Files
filament/samples/CMakeLists.txt
Philip Rideout 6c55b3b989 filamesh: Add support for COMPRESSION.
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
2018-12-05 13:20:55 -08:00

249 lines
8.4 KiB
CMake

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