Commit 6f64c48e authored by Sreekanth Arikatla's avatar Sreekanth Arikatla

REFAC: Remove duplicated cmake file for shader management

parent fe0d3920
......@@ -19,6 +19,8 @@ function(CopyAndCompileShaders)
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)
......@@ -27,8 +29,11 @@ function(CopyAndCompileShaders)
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)
......
#-----------------------------------------------------------------------------
# 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
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment