Implicit surface rendering via ray tracing
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function(compile_glsl_by_shaderc)
set(oneValueArgs DST VULKAN_TARGET 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 GLSLC)
message(ERROR "Could not find GLSLC 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 ${GLSL_SRC} NAME)
set(GLSL_OUT "${COMPILE_DST}/${FILE_NAME}.spv")
list(APPEND _SPVS ${GLSL_OUT})
# 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 ${GLSLC} ${COMPILE_CMD}
COMMAND ${GLSLC} ${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 ${_SPVS} PARENT_SCOPE)
endfunction()
# ------------------------------------------------------------------------
# ------------------------------------------------------------------------
# ------------------------------------------------------------------------
function(compile_glsl_directory_by_shaderc)
set(oneValueArgs SRC DST VULKAN_TARGET DEPENDENCY)
set(multiValueArgs FLAGS)
cmake_parse_arguments(COMPILE "${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_by_shaderc(SOURCE_FILES ${GLSL_SOURCE_FILES}
HEADER_FILES ${GLSL_HEADER_FILES}
DST ${COMPILE_DST}
VULKAN_TARGET ${COMPILE_VULKAN_TARGET}
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()