Implicit surface rendering via ray tracing
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#*****************************************************************************
# Copyright 2020 NVIDIA Corporation. All rights reserved.
#*****************************************************************************
include_guard(GLOBAL)
# -------------------------------------------------------------------------------------------------
# function that copies a list of files into the target directory
#
# target_copy_to_output_dir(TARGET foo
# [RELATIVE <path_prefix>] # allows to keep the folder structure starting from this level
# FILES <absolute_file_path> [<absolute_file_path>]
# )
#
function(target_copy_to_output_dir)
set(options)
set(oneValueArgs TARGET RELATIVE DEST_SUBFOLDER)
set(multiValueArgs FILES)
cmake_parse_arguments(TARGET_COPY_TO_OUTPUT_DIR "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN} )
foreach(_ELEMENT ${TARGET_COPY_TO_OUTPUT_DIR_FILES} )
# handle absolute and relative paths
if(TARGET_COPY_TO_OUTPUT_DIR_RELATIVE)
set(_SOURCE_FILE ${TARGET_COPY_TO_OUTPUT_DIR_RELATIVE}/${_ELEMENT})
set(_FOLDER_PATH ${_ELEMENT})
else()
set(_SOURCE_FILE ${_ELEMENT})
get_filename_component(_FOLDER_PATH ${_ELEMENT} NAME)
set (_ELEMENT "")
endif()
# handle directories and files slightly different
if(IS_DIRECTORY ${_SOURCE_FILE})
if(MDL_LOG_FILE_DEPENDENCIES)
MESSAGE(STATUS "- folder to copy: ${_SOURCE_FILE}")
endif()
add_custom_command(
TARGET ${TARGET_COPY_TO_OUTPUT_DIR_TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory ${_SOURCE_FILE} $<TARGET_FILE_DIR:${TARGET_COPY_TO_OUTPUT_DIR_TARGET}>/${TARGET_COPY_TO_OUTPUT_DIR_DEST_SUBFOLDER}${_FOLDER_PATH}
)
else()
if(MDL_LOG_FILE_DEPENDENCIES)
MESSAGE(STATUS "- file to copy: ${_SOURCE_FILE}")
endif()
add_custom_command(
TARGET ${TARGET_COPY_TO_OUTPUT_DIR_TARGET} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different ${_SOURCE_FILE} $<TARGET_FILE_DIR:${TARGET_COPY_TO_OUTPUT_DIR_TARGET}>/${TARGET_COPY_TO_OUTPUT_DIR_DEST_SUBFOLDER}${_ELEMENT}
)
endif()
endforeach()
endfunction()
#------------------------------------------------------------------------------------
# Downloading the URL to FILENAME and extract its content if EXTRACT option is present
# ZIP files should have a folder of the name of the archive
# - ex. foo.zip -> foo/<data>
# Arguements
# FILENAMES : all filenames to download
# EXTRACT : if present, will extract the content of the file
# NOINSTALL : if present, will not make files part of install
# INSTALL_DIR : folder for the 'install' build, default is 'media' next to the executable
# TARGET_DIR : folder where to download to, default is {DOWNLOAD_TARGET_DIR}
# SOURCE_DIR : folder on server, if not present 'scenes'
#
# Examples:
# download_files(FILENAMES sample1.zip EXTRACT)
# download_files(FILENAMES env.hdr)
# download_files(FILENAMES zlib.zip EXTRACT TARGET_DIR ${BASE_DIRECTORY}/blah SOURCE_DIR libraries NOINSTALL)
#
function(download_files)
set(options EXTRACT NOINSTALL)
set(oneValueArgs INSTALL_DIR SOURCE_DIR TARGET_DIR)
set(multiValueArgs FILENAMES)
cmake_parse_arguments(DOWNLOAD_FILES "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN} )
if(NOT DEFINED DOWNLOAD_FILES_INSTALL_DIR)
set(DOWNLOAD_FILES_INSTALL_DIR "media")
endif()
if(NOT DEFINED DOWNLOAD_FILES_SOURCE_DIR)
set(DOWNLOAD_FILES_SOURCE_DIR "")
endif()
if(NOT DEFINED DOWNLOAD_FILES_TARGET_DIR)
set(DOWNLOAD_FILES_TARGET_DIR ${DOWNLOAD_TARGET_DIR})
endif()
# Check each file to download
foreach(FILENAME ${DOWNLOAD_FILES_FILENAMES})
set(TARGET_FILENAME ${DOWNLOAD_FILES_TARGET_DIR}/${FILENAME})
if(NOT EXISTS ${TARGET_FILENAME})
message(STATUS "Downloading ${DOWNLOAD_SITE}/${FILENAME} to ${TARGET_FILENAME}")
file(DOWNLOAD ${DOWNLOAD_SITE}${DOWNLOAD_FILES_SOURCE_DIR}/${FILENAME} ${TARGET_FILENAME} SHOW_PROGRESS)
# Extracting the ZIP file
if(DOWNLOAD_FILES_EXTRACT)
execute_process(COMMAND ${CMAKE_COMMAND} -E tar -xf ${TARGET_FILENAME}
WORKING_DIRECTORY ${DOWNLOAD_FILES_TARGET_DIR})
# ARCHIVE_EXTRACT needs CMake 3.18+
# file(ARCHIVE_EXTRACT INPUT ${TARGET_FILENAME}
# DESTINATION ${DOWNLOAD_FILES_TARGET_DIR})
endif()
endif()
# Installing the files or directory
if (NOT DOWNLOAD_FILES_NOINSTALL)
if(DOWNLOAD_FILES_EXTRACT)
get_filename_component(FILE_DIR ${FILENAME} NAME_WE)
install(DIRECTORY ${DOWNLOAD_FILES_TARGET_DIR}/${FILE_DIR} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${DOWNLOAD_FILES_INSTALL_DIR}")
install(DIRECTORY ${DOWNLOAD_FILES_TARGET_DIR}/${FILE_DIR} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${DOWNLOAD_FILES_INSTALL_DIR}")
else()
install(FILES ${TARGET_FILENAME} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${DOWNLOAD_FILES_INSTALL_DIR}")
install(FILES ${TARGET_FILENAME} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${DOWNLOAD_FILES_INSTALL_DIR}")
endif()
endif()
endforeach()
endfunction()
#------------------------------------------------------------------------------------
# Find dependencies for GLSL files (#include ...)
# Call 'glslc -M' to find all dependencies of the file and return the list
# in GLSL_DEPENDENCY
#
function(get_glsl_dependencies )
cmake_parse_arguments(GGD "" "SRC" "FLAGS" ${ARGN} )
get_filename_component(FILE_NAME ${GGD_SRC} NAME)
get_filename_component(DIR_NAME ${GGD_SRC} DIRECTORY)
# glslc has a bug where it won't quote paths with spaces
# As a workaround, assume all paths are absolute and separate based on matching the root path
# Include any added include paths in case they are on different windows drives
set(INCLUDE_PATHS ${GGD_FLAGS})
list(FILTER INCLUDE_PATHS INCLUDE REGEX "-I.*")
list(TRANSFORM INCLUDE_PATHS REPLACE "-I" "")
list(APPEND INCLUDE_PATHS ${DIR_NAME})
set(INCLUDE_ROOTS)
foreach(INCLUDE_PATH ${INCLUDE_PATHS})
if(${CMAKE_VERSION} VERSION_LESS "3.20.0")
string(REGEX MATCH "^([A-Za-z]:)?/" INCLUDE_ROOT ${INCLUDE_PATH})
else()
cmake_path(GET INCLUDE_PATH ROOT_PATH INCLUDE_ROOT)
endif()
list(APPEND INCLUDE_ROOTS ${INCLUDE_ROOT})
endforeach()
list(REMOVE_DUPLICATES INCLUDE_ROOTS)
message(STATUS " - Find dependencies for ${FILE_NAME}")
#message(STATUS "calling : ${GLSLC} ${GGD_FLAGS} -M ${GGD_SRC} OUTPUT_VARIABLE DEP RESULT_VARIABLE RES")
execute_process(COMMAND ${GLSLC} ${GGD_FLAGS} -M ${GGD_SRC} OUTPUT_VARIABLE DEP RESULT_VARIABLE RES )
if(RES EQUAL 0)
# Removing "name.spv: "
string(REGEX REPLACE "[^:]*: " "" DEP ${DEP})
# The command line may end with newlines. This breaks the Ninja generator on
# CMake 3.16.2 (fixed as of 3.24.1). As a workaround, remove trailing newlines.
string(REGEX REPLACE "[\r\n]+$" "" DEP ${DEP})
# Splitting each root with a ';'. On linux this is just ' /' -> ';/'.
foreach(ROOT ${INCLUDE_ROOTS})
string(REPLACE " ${ROOT}" ";${ROOT}" DEP ${DEP})
endforeach()
set(GLSL_DEPENDENCY ${DEP} PARENT_SCOPE)
endif()
endfunction()
#------------------------------------------------------------------------------------
# Function to compile all GLSL source files to Spir-V
#
# SOURCE_FILES : List of sources to compile
# HEADER_FILES : List of dependency header files
# DST : The destination directory (need to be absolute)
# VULKAN_TARGET : to define the vulkan target i.e vulkan1.2 (default vulkan1.1)
# HEADER ON: if ON, will generate headers instead of binary Spir-V files
# DEPENDENCY : ON|OFF will create the list of dependencies for the GLSL source file
# FLAGS: List of compile flags
#
# compile_glsl(
# SOURCES_FILES foo.vert foo.frag
# DST ${CMAKE_CURRENT_SOURCE_DIR}/shaders
# FLAGS -g0
# )
function(compile_glsl)
set(oneValueArgs DST VULKAN_TARGET HEADER DEPENDENCY)
set(multiValueArgs SOURCE_FILES HEADER_FILES FLAGS)
cmake_parse_arguments(COMPILE "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN} )
# Check if the GLSL compiler is present
if(NOT GLSLANGVALIDATOR)
message(ERROR "Could not find GLSLANGVALIDATOR to compile shaders")
return()
endif()
# By default use Vulkan 1.1
if(NOT DEFINED COMPILE_VULKAN_TARGET)
set(COMPILE_VULKAN_TARGET vulkan1.1)
endif()
# If destination is not present, same as source
if(NOT DEFINED COMPILE_DST)
message(ERROR " --- DST not defined")
return()
endif()
# Make the output directory if needed
file(MAKE_DIRECTORY ${COMPILE_DST})
# If no flag set -g (debug)
if(NOT DEFINED COMPILE_FLAGS)
set(COMPILE_FLAGS -g)
endif()
# Compiling all GLSL sources
foreach(GLSL_SRC ${COMPILE_SOURCE_FILES})
# Find the dependency files for the GLSL source
# or use all headers as dependencies.
if(COMPILE_DEPENDENCY)
get_glsl_dependencies(SRC ${GLSL_SRC} FLAGS ${COMPILE_FLAGS})
else()
set(GLSL_DEPENDENCY ${HEADER_FILES})
endif()
# Default compiler command, always adding debug information (Add and option to opt-out?)
set(COMPILE_CMD ${COMPILE_FLAGS} --target-env ${COMPILE_VULKAN_TARGET})
# Compilation to headers need a variable name, the output will be a .h
get_filename_component(FILE_NAME ${GLSL_SRC} NAME)
if(COMPILE_HEADER)
STRING(REPLACE "." "_" VAR_NAME ${FILE_NAME}) # Name of the variable in the header
list(APPEND COMPILE_CMD --vn ${VAR_NAME})
set(GLSL_OUT "${COMPILE_DST}/${FILE_NAME}.h")
else()
set(GLSL_OUT "${COMPILE_DST}/${FILE_NAME}.spv")
list(APPEND _SPVS ${GLSL_OUT})
endif()
# Appending the output name and the file source
list(APPEND COMPILE_CMD -o ${GLSL_OUT} ${GLSL_SRC} )
# The custom command is added to the build system, check for the presence of the output
# but also for changes done in GLSL headers
add_custom_command(
PRE_BUILD
OUTPUT ${GLSL_OUT}
COMMAND echo ${GLSLANGVALIDATOR} ${COMPILE_CMD}
COMMAND ${GLSLANGVALIDATOR} ${COMPILE_CMD}
MAIN_DEPENDENCY ${GLSL_SRC}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
DEPENDS ${GLSL_DEPENDENCY}
)
endforeach()
# Setting OUT variables
set(GLSL_SOURCES ${COMPILE_SOURCE_FILES} PARENT_SCOPE)
set(GLSL_HEADERS ${COMPILE_HEADER_FILES} PARENT_SCOPE)
set(SPV_OUTPUT ${_SPVS} PARENT_SCOPE)
endfunction()
#------------------------------------------------------------------------------------
# Function to compile all GLSL files from a source to Spir-V
# The sources are all .vert, .frag, .r* and the headers for the source are .glsl and .h
# This allows to modify one of the header and getting the sources recompiled.
#
# SRC : The directory source of the shaders
# DST : The destination directory (need to be absolute)
# VULKAN_TARGET : to define the vulkan target i.e vulkan1.2 (default vulkan1.1)
# HEADER ON: if present, will generate headers instead of binary Spir-V files
# DEPENDENCY : ON|OFF will create the list of dependencies for the GLSL source file
# FLAGS : other glslValidator flags
#
# compile_glsl_directory(
# SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
# DST "${CMAKE_CURRENT_SOURCE_DIR}/autogen"
# VULKAN_TARGET "vulkan1.2"
# HEADER ON
# )
#
function(compile_glsl_directory)
set(oneValueArgs SRC DST VULKAN_TARGET HEADER DEPENDENCY FLAGS)
set(multiValueArgs)
cmake_parse_arguments(COMPILE "${options}" "${oneValueArgs}" "${multiValueArgs}" ${ARGN} )
# Collecting all source files
file(GLOB GLSL_SOURCE_FILES
"${COMPILE_SRC}/*.comp" # Compute
"${COMPILE_SRC}/*.frag" # Fragment
"${COMPILE_SRC}/*.geom" # Geometry
"${COMPILE_SRC}/*.mesh" # Mesh
"${COMPILE_SRC}/*.rahit" # Ray any hit
"${COMPILE_SRC}/*.rcall" # Ray callable
"${COMPILE_SRC}/*.rchit" # Ray closest hit
"${COMPILE_SRC}/*.rgen" # Ray generation
"${COMPILE_SRC}/*.rint" # Ray intersection
"${COMPILE_SRC}/*.rmiss" # Ray miss
"${COMPILE_SRC}/*.task" # Task
"${COMPILE_SRC}/*.tesc" # Tessellation control
"${COMPILE_SRC}/*.tese" # Tessellation evaluation
"${COMPILE_SRC}/*.vert" # Vertex
)
# Collecting headers for dependencies
file(GLOB GLSL_HEADER_FILES
"${COMPILE_SRC}/*.glsl" # Auto detect - used for header
"${COMPILE_SRC}/*.h"
)
# By default use Vulkan 1.1
if(NOT DEFINED COMPILE_VULKAN_TARGET)
set(COMPILE_VULKAN_TARGET vulkan1.1)
endif()
# If destination is not present, same as source
if(NOT DEFINED COMPILE_DST)
set(COMPILE_DST ${COMPILE_SRC})
endif()
# If no flag set -g (debug)
if(NOT DEFINED COMPILE_FLAGS)
set(COMPILE_FLAGS -g)
endif()
# Compiling all GLSL
compile_glsl(SOURCE_FILES ${GLSL_SOURCE_FILES}
HEADER_FILES ${GLSL_HEADER_FILES}
DST ${COMPILE_DST}
VULKAN_TARGET ${COMPILE_VULKAN_TARGET}
HEADER ${COMPILE_HEADER}
DEPENDENCY ${COMPILE_DEPENDENCY}
FLAGS ${COMPILE_FLAGS}
)
# Setting OUT variables
set(GLSL_SOURCES ${GLSL_SOURCE_FILES} PARENT_SCOPE)
set(GLSL_HEADERS ${GLSL_HEADER_FILES} PARENT_SCOPE)
set(SPV_OUTPUT ${SPV_OUTPUT} PARENT_SCOPE) # propagate value set in compile_glsl
endfunction()