cmake_policy(PUSH) cmake_policy(SET CMP0057 NEW) ############################################################## ## enable shader lang by shader compiler: glslcc macro(glslcc_option variable value) if(NOT DEFINED ${variable}) set(${variable} ${value}) endif() endmacro() glslcc_option(GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS .frag;.fsh) glslcc_option(GLSLCC_VERT_SOURCE_FILE_EXTENSIONS .vert;.vsh) glslcc_option(GLSLCC_OUT_DIR ${CMAKE_BINARY_DIR}/runtime/axslc) glslcc_option(GLSLCC_OUT_SUFFIX "") glslcc_option(GLSLCC_FLAT_UBOS TRUE) glslcc_option(GLSLCC_FIND_PROG_ROOT "") if(APPLE) set(GLSLCC_FLAT_UBOS FALSE) endif() find_program(GLSLCC_EXE NAMES glslcc PATHS ${GLSLCC_FIND_PROG_ROOT} ) if (NOT GLSLCC_EXE) message("glslcc not found.") message(FATAL_ERROR "Please run setup.ps1 again to download glslcc, and run CMake again.") endif() message(STATUS "GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS=${GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS}") message(STATUS "GLSLCC_VERT_SOURCE_FILE_EXTENSIONS=${GLSLCC_VERT_SOURCE_FILE_EXTENSIONS}") message(STATUS "GLSLCC_OUT_SUFFIX=${GLSLCC_OUT_SUFFIX}") message(STATUS "GLSLCC_FLAT_UBOS=${GLSLCC_FLAT_UBOS}") # PROPERTY: include direcotries (optional) define_property(SOURCE PROPERTY GLSLCC_INCLUDE_DIRS BRIEF_DOCS "Compiled shader include directories" FULL_DOCS "Compiled shader include directories, seperated with comma") # PROPERTY: defines (optional) define_property(SOURCE PROPERTY GLSLCC_DEFINES BRIEF_DOCS "Compiled shader defines" FULL_DOCS "Compiled shader defines, seperated with comma") # Find shader sources in specified directory # syntax: ax_find_shaders(dir shader_sources [RECURSE]) # examples: # - ax_find_shaders("${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 # - ax_target_compile_shaders(axmol FILES source_files CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/shaders/${SC_LANG}/xxx_fs # - 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) set(SC_DEFINES "") # silent when compile shader success set(SC_FLAGS "--silent" "--err-format=msvc") # shader lang 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") list(APPEND SC_DEFINES "METAL") endif() # defines get_source_file_property(SOURCE_SC_DEFINES ${SC_FILE} GLSLCC_DEFINES) if (NOT (SOURCE_SC_DEFINES STREQUAL "NOTFOUND")) list(APPEND SC_DEFINES ${SOURCE_SC_DEFINES}) endif() if (SC_DEFINES) list(APPEND SC_FLAGS "--defines=${SC_DEFINES}") 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=${INC_DIRS}") # flat-ubos if(${GLSLCC_FLAT_UBOS}) list(APPEND SC_FLAGS "--flatten-ubos") endif() # input if (${FILE_EXT} IN_LIST GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS) list(APPEND SC_FLAGS "--frag=${SC_FILE}") set(SC_TYPE "fs") elseif(${FILE_EXT} IN_LIST GLSLCC_VERT_SOURCE_FILE_EXTENSIONS) set(SC_TYPE "vs") list(APPEND SC_FLAGS "--vert=${SC_FILE}") else() message(FATAL_ERROR "Invalid shader source, the file extesion must be one of .frag;.vert") endif() # sgs, because Apple Metal lack of shader uniform reflect so use --sgs --refelect if (APPLE) list(APPEND SC_FLAGS "--sgs" "--reflect") # need add suffix manually when flags contains --sgs set(SC_SUFFIX "_${SC_TYPE}") else() set(SC_SUFFIX "") endif() # output set(OUT_DIR ${GLSLCC_OUT_DIR}) if (NOT (IS_DIRECTORY ${OUT_DIR})) file(MAKE_DIRECTORY ${OUT_DIR}) endif() if (NOT opt_CVAR) list(APPEND SC_FLAGS "--output=${OUT_DIR}/${FILE_NAME}${GLSLCC_OUT_SUFFIX}${SC_SUFFIX}" ) # 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}/${FILE_NAME}_${SC_TYPE}${GLSLCC_OUT_SUFFIX}") else() set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${SC_TYPE}${GLSLCC_OUT_SUFFIX}.h") list(APPEND SC_FLAGS "${OUT_FILE}" "--cvar=shader_rt_${FILE_NAME}" "--output=${SC_OUTPUT}") endif() set(SC_COMMENT "Compiling 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} ${SC_FLAGS} COMMENT "${FULL_COMMAND_LINE}" ) endforeach() target_sources(${target_name} PRIVATE ${opt_FILES}) endfunction() cmake_policy(POP)