-
Notifications
You must be signed in to change notification settings - Fork 212
/
CMakeLists.txt
209 lines (184 loc) · 8.25 KB
/
CMakeLists.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
cmake_minimum_required(VERSION 3.7)
project(vsg
VERSION 1.1.8
DESCRIPTION "VulkanSceneGraph library"
LANGUAGES CXX
)
set(VSG_SOVERSION 14)
SET(VSG_RELEASE_CANDIDATE 0)
set(Vulkan_MIN_VERSION 1.1.70.0)
set(VSG_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}" CACHE INTERNAL "Root source directory of VulkanSceneGraph.")
set(VSG_BINARY_DIR "${CMAKE_CURRENT_BINARY_DIR}" CACHE INTERNAL "Root binary directory of VulkanSceneGraph.")
# create the version header
set(VSG_MAX_DEVICES 1 CACHE STRING "Set maximum number of vk/vsg::Device that are supported.")
set(VSG_VERSION_HEADER "${PROJECT_BINARY_DIR}/include/vsg/core/Version.h")
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
include(vsgMacros)
vsg_setup_dir_vars()
vsg_setup_build_vars()
if (MSVC)
# Increase Number of Sections in .Obj file
add_compile_options(/bigobj)
endif()
if (VULKAN_SDK)
message("Within VulkanSceneGraph cmake, setting VULKAN_SDK env var to " ${VULKAN_SDK})
set(ENV{VULKAN_SDK} ${VULKAN_SDK})
endif()
find_package(Vulkan ${Vulkan_MIN_VERSION} REQUIRED)
find_package(Threads REQUIRED)
# Set the instrumentation level to compile into sources
set(VSG_MAX_INSTRUMENTATION_LEVEL 1 CACHE STRING "Set the instrumentation level to build into the VSG ibrary, 0 for off, 1 coarse grained, 2 medium, 3 fine grained." )
# Enable/disable shader compilation support that pulls in glslang
set(VSG_SUPPORTS_ShaderCompiler 1 CACHE STRING "Optional shader compiler support, 0 for off, 1 for enabled." )
if (VSG_SUPPORTS_ShaderCompiler)
set(GLSLANG_MIN_VERSION "14" CACHE STRING "glslang 14 is the earliest version that we think installs itself properly on all platforms. Other platforms may be able to use an earlier version")
find_package(glslang ${GLSLANG_MIN_VERSION} CONFIG)
if (glslang_FOUND)
set(FIND_DEPENDENCY_glslang "find_package(glslang ${GLSLANG_MIN_VERSION} CONFIG REQUIRED)")
else()
message(WARNING "glslang not found. ShaderCompile support disabled.")
set(VSG_SUPPORTS_ShaderCompiler 0)
set(FIND_DEPENDENCY_glslang "")
endif()
else()
set(FIND_DEPENDENCY_glslang "")
endif()
set(VSG_SUPPORTS_Windowing 1 CACHE STRING "Optional native windowing support providing a default implementation of vsg::Window::create(), 0 for off, 1 for enabled." )
if (VSG_SUPPORTS_Windowing)
if (ANDROID)
set(FIND_DEPENDENCY_WINDOWING "")
find_library(AndroidLib android)
if(CMAKE_SYSTEM_VERSION GREATER 24)
find_library(AndroidNativeWindowLib nativewindow)
endif()
elseif (WIN32)
set(FIND_DEPENDENCY_WINDOWING "")
# just use native windowing
elseif (APPLE)
set(FIND_DEPENDENCY_WINDOWING "find_library(COCOA_LIBRARY Cocoa)\nfind_library(QUARTZCORE_LIBRARY QuartzCore)\n")
find_library(COCOA_LIBRARY Cocoa)
find_library(QUARTZCORE_LIBRARY QuartzCore)
else()
set(FIND_DEPENDENCY_WINDOWING "find_package(PkgConfig REQUIRED)\npkg_check_modules(xcb REQUIRED IMPORTED_TARGET xcb)\n")
# just use Xcb for native windowing
find_package(PkgConfig REQUIRED)
pkg_check_modules(xcb REQUIRED IMPORTED_TARGET xcb)
endif()
endif()
# this line needs to be after the call to setup_build_vars()
configure_file("${VSG_SOURCE_DIR}/src/vsg/core/Version.h.in" "${VSG_VERSION_HEADER}")
vsg_add_target_clang_format(
FILES
${VSG_SOURCE_DIR}/include/vsg/*/*.h
${VSG_SOURCE_DIR}/src/vsg/*/*.cpp
${VSG_SOURCE_DIR}/include/vsg/platform/unix/*.h
${VSG_SOURCE_DIR}/src/vsg/platform/unix/*.cpp
${VSG_SOURCE_DIR}/include/vsg/platform/win32/*.h
${VSG_SOURCE_DIR}/src/vsg/platform/win32/*.cpp
${VSG_SOURCE_DIR}/include/vsg/platform/android/*.h
${VSG_SOURCE_DIR}/src/vsg/platform/android/*.cpp
)
vsg_add_target_clobber()
vsg_add_target_cppcheck(
SUPPRESSIONS_LIST
"${VSG_SOURCE_DIR}/cmake/cppcheck-suppression-list.txt"
FILES
${CMAKE_SOURCE_DIR}/include/vsg/*/*.h
${VSG_SOURCE_DIR}/src/vsg/*/*.cpp
-I ${VSG_SOURCE_DIR}/include/
)
vsg_add_target_uninstall()
vsg_add_target_docs(
FILES
${VSG_SOURCE_DIR}/include/vsg
)
# build_all_h build target to automatically generate the include/vsg/all.h from the headers in the include/vsg/* directories
add_custom_target(build_all_h
COMMAND ${CMAKE_COMMAND} -DVSG_SOURCE_DIR=${VSG_SOURCE_DIR} -P ${VSG_SOURCE_DIR}/cmake/build_all_h.cmake
COMMENT "update all.h to include all the include/vsg/*/*.h"
)
set_target_properties(build_all_h PROPERTIES FOLDER "VulkanSceneGraph")
# build_ShaderSets target automatically rebuilds the various built-in ShaderSets.
set(PBR_DEFINES
-v \"\"
-v "VSG_DIFFUSE_MAP"
-v "VSG_EMISSIVE_MAP"
-v "VSG_LIGHTMAP_MAP"
-v "VSG_METALLROUGHNESS_MAP"
-v "VSG_NORMAL_MAP"
-v "VSG_SKINNING"
-v "VSG_TWO_SIDED_LIGHTING"
-v "VSG_WORKFLOW_SPECGLOSS"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP"
-v "VSG_DIFFUSE_MAP VSG_METALLROUGHNESS_MAP"
-v "VSG_DIFFUSE_MAP VSG_NORMAL_MAP"
-v "VSG_DIFFUSE_MAP VSG_SKINNING"
-v "VSG_DIFFUSE_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_WORKFLOW_SPECGLOSS"
-v "VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP"
-v "VSG_LIGHTMAP_MAP VSG_NORMAL_MAP"
-v "VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP"
-v "VSG_METALLROUGHNESS_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_NORMAL_MAP"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP"
-v "VSG_DIFFUSE_MAP VSG_METALLROUGHNESS_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_NORMAL_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_LIGHTMAP_MAP VSG_NORMAL_MAP VSG_WORKFLOW_SPECGLOSS"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_NORMAL_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP VSG_WORKFLOW_SPECGLOSS"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP VSG_LIGHTMAP_MAP VSG_METALLROUGHNESS_MAP VSG_NORMAL_MAP VSG_TWO_SIDED_LIGHTING"
-v "VSG_DIFFUSE_MAP VSG_EMISSIVE_MAP VSG_LIGHTMAP_MAP VSG_NORMAL_MAP VSG_SPECULAR_MAP VSG_WORKFLOW_SPECGLOSS"
)
set(PHONG_DEFINES
-v \"\"
-v "VSG_BILLBOARD"
-v "VSG_DIFFUSE_MAP"
-v "VSG_BILLBOARD VSG_DIFFUSE_MAP"
)
set(FLAT_DEFINES
-v \"\"
-v "VSG_BILLBOARD"
-v "VSG_DIFFUSE_MAP"
-v "VSG_BILLBOARD VSG_DIFFUSE_MAP"
)
set(TEXT_DEFINES
-v "CPU_LAYOUT"
-v "CPU_LAYOUT BILLBOARD"
-v "GPU_LAYOUT"
-v "GPU_LAYOUT BILLBOARD"
)
add_custom_target(build_ShaderSets
COMMAND vsgshaderset --pbr ${PBR_DEFINES} -o src/vsg/utils/shaders/pbr_ShaderSet.cpp --binary
COMMAND vsgshaderset --phong ${PHONG_DEFINES} -o src/vsg/utils/shaders/phong_ShaderSet.cpp --binary
COMMAND vsgshaderset --flat ${FLAT_DEFINES} -o src/vsg/utils/shaders/flat_ShaderSet.cpp --binary
COMMAND vsgshaderset --text ${TEXT_DEFINES} -o src/vsg/text/shaders/text_ShaderSet.cpp --binary
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT "update built-in ShaderSets"
)
add_custom_target(build_simple_ShaderSets
COMMAND vsgshaderset --pbr -o src/vsg/utils/shaders/pbr_ShaderSet.cpp
COMMAND vsgshaderset --phong -o src/vsg/utils/shaders/phong_ShaderSet.cpp
COMMAND vsgshaderset --flat -o src/vsg/utils/shaders/flat_ShaderSet.cpp
COMMAND vsgshaderset --text -o src/vsg/text/shaders/text_ShaderSet.cpp
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT "update built-in ShaderSets"
)
vsg_add_option_maintainer(
PREFIX v
RCLEVEL ${VSG_RELEASE_CANDIDATE}
)
#
# src directory contains all the source of the vsg library
#
add_subdirectory(src/vsg)
vsg_add_feature_summary()