[CMake] Add find shader sources function:

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)
This commit is contained in:
halx99 2023-07-06 21:15:28 +08:00
parent 167b81d5cd
commit a2645186b4
1 changed files with 34 additions and 9 deletions

View File

@ -15,15 +15,6 @@ endif()
set(GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS .frag;.fsh)
set(GLSLCC_VERT_SOURCE_FILE_EXTENSIONS .vert;.vsh)
# This function allow make shader files (.frag, .vert) compiled with glslcc
# usage:
# - ax_target_compile_shaders(axmol FILES filepathList): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin
# - ax_target_compile_shaders(axmol FILES filepathList CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs.bin
# - ax_target_compile_shaders(axmol FILES filepathList 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
#
# PROPERTY: output directory (optional)
define_property(SOURCE PROPERTY GLSLCC_OUTPUT_DIRECTORY
BRIEF_DOCS "Compiled shader output directory"
@ -32,6 +23,40 @@ define_property(SOURCE PROPERTY GLSLCC_OUTPUT_DIRECTORY
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)