overte/cmake/macros/AutoScribeShader.cmake
Bradley Austin Davis b93e91b9f3 New android toolchain
2017-09-19 13:45:12 -07:00

138 lines
5.4 KiB
CMake
Executable file

#
# 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()
foreach(SHADER_INCLUDE ${SHADER_INCLUDE_FILES})
get_filename_component(INCLUDE_DIR ${SHADER_INCLUDE} PATH)
list(APPEND SHADER_INCLUDES_PATHS ${INCLUDE_DIR})
endforeach()
#Extract the unique include shader paths
set(INCLUDES ${HIFI_LIBRARIES_SHADER_INCLUDE_FILES})
#message(${TARGET_NAME} Hifi for includes ${INCLUDES})
foreach(EXTRA_SHADER_INCLUDE ${INCLUDES})
list(APPEND SHADER_INCLUDES_PATHS ${EXTRA_SHADER_INCLUDE})
endforeach()
list(REMOVE_DUPLICATES SHADER_INCLUDES_PATHS)
#message(ready for includes ${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 the final name of the generated shader file
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 ${SHADER_TARGET}_frag.h)
elseif(${SHADER_EXT} STREQUAL .slg)
set(SHADER_TARGET ${SHADER_TARGET}_geom.h)
endif()
set(SHADER_TARGET "${SHADERS_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})
elseif (ANDROID)
set(GLPROFILE LINUX_GL)
set(SCRIBE_ARGS -c++ -D GLPROFILE ${GLPROFILE} ${SCRIBE_INCLUDES} -o ${SHADER_TARGET} ${SHADER_FILE})
# for an android build, we can't use the scribe that cmake would normally produce as a target,
# since it's unrunnable by the cross-compiling build machine
# so, we require the compiling user to point us at a compiled executable version for their native toolchain
if (NOT NATIVE_SCRIBE)
find_program(NATIVE_SCRIBE scribe PATHS ${SCRIBE_PATH} ENV SCRIBE_PATH)
endif()
if (NOT NATIVE_SCRIBE)
message(FATAL_ERROR "The High Fidelity scribe tool is required for shader pre-processing. \
Please compile scribe using your native toolchain and set SCRIBE_PATH to the path containing the scribe executable in your ENV.\
")
endif ()
add_custom_command(OUTPUT ${SHADER_TARGET} COMMAND ${NATIVE_SCRIBE} ${SCRIBE_ARGS} DEPENDS ${SHADER_INCLUDE_FILES} ${SHADER_FILE})
elseif (UNIX)
set(GLPROFILE LINUX_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 ()
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)
set(HIFI_LIBRARIES_SHADER_INCLUDE_FILES "")
file(RELATIVE_PATH RELATIVE_LIBRARY_DIR_PATH ${CMAKE_CURRENT_SOURCE_DIR} "${HIFI_LIBRARY_DIR}")
foreach(HIFI_LIBRARY ${ARGN})
#if (NOT TARGET ${HIFI_LIBRARY})
# file(GLOB_RECURSE HIFI_LIBRARIES_SHADER_INCLUDE_FILES ${RELATIVE_LIBRARY_DIR_PATH}/${HIFI_LIBRARY}/src/)
#endif ()
#file(GLOB_RECURSE HIFI_LIBRARIES_SHADER_INCLUDE_FILES ${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src/*.slh)
list(APPEND HIFI_LIBRARIES_SHADER_INCLUDE_FILES ${HIFI_LIBRARY_DIR}/${HIFI_LIBRARY}/src)
endforeach()
#message("${TARGET_NAME} ${HIFI_LIBRARIES_SHADER_INCLUDE_FILES}")
file(GLOB_RECURSE SHADER_INCLUDE_FILES src/*.slh)
file(GLOB_RECURSE SHADER_SOURCE_FILES src/*.slv src/*.slf src/*.slg)
#make the shader folder
set(SHADERS_DIR "${CMAKE_CURRENT_BINARY_DIR}/shaders/${TARGET_NAME}")
file(MAKE_DIRECTORY ${SHADERS_DIR})
#message("${TARGET_NAME} ${SHADER_INCLUDE_FILES}")
set(AUTOSCRIBE_SHADER_SRC "")
foreach(SHADER_FILE ${SHADER_SOURCE_FILES})
AUTOSCRIBE_SHADER(${SHADER_FILE} ${SHADER_INCLUDE_FILES})
file(TO_CMAKE_PATH "${AUTOSCRIBE_SHADER_RETURN}" AUTOSCRIBE_GENERATED_FILE)
list(APPEND AUTOSCRIBE_SHADER_SRC ${AUTOSCRIBE_GENERATED_FILE})
endforeach()
#message(${TARGET_NAME} ${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 ${AUTOSCRIBE_SHADER_SRC})
# Link library shaders, if they exist
include_directories("${SHADERS_DIR}")
endmacro()