Note that the WebGL build uses filameshio, but Android does not. Our Android samples therefore do not yet understand the compressed format. For web, I measured the before / after: ``` BEFORE: filament.wasm = 505796, suzanne.filamesh = 521476 AFTER: filament.wasm = 510915, suzanne.filamesh = 333489 ``` Issue #558
249 lines
8.4 KiB
CMake
249 lines
8.4 KiB
CMake
cmake_minimum_required(VERSION 3.1)
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project(filament-samples C ASM)
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set(ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/..)
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set(GENERATION_ROOT ${CMAKE_CURRENT_BINARY_DIR})
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set(RESOURCE_DIR "${GENERATION_ROOT}/generated/resources")
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set(MATERIAL_DIR "${GENERATION_ROOT}/generated/material")
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set(RESOURCE_BINS)
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# ==================================================================================================
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# Convert OBJ files into filamesh files.
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# ==================================================================================================
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function(add_mesh SOURCE TARGET)
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set(source_mesh "${ROOT_DIR}/${SOURCE}")
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set(target_mesh "${RESOURCE_DIR}/${TARGET}")
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set(RESOURCE_BINS ${RESOURCE_BINS} ${target_mesh} PARENT_SCOPE)
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add_custom_command(
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OUTPUT ${target_mesh}
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COMMAND filamesh --compress ${source_mesh} ${target_mesh}
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MAIN_DEPENDENCY ${source_mesh}
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DEPENDS filamesh)
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endfunction()
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add_mesh("assets/models/monkey/monkey.obj" "suzanne.filamesh")
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# ==================================================================================================
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# Build materials
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# ==================================================================================================
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set(MATERIAL_SRCS
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materials/bakedColor.mat
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materials/bakedTexture.mat
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materials/aiDefaultMat.mat
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materials/aiDefaultTrans.mat
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materials/depthVisualizer.mat
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materials/groundShadow.mat
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materials/sandboxCloth.mat
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materials/sandboxLit.mat
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materials/sandboxLitFade.mat
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materials/sandboxLitTransparent.mat
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materials/sandboxSubsurface.mat
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materials/sandboxUnlit.mat
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materials/transparentColor.mat)
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if (CMAKE_CROSSCOMPILING)
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include(${IMPORT_EXECUTABLES})
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endif()
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file(MAKE_DIRECTORY ${MATERIAL_DIR})
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set(MATC_TARGET desktop)
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# Optimize materials for performance in Release mode.
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set(MATC_FLAGS -a all)
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if (CMAKE_BUILD_TYPE MATCHES Release)
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set(MATC_FLAGS -O ${MATC_FLAGS})
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endif()
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foreach (mat_src ${MATERIAL_SRCS})
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get_filename_component(localname "${mat_src}" NAME_WE)
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get_filename_component(fullname "${mat_src}" ABSOLUTE)
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set(output_path "${MATERIAL_DIR}/${localname}.filamat")
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add_custom_command(
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OUTPUT ${output_path}
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COMMAND matc ${MATC_FLAGS} -p ${MATC_TARGET} -m material
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-o ${output_path} ${fullname}
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MAIN_DEPENDENCY ${mat_src}
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DEPENDS matc
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COMMENT "Compiling material ${mat_src} to ${output_path}"
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)
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list(APPEND RESOURCE_BINS ${output_path})
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endforeach()
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# ==================================================================================================
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# Build aggregated resource files
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# ==================================================================================================
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get_resgen_vars(${RESOURCE_DIR} resources)
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add_custom_command(
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OUTPUT ${RESGEN_OUTPUTS}
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COMMAND resgen ${RESGEN_FLAGS} ${RESOURCE_BINS}
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DEPENDS resgen ${RESOURCE_BINS}
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COMMENT "Aggregating resources"
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)
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if (DEFINED RESGEN_SOURCE_FLAGS)
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set_source_files_properties(${RESGEN_SOURCE} PROPERTIES COMPILE_FLAGS ${RESGEN_SOURCE_FLAGS})
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endif()
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# ==================================================================================================
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# Common library
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# ==================================================================================================
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set(APP_LIBS filament sdl2 stb math filamat utils getopt imgui filagui image)
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if (WIN32)
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list(APPEND APP_LIBS sdl2main)
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endif()
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set(APP_SRCS
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${RESGEN_SOURCE}
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app/CameraManipulator.cpp
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app/Cube.cpp
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app/FilamentApp.cpp
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app/IBL.cpp
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app/Image.cpp
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app/IcoSphere.cpp
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app/Sphere.cpp)
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if (APPLE)
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list(APPEND APP_SRCS app/NativeWindowHelperCocoa.mm)
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list(APPEND APP_LIBS "-framework Cocoa")
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endif()
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if (LINUX)
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list(APPEND APP_SRCS app/NativeWindowHelperLinux.cpp)
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endif()
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if (WIN32)
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list(APPEND APP_SRCS app/NativeWindowHelperWindows.cpp)
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endif()
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include_directories(app)
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add_library(sample-app ${APP_SRCS})
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target_include_directories(sample-app PUBLIC app)
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target_link_libraries(sample-app PRIVATE ${APP_LIBS})
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list(APPEND APP_LIBS sample-app)
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# ==================================================================================================
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# Compiler flags
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# ==================================================================================================
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set(COMPILER_FLAGS
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-Wno-extern-c-compat
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$<$<NOT:$<PLATFORM_ID:Linux>>:-Wno-address-of-packed-member>)
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if (MSVC OR CLANG_CL)
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set(COMPILER_FLAGS ${COMPILER_FLAGS} $<$<CONFIG:Release>:/fp:fast>)
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else()
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set(COMPILER_FLAGS ${COMPILER_FLAGS} $<$<CONFIG:Release>:-ffast-math>)
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endif()
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# ==================================================================================================
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# Test apps
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# ==================================================================================================
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function(add_assimp_demo NAME)
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include_directories(${GENERATION_ROOT})
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add_executable(
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${NAME}
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${NAME}.cpp
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app/MeshAssimp.cpp)
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target_link_libraries(${NAME} PRIVATE ${APP_LIBS} assimp)
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target_compile_options(${NAME} PRIVATE ${COMPILER_FLAGS})
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endfunction()
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function(add_filamesh_demo NAME)
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include_directories(${GENERATION_ROOT})
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add_executable(
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${NAME}
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${NAME}.cpp)
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target_link_libraries(${NAME} PRIVATE ${APP_LIBS} filameshio)
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target_compile_options(${NAME} PRIVATE ${COMPILER_FLAGS})
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endfunction()
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if (NOT ANDROID)
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add_assimp_demo(frame_generator)
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add_assimp_demo(gltf_viewer)
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add_assimp_demo(lightbulb)
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add_assimp_demo(material_sandbox)
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add_assimp_demo(sample_full_pbr)
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add_filamesh_demo(sample_cloth)
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add_filamesh_demo(sample_normal_map)
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# Sample app specific
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target_link_libraries(frame_generator PRIVATE imageio)
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endif()
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# ==================================================================================================
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# Copy the MoltenVK dylibs and JSON on MacOS
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# ==================================================================================================
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if (APPLE AND NOT Vulkan_LIBRARY)
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message(STATUS "No Vulkan SDK was found, using prebuilt MoltenVK.")
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set(MOLTENVK_DIR "../third_party/moltenvk")
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configure_file(
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${MOLTENVK_DIR}/libvulkan.1.dylib
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${PROJECT_BINARY_DIR}/libvulkan.1.dylib COPYONLY)
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configure_file(
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${MOLTENVK_DIR}/MoltenVK_icd.json
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${PROJECT_BINARY_DIR}/MoltenVK_icd.json COPYONLY)
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configure_file(
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${MOLTENVK_DIR}/libMoltenVK.dylib
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${PROJECT_BINARY_DIR}/libMoltenVK.dylib COPYONLY)
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list(APPEND APP_SRCS
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${PROJECT_BINARY_DIR}/libvulkan.1.dylib
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${PROJECT_BINARY_DIR}/MoltenVK_icd.json
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${PROJECT_BINARY_DIR}/libMoltenVK.dylib)
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endif()
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# ==================================================================================================
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# Build Vulkan Executables
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# ==================================================================================================
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if (FILAMENT_SUPPORTS_VULKAN)
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add_assimp_demo(vk_shadowtest)
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add_filamesh_demo(vk_animation)
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add_filamesh_demo(vk_depthtesting)
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add_filamesh_demo(vk_hellopbr)
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add_filamesh_demo(vk_hellotriangle)
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add_filamesh_demo(vk_imgui)
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add_filamesh_demo(vk_strobecolor)
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add_filamesh_demo(vk_texturedquad)
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add_filamesh_demo(vk_vbotest)
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add_filamesh_demo(vk_viewtest)
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endif()
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# ==================================================================================================
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# Copy Assets
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#
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# This creates a structure like:
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#
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# /lightbulb (etc) sample app executable
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# /assets/fonts copied from REPO/assets
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# /assets/models copied from REPO/assets
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# /textures copied from REPO/third_party
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# /envs copied from REPO/samples/envs
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#
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# ==================================================================================================
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file(COPY ../third_party/textures DESTINATION ${PROJECT_BINARY_DIR})
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add_custom_target(textures ALL DEPENDS textures)
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add_dependencies(filament textures)
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file(COPY ../assets DESTINATION ${PROJECT_BINARY_DIR}
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PATTERN "reference" EXCLUDE
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PATTERN "environments" EXCLUDE)
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add_custom_target(assets ALL DEPENDS assets)
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add_dependencies(filament assets)
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file(COPY ../samples/envs DESTINATION ${PROJECT_BINARY_DIR})
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add_custom_target(envs ALL DEPENDS envs)
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add_dependencies(filament envs)
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