-Xclang -fopenmp")
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set(OpenMP_C_LIB_NAMES "omp")
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if(NOT OpenMP_C_INCLUDE_DIR AND EXISTS /opt/local/include/libomp)
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set(OpenMP_C_INCLUDE_DIR /opt/local/include/libomp)
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endif()
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endif()
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if(CMAKE_CXX_COMPILER_ID MATCHES "Clang\$")
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set(OpenMP_CXX_FLAGS "-Xclang -fopenmp")
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set(OpenMP_CXX_LIB_NAMES "omp")
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if(NOT OpenMP_CXX_INCLUDE_DIR AND EXISTS /opt/local/include/libomp)
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set(OpenMP_CXX_INCLUDE_DIR /opt/local/include/libomp)
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endif()
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endif()
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endif()
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find_package(OpenMP)
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if(OpenMP_CXX_FOUND)
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set_target_properties(${EXAMPLE_NAME} PROPERTIES COMPILE_FLAGS ${OpenMP_CXX_FLAGS})
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target_include_directories(${EXAMPLE_NAME} PRIVATE ${OpenMP_CXX_INCLUDE_DIRS})
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target_link_libraries(${EXAMPLE_NAME} ${OpenMP_CXX_LIBRARIES})
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endif()
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endif()
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if(RESOURCE_INSTALL_DIR)
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install(TARGETS ${EXAMPLE_NAME} DESTINATION ${CMAKE_INSTALL_BINDIR})
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endif()
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endfunction(buildExample)
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# Build all examples
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function(buildExamples)
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foreach(EXAMPLE ${EXAMPLES})
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buildExample(${EXAMPLE})
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endforeach(EXAMPLE)
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endfunction(buildExamples)
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set(EXAMPLES
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imgui
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)
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buildExamples()
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