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iMSTK
iMSTK
Commits
6f64c48e
Commit
6f64c48e
authored
Jun 24, 2019
by
Sreekanth Arikatla
Browse files
REFAC: Remove duplicated cmake file for shader management
parent
fe0d3920
Changes
2
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Inline
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CMake/Utilities/imstkCopyAndCompileShaders.cmake
View file @
6f64c48e
...
@@ -19,6 +19,8 @@ function(CopyAndCompileShaders)
...
@@ -19,6 +19,8 @@ function(CopyAndCompileShaders)
compileShaders
(
Mesh/mesh_frag.frag Mesh/mesh_frag.spv
)
compileShaders
(
Mesh/mesh_frag.frag Mesh/mesh_frag.spv
)
compileShaders
(
Mesh/decal_vert.vert Mesh/decal_vert.spv
)
compileShaders
(
Mesh/decal_vert.vert Mesh/decal_vert.spv
)
compileShaders
(
Mesh/decal_frag.frag Mesh/decal_frag.spv
)
compileShaders
(
Mesh/decal_frag.frag Mesh/decal_frag.spv
)
compileShaders
(
Mesh/particle_vert.vert Mesh/particle_vert.spv
)
compileShaders
(
Mesh/particle_frag.frag Mesh/particle_frag.spv
)
compileShaders
(
Mesh/shadow_vert.vert Mesh/shadow_vert.spv
)
compileShaders
(
Mesh/shadow_vert.vert Mesh/shadow_vert.spv
)
compileShaders
(
Mesh/shadow_frag.frag Mesh/shadow_frag.spv
)
compileShaders
(
Mesh/shadow_frag.frag Mesh/shadow_frag.spv
)
compileShaders
(
Mesh/depth_frag.frag Mesh/depth_frag.spv
)
compileShaders
(
Mesh/depth_frag.frag Mesh/depth_frag.spv
)
...
@@ -27,8 +29,11 @@ function(CopyAndCompileShaders)
...
@@ -27,8 +29,11 @@ function(CopyAndCompileShaders)
compileShaders
(
PostProcessing/HDR_tonemap_frag.frag PostProcessing/HDR_tonemap_frag.spv
)
compileShaders
(
PostProcessing/HDR_tonemap_frag.frag PostProcessing/HDR_tonemap_frag.spv
)
compileShaders
(
PostProcessing/postprocess_vert.vert PostProcessing/postprocess_vert.spv
)
compileShaders
(
PostProcessing/postprocess_vert.vert PostProcessing/postprocess_vert.spv
)
compileShaders
(
PostProcessing/postprocess_frag.frag PostProcessing/postprocess_frag.spv
)
compileShaders
(
PostProcessing/postprocess_frag.frag PostProcessing/postprocess_frag.spv
)
compileShaders
(
PostProcessing/passthrough_frag.frag PostProcessing/passthrough_frag.spv
)
compileShaders
(
PostProcessing/sss_frag.frag PostProcessing/sss_frag.spv
)
compileShaders
(
PostProcessing/sss_frag.frag PostProcessing/sss_frag.spv
)
compileShaders
(
PostProcessing/lens_distortion_frag.frag PostProcessing/lens_distortion_frag.spv
)
compileShaders
(
PostProcessing/composite_frag.frag PostProcessing/composite_frag.spv
)
compileShaders
(
PostProcessing/composite_frag.frag PostProcessing/composite_frag.spv
)
compileShaders
(
PostProcessing/vr_composite_frag.frag PostProcessing/vr_composite_frag.spv
)
compileShaders
(
PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv
)
compileShaders
(
PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv
)
compileShaders
(
PostProcessing/blur_horizontal_frag.frag PostProcessing/blur_horizontal_frag.spv
)
compileShaders
(
PostProcessing/blur_horizontal_frag.frag PostProcessing/blur_horizontal_frag.spv
)
compileShaders
(
PostProcessing/blur_vertical_frag.frag PostProcessing/blur_vertical_frag.spv
)
compileShaders
(
PostProcessing/blur_vertical_frag.frag PostProcessing/blur_vertical_frag.spv
)
...
...
CMake/imstkCopyAndCompileShaders.cmake
deleted
100644 → 0
View file @
fe0d3920
#-----------------------------------------------------------------------------
# Compile Shaders
#-----------------------------------------------------------------------------
function
(
compileShaders sourceShader binaryShader
)
add_custom_command
(
TARGET
${
PROJECT_NAME
}
COMMAND glslangvalidator -V
${
PROJECT_BINARY_DIR
}
/Shaders/VulkanShaders/
${
sourceShader
}
-o
${
PROJECT_BINARY_DIR
}
/Shaders/VulkanShaders/
${
binaryShader
}
)
endfunction
()
function
(
CopyAndCompileShaders
)
if
(
iMSTK_USE_Vulkan
)
file
(
COPY
${
CMAKE_SOURCE_DIR
}
/Source/Rendering/VulkanRenderer/VulkanShaders
DESTINATION
${
PROJECT_BINARY_DIR
}
/Shaders
)
# Mesh shaders
compileShaders
(
Mesh/mesh_vert.vert Mesh/mesh_vert.spv
)
compileShaders
(
Mesh/mesh_tesc.tesc Mesh/mesh_tesc.spv
)
compileShaders
(
Mesh/mesh_tese.tese Mesh/mesh_tese.spv
)
compileShaders
(
Mesh/mesh_frag.frag Mesh/mesh_frag.spv
)
compileShaders
(
Mesh/decal_vert.vert Mesh/decal_vert.spv
)
compileShaders
(
Mesh/decal_frag.frag Mesh/decal_frag.spv
)
compileShaders
(
Mesh/particle_vert.vert Mesh/particle_vert.spv
)
compileShaders
(
Mesh/particle_frag.frag Mesh/particle_frag.spv
)
compileShaders
(
Mesh/shadow_vert.vert Mesh/shadow_vert.spv
)
compileShaders
(
Mesh/shadow_frag.frag Mesh/shadow_frag.spv
)
compileShaders
(
Mesh/depth_frag.frag Mesh/depth_frag.spv
)
# Post processing shaders
compileShaders
(
PostProcessing/HDR_tonemap_frag.frag PostProcessing/HDR_tonemap_frag.spv
)
compileShaders
(
PostProcessing/postprocess_vert.vert PostProcessing/postprocess_vert.spv
)
compileShaders
(
PostProcessing/postprocess_frag.frag PostProcessing/postprocess_frag.spv
)
compileShaders
(
PostProcessing/passthrough_frag.frag PostProcessing/passthrough_frag.spv
)
compileShaders
(
PostProcessing/sss_frag.frag PostProcessing/sss_frag.spv
)
compileShaders
(
PostProcessing/lens_distortion_frag.frag PostProcessing/lens_distortion_frag.spv
)
compileShaders
(
PostProcessing/composite_frag.frag PostProcessing/composite_frag.spv
)
compileShaders
(
PostProcessing/vr_composite_frag.frag PostProcessing/vr_composite_frag.spv
)
compileShaders
(
PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv
)
compileShaders
(
PostProcessing/blur_horizontal_frag.frag PostProcessing/blur_horizontal_frag.spv
)
compileShaders
(
PostProcessing/blur_vertical_frag.frag PostProcessing/blur_vertical_frag.spv
)
compileShaders
(
PostProcessing/bloom_threshold_frag.frag PostProcessing/bloom_threshold_frag.spv
)
compileShaders
(
PostProcessing/ao_frag.frag PostProcessing/ao_frag.spv
)
compileShaders
(
PostProcessing/bilateral_blur_horizontal_frag.frag PostProcessing/bilateral_blur_horizontal_frag.spv
)
compileShaders
(
PostProcessing/bilateral_blur_vertical_frag.frag PostProcessing/bilateral_blur_vertical_frag.spv
)
compileShaders
(
PostProcessing/depth_downscale_frag.frag PostProcessing/depth_downscale_frag.spv
)
file
(
COPY
${
PROJECT_BINARY_DIR
}
/Shaders/VulkanShaders
DESTINATION
${
CMAKE_PROGRAM_PATH
}
/Shaders
)
else
(
iMSTK_USE_Vulkan
)
file
(
COPY
${
CMAKE_SOURCE_DIR
}
/Source/Rendering/VTKRenderer/VTKShaders
DESTINATION
${
PROJECT_BINARY_DIR
}
/Shaders
)
file
(
COPY
${
CMAKE_SOURCE_DIR
}
/Source/Rendering/VTKRenderer/VTKShaders
DESTINATION
${
CMAKE_PROGRAM_PATH
}
/Shaders
)
endif
()
endfunction
()
\ No newline at end of file
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