feat: new shader building script using cmake

This commit is contained in:
Patoke
2026-04-18 01:47:28 -04:00
parent 57a20e56bd
commit 5222ead8e9
3 changed files with 60 additions and 1 deletions

View File

@@ -13,4 +13,8 @@ if(MSVC)
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
endif()
add_subdirectory(impls/Windows_Libs)
if(WIN32)
add_subdirectory(impls/Windows_Libs)
else()
message(FATAL_ERROR "Unsupported platform.")
endif()

View File

@@ -2,6 +2,8 @@ cmake_minimum_required(VERSION 3.25 FATAL_ERROR)
project(4JLibs.Windows.Render LANGUAGES C CXX)
include(shaders/build.cmake)
set(LIBPNG_SOURCES
vendor/libpng/png.c
vendor/libpng/pngerror.c
@@ -31,6 +33,7 @@ add_library(${PROJECT_NAME} STATIC
src/RendererTexture.cpp
src/RendererVertex.cpp
src/stdafx.cpp
${GENERATED_SHADER_HEADERS}
)
target_link_libraries(${PROJECT_NAME} PUBLIC

View File

@@ -0,0 +1,52 @@
# new shader build system
find_program(FXC_COMPILER NAMES fxc
HINTS
"C:/Program Files (x86)/Windows Kits/10/bin/*/x64"
"C:/Program Files (x86)/Windows Kits/8.1/bin/x64"
)
if(NOT FXC_COMPILER)
message(FATAL_ERROR "Could not find 'fxc.exe', please make sure you have the Windows SDK installed or this file is available in this directory.")
endif()
set(SHADER_OUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/inc")
function(compile_hlsl)
set(options)
set(argDescriptor SOURCE PROFILE ENTRY OUT_HEADER VAR_NAME)
set(defDescriptor DEFINES)
cmake_parse_arguments(ARG "${options}" "${argDescriptor}" "${defDescriptor}" ${ARGN})
set(OUT_FILE "${SHADER_OUT_DIR}/${ARG_OUT_HEADER}")
set(FXC_DEFINES "")
foreach(DEF ${ARG_DEFINES})
list(APPEND FXC_DEFINES "/D" "${DEF}")
endforeach()
add_custom_command(
OUTPUT "${OUT_FILE}"
# should probably disable optimizations and enable debug flags when building in debug mode, but i don't care enough to do that right now BUAHAHAHA
COMMAND ${FXC_COMPILER} /O3 /nologo /T ${ARG_PROFILE} /E ${ARG_ENTRY} ${FXC_DEFINES} /Fh "${OUT_FILE}" /Vn ${ARG_VAR_NAME} "${CMAKE_CURRENT_LIST_DIR}/${ARG_SOURCE}"
DEPENDS "${CMAKE_CURRENT_LIST_DIR}/${ARG_SOURCE}"
COMMENT "Compiling shader: '${ARG_SOURCE}' into '${ARG_OUT_HEADER}'"
VERBATIM
)
# send the generated paths to the parent scope
set(GENERATED_SHADER_HEADERS ${GENERATED_SHADER_HEADERS} "${OUT_FILE}" PARENT_SCOPE)
endfunction()
compile_hlsl(SOURCE main_VS.hlsl PROFILE vs_4_0 ENTRY main OUT_HEADER VS_Compressed.h VAR_NAME g_main_VS_Compressed DEFINES COMPRESSED)
compile_hlsl(SOURCE main_VS.hlsl PROFILE vs_4_0 ENTRY main OUT_HEADER VS_PF3_TF2_CB4_NB4_XW1.h VAR_NAME g_main_VS_PF3_TF2_CB4_NB4_XW1)
compile_hlsl(SOURCE main_VS.hlsl PROFILE vs_4_0 ENTRY main OUT_HEADER VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h VAR_NAME g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING DEFINES LIGHTING)
compile_hlsl(SOURCE main_VS.hlsl PROFILE vs_4_0 ENTRY main OUT_HEADER VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h VAR_NAME g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN DEFINES TEXGEN)
compile_hlsl(SOURCE screen_VS.hlsl PROFILE vs_4_0 ENTRY VS_ScreenSpace OUT_HEADER VS_ScreenSpace.h VAR_NAME g_main_VS_ScreenSpace)
compile_hlsl(SOURCE screen_VS.hlsl PROFILE vs_4_0 ENTRY VS_ScreenClear OUT_HEADER VS_ScreenClear.h VAR_NAME g_main_VS_ScreenClear)
compile_hlsl(SOURCE main_PS.hlsl PROFILE ps_4_0 ENTRY main OUT_HEADER PS_Standard.h VAR_NAME g_main_PS_Standard)
compile_hlsl(SOURCE main_PS.hlsl PROFILE ps_4_0 ENTRY main OUT_HEADER PS_TextureProjection.h VAR_NAME g_main_PS_TextureProjection DEFINES TEXTURE_PROJECTION)
compile_hlsl(SOURCE main_PS.hlsl PROFILE ps_4_0 ENTRY main OUT_HEADER PS_ForceLOD.h VAR_NAME g_main_PS_ForceLOD DEFINES FORCE_LOD)
compile_hlsl(SOURCE screen_PS.hlsl PROFILE ps_4_0 ENTRY PS_ScreenSpace OUT_HEADER PS_ScreenSpace.h VAR_NAME g_main_PS_ScreenSpace)
compile_hlsl(SOURCE screen_PS.hlsl PROFILE ps_4_0 ENTRY PS_ScreenClear OUT_HEADER PS_ScreenClear.h VAR_NAME g_main_PS_ScreenClear)