163 lines
5 KiB
CMake
163 lines
5 KiB
CMake
# 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 ${CMAKE_BINARY_DIR}/xdg-shell-protocol.c)
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ENDIF()
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# Add shaders
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set(SHADER_DIR_GLSL "../data/shaders/glsl/${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")
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set(SHADER_DIR_HLSL "../data/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")
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source_group("Shaders\\GLSL" FILES ${SHADERS_GLSL})
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source_group("Shaders\\HLSL" FILES ${SHADERS_HLSL})
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# Add optional readme / tutorial
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file(GLOB README_FILES "${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} ${README_FILES})
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target_link_libraries(${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} ${README_FILES})
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target_link_libraries(${EXAMPLE_NAME} base )
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endif(WIN32)
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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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target_link_libraries(${EXAMPLE_NAME} OpenMP::OpenMP_CXX)
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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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bloom
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computecloth
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computecullandlod
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computeheadless
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computenbody
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computeparticles
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computeraytracing
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computeshader
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conditionalrender
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conservativeraster
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debugmarker
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deferred
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deferredmultisampling
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deferredshadows
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descriptorindexing
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descriptorsets
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displacement
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distancefieldfonts
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dynamicrendering
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dynamicuniformbuffer
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gears
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geometryshader
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gltfloading
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gltfscenerendering
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gltfskinning
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graphicspipelinelibrary
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hdr
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imgui
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indirectdraw
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inlineuniformblocks
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inputattachments
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instancing
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multisampling
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multithreading
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multiview
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negativeviewportheight
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occlusionquery
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offscreen
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oit
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parallaxmapping
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particlefire
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pbrbasic
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pbribl
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pbrtexture
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pipelines
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pipelinestatistics
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pushconstants
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pushdescriptors
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radialblur
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rayquery
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raytracingbasic
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raytracingcallable
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raytracingreflections
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raytracingsbtdata
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raytracingshadows
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renderheadless
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screenshot
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shadowmapping
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shadowmappingomni
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shadowmappingcascade
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specializationconstants
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sphericalenvmapping
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ssao
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stencilbuffer
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subpasses
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terraintessellation
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tessellation
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textoverlay
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texture
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texture3d
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texturearray
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texturecubemap
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texturecubemaparray
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texturemipmapgen
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texturesparseresidency
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triangle
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variablerateshading
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vertexattributes
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viewportarray
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vulkanscene
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)
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buildExamples()
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