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2 changes: 2 additions & 0 deletions .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,8 @@ ebook/*.epub

convert.py

**/build/*
**/vcpkg_installed/*
attachments/build/**
attachments/android/.gradle/**
attachments/android/.idea
Expand Down
5 changes: 5 additions & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,5 @@
cmake_minimum_required (VERSION 3.29)

project (VulkanTutorial)

add_subdirectory(attachments)
117 changes: 83 additions & 34 deletions attachments/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -83,46 +83,48 @@ find_program (GLSLANG_VALIDATOR "glslangValidator" HINTS $ENV{VULKAN_SDK}/bin RE
set_property (TARGET glslang::validator PROPERTY IMPORTED_LOCATION "${GLSLANG_VALIDATOR}")
find_program(SLANGC_EXECUTABLE slangc HINTS $ENV{VULKAN_SDK}/bin REQUIRED)

function (add_shaders_target TARGET)
cmake_parse_arguments ("SHADER" "" "CHAPTER_NAME" "SOURCES" ${ARGN})
set (SHADERS_DIR ${SHADER_CHAPTER_NAME}/shaders)
add_custom_command (
OUTPUT ${SHADERS_DIR}
function(add_shaders_target TARGET)
cmake_parse_arguments(SHADER "" "CHAPTER_NAME" "SOURCES" ${ARGN})

set(SHADERS_DIR ${CMAKE_BINARY_DIR}/${SHADER_CHAPTER_NAME}/shaders)
message(STATUS "${TARGET} Shaders will be output to: ${SHADERS_DIR}")

# Ensure the shaders directory exists
file(MAKE_DIRECTORY ${SHADERS_DIR})

add_custom_target(${TARGET}
COMMAND ${CMAKE_COMMAND} -E make_directory ${SHADERS_DIR}
)
add_custom_command (
OUTPUT ${SHADERS_DIR}/frag.spv ${SHADERS_DIR}/vert.spv
COMMAND glslang::validator
ARGS --target-env vulkan1.0 ${SHADER_SOURCES} --quiet
WORKING_DIRECTORY ${SHADERS_DIR}
DEPENDS ${SHADERS_DIR} ${SHADER_SOURCES}
COMMENT "Compiling Shaders"
COMMAND glslang::validator --target-env vulkan1.0 ${SHADER_SOURCES} --quiet
WORKING_DIRECTORY ${SHADERS_DIR}
COMMENT "Compiling Shaders for ${TARGET}"
VERBATIM
)
add_custom_target (${TARGET} DEPENDS ${SHADERS_DIR}/frag.spv ${SHADERS_DIR}/vert.spv)
endfunction ()
)
endfunction()

function(add_slang_shader_target TARGET)
cmake_parse_arguments(SHADER "" "CHAPTER_NAME" "SOURCES" ${ARGN})

set(SHADERS_DIR ${CMAKE_BINARY_DIR}/${SHADER_CHAPTER_NAME}/shaders)
message(STATUS "${TARGET} Slang shaders will be output to: ${SHADERS_DIR}")
# Ensure the shaders directory exists
file(MAKE_DIRECTORY ${SHADERS_DIR})

function (add_slang_shader_target TARGET)
cmake_parse_arguments ("SHADER" "" "CHAPTER_NAME" "SOURCES" ${ARGN})
set (SHADERS_DIR ${SHADER_CHAPTER_NAME}/shaders)
set(ENTRY_POINTS -entry vertMain -entry fragMain)
file(GLOB HAS_COMPUTE ${CHAPTER_SHADER}.comp)
set (ENTRY_POINTS -entry vertMain -entry fragMain)
if(HAS_COMPUTE)
list(APPEND ENTRY_POINTS -entry compMain)
endif()
add_custom_command (
OUTPUT ${SHADERS_DIR}
COMMAND ${CMAKE_COMMAND} -E make_directory ${SHADERS_DIR}
)
add_custom_command (
OUTPUT ${SHADERS_DIR}/slang.spv
COMMAND ${SLANGC_EXECUTABLE} ${SHADER_SOURCES} -target spirv -profile spirv_1_4+spvRayQueryKHR -emit-spirv-directly -fvk-use-entrypoint-name ${ENTRY_POINTS} -o slang.spv
WORKING_DIRECTORY ${SHADERS_DIR}
DEPENDS ${SHADERS_DIR} ${SHADER_SOURCES}
COMMENT "Compiling Slang Shaders"
VERBATIM

add_custom_target(${TARGET}
COMMAND ${CMAKE_COMMAND} -E make_directory ${SHADERS_DIR}
COMMAND ${SLANGC_EXECUTABLE} ${SHADER_SOURCES}
-target spirv -profile spirv_1_4 -emit-spirv-directly
-fvk-use-entrypoint-name ${ENTRY_POINTS}
-o slang.spv
WORKING_DIRECTORY ${SHADERS_DIR}
COMMENT "Compiling Slang Shaders for ${TARGET}"
VERBATIM
)
add_custom_target (${TARGET} DEPENDS ${SHADERS_DIR}/slang.spv)
endfunction()

function (add_chapter CHAPTER_NAME)
Expand Down Expand Up @@ -162,13 +164,60 @@ function (add_chapter CHAPTER_NAME)
target_link_libraries (${CHAPTER_NAME} ${CHAPTER_LIBS})
endif ()
if (DEFINED CHAPTER_MODELS)
list(TRANSFORM CHAPTER_MODELS PREPEND "${CMAKE_SOURCE_DIR}/assets/")
list(TRANSFORM CHAPTER_MODELS PREPEND "${CMAKE_CURRENT_SOURCE_DIR}/assets/")
file (COPY ${CHAPTER_MODELS} DESTINATION ${CMAKE_BINARY_DIR}/${CHAPTER_NAME}/models)
endif ()
if (DEFINED CHAPTER_TEXTURES)
list(TRANSFORM CHAPTER_TEXTURES PREPEND "${CMAKE_SOURCE_DIR}/assets/")
list(TRANSFORM CHAPTER_TEXTURES PREPEND "${CMAKE_CURRENT_SOURCE_DIR}/assets/")
file (COPY ${CHAPTER_TEXTURES} DESTINATION ${CMAKE_BINARY_DIR}/${CHAPTER_NAME}/textures)
endif ()

if(WIN32)
if(${CMAKE_GENERATOR} MATCHES "Visual Studio.*")
set(EXECUTABLE_DIR $<TARGET_FILE_DIR:${CHAPTER_NAME}>)

add_custom_target(${CHAPTER_NAME}_postbuild ALL
COMMENT "${CHAPTER_NAME}: Post-build asset sync"
)

if(DEFINED CHAPTER_SHADER)
add_custom_command(TARGET ${CHAPTER_NAME}_postbuild POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove_directory ${EXECUTABLE_DIR}/shaders
COMMAND ${CMAKE_COMMAND} -E make_directory ${EXECUTABLE_DIR}/shaders
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_BINARY_DIR}/${CHAPTER_NAME}/shaders
${EXECUTABLE_DIR}/shaders
COMMENT "${CHAPTER_NAME}: Copying shaders to executable directory (Visual Studio)"
)
add_dependencies(${CHAPTER_NAME}_postbuild ${CHAPTER_NAME})

endif()
if(DEFINED CHAPTER_MODELS)
add_custom_command(TARGET ${CHAPTER_NAME}_postbuild POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove_directory ${EXECUTABLE_DIR}/models
COMMAND ${CMAKE_COMMAND} -E make_directory ${EXECUTABLE_DIR}/models
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_BINARY_DIR}/${CHAPTER_NAME}/models
${EXECUTABLE_DIR}/models
COMMENT "${CHAPTER_NAME}: Copying models to executable directory (Visual Studio)"
)
add_dependencies(${CHAPTER_NAME}_postbuild ${CHAPTER_NAME})

endif()
if(DEFINED CHAPTER_TEXTURES)
add_custom_command(TARGET ${CHAPTER_NAME}_postbuild POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove_directory ${EXECUTABLE_DIR}/textures
COMMAND ${CMAKE_COMMAND} -E make_directory ${EXECUTABLE_DIR}/textures
COMMAND ${CMAKE_COMMAND} -E copy_directory
${CMAKE_BINARY_DIR}/${CHAPTER_NAME}/textures
${EXECUTABLE_DIR}/textures
COMMENT "${CHAPTER_NAME}: Copying textures to executable directory (Visual Studio)"
)
add_dependencies(${CHAPTER_NAME}_postbuild ${CHAPTER_NAME})

endif()
endif()
endif()
endfunction ()

add_chapter (00_base_code)
Expand Down
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