# add custom command to output compiled shader function(add_shader_command) cmake_parse_arguments(ARGS "" "FILENAME;OUT" "" ${ARGN}) cmake_path(REMOVE_EXTENSION ARGS_FILENAME LAST_ONLY OUTPUT_VARIABLE FILENAME_WITHOUT_EXT) set(SHADER_COMPILER_COMMAND $) set(EXTRA_PLATFORM_ARG "0") # if targeting ios, we want to use the host's shader compiler if(ENABLE_IOS) set(SHADER_COMPILER_COMMAND "${CMAKE_CURRENT_SOURCE_DIR}/../build/bin/Debug/ShaderCompilerTool") set(EXTRA_PLATFORM_ARG "1") endif() set(SRC_FILENAME ${CMAKE_CURRENT_SOURCE_DIR}/${ARGS_FILENAME}) set(OUTPUT_FILENAME ${CMAKE_BINARY_DIR}/${FILENAME_WITHOUT_EXT}) # we want to remove the .nocompile extension just like the tool does, if it exists cmake_path(GET FILENAME_WITHOUT_EXT EXTENSION LAST_ONLY LAST_EXT) if(LAST_EXT STREQUAL ".nocompile") cmake_path(REPLACE_EXTENSION OUTPUT_FILENAME LAST_ONLY glsl) endif() add_custom_command( OUTPUT ${OUTPUT_FILENAME} COMMAND ${SHADER_COMPILER_COMMAND} ${SRC_FILENAME} ${OUTPUT_FILENAME} ${EXTRA_PLATFORM_ARG} DEPENDS ${SRC_FILENAME} WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}/shaders) # return the actual filename set(${ARGS_OUT} ${OUTPUT_FILENAME} PARENT_SCOPE) endfunction() # add shaders to target function(add_shaders) if(NOT ENABLE_IOS) cmake_parse_arguments(ARGS "" "TARGET" "SHADERS" ${ARGN}) foreach(SHADER_FILENAME ${ARGS_SHADERS}) cmake_path(REMOVE_EXTENSION SHADER_FILENAME LAST_ONLY OUTPUT_VARIABLE FILENAME_WITHOUT_EXT) add_shader_command(FILENAME ${SHADER_FILENAME} OUT DST_FILENAME) list(APPEND SRC_FILES ${CMAKE_CURRENT_SOURCE_DIR}/${SHADER_FILENAME}) list(APPEND DST_FILES ${DST_FILENAME}) endforeach() add_custom_target(BuildShaders DEPENDS ShaderCompilerTool ${DST_FILES}) add_dependencies(${ARGS_TARGET} BuildShaders) endif() endfunction() # make the shader directory if it doesnt exist already file(MAKE_DIRECTORY ${CMAKE_BINARY_DIR}/shaders)