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Copy pathCMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.22)
project(my_vk_engine)
set(CMAKE_CXX_STANDARD 20)
# If you're on windows: please use MSVC instead of MingW to avoid a lot of pain
find_package(Vulkan REQUIRED)
# Necessary config for Jolt
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
add_subdirectory(libs)
add_subdirectory(src)
## find all the shader files under the shaders folder
file(GLOB_RECURSE GLSL_SOURCE_FILES
"${PROJECT_SOURCE_DIR}/assets/shaders/*.frag"
"${PROJECT_SOURCE_DIR}/assets/shaders/*.vert"
"${PROJECT_SOURCE_DIR}/assets/shaders/*.comp"
)
file(GLOB_RECURSE GLSL_UTILS_FILES
"${PROJECT_SOURCE_DIR}/assets/shaders/*.glsl"
)
# Check for glsl lang compiler
if((NOT Vulkan_GLSLANG_VALIDATOR_EXECUTABLE))
message(FATAL_ERROR "glslang validation does not exist in path")
endif()
## iterate each shader and compile
foreach (GLSL ${GLSL_SOURCE_FILES})
message(STATUS "BUILDING SHADER")
get_filename_component(FILE_NAME ${GLSL} NAME)
set(SPIRV "${PROJECT_SOURCE_DIR}/assets/shaders/${FILE_NAME}.spv")
message(STATUS ${GLSL})
##execute glslang command to compile that specific shader
add_custom_command(
OUTPUT ${SPIRV}
COMMAND ${Vulkan_GLSLANG_VALIDATOR_EXECUTABLE} -V ${GLSL} -o ${SPIRV}
DEPENDS ${GLSL} ${GLSL_UTILS_FILES}) # TODO: optimise dependencies
list(APPEND SPIRV_BINARY_FILES ${SPIRV})
endforeach (GLSL)
add_custom_target(
Shaders
DEPENDS ${SPIRV_BINARY_FILES}
)