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
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# new shader build system
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find_program(FXC_COMPILER NAMES fxc
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HINTS
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"C:/Program Files (x86)/Windows Kits/10/bin/*/x64"
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"C:/Program Files (x86)/Windows Kits/8.1/bin/x64"
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)
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if(NOT FXC_COMPILER)
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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.")
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endif()
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set(SHADER_OUT_DIR "${CMAKE_CURRENT_BINARY_DIR}/inc")
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function(compile_hlsl)
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set(options)
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set(argDescriptor SOURCE PROFILE ENTRY OUT_HEADER VAR_NAME)
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set(defDescriptor DEFINES)
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cmake_parse_arguments(ARG "${options}" "${argDescriptor}" "${defDescriptor}" ${ARGN})
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set(OUT_FILE "${SHADER_OUT_DIR}/${ARG_OUT_HEADER}")
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set(FXC_DEFINES "")
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foreach(DEF ${ARG_DEFINES})
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list(APPEND FXC_DEFINES "/D" "${DEF}")
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endforeach()
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add_custom_command(
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OUTPUT "${OUT_FILE}"
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# 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
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COMMAND ${FXC_COMPILER} /O3 /nologo /T ${ARG_PROFILE} /E ${ARG_ENTRY} ${FXC_DEFINES} /Fh "${OUT_FILE}" /Vn ${ARG_VAR_NAME} "${CMAKE_CURRENT_LIST_DIR}/${ARG_SOURCE}"
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DEPENDS "${CMAKE_CURRENT_LIST_DIR}/${ARG_SOURCE}"
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COMMENT "Compiling shader: '${ARG_SOURCE}' into '${ARG_OUT_HEADER}'"
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VERBATIM
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)
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# send the generated paths to the parent scope
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set(GENERATED_SHADER_HEADERS ${GENERATED_SHADER_HEADERS} "${OUT_FILE}" PARENT_SCOPE)
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endfunction()
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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)
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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)
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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)
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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)
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compile_hlsl(SOURCE screen_VS.hlsl PROFILE vs_4_0 ENTRY VS_ScreenSpace OUT_HEADER VS_ScreenSpace.h VAR_NAME g_main_VS_ScreenSpace)
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compile_hlsl(SOURCE screen_VS.hlsl PROFILE vs_4_0 ENTRY VS_ScreenClear OUT_HEADER VS_ScreenClear.h VAR_NAME g_main_VS_ScreenClear)
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compile_hlsl(SOURCE main_PS.hlsl PROFILE ps_4_0 ENTRY main OUT_HEADER PS_Standard.h VAR_NAME g_main_PS_Standard)
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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)
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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)
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compile_hlsl(SOURCE screen_PS.hlsl PROFILE ps_4_0 ENTRY PS_ScreenSpace OUT_HEADER PS_ScreenSpace.h VAR_NAME g_main_PS_ScreenSpace)
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compile_hlsl(SOURCE screen_PS.hlsl PROFILE ps_4_0 ENTRY PS_ScreenClear OUT_HEADER PS_ScreenClear.h VAR_NAME g_main_PS_ScreenClear)
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