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Vulkan_TestApp/CMakeLists.txt
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2025-04-03 21:38:03 +02:00

54 lines
1.5 KiB
CMake

cmake_minimum_required(VERSION 3.30)
project(vulkan_test)
set(CMAKE_CXX_STANDARD 26)
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
)
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)