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CMakeLists.txt
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cmake_minimum_required(VERSION 3.0.0)
project(Muyo)
# Compile time features
option (FEATURE_RAY_TRACING "Compile with ray tracing feature" off)
option (FEATURE_SYNCHRONIZATION2 "Compile with ray tracing feature" off)
option (FEATURE_USE_SDL "Use SDL as window system" off)
if (${FEATURE_RAY_TRACING})
add_compile_definitions(FEATURE_RAY_TRACING)
endif()
if (${FEATURE_SYNCHRONIZATION2})
add_compile_definitions(FEATURE_SYNCHRONIZATION2)
endif()
set (CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set (CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}")
set (CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}")
set (CMAKE_LIBRARY_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}")
set (CMAKE_LIBRARY_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}")
set (CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}")
set (CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}")
set (CMAKE_EXPORT_COMPILE_COMMANDS ON)
## GLFW
# Look for precompiled glfw library
find_package(glfw3 3.2 QUIET)
# Otherwise, build from source
if (NOT ${glfw3_FOUND})
# Build glfw from source
set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE)
set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE)
#set(GLFW_USE_WAYLAND ON CACHE BOOL "" FORCE)
add_subdirectory(${CMAKE_SOURCE_DIR}/thirdparty/glfw)
endif()
add_compile_definitions(USE_GLFW)
set(WINDOW_LIB glfw)
## GLM
find_package(glm QUIET)
if (NOT ${glm_FOUND})
set(GLM_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/thirdparty/glm)
endif()
## imgui
set(IMGUI_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/thirdparty/imgui)
add_library(imgui
thirdparty/imgui/imgui.cpp
thirdparty/imgui/imgui_demo.cpp
thirdparty/imgui/imgui_draw.cpp
thirdparty/imgui/imgui_widgets.cpp
thirdparty/imgui/imgui_tables.cpp
)
## ImGuizmo
set(IMGUIZMO_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/thirdparty/ImGuizmo)
add_library(imguizmo thirdparty/ImGuizmo/ImGuizmo.cpp)
## VULKAN
if (NOT ENV{VULKAN_SDK} AND EXISTS ENV{VULKAN_SDK})
list(APPEND CMAKE_PREFIX_PATH $ENV{VULKAN_SDK})
endif()
# Cap vulkan version to avoid validation layer error
find_package(Vulkan REQUIRED)
## Vulkan Memory Allocator
add_subdirectory(${CMAKE_SOURCE_DIR}/thirdparty/VulkanMemoryAllocator)
include_directories(${CMAKE_SOURCE_DIR}/thirdparty/VulkanMemoryAllocator/include)
## tiny obj
include_directories(${CMAKE_SOURCE_DIR}/thirdparty/tinyobjloader)
add_library(tinyobj ${CMAKE_SOURCE_DIR}/thirdparty/tinyobjloader/tiny_obj_loader.cc)
## tiny gltf
include_directories(${CMAKE_SOURCE_DIR}/thirdparty/tinygltf)
add_library(tinygltf ${CMAKE_SOURCE_DIR}/thirdparty/tinygltf/tiny_gltf.cc)
## stb images
include_directories(${CMAKE_SOURCE_DIR}/thirdparty/stb)
add_library(stb ${CMAKE_SOURCE_DIR}/thirdparty/stb/stb.cpp)
## meshoptimizer
add_subdirectory(${CMAKE_SOURCE_DIR}/thirdparty/meshoptimizer)
include_directories(${CMAKE_SOURCE_DIR}/thirdparty/meshoptimizer/src)
if(NOT EXISTS ${Vulkan_GLSLANG_VALIDATOR_EXECUTABLE})
message(FATAL_ERROR "Can't find glslangValidator at ${GLSL_VALIDATOR}")
endif()
## Find slang, this should later be included in official cmake script
if (NOT EXISTS ${Vulkan_SLANG_EXECUTABLE})
set(_Vulkan_hint_executable_search_paths "$ENV{VULKAN_SDK}/bin")
find_program(Vulkan_SLANG_EXECUTABLE
NAMES slangc
HINTS
${_Vulkan_hint_executable_search_paths}
)
unset(_Vulkan_hint_executable_search_paths)
endif()
if (NOT EXISTS ${Vulkan_SLANG_EXECUTABLE})
message(FATAL_ERROR "Can't find slang executable")
endif()
if (UNIX)
set (CMAKE_CXX_FLAGS "-std=c++20 -Wall -pthread -Wno-missing-braces -g")
set (CMAKE_CXX_DEBUG_FLAGS ${CMAKE_CXX_FLAGS} "")
set (CMAKE_CXX_RELEASE_FLAGS ${CMAKE_CXX_FLAGS} "-O3")
elseif(MSVC)
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /std:c++latest /W3")
endif()
# Headers that shared between shader and cpp
set (SHARED_HEADER_DIR "${CMAKE_SOURCE_DIR}/shaders/shared")
include_directories(
${Vulkan_INCLUDE_DIR}
${GLFW3_INCLUDE_DIR}
${GLM_INCLUDE_DIRS}
${IMGUI_INCLUDE_DIRS}
${SHARED_HEADER_DIR}
${IMGUIZMO_INCLUDE_DIRS}
)
#Enable CPPCHECK
# set(CMAKE_CXX_CPPCHECK "cppcheck")
include_directories(
"src/RenderDevice"
"src/RenderPasses"
"src/RenderResources"
"src/Scene"
"src/Debug"
"src"
)
file(GLOB muyo_SRC
"src/*.h"
"src/*.cpp"
"src/Debug/*.h"
"src/Debug/*.cpp"
"src/RenderDevice/*.h"
"src/RenderDevice/*.cpp"
"src/RenderPasses/*.h"
"src/RenderPasses/*.cpp"
"src/RenderResources/*.h"
"src/RenderResources/*.cpp"
"src/Scene/*.h"
"src/Scene/*.cpp"
"src/tests/*.h"
"src/tests/*.cpp"
)
add_library(muyo STATIC ${muyo_SRC})
target_link_libraries(muyo imgui imguizmo ${Vulkan_LIBRARIES} ${WINDOW_LIB} VulkanMemoryAllocator stb tinygltf tinyobj meshoptimizer)
file(GLOB main_SRC
"src/app/helloVulkan.cpp"
)
file(GLOB PSOCompiler_SRC
"src/app/PSOCompiler.cpp"
)
add_executable(helloVulkan ${main_SRC})
target_link_libraries(helloVulkan PUBLIC muyo)
add_executable(PSOCompiler ${PSOCompiler_SRC})
target_link_libraries(PSOCompiler PUBLIC muyo)
# Build glsl shaders
file(GLOB_RECURSE GLSL_SOURCE_FILES
"${CMAKE_SOURCE_DIR}/shaders/*.frag"
"${CMAKE_SOURCE_DIR}/shaders/*.vert"
"${CMAKE_SOURCE_DIR}/shaders/*.rgen"
"${CMAKE_SOURCE_DIR}/shaders/*.rmiss"
"${CMAKE_SOURCE_DIR}/shaders/*.rchit"
"${CMAKE_SOURCE_DIR}/shaders/*.comp"
)
file(GLOB_RECURSE GLSL_HEADER_FILES
"${CMAKE_SOURCE_DIR}/shaders/*.h"
"${SHARED_HEADER_DIR}/*.h"
)
message(STATUS "GLSL shaders: ${GLSL_SOURCE_FILES}")
foreach (GLSL_SOURCE_FILE ${GLSL_SOURCE_FILES})
get_filename_component(FILE_NAME ${GLSL_SOURCE_FILE} NAME)
set(SPIRV "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/shaders/${FILE_NAME}.spv")
add_custom_command(
OUTPUT ${SPIRV}
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/shaders/"
COMMAND ${Vulkan_GLSLANG_VALIDATOR_EXECUTABLE} --target-env vulkan1.3 -DSHADER_CODE -g -V ${GLSL_SOURCE_FILE} -o ${SPIRV}
DEPENDS ${GLSL_SOURCE_FILE} ${GLSL_HEADER_FILES}) # Header change will trigger a full shader rebuild, which might not be necessary
list(APPEND SPIRV_BINARY_FILES ${SPIRV})
endforeach()
# Build slang shaders
file (GLOB_RECURSE SLANG_SOURCE_FILES "${CMAKE_SOURCE_DIR}/shaders/*.slang")
message(STATUS "Slang Shaders: ${SLANG_SOURCE_FILES}")
foreach (SLANG_SOURCE_FILE ${SLANG_SOURCE_FILES})
get_filename_component(FILE_NAME ${SLANG_SOURCE_FILE} NAME)
set(SPIRV "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/shaders/${FILE_NAME}.spv")
add_custom_command(
OUTPUT ${SPIRV}
COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/shaders/"
#hello-world.slang -profile glsl_450 -target spirv -o hello-world.spv -entry computeMain
COMMAND ${Vulkan_SLANG_EXECUTABLE} ${SLANG_SOURCE_FILE} -DSHADER_CODE -DSLANG -capability spirv_1_4 -profile glsl_450 -target spirv -o ${SPIRV} -entry main
DEPENDS ${SLANG_SOURCE_FILE}# ${GLSL_HEADER_FILES}) # Header change will trigger a full shader rebuild, which might not be necessary
)
list(APPEND SPIRV_BINARY_FILES ${SPIRV})
endforeach()
add_custom_target(
Shaders
DEPENDS ${SPIRV_BINARY_FILES}
)
add_dependencies(helloVulkan Shaders)
# Copy over asset
add_custom_command(
TARGET helloVulkan
POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${PROJECT_SOURCE_DIR}/assets ${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/assets
)
message(STATUS "runtime dir" ${CMAKE_RUNTIME_OUTPUT_DIRECTORY})
# Tests
# Disable tests for now until proper method has been found to load the gltf
#add_executable(testSceneImporter
# src/Geometry.cpp
# src/SceneImporter.cpp
# src/Scene.cpp
#
# src/tests/testSceneImporter.cpp
#)
#target_link_libraries(testSceneImporter tinygltf stb)
#add_custom_command(TARGET helloVulkan POST_BUILD
# COMMAND ${CMAKE_COMMAND} -E make_directory "$<TARGET_FILE_DIR:helloVulkan>/shaders/"
# COMMAND ${CMAKE_COMMAND} -E copy_directory
# "${CMAKE_RUNTIME_OUTPUT_DIRECTORY}/shaders"
# "$<TARGET_FILE_DIR:helloVulkan>/shaders"
# )
#