procedural-3d-engine/CMakeLists.txt
Sascha Willems feb939096f
Merge glTF branch (#747)
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class

* Split glTF loader into header and implementation

* Updated sample to use glTF

* Removed collada files

Replaced assets are now part of the asset pack

* Return value for glTF model vertex input state create info helper

* Removed unused assets

* Use glTF assets

* Added default material for glTF node's without materials

* Use glTF assets

* Apply pre-transforms to normals

* Use glTF assets

* Use glTF assets

* Use vertex input state from glTF model class

* Scene setup

* Use glTF assets

* Use glTF assets

* Display error message and exit if glTF file could not be loaded

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Remove unused buffer binds

* Use glTF assets

* Remove no longer used model files

* Remove no longer used model files

* Added support for rendering glTF models with images

* glTF model normal pre-transform ignores translation

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Use glTF assets

* Only add combined image samplers to pool if actually used in the scene

* Use global descriptor set layouts

* Use global descriptor set layouts

* Use glTF assets

* Use glTF assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Remove no-longer used model

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model

* Use glTF assets

Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets

* Adnrdoid build file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders

* Added vertex count and way of passing additional memory property type flags to glTF loader

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders

* Remove unfinished sample

* Completely reworked push constants sample

Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Android CMake build files

* Removed un-used asset

* Explicit buffer binding function

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders

* Use glTF assets

Code cleanup

* Use glTF assets

Code cleanup
Removed no-longer used assets

* Use glTF assets

Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Remove no-longer used asset

* Use glTF assets

Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring

* Use glTF assets

Code cleanup and refactoring
Removed no-longer used assets

* Pass vertex size and calculate multiplier in shaders instead of hard-coding

With this, changes to the glTF vertex structure won't break the ray tracing samples

* Load tangents (if present)

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code

* Android build

* Normal mapping fixes

Udpated HLSL shaders

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Code cleanup, comments

* Use glTF assets

Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders

* Added sample count to framebuffer create info

* Removed no-longer used assets

* Android build

Removed no-longer used assets

* Code cleanup and heavy refactoring

Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader

* Renamed textured PBR sample main cpp file

* Use glTF assets

Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Removed no-longer used assets

* Android build files

* Android build files

* Use glTF assets

Removed no-longer used assets

* Fixed HLSL shaders

* Android build files

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Use glTF assets

Updated GLSL and HLSL shaders
Removed no-longer used assets

* Added flag to disable glTF image loading

Useful for samples that use their own textures or don't use textures at all to speed up loading

* Use glTF assets

Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders

* Updated Android build files

* Removed left-over comment

* Use Sponza scene for the SSAO sample

* Removed unused code

* Removed ASSIMP

No longer required as all samples now use the glTF file format

* Added missing vertex shader stage

* Removed old ASSIMP-based model loader

* Added support for loading external glTF images from ktx

Android fixes for loading external buffer files

* Scene setup

* Added missing shader stages

* Removed ASSIMP from build files

* Fixed compiler warning

* Removed ASSIMP from readmes

* Android build files cleanup

* Replaced ktx submodule with only the files required for this repo

The ktx submodule was a tad too big and contained lots of files not required for this repo

* Moved ktx build files into base project

* Use glTF assets

* Use glTF assets

* Removed license files, will be moved to asset pack

* Use RGBA textures

* Use RGBA cubemp texture with face assignment based on original images

Refs #679

* Android build files

* Removed textures

All textures will be moved to the asset pack

* Ignore asset folders

* Removed font

Fonts will be moved to the asset pack

* Link to gltf asset pack

* Updated gitignore

* Android build file
2020-07-28 20:20:38 +02:00

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CMake

cmake_minimum_required(VERSION 2.8 FATAL_ERROR)
cmake_policy(VERSION 2.8)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake")
set(NAME vulkanExamples)
project(${NAME})
include_directories(external)
include_directories(external/glm)
include_directories(external/gli)
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_WAYLAND_WSI "Build the project using Wayland swapchain" OFF)
set(RESOURCE_INSTALL_DIR "" CACHE PATH "Path to install resources to (leave empty for running uninstalled)")
# Use FindVulkan module added with CMAKE 3.7
if (NOT CMAKE_VERSION VERSION_LESS 3.7.0)
message(STATUS "Using module to find Vulkan")
find_package(Vulkan)
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")
ELSE(WIN32)
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_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})
execute_process(COMMAND ${PKG_CONFIG} --variable=pkgdatadir wayland-protocols OUTPUT_VARIABLE protocol_dir OUTPUT_STRIP_TRAILING_WHITESPACE)
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})
ELSE(USE_D2D_WSI)
find_package(XCB REQUIRED)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_USE_PLATFORM_XCB_KHR")
ENDIF(USE_D2D_WSI)
# 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 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
file(GLOB SOURCE *.cpp )
# Build all examples
function(buildExamples)
foreach(EXAMPLE ${EXAMPLES})
buildExample(${EXAMPLE})
endforeach(EXAMPLE)
endfunction(buildExamples)
if(RESOURCE_INSTALL_DIR)
add_definitions(-DVK_EXAMPLE_DATA_DIR=\"${RESOURCE_INSTALL_DIR}/\")
install(DIRECTORY data/ DESTINATION ${RESOURCE_INSTALL_DIR}/)
else()
add_definitions(-DVK_EXAMPLE_DATA_DIR=\"${CMAKE_SOURCE_DIR}/data/\")
endif()
# Compiler specific stuff
IF(MSVC)
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /EHsc")
ENDIF(MSVC)
IF(WIN32)
# Nothing here (yet)
ELSE(WIN32)
link_libraries(${XCB_LIBRARIES} ${Vulkan_LIBRARY} ${Vulkan_LIBRARY} ${WAYLAND_CLIENT_LIBRARIES} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(WIN32)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/")
add_subdirectory(base)
add_subdirectory(examples)