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Add the autoScribeShader cmake
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88
cmake/macros/AutoScribeShader.cmake
Executable file
88
cmake/macros/AutoScribeShader.cmake
Executable file
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#
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# AutoScribeShader.cmake
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#
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# Created by Sam Gateau on 12/17/14.
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# Copyright 2014 High Fidelity, Inc.
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#
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# Distributed under the Apache License, Version 2.0.
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# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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#
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function(AUTOSCRIBE_SHADER SHADER_FILE)
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# Grab include files
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foreach(includeFIle ${ARGN})
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list(APPEND SHADER_INCLUDE_FILES ${includeFIle})
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endforeach()
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#Extract the unique include shader paths
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foreach(SHADER_INCLUDE ${SHADER_INCLUDE_FILES})
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get_filename_component(INCLUDE_DIR ${SHADER_INCLUDE} PATH)
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list(APPEND SHADER_INCLUDES_PATHS ${INCLUDE_DIR})
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endforeach()
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list(REMOVE_DUPLICATES SHADER_INCLUDES_PATHS)
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# make the scribe include arguments
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set(SCRIBE_INCLUDES)
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foreach(INCLUDE_PATH ${SHADER_INCLUDES_PATHS})
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set(SCRIBE_INCLUDES ${SCRIBE_INCLUDES} -I ${INCLUDE_PATH}/)
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endforeach()
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# Define where to ouput the scribed shader
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set(SHADER_OUTPUT_DIR "${PROJECT_BINARY_DIR}/includes/")
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make_directory(${SHADER_OUTPUT_DIR})
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# Define the final name of the generated shader
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get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
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get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
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if(SHADER_EXT STREQUAL .slv)
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set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
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elseif(${SHADER_EXT} STREQUAL .slf)
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set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
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endif()
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#set(SHADER_TARGET ${SHADER_OUTPUT_DIR}${SHADER_TARGET})
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# Target dependant Custom rule on the SHADER_FILE
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if (APPLE)
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set(GLPROFILE MAC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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else (APPLE)
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set(GLPROFILE PC_GL)
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set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
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add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
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endif()
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#output the generated file name
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set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
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file(GLOB INCLUDE_FILES ${SHADER_TARGET})
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endfunction()
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macro(AUTOSCRIBE_SHADER_LIB)
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file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
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file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
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#message(${SHADER_INCLUDE_FILES})
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foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
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AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_SHADER_RETURN})
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endforeach()
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#message(${AUTOSCRIBE_SHADER_SRC})
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if (WIN32)
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source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
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source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
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source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
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endif()
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
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list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
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endmacro()
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