procedural-3d-engine/examples/CMakeLists.txt
Sascha Willems 122793da95 Started working on sample for VK_EXT_host_image_copy
First working version
Work-in-progress
2024-06-20 16:50:43 +02:00

179 lines
5.5 KiB
CMake

# Copyright (c) 2016-2024, Sascha Willems
# SPDX-License-Identifier: MIT
# Function for building single example
function(buildExample EXAMPLE_NAME)
SET(EXAMPLE_FOLDER ${CMAKE_CURRENT_SOURCE_DIR}/${EXAMPLE_NAME})
message(STATUS "Generating project file for example in ${EXAMPLE_FOLDER}")
# Main
file(GLOB SOURCE *.cpp ${BASE_HEADERS} ${EXAMPLE_FOLDER}/*.cpp)
SET(MAIN_CPP ${EXAMPLE_FOLDER}/${EXAMPLE_NAME}.cpp)
if(EXISTS ${EXAMPLE_FOLDER}/main.cpp)
SET(MAIN_CPP ${EXAMPLE_FOLDER}/main.cpp)
ENDIF()
if(EXISTS ${EXAMPLE_FOLDER}/${EXAMPLE_NAME}.h)
SET(MAIN_HEADER ${EXAMPLE_FOLDER}/${EXAMPLE_NAME}.h)
ENDIF()
# imgui example requires additional source files
IF(${EXAMPLE_NAME} STREQUAL "imgui")
file(GLOB ADD_SOURCE "../external/imgui/*.cpp")
SET(SOURCE ${SOURCE} ${ADD_SOURCE})
ENDIF()
# wayland requires additional source files
IF(USE_WAYLAND_WSI)
SET(SOURCE ${SOURCE} ${CMAKE_BINARY_DIR}/xdg-shell-client-protocol.h ${CMAKE_BINARY_DIR}/xdg-shell-protocol.c)
ENDIF()
# Add shaders
set(SHADER_DIR_GLSL "../shaders/glsl/${EXAMPLE_NAME}")
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" "${SHADER_DIR_GLSL}/*.glsl")
set(SHADER_DIR_HLSL "../shaders/hlsl/${EXAMPLE_NAME}")
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")
source_group("Shaders\\GLSL" FILES ${SHADERS_GLSL})
source_group("Shaders\\HLSL" FILES ${SHADERS_HLSL})
# Add optional readme / tutorial
file(GLOB README_FILES "${EXAMPLE_FOLDER}/*.md")
if(WIN32)
add_executable(${EXAMPLE_NAME} WIN32 ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES})
target_link_libraries(${EXAMPLE_NAME} base ${Vulkan_LIBRARY} ${WINLIBS})
else(WIN32)
add_executable(${EXAMPLE_NAME} ${MAIN_CPP} ${SOURCE} ${MAIN_HEADER} ${SHADERS_GLSL} ${SHADERS_HLSL} ${README_FILES})
target_link_libraries(${EXAMPLE_NAME} base )
endif(WIN32)
file(MAKE_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
set_target_properties(${EXAMPLE_NAME} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}/bin)
if(${EXAMPLE_NAME} STREQUAL "texture3d")
if(APPLE)
# SRS - Use MacPorts paths as default since the same on x86 and Apple Silicon, can override for homebrew on cmake command line
if(NOT OpenMP_omp_LIBRARY AND EXISTS /opt/local/lib/libomp/libomp.dylib)
set(OpenMP_omp_LIBRARY /opt/local/lib/libomp/libomp.dylib)
endif()
if(CMAKE_C_COMPILER_ID MATCHES "Clang\$")
set(OpenMP_C_FLAGS "-Xclang -fopenmp")
set(OpenMP_C_LIB_NAMES "omp")
if(NOT OpenMP_C_INCLUDE_DIR AND EXISTS /opt/local/include/libomp)
set(OpenMP_C_INCLUDE_DIR /opt/local/include/libomp)
endif()
endif()
if(CMAKE_CXX_COMPILER_ID MATCHES "Clang\$")
set(OpenMP_CXX_FLAGS "-Xclang -fopenmp")
set(OpenMP_CXX_LIB_NAMES "omp")
if(NOT OpenMP_CXX_INCLUDE_DIR AND EXISTS /opt/local/include/libomp)
set(OpenMP_CXX_INCLUDE_DIR /opt/local/include/libomp)
endif()
endif()
endif()
find_package(OpenMP)
if(OpenMP_CXX_FOUND)
set_target_properties(${EXAMPLE_NAME} PROPERTIES COMPILE_FLAGS ${OpenMP_CXX_FLAGS})
target_include_directories(${EXAMPLE_NAME} PRIVATE ${OpenMP_CXX_INCLUDE_DIRS})
target_link_libraries(${EXAMPLE_NAME} ${OpenMP_CXX_LIBRARIES})
endif()
endif()
if(RESOURCE_INSTALL_DIR)
install(TARGETS ${EXAMPLE_NAME} DESTINATION ${CMAKE_INSTALL_BINDIR})
endif()
endfunction(buildExample)
# Build all examples
function(buildExamples)
foreach(EXAMPLE ${EXAMPLES})
buildExample(${EXAMPLE})
endforeach(EXAMPLE)
endfunction(buildExamples)
set(EXAMPLES
bloom
computecloth
computecullandlod
computeheadless
computenbody
computeparticles
computeraytracing
computeshader
conditionalrender
conservativeraster
debugprintf
debugutils
deferred
deferredmultisampling
deferredshadows
descriptorbuffer
descriptorindexing
descriptorsets
displacement
distancefieldfonts
dynamicrendering
dynamicstate
dynamicuniformbuffer
gears
geometryshader
gltfloading
gltfscenerendering
gltfskinning
graphicspipelinelibrary
hdr
hostimagecopy
imgui
indirectdraw
inlineuniformblocks
inputattachments
instancing
meshshader
multisampling
multithreading
multiview
negativeviewportheight
occlusionquery
offscreen
oit
parallaxmapping
particlesystem
pbrbasic
pbribl
pbrtexture
pipelines
pipelinestatistics
pushconstants
pushdescriptors
radialblur
rayquery
raytracingbasic
raytracingcallable
raytracinggltf
raytracingintersection
raytracingreflections
raytracingpositionfetch
raytracingsbtdata
raytracingshadows
raytracingtextures
renderheadless
screenshot
shaderobjects
shadowmapping
shadowmappingomni
shadowmappingcascade
specializationconstants
sphericalenvmapping
ssao
stencilbuffer
subpasses
terraintessellation
tessellation
textoverlay
texture
texture3d
texturearray
texturecubemap
texturecubemaparray
texturemipmapgen
texturesparseresidency
triangle
variablerateshading
vertexattributes
viewportarray
vulkanscene
)
buildExamples()