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Author SHA1 Message Date
Ano-sys 4288c6fa08 Added shader compilation to cmake 2025-04-03 21:38:28 +02:00
Ano-sys b0d5f9014f Added shader compilation to cmake 2025-04-03 21:38:03 +02:00
7 changed files with 47 additions and 9 deletions
+39 -1
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@@ -7,9 +7,47 @@ set(GLFW_USE_WAYLAND ON)
find_package(Vulkan REQUIRED)
find_package(glfw3 3.3 REQUIRED)
# Suche nach dem glslc Compiler
find_program(GLSLC glslc)
if(NOT GLSLC)
message(FATAL_ERROR "glslc compiler not found. Please install the Vulkan SDK.")
endif()
# Alle Shader-Dateien im Verzeichnis ./shaders sammeln
file(GLOB SHADER_FILES
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/*.vert"
"${CMAKE_CURRENT_SOURCE_DIR}/shaders/*.frag"
)
set(SPIRV_SHADERS "")
foreach(SHADER ${SHADER_FILES})
# Dateiname extrahieren
get_filename_component(SHADER_NAME ${SHADER} NAME)
# Zielpfad für die kompilierten Shader im Build-Verzeichnis
set(SPIRV "${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.spv")
# Custom Command zum Kompilieren des Shaders
add_custom_command(
OUTPUT ${SPIRV}
COMMAND ${GLSLC} ${SHADER} -o ${SPIRV}
DEPENDS ${SHADER}
COMMENT "Compiling ${SHADER_NAME}"
)
list(APPEND SPIRV_SHADERS ${SPIRV})
endforeach()
# Custom Target, das alle Shader kompiliert
add_custom_target(compile_shaders ALL DEPENDS ${SPIRV_SHADERS})
# Das eigentliche Executable
add_executable(vulkan_test
main.cpp
vulkan/vulkan_app.cpp
vulkan/vulkan_app.hpp)
vulkan/vulkan_app.hpp
)
target_link_libraries(vulkan_test PRIVATE Vulkan::Vulkan glfw)
# Sicherstellen, dass die Shader vor dem Bauen des Executables kompiliert werden
add_dependencies(vulkan_test compile_shaders)
+2 -2
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@@ -1,2 +1,2 @@
glslc shader.vert -o vert.spv
glslc shader.frag -o frag.spv
glslc shader.vert -o shader.vert.spv
glslc shader.frag -o shader.frag.spv
+1 -1
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@@ -9,7 +9,7 @@ vec2 positions[3] = vec2[](
);
vec3 colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 1.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
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+5 -5
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@@ -430,13 +430,13 @@ void Vulkan::createGraphicsPipeline(){
std::vector<char> vertShaderCode;
std::vector<char> fragShaderCode;
try{
vertShaderCode = readFile("shaders/vert.spv");
fragShaderCode = readFile("shaders/frag.spv");
vertShaderCode = readFile("shaders/shader.vert.spv");
fragShaderCode = readFile("shaders/shader.frag.spv");
}
catch(std::exception e){
std::cout << "Failed to read ./shaders/...\nTrying fallback folders!\n";
vertShaderCode = readFile("../shaders/vert.spv");
fragShaderCode = readFile("../shaders/frag.spv");
vertShaderCode = readFile("../shaders/shader.vert.spv");
fragShaderCode = readFile("../shaders/shader.frag.spv");
}
VkShaderModule vertShaderModule = createShaderModule(vertShaderCode);
@@ -687,7 +687,7 @@ void Vulkan::recordCommandBuffer(VkCommandBuffer commandBuffer, uint32_t imageIn
renderPassInfo.renderArea.offset = { 0, 0 };
renderPassInfo.renderArea.extent = swapChainExtent;
VkClearValue clearColor = {{{0.0f, 0.0f, 0.0f, 1.0f}}}; // Background color after clear (Black 100%)
VkClearValue clearColor = {{{0.01f, 0.01f, 0.01f, 1.0f}}}; // Background color after clear (Black 100%)
renderPassInfo.clearValueCount = 1;
renderPassInfo.pClearValues = &clearColor;