axmol/cmake/Modules/AXGLSLCC.cmake

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cmake_policy(PUSH)
cmake_policy(SET CMP0057 NEW)
##############################################################
## enable shader lang by shader compiler: glslcc
find_program(GLSLCC_EXE NAMES glslcc
PATHS ${_AX_ROOT}/tools/external/glslcc
)
if (NOT GLSLCC_EXE)
message("glslcc not found.")
message(FATAL_ERROR "Please run setup.ps1 again to download glslcc, and run CMake again.")
endif()
set(GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS .frag;.fsh)
set(GLSLCC_VERT_SOURCE_FILE_EXTENSIONS .vert;.vsh)
# PROPERTY: output directory (optional)
define_property(SOURCE PROPERTY GLSLCC_OUTPUT_DIRECTORY
BRIEF_DOCS "Compiled shader output directory"
FULL_DOCS "Compiled shader output directory")
# PROPERTY: include direcotries (optional)
define_property(SOURCE PROPERTY GLSLCC_INCLUDE_DIRS
BRIEF_DOCS "Compiled shader include directories"
FULL_DOCS "Compiled shader include directories, seperated with comma")
# Find shader sources in specified directory
# syntax: ax_find_shaders(dir shader_sources [RECURSE])
# examples:
# - ax_find_shaders("${CMAKE_CURRENT_LIST_DIR}/core/renderer/shaders" runtime_shader_sources)
# - ax_find_shaders("${CMAKE_CURRENT_LIST_DIR}/Source" custom_shader_sources RECURSE)
function (ax_find_shaders dir varName)
set(options RECURSE)
cmake_parse_arguments(opt "${options}" "" "" ${ARGN})
set(SC_FILTERS "")
foreach(fileext ${GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS})
list(APPEND SC_FILTERS "${dir}/*${fileext}")
endforeach()
foreach(fileext ${GLSLCC_VERT_SOURCE_FILE_EXTENSIONS})
list(APPEND SC_FILTERS "${dir}/*${fileext}")
endforeach()
if (opt_RECURSE)
file(GLOB_RECURSE out_files ${SC_FILTERS})
else()
file(GLOB out_files ${SC_FILTERS})
endif()
set(${varName} ${out_files} PARENT_SCOPE)
endfunction()
# This function allow make shader files (.frag, .vert) compiled with glslcc
# usage:
# - ax_target_compile_shaders(axmol FILES source_files): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin
# - ax_target_compile_shaders(axmol FILES source_files CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin
# - ax_target_compile_shaders(axmol FILES source_files CVAR): the shader will compiled to c hex header for embed include by C/C++ use
# Use global variable to control shader file extension:
# - GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS: default is .frag;.fsh
# - GLSLCC_VERT_SOURCE_FILE_EXTENSIONS: default is .vert;.vsh
#
function (ax_target_compile_shaders target_name)
set(options RUNTIME CVAR)
set(multiValueArgs FILES)
cmake_parse_arguments(opt "${options}" "" "${multiValueArgs}" ${ARGN})
foreach(SC_FILE ${opt_FILES})
get_filename_component(FILE_EXT ${SC_FILE} LAST_EXT)
get_filename_component(FILE_NAME ${SC_FILE} NAME_WE)
string(TOLOWER "${FILE_EXT}" FILE_EXT)
# silent when compile shader success
set(SC_FLAGS "--silent" "--err-format=msvc")
# shader lang
if(opt_RUNTIME)
set(SHADER_CATALOG "runtime")
else()
set(SHADER_CATALOG "custom")
endif()
set(SC_PROFILE "")
if(ANDROID OR WINRT OR AX_USE_ANGLE)
# version 300 es
set(OUT_LANG "ESSL")
set(SC_PROFILE "300")
list(APPEND SC_FLAGS "--lang=gles" "--profile=${SC_PROFILE}")
elseif (WIN32 OR LINUX)
# version 330
set(OUT_LANG "GLSL")
set(SC_PROFILE "330")
list(APPEND SC_FLAGS "--lang=glsl" "--profile=${SC_PROFILE}")
elseif (APPLE)
set(OUT_LANG "MSL")
list(APPEND SC_FLAGS "--lang=msl" "--defines=METAL")
endif()
# includes
get_source_file_property(INC_DIRS ${SC_FILE} GLSLCC_INCLUDE_DIRS)
if (INC_DIRS STREQUAL "NOTFOUND")
set(INC_DIRS "")
endif()
list(APPEND INC_DIRS "${_AX_ROOT}/core/renderer/shaders")
list(APPEND SC_FLAGS "--include-dirs=${INC_DIRS}")
# input
if (${FILE_EXT} IN_LIST GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS)
list(APPEND SC_FLAGS "--frag=${SC_FILE}")
set(TYPE "fs")
elseif(${FILE_EXT} IN_LIST GLSLCC_VERT_SOURCE_FILE_EXTENSIONS)
set(TYPE "vs")
list(APPEND SC_FLAGS "--vert=${SC_FILE}")
else()
message(FATAL_ERROR "Invalid shader source, the file extesion must be one of .frag;.vert")
endif()
# output
get_source_file_property(OUT_DIR ${SC_FILE} GLSLCC_OUTPUT_DIRECTORY)
if (OUT_DIR STREQUAL "NOTFOUND")
set(OUT_DIR "${CMAKE_BINARY_DIR}/shaders/${SHADER_CATALOG}")
endif()
file(MAKE_DIRECTORY ${OUT_DIR})
if (NOT opt_CVAR)
list(APPEND SC_FLAGS "--output=${OUT_DIR}/${FILE_NAME}.bin" )
# glscc will auto insert ${FILE_NAME}_vs.bin or ${FILE_NAME}_fs.bin
# so we set OUTPUT to match with it, otherwise will cause cause incremental build to work incorrectly.
set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${TYPE}.bin")
else()
set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${TYPE}.bin.h")
list(APPEND SC_FLAGS "${OUT_FILE}" "--cvar=shader_rt_${FILE_NAME}" "--output=${SC_OUTPUT}")
endif()
set(SC_COMMENT "Compiling ${SHADER_CATALOG} shader ${SC_FILE} for ${OUT_LANG}${SC_PROFILE} to ${SC_OUTPUT} ...")
# string(REPLACE ";" " " FULL_COMMAND_LINE "${GLSLCC_EXE};${SC_FLAGS} ...")
add_custom_command(
MAIN_DEPENDENCY ${SC_FILE} OUTPUT ${SC_OUTPUT} COMMAND ${GLSLCC_EXE} ${SC_FLAGS}
COMMENT "${SC_COMMENT}"
)
endforeach()
target_sources(${target_name} PRIVATE ${opt_FILES})
endfunction()
cmake_policy(POP)