feat: better cmake support (#21)

* feat: CMakeSettings.json

* chore: remove visual studio stuff
chore: move .clang-format to main directory

* feat: new file structure, easier to implement as a submodule within existing projects

* chore: we actually include some code now...

* chore: remove prebuilt libraries (oops)

* feat: new shader building script using cmake

* chore: add debug postfix specifier

* fix: forgot that windows builds use 4J_Render_PC for the render library

* fix: didn't add the output directory (where shaders are saved to) to the include directories of 4J_Render
This commit is contained in:
gsds
2026-04-21 02:07:59 -04:00
committed by GitHub
parent 576f038dd0
commit e0ae7b1ec1
111 changed files with 1802 additions and 1458 deletions
@@ -0,0 +1,22 @@
:: legacy shader building code
@echo off
set OUT=../
set OPT=/O3 /nologo
for /d %%i in ("C:\Program Files (x86)\Windows Kits\10\bin\10.*") do set FXC="%%i\x64\fxc.exe"
if not defined FXC echo FXC not found && exit /b 1
if not exist %OUT% mkdir %OUT%
%FXC% %OPT% /T vs_4_0 /E main /D COMPRESSED /Fh %OUT%/VS_Compressed.h /Vn g_main_VS_Compressed main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E main /Fh %OUT%/VS_PF3_TF2_CB4_NB4_XW1.h /Vn g_main_VS_PF3_TF2_CB4_NB4_XW1 main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E main /D LIGHTING /Fh %OUT%/VS_PF3_TF2_CB4_NB4_XW1_LIGHTING.h /Vn g_main_VS_PF3_TF2_CB4_NB4_XW1_LIGHTING main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E main /D TEXGEN /Fh %OUT%/VS_PF3_TF2_CB4_NB4_XW1_TEXGEN.h /Vn g_main_VS_PF3_TF2_CB4_NB4_XW1_TEXGEN main_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E VS_ScreenSpace /Fh %OUT%/VS_ScreenSpace.h /Vn g_main_VS_ScreenSpace screen_VS.hlsl
%FXC% %OPT% /T vs_4_0 /E VS_ScreenClear /Fh %OUT%/VS_ScreenClear.h /Vn g_main_VS_ScreenClear screen_VS.hlsl
%FXC% %OPT% /T ps_4_0 /E main /Fh %OUT%/PS_Standard.h /Vn g_main_PS_Standard main_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E main /D TEXTURE_PROJECTION /Fh %OUT%/PS_TextureProjection.h /Vn g_main_PS_TextureProjection main_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E main /D FORCE_LOD /Fh %OUT%/PS_ForceLOD.h /Vn g_main_PS_ForceLOD main_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E PS_ScreenSpace /Fh %OUT%/PS_ScreenSpace.h /Vn g_main_PS_ScreenSpace screen_PS.hlsl
%FXC% %OPT% /T ps_4_0 /E PS_ScreenClear /Fh %OUT%/PS_ScreenClear.h /Vn g_main_PS_ScreenClear screen_PS.hlsl
@@ -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)
@@ -0,0 +1,84 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
cbuffer diffuse : register(b0)
{
float4 diffuse_colour;
};
cbuffer fog : register(b1)
{
float4 fog_colour;
};
cbuffer alphaTest : register(b3)
{
float4 alphaTestRef;
};
#ifdef FORCE_LOD
cbuffer forcedLOD : register(b5)
{
float4 forcedLod;
};
#endif
SamplerState diffuse_sampler_s : register(s0);
Texture2D<float4> diffuse_texture : register(t0);
struct PS_INPUT
{
float4 position : SV_POSITION;
float4 colour : COLOR0;
linear centroid float4 texcoord : TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
float2 uv = input.texcoord.xy;
#ifdef TEXTURE_PROJECTION
uv /= input.texcoord.w;
#endif
#ifdef FORCE_LOD
float4 texel = diffuse_texture.SampleLevel(
diffuse_sampler_s,
uv,
forcedLod.x);
#else
float4 texel =
(uv.x > 1.0f)
? diffuse_texture.SampleLevel(diffuse_sampler_s, uv, 0)
: diffuse_texture.Sample(diffuse_sampler_s, uv);
#endif
float4 colour = texel * diffuse_colour;
colour.a *= input.colour.a;
if (colour.a < alphaTestRef.w)
discard;
float3 shaded = colour.rgb * input.colour.rgb;
float3 fogged = lerp(fog_colour.rgb, shaded, input.texcoord.z);
return float4(fogged, colour.a);
}
@@ -0,0 +1,196 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#ifndef COMPRESSED
cbuffer positionTransformWV : register(b0)
{
float4x4 matWorldView;
};
cbuffer positionTransformWV2 : register(b1)
{
float4x4 matWorldView2;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matProjection;
};
cbuffer textureTransform : register(b3)
{
float4x4 matUV;
};
cbuffer textureUV2 : register(b4)
{
float4 vecUVT2;
};
cbuffer fog : register(b5)
{
float4 vecFog;
};
#ifdef LIGHTING
cbuffer lighting : register(b6)
{
float3 vecLight0;
float3 vecLight1;
float4 vecLight0Col;
float4 vecLight1Col;
float4 vecLightAmbientCol;
};
#endif
#ifdef TEXGEN
cbuffer texgen : register(b7)
{
float4x4 matTexGenView;
float4x4 matTexGenObj;
};
#endif
#else
cbuffer positionTransformWV : register(b0)
{
float4x4 matWorldView;
};
cbuffer positionTransformProj : register(b2)
{
float4x4 matProjection;
};
cbuffer textureUV2 : register(b4)
{
float4 vecUVT2;
};
cbuffer fog : register(b5)
{
float4 vecFog;
};
cbuffer positionTransform2 : register(b8)
{
float4 vecWV2Trans;
};
#endif
SamplerState light_sampler_s : register(s0);
Texture2D<float4> light_texture : register(t0);
#ifndef COMPRESSED
struct VS_INPUT
{
float4 position : POSITION0;
float4 colour : COLOR0;
float3 normal : NORMAL0;
float4 texCoord : TEXCOORD0;
int2 lightMapCoord : TEXCOORD1;
};
#else
struct VS_INPUT
{
int4 position : POSITION0;
int4 texCoord : TEXCOORD0;
};
#endif
struct VS_OUTPUT
{
float4 position : SV_POSITION;
float4 colour : COLOR0;
float4 texCoord : TEXCOORD0;
};
float CalcFogFactor(float4 vecFog, float viewZ)
{
float fogLinear = saturate(vecFog.y * (vecFog.x + viewZ));
float fogExp = min(1.0f, exp2(1.44269502f * vecFog.x * viewZ));
float f = (vecFog.z == 2) ? fogExp : 1.0f;
return (vecFog.z == 1) ? fogLinear : f;
}
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
#ifndef COMPRESSED
float4 skinnedPos = mul(matWorldView2, input.position);
float4 cameraPos = mul(matWorldView, skinnedPos);
output.position = mul(matProjection, cameraPos);
float2 lightUV = frac(max(vecUVT2.xy, float2(input.lightMapCoord) * 0.00390625f));
float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
lightSample.w = 1.0f;
#ifdef LIGHTING
float3 skinNormal = mul((float3x3)matWorldView2, input.normal);
float3 viewNormal = normalize(mul((float3x3)matWorldView, skinNormal));
float diffuse0 = max(0.0f, dot(vecLight0, viewNormal));
float diffuse1 = max(0.0f, dot(vecLight1, viewNormal));
float4 litColour = saturate(vecLightAmbientCol + diffuse0 * vecLight0Col + diffuse1 * vecLight1Col);
output.colour.xyz = litColour.xyz * (input.colour.wzy * lightSample.xyz);
output.colour.w = litColour.w;
#else
output.colour = input.colour.wzyx * lightSample;
#endif
#ifdef TEXGEN
float4 texGenCoords = mul(matTexGenView, cameraPos) + mul(matTexGenObj, input.position);
output.texCoord.xy = float2(dot(matUV[0], texGenCoords), dot(matUV[1], texGenCoords));
output.texCoord.w = dot(matUV[3], texGenCoords);
#else
output.texCoord.xy = float2(dot(matUV[0], input.texCoord), dot(matUV[1], input.texCoord));
output.texCoord.w = 1.0f;
#endif
output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
#else // COMPRESSED
float4 pos;
pos.xyz = float3((int3)input.position.xyz) * 0.0009765625f + vecWV2Trans.xyz;
pos.w = 1.0f;
int packedColor = (int)input.position.w + 32768;
float3 color = frac(packedColor * float3(1.52587891e-05f, 0.00048828125f, 0.03125f));
float4 cameraPos = mul(matWorldView, pos);
output.position = mul(matProjection, cameraPos);
float4 uvs = float4((int4)input.texCoord.zwxy) * float4(0.00390625f, 0.00390625f, 0.000122070312f, 0.000122070312f);
float2 lightUV = frac(max(vecUVT2.xy, uvs.xy));
float4 lightSample = light_texture.SampleLevel(light_sampler_s, lightUV, 0);
output.colour.xyz = lightSample.xyz * color;
output.colour.w = 1.0f;
output.texCoord.xy = uvs.zw;
output.texCoord.z = CalcFogFactor(vecFog, cameraPos.z);
output.texCoord.w = 1.0f;
#endif
return output;
}
@@ -0,0 +1,40 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
cbuffer cbuff : register(b4)
{
float4 clearColour;
};
SamplerState screen_sampler_s : register(s0);
Texture2D<float4> screen_texture : register(t0);
float4 PS_ScreenSpace(float4 position : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_TARGET
{
return screen_texture.Sample(screen_sampler_s, texcoord);
}
float4 PS_ScreenClear(float4 position : SV_POSITION) : SV_TARGET
{
return clearColour;
}
@@ -0,0 +1,48 @@
/*
MIT License
Copyright (c) 2026 Patoke
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
cbuffer screenspace_constants : register(b9)
{
float4 v_scaleoffset;
};
void VS_ScreenSpace(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION, out float2 texcoord : TEXCOORD0)
{
float2 corner = float2(
(vertex_id << 1) & 2,
vertex_id & 2
);
position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
texcoord = corner * 0.5 * v_scaleoffset.zw + v_scaleoffset.xy;
}
void VS_ScreenClear(uint vertex_id : SV_VertexID, out float4 position : SV_POSITION)
{
float2 corner = float2(
(vertex_id << 1) & 2,
vertex_id & 2
);
position = float4(corner * float2(2, -2) + float2(-1, 1), 1, 1);
}