Added shader compilation to cmake
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+39
-1
@@ -7,9 +7,47 @@ set(GLFW_USE_WAYLAND ON)
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find_package(Vulkan REQUIRED)
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find_package(glfw3 3.3 REQUIRED)
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# Suche nach dem glslc Compiler
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find_program(GLSLC glslc)
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if(NOT GLSLC)
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message(FATAL_ERROR "glslc compiler not found. Please install the Vulkan SDK.")
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endif()
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# Alle Shader-Dateien im Verzeichnis ./shaders sammeln
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file(GLOB SHADER_FILES
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"${CMAKE_CURRENT_SOURCE_DIR}/shaders/*.vert"
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"${CMAKE_CURRENT_SOURCE_DIR}/shaders/*.frag"
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)
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set(SPIRV_SHADERS "")
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foreach(SHADER ${SHADER_FILES})
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# Dateiname extrahieren
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get_filename_component(SHADER_NAME ${SHADER} NAME)
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# Zielpfad für die kompilierten Shader im Build-Verzeichnis
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set(SPIRV "${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.spv")
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# Custom Command zum Kompilieren des Shaders
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add_custom_command(
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OUTPUT ${SPIRV}
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COMMAND ${GLSLC} ${SHADER} -o ${SPIRV}
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DEPENDS ${SHADER}
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COMMENT "Compiling ${SHADER_NAME}"
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)
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list(APPEND SPIRV_SHADERS ${SPIRV})
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endforeach()
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# Custom Target, das alle Shader kompiliert
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add_custom_target(compile_shaders ALL DEPENDS ${SPIRV_SHADERS})
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# Das eigentliche Executable
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add_executable(vulkan_test
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main.cpp
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vulkan/vulkan_app.cpp
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vulkan/vulkan_app.hpp)
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vulkan/vulkan_app.hpp
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)
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target_link_libraries(vulkan_test PRIVATE Vulkan::Vulkan glfw)
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# Sicherstellen, dass die Shader vor dem Bauen des Executables kompiliert werden
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add_dependencies(vulkan_test compile_shaders)
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+2
-2
@@ -1,2 +1,2 @@
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glslc shader.vert -o vert.spv
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glslc shader.frag -o frag.spv
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glslc shader.vert -o shader.vert.spv
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glslc shader.frag -o shader.frag.spv
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+1
-1
@@ -9,7 +9,7 @@ vec2 positions[3] = vec2[](
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);
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vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 1.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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