Commit 052835d6 authored by Sreekanth Arikatla's avatar Sreekanth Arikatla

REFAC: Move the boilerplate code for shaders in cmakeLists of example to utility

parent 31c1bf2c
#-----------------------------------------------------------------------------
# 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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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
#-----------------------------------------------------------------------------
# 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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
endfunction()
\ No newline at end of file
......@@ -40,7 +40,6 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
sound/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
......@@ -40,53 +40,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
asianDragon/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -48,3 +48,10 @@ listOfSubDir(subDirs ${CMAKE_CURRENT_SOURCE_DIR})
foreach(subdir ${subDirs})
add_subdirectory(${subdir})
endforeach()
#-----------------------------------------------------------------------------
# Shaders
#-----------------------------------------------------------------------------
include(imstkCopyAndCompileShaders)
CopyAndCompileShaders()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -39,53 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
asianDragon/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -39,53 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
asianDragon/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -32,52 +32,4 @@ if(UNIX)
else()
target_link_libraries(${PROJECT_NAME}
SimulationManager)
endif()
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
endif()
\ No newline at end of file
......@@ -39,53 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
asianDragon/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -39,5 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
asianDragon/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -39,53 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
laptool/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -40,53 +40,4 @@ endif()
list(APPEND FILE_LIST
asianDragon/,REGEX:.*
cube/,REGEX:*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -39,53 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
liver/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
\ No newline at end of file
......@@ -32,52 +32,4 @@ if(UNIX)
else()
target_link_libraries(${PROJECT_NAME}
SimulationManager)
endif()
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
endif()
\ No newline at end of file
......@@ -32,52 +32,4 @@ if(UNIX)
else()
target_link_libraries(${PROJECT_NAME}
SimulationManager)
endif()
#-----------------------------------------------------------------------------
# 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()
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/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/sss_frag.frag PostProcessing/sss_frag.spv)
compileShaders(PostProcessing/composite_frag.frag PostProcessing/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 ${CMAKE_PROGRAM_PATH}/Shaders)
endif()
endif()
\ No newline at end of file
......@@ -39,53 +39,4 @@ endif()
#-----------------------------------------------------------------------------
list(APPEND FILE_LIST
asianDragon/,REGEX:.*)
imstk_add_data(${PROJECT_NAME} ${FILE_LIST})
#-----------------------------------------------------------------------------
# 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()
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/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)