mirror of https://github.com/axmolengine/axmol.git
248 lines
11 KiB
CMake
248 lines
11 KiB
CMake
cmake_policy(PUSH)
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cmake_policy(SET CMP0057 NEW)
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##############################################################
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## enable shader lang by shader compiler: glslcc
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macro(glslcc_option variable value)
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if(NOT DEFINED ${variable})
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set(${variable} ${value} CACHE STATIC "" FORCE)
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endif()
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endmacro()
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glslcc_option(GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS ".frag;.fsh")
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glslcc_option(GLSLCC_VERT_SOURCE_FILE_EXTENSIONS ".vert;.vsh")
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glslcc_option(GLSLCC_OUT_DIR ${CMAKE_BINARY_DIR}/runtime/axslc)
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glslcc_option(GLSLCC_FIND_PROG_ROOT "")
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find_program(GLSLCC_EXE NAMES glslcc
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PATHS ${GLSLCC_FIND_PROG_ROOT}
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)
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if (NOT GLSLCC_EXE)
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message(STATUS, "glslcc not found.")
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message(FATAL_ERROR "Please run setup.ps1 again to download glslcc, and run CMake again.")
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endif()
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message(STATUS "GLSLCC_OUT_DIR=${GLSLCC_OUT_DIR}")
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message(STATUS "GLSLCC_FIND_PROG_ROOT=${GLSLCC_FIND_PROG_ROOT}")
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message(STATUS "GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS=${GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS}")
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message(STATUS "GLSLCC_VERT_SOURCE_FILE_EXTENSIONS=${GLSLCC_VERT_SOURCE_FILE_EXTENSIONS}")
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# PROPERTY: include direcotries (optional)
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define_property(SOURCE PROPERTY GLSLCC_INCLUDE_DIRS
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BRIEF_DOCS "Compiled shader include directories"
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FULL_DOCS "Compiled shader include directories, seperated with comma")
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# PROPERTY: defines (optional) TODO: rename to PREPROCESSOR_LIST
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define_property(SOURCE PROPERTY GLSLCC_DEFINES
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BRIEF_DOCS "Compiled shader defines"
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FULL_DOCS "Compiled shader defines, seperated with comma")
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# PROPERTY: output1 (optional) TODO: rename to PREPROCESSOR_LIST
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define_property(SOURCE PROPERTY GLSLCC_OUTPUT1
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BRIEF_DOCS "Compiled shader output1 additional defines"
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FULL_DOCS "Compiled shader output1 additional defines, seperated with comma")
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# PROPERTY: glscc output (optional)
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define_property(SOURCE PROPERTY GLSLCC_OUTPUT
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BRIEF_DOCS "The compiled sources shader output path list"
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FULL_DOCS "The compiled shaders output list, seperated with comma")
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# Find shader sources in specified directory
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# syntax: ax_find_shaders(dir shader_sources [RECURSE])
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# examples:
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# - ax_find_shaders("${CMAKE_CURRENT_LIST_DIR}/core/renderer/shaders" runtime_shader_sources)
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# - ax_find_shaders("${CMAKE_CURRENT_LIST_DIR}/Source" custom_shader_sources RECURSE)
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function (ax_find_shaders dir varName)
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set(options RECURSE)
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cmake_parse_arguments(opt "${options}" "" "" ${ARGN})
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set(SC_FILTERS "")
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foreach(fileext ${GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS})
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list(APPEND SC_FILTERS "${dir}/*${fileext}")
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endforeach()
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foreach(fileext ${GLSLCC_VERT_SOURCE_FILE_EXTENSIONS})
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list(APPEND SC_FILTERS "${dir}/*${fileext}")
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endforeach()
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if (opt_RECURSE)
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file(GLOB_RECURSE out_files ${SC_FILTERS})
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else()
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file(GLOB out_files ${SC_FILTERS})
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endif()
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set(${varName} ${out_files} PARENT_SCOPE)
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endfunction()
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# This function allow make shader files (.frag, .vert) compiled with glslcc
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# usage:
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# - ax_target_compile_shaders(axmol FILES source_files): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/axslc/xxx_fs
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# - ax_target_compile_shaders(axmol FILES source_files CUSTOM): output compiled shader to ${CMAKE_BINARY_DIR}/runtime/axslc/custom/xxx_fs
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# - ax_target_compile_shaders(axmol FILES source_files CVAR): the shader will compiled to c hex header for embed include by C/C++ use
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# Use global variable to control shader file extension:
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# - GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS: default is .frag;.fsh
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# - GLSLCC_VERT_SOURCE_FILE_EXTENSIONS: default is .vert;.vsh
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#
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function (ax_target_compile_shaders target_name)
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set(options RUNTIME CVAR CUSTOM)
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set(multiValueArgs FILES)
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cmake_parse_arguments(opt "${options}" "" "${multiValueArgs}" ${ARGN})
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foreach(SC_FILE ${opt_FILES})
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get_filename_component(FILE_EXT ${SC_FILE} LAST_EXT)
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get_filename_component(FILE_NAME ${SC_FILE} NAME_WE)
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string(TOLOWER "${FILE_EXT}" FILE_EXT)
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set(SC_DEFINES "")
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# silent when compile shader success
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set(SC_FLAGS "--silent" "--err-format=msvc")
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# shader lang
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set(SC_PROFILE "")
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if(AX_GLES_PROFILE)
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# version 300 es
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if (AX_GLES_PROFILE EQUAL 300)
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set(OUT_LANG "ESSL")
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set(SC_PROFILE "300")
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else()
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# GLSL2 use glsl100 syntax es profile alka essl100
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set(OUT_LANG "ESSL")
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set(SC_PROFILE "100")
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set(SC_DEFINES "GLES2")
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endif()
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list(APPEND SC_FLAGS "--lang=gles" "--profile=${SC_PROFILE}")
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elseif (AX_USE_GL)
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# version 330
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set(OUT_LANG "GLSL")
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set(SC_PROFILE "330")
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list(APPEND SC_FLAGS "--lang=glsl" "--profile=${SC_PROFILE}")
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elseif (AX_USE_METAL)
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set(OUT_LANG "MSL")
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list(APPEND SC_FLAGS "--lang=msl")
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set(SC_DEFINES "METAL")
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endif()
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# automap, no-suffix since 1.18.1 released by axmolengine
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list(APPEND SC_FLAGS "--automap" "--no-suffix")
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# defines
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get_source_file_property(SOURCE_SC_DEFINES ${SC_FILE} GLSLCC_DEFINES)
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if (NOT (SOURCE_SC_DEFINES STREQUAL "NOTFOUND"))
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set(SC_DEFINES "${SC_DEFINES},${SOURCE_SC_DEFINES}")
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endif()
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if (SC_DEFINES)
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list(APPEND SC_FLAGS "\"--defines=${SC_DEFINES}\"")
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endif()
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# includes
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get_source_file_property(INC_DIRS ${SC_FILE} GLSLCC_INCLUDE_DIRS)
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if (INC_DIRS STREQUAL "NOTFOUND")
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set(INC_DIRS "")
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endif()
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list(APPEND INC_DIRS "${_AX_ROOT}/core/renderer/shaders")
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list(APPEND SC_FLAGS "--include-dirs=${INC_DIRS}")
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if (opt_CVAR)
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list(APPEND SC_FLAGS "--cvar=shader_rt_${FILE_NAME}")
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endif()
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# sgs, because Apple Metal lack of shader uniform reflect so use --sgs --refelect
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if (AX_USE_METAL)
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list(APPEND SC_FLAGS "--sgs" "--reflect")
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endif()
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# input
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if (${FILE_EXT} IN_LIST GLSLCC_FRAG_SOURCE_FILE_EXTENSIONS)
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list(APPEND SC_FLAGS "--frag=${SC_FILE}")
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set(SC_TYPE "fs")
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elseif(${FILE_EXT} IN_LIST GLSLCC_VERT_SOURCE_FILE_EXTENSIONS)
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set(SC_TYPE "vs")
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list(APPEND SC_FLAGS "--vert=${SC_FILE}")
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else()
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message(FATAL_ERROR "Invalid shader source, the file extesion must be one of .frag;.vert")
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endif()
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# output
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set(OUT_DIR ${GLSLCC_OUT_DIR})
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if(opt_CUSTOM)
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set(OUT_DIR "${OUT_DIR}/custom")
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endif()
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if (NOT (IS_DIRECTORY ${OUT_DIR}))
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file(MAKE_DIRECTORY ${OUT_DIR})
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endif()
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set(SC_OUTPUT "${OUT_DIR}/${FILE_NAME}_${SC_TYPE}")
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set(SC_COMMENT "Compiling shader ${SC_FILE} for ${OUT_LANG}${SC_PROFILE} ...")
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get_source_file_property(SOURCE_SC_OUTPUT1 ${SC_FILE} GLSLCC_OUTPUT1)
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string(REPLACE ";" " " FULL_COMMAND_LINE "${GLSLCC_EXE};${SC_FLAGS} ...")
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if(SOURCE_SC_OUTPUT1 STREQUAL "NOTFOUND") # single output
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list(APPEND SC_FLAGS "--output=${SC_OUTPUT}")
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set_source_files_properties(${SC_FILE} DIRECTORY ${CMAKE_BINARY_DIR} PROPERTIES GLSLCC_OUTPUT ${SC_OUTPUT})
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add_custom_command(
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MAIN_DEPENDENCY ${SC_FILE} OUTPUT ${SC_OUTPUT} COMMAND ${GLSLCC_EXE} ${SC_FLAGS}
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COMMENT "${SC_COMMENT}"
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)
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else() # dual outputs
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set(SC_DEFINES1 "${SC_DEFINES},${SOURCE_SC_OUTPUT1}")
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set(SC_FLAGS1 ${SC_FLAGS})
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list(REMOVE_ITEM SC_FLAGS1 "\"--defines=${SC_DEFINES}\"")
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list(APPEND SC_FLAGS1 "\"--defines=${SC_DEFINES1}\"")
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list(APPEND SC_FLAGS "--output=${SC_OUTPUT}")
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set(SC_OUTPUT1 "${SC_OUTPUT}_1")
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list(APPEND SC_FLAGS1 "--output=${SC_OUTPUT1}")
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string(REPLACE ";" " " FULL_COMMAND_LINE1 "${GLSLCC_EXE};${SC_FLAGS1} ...")
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set_source_files_properties(${SC_FILE} DIRECTORY ${CMAKE_BINARY_DIR} PROPERTIES GLSLCC_OUTPUT "${SC_OUTPUT};${SC_OUTPUT1}")
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add_custom_command(
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MAIN_DEPENDENCY ${SC_FILE}
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OUTPUT ${SC_OUTPUT} ${SC_OUTPUT1}
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COMMAND ${GLSLCC_EXE} ${SC_FLAGS}
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COMMAND ${GLSLCC_EXE} ${SC_FLAGS1}
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COMMENT "${SC_COMMENT}"
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)
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endif()
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endforeach()
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target_sources(${target_name} PRIVATE ${opt_FILES})
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endfunction()
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function(ax_target_embed_compiled_shaders target_name rc_output)
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set(multiValueArgs FILES)
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cmake_parse_arguments(opt "" "" "${multiValueArgs}" ${ARGN})
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set(app_all_shaders_json "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n")
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set(app_all_shaders_json "${app_all_shaders_json}<Project DefaultTargets=\"Build\" ToolsVersion=\"12.0\" xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n")
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set(app_all_shaders_json "${app_all_shaders_json} <ItemGroup Label=\"axslc\">\n")
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foreach(shader ${opt_FILES})
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get_source_file_property(compiled_shaders ${shader} DIRECTORY ${CMAKE_BINARY_DIR} GLSLCC_OUTPUT)
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if(compiled_shaders STREQUAL "NOTFOUND")
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message(FATAL_ERROR "Not found property GLSLCC_OUTPUT of file: ${shader}")
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endif()
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foreach(compiled_shader ${compiled_shaders})
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file(RELATIVE_PATH compiled_shader_rp ${GLSLCC_OUT_DIR} ${compiled_shader})
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file(TO_NATIVE_PATH "Content/axslc/${compiled_shader_rp}" compiled_shader_target_dir)
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set(app_all_shaders_json "${app_all_shaders_json} <None Include=\"${compiled_shader}\">\n")
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# set(app_all_shaders_json "${app_all_shaders_json} <Link>Content\\axslc\\%(FileName)%(Extension)</Link>\n")
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set(app_all_shaders_json "${app_all_shaders_json} <Link>${compiled_shader_target_dir}</Link>\n")
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set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='Debug|x64'\">true</DeploymentContent>\n")
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set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='Release|x64'\">true</DeploymentContent>\n")
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set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='MinSizeRel|x64'\">true</DeploymentContent>\n")
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set(app_all_shaders_json "${app_all_shaders_json} <DeploymentContent Condition=\"'\$(Configuration)|\$(Platform)'=='RelWithDebInfo|x64'\">true</DeploymentContent>\n")
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set(app_all_shaders_json "${app_all_shaders_json} </None>\n")
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endforeach()
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endforeach()
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set(app_all_shaders_json "${app_all_shaders_json} </ItemGroup>\n</Project>\n")
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set(props_file "${rt_output}/axslc.props")
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write_file("${props_file}" "${app_all_shaders_json}")
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set_target_properties(${target_name} PROPERTIES VS_USER_PROPS "${props_file}")
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endfunction()
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cmake_policy(POP)
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