Files
bgfx.cmake/cmake/examples.cmake
Joshua Brookover a3e5caeaf5 Added install target
2016-09-17 16:27:37 -05:00

174 lines
5.8 KiB
CMake
Executable File

# bgfx.cmake - bgfx building in cmake
# Written in 2016 by Joshua Brookover <josh@jalb.me>
# To the extent possible under law, the author(s) have dedicated all copyright
# and related and neighboring rights to this software to the public domain
# worldwide. This software is distributed without any warranty.
# You should have received a copy of the CC0 Public Domain Dedication along with
# this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
include( CMakeParseArguments )
include( cmake/util/ConfigureDebugging.cmake )
include( cmake/3rdparty/ib-compress.cmake )
include( cmake/3rdparty/ocornut-imgui.cmake )
function( add_bgfx_shader FILE FOLDER )
get_filename_component( FILENAME "${FILE}" NAME_WE )
string( SUBSTRING "${FILENAME}" 0 2 TYPE )
if( "${TYPE}" STREQUAL "fs" )
set( TYPE "FRAGMENT" )
set( D3D_PREFIX "ps" )
elseif( "${TYPE}" STREQUAL "vs" )
set( TYPE "VERTEX" )
set( D3D_PREFIX "vs" )
else()
set( TYPE "" )
endif()
if( NOT "${TYPE}" STREQUAL "" )
set( COMMON FILE ${FILE} ${TYPE} INCLUDES ${BGFX_DIR}/src )
set( OUTPUTS "" )
set( OUTPUTS_PRETTY "" )
if( WIN32 )
# dx9
set( DX9_OUTPUT ${BGFX_DIR}/examples/runtime/shaders/dx9/${FILENAME}.bin )
shaderc_parse( DX9 ${COMMON} WINDOWS PROFILE ${D3D_PREFIX}_3_0 OUTPUT ${DX9_OUTPUT} )
list( APPEND OUTPUTS "DX9" )
set( OUTPUTS_PRETTY "${OUTPUTS_PRETTY}DX9, " )
# dx11
set( DX11_OUTPUT ${BGFX_DIR}/examples/runtime/shaders/dx11/${FILENAME}.bin )
shaderc_parse( DX11 ${COMMON} WINDOWS PROFILE ${D3D_PREFIX}_4_0 OUTPUT ${DX11_OUTPUT} )
list( APPEND OUTPUTS "DX11" )
set( OUTPUTS_PRETTY "${OUTPUTS_PRETTY}DX11, " )
endif()
if( APPLE )
# metal
set( METAL_OUTPUT ${BGFX_DIR}/examples/runtime/shaders/metal/${FILENAME}.bin )
shaderc_parse( METAL ${COMMON} OSX OUTPUT ${METAL_OUTPUT} )
list( APPEND OUTPUTS "METAL" )
set( OUTPUTS_PRETTY "${OUTPUTS_PRETTY}Metal, " )
endif()
# gles
set( GLES_OUTPUT ${BGFX_DIR}/examples/runtime/shaders/gles/${FILENAME}.bin )
shaderc_parse( GLES ${COMMON} ANDROID OUTPUT ${GLES_OUTPUT} )
list( APPEND OUTPUTS "GLES" )
set( OUTPUTS_PRETTY "${OUTPUTS_PRETTY}GLES, " )
# glsl
set( GLSL_OUTPUT ${BGFX_DIR}/examples/runtime/shaders/glsl/${FILENAME}.bin )
shaderc_parse( GLSL ${COMMON} LINUX PROFILE 120 OUTPUT ${GLSL_OUTPUT} )
list( APPEND OUTPUTS "GLSL" )
set( OUTPUTS_PRETTY "${OUTPUTS_PRETTY}GLSL" )
set( OUTPUT_FILES "" )
set( COMMANDS "" )
foreach( OUT ${OUTPUTS} )
list( APPEND OUTPUT_FILES ${${OUT}_OUTPUT} )
list( APPEND COMMANDS COMMAND "$<TARGET_FILE:shaderc>" ${${OUT}} )
endforeach()
file( RELATIVE_PATH PRINT_NAME ${BGFX_DIR}/examples ${FILE} )
add_custom_command(
MAIN_DEPENDENCY
${FILE}
OUTPUT
${OUTPUT_FILES}
${COMMANDS}
COMMENT "Compiling shader ${PRINT_NAME} for ${OUTPUTS_PRETTY}"
)
endif()
endfunction()
function( add_example ARG_NAME )
# Parse arguments
cmake_parse_arguments( ARG "COMMON" "" "DIRECTORIES;SOURCES" ${ARGN} )
# Get all source files
list( APPEND ARG_DIRECTORIES "${BGFX_DIR}/examples/${ARG_NAME}" )
set( SOURCES "" )
set( SHADERS "" )
foreach( DIR ${ARG_DIRECTORIES} )
if( APPLE )
file( GLOB GLOB_SOURCES ${DIR}/*.mm )
list( APPEND SOURCES ${GLOB_SOURCES} )
endif()
file( GLOB GLOB_SOURCES ${DIR}/*.c ${DIR}/*.cpp ${DIR}/*.h ${DIR}/*.sc )
list( APPEND SOURCES ${GLOB_SOURCES} )
file( GLOB GLOB_SHADERS ${DIR}/*.sc )
list( APPEND SHADERS ${GLOB_SHADERS} )
endforeach()
# Add target
if( ARG_COMMON )
add_library( example-${ARG_NAME} STATIC EXCLUDE_FROM_ALL ${SOURCES} )
target_compile_definitions( example-${ARG_NAME} PRIVATE "-D_CRT_SECURE_NO_WARNINGS" "-D__STDC_FORMAT_MACROS" )
target_include_directories( example-${ARG_NAME} PUBLIC ${BGFX_DIR}/examples/common )
target_link_libraries( example-${ARG_NAME} PUBLIC bgfx ib-compress ocornut-imgui )
else()
add_executable( example-${ARG_NAME} WIN32 EXCLUDE_FROM_ALL ${SOURCES} )
target_compile_definitions( example-${ARG_NAME} PRIVATE "-D_CRT_SECURE_NO_WARNINGS" "-D__STDC_FORMAT_MACROS" )
target_link_libraries( example-${ARG_NAME} example-common )
configure_debugging( example-${ARG_NAME} WORKING_DIR ${BGFX_DIR}/examples/runtime )
if( MSVC )
set_target_properties( example-${ARG_NAME} PROPERTIES LINK_FLAGS "/ENTRY:\"mainCRTStartup\"" )
endif()
endif()
# Configure shaders
if( NOT ARG_COMMON )
foreach( SHADER ${SHADERS} )
add_bgfx_shader( ${SHADER} ${ARG_NAME} )
endforeach()
source_group( "Shader Files" FILES ${SHADERS})
endif()
# Directory name
set_target_properties( example-${ARG_NAME} PROPERTIES FOLDER "bgfx/examples" )
endfunction()
# Add common library for examples
add_example(
common
COMMON
DIRECTORIES
${BGFX_DIR}/examples/common/debugdraw
${BGFX_DIR}/examples/common/entry
${BGFX_DIR}/examples/common/font
${BGFX_DIR}/examples/common/imgui
${BGFX_DIR}/examples/common/nanovg
)
# Add examples
add_example( 00-helloworld )
add_example( 01-cubes )
add_example( 02-metaballs )
add_example( 03-raymarch )
add_example( 04-mesh )
add_example( 05-instancing )
add_example( 06-bump )
add_example( 07-callback )
add_example( 08-update )
add_example( 09-hdr )
add_example( 10-font )
add_example( 11-fontsdf )
add_example( 12-lod )
add_example( 13-stencil )
add_example( 14-shadowvolumes )
add_example( 15-shadowmaps-simple )
add_example( 16-shadowmaps )
add_example( 17-drawstress )
add_example( 18-ibl )
add_example( 19-oit )
add_example( 20-nanovg )
add_example( 21-deferred )
add_example( 22-windows )
add_example( 23-vectordisplay )
add_example( 24-nbody )
add_example( 25-c99 )
add_example( 26-occlusion )
add_example( 27-terrain )
add_example( 28-wireframe )
add_example( 29-debugdraw )
add_example( 30-picking )
add_example( 31-rsm )