54 lines
1.5 KiB
CMake
54 lines
1.5 KiB
CMake
cmake_minimum_required(VERSION 3.30)
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project(vulkan_test)
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set(CMAKE_CXX_STANDARD 26)
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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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)
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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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