Add the autoScribeShader cmake

This commit is contained in:
Sam Gateau 2014-12-23 15:42:14 -08:00
parent e45a996789
commit 3cfe066bcb

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@ -0,0 +1,88 @@
#
# AutoScribeShader.cmake
#
# Created by Sam Gateau on 12/17/14.
# Copyright 2014 High Fidelity, Inc.
#
# Distributed under the Apache License, Version 2.0.
# See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
#
function(AUTOSCRIBE_SHADER SHADER_FILE)
# Grab include files
foreach(includeFIle ${ARGN})
list(APPEND SHADER_INCLUDE_FILES ${includeFIle})
endforeach()
#Extract the unique include shader paths
foreach(SHADER_INCLUDE ${SHADER_INCLUDE_FILES})
get_filename_component(INCLUDE_DIR ${SHADER_INCLUDE} PATH)
list(APPEND SHADER_INCLUDES_PATHS ${INCLUDE_DIR})
endforeach()
list(REMOVE_DUPLICATES SHADER_INCLUDES_PATHS)
# make the scribe include arguments
set(SCRIBE_INCLUDES)
foreach(INCLUDE_PATH ${SHADER_INCLUDES_PATHS})
set(SCRIBE_INCLUDES ${SCRIBE_INCLUDES} -I ${INCLUDE_PATH}/)
endforeach()
# Define where to ouput the scribed shader
set(SHADER_OUTPUT_DIR "${PROJECT_BINARY_DIR}/includes/")
make_directory(${SHADER_OUTPUT_DIR})
# Define the final name of the generated shader
get_filename_component(SHADER_TARGET ${SHADER_FILE} NAME_WE)
get_filename_component(SHADER_EXT ${SHADER_FILE} EXT)
if(SHADER_EXT STREQUAL .slv)
set(SHADER_TARGET ${SHADER_TARGET}_vert.h)
elseif(${SHADER_EXT} STREQUAL .slf)
set(SHADER_TARGET ${SHADER_TARGET}_frag.h)
endif()
#set(SHADER_TARGET ${SHADER_OUTPUT_DIR}${SHADER_TARGET})
# Target dependant Custom rule on the SHADER_FILE
if (APPLE)
set(GLPROFILE MAC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
else (APPLE)
set(GLPROFILE PC_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND scribe ${SCRIBE_ARGS} DEPENDS scribe ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
endif()
#output the generated file name
set(AUTOSCRIBE_SHADER_RETURN ${SHADER_TARGET} PARENT_SCOPE)
file(GLOB INCLUDE_FILES ${SHADER_TARGET})
endfunction()
macro(AUTOSCRIBE_SHADER_LIB)
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf)
#message(${SHADER_INCLUDE_FILES})
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_SHADER_RETURN})
endforeach()
#message(${AUTOSCRIBE_SHADER_SRC})
if (WIN32)
source_group("Shaders" FILES ${SHADER_INCLUDE_FILES})
source_group("Shaders" FILES ${SHADER_SOURCE_FILES})
source_group("Shaders" FILES ${AUTOSCRIBE_SHADER_SRC})
endif()
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_INCLUDE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${SHADER_SOURCE_FILES})
list(APPEND AUTOSCRIBE_SHADER_LIB_SRC ${AUTOSCRIBE_SHADER_SRC})
endmacro()