Guest article builds + windows build script.

This commit is contained in:
arby
2022-02-08 21:32:07 +01:00
parent cf70474732
commit 25895c2093
3 changed files with 76 additions and 47 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
# ignores following folders
bin/
build/
out/

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@@ -169,7 +169,16 @@ set(7.in_practice
#3.2d_game
)
set(GUEST_ARTICLES
8.guest/2020/oit
8.guest/2020/skeletal_animation
8.guest/2021/1.scene/1.scene_graph
8.guest/2021/1.scene/2.frustum_culling
8.guest/2021/2.csm
8.guest/2021/3.tessellation/terrain_gpu_dist
8.guest/2021/3.tessellation/terrain_cpu_src
8.guest/2021/4.dsa
)
configure_file(configuration/root_directory.h.in configuration/root_directory.h)
include_directories(${CMAKE_BINARY_DIR}/configuration)
@@ -185,56 +194,70 @@ macro(makeLink src dest target)
add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -E create_symlink ${src} ${dest} DEPENDS ${dest} COMMENT "mklink ${src} -> ${dest}")
endmacro()
function(create_project_from_sources chapter demo)
file(GLOB SOURCE
"src/${chapter}/${demo}/*.h"
"src/${chapter}/${demo}/*.cpp"
"src/${chapter}/${demo}/*.vs"
"src/${chapter}/${demo}/*.fs"
"src/${chapter}/${demo}/*.gs"
)
if (demo STREQUAL "")
SET(replaced "")
string(REPLACE "/" "_" replaced ${chapter})
set(NAME ${replaced})
else()
set(NAME "${chapter}__${demo}")
endif()
add_executable(${NAME} ${SOURCE})
target_link_libraries(${NAME} ${LIBS})
if(MSVC)
target_compile_options(${NAME} PRIVATE /std:c++latest /MP)
target_link_options(${NAME} PUBLIC /ignore:4099)
endif(MSVC)
if(WIN32)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}")
set_target_properties(${NAME} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}/Debug")
elseif(UNIX AND NOT APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}")
elseif(APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${chapter}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_SOURCE_DIR}/bin/${chapter}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_SOURCE_DIR}/bin/${chapter}")
endif(WIN32)
# copy shader files to build directory
file(GLOB SHADERS
"src/${chapter}/${demo}/*.vs"
# "src/${chapter}/${demo}/*.frag"
"src/${chapter}/${demo}/*.fs"
"src/${chapter}/${demo}/*.gs"
)
foreach(SHADER ${SHADERS})
if(WIN32)
# configure_file(${SHADER} "test")
add_custom_command(TARGET ${NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${SHADER} $<TARGET_FILE_DIR:${NAME}>)
elseif(UNIX AND NOT APPLE)
file(COPY ${SHADER} DESTINATION ${CMAKE_SOURCE_DIR}/bin/${chapter})
elseif(APPLE)
# create symbolic link for *.vs *.fs *.gs
get_filename_component(SHADERNAME ${SHADER} NAME)
makeLink(${SHADER} ${CMAKE_SOURCE_DIR}/bin/${chapter}/${SHADERNAME} ${NAME})
endif(WIN32)
endforeach(SHADER)
# if compiling for visual studio, also use configure file for each project (specifically to set up working directory)
if(MSVC)
configure_file(${CMAKE_SOURCE_DIR}/configuration/visualstudio.vcxproj.user.in ${CMAKE_CURRENT_BINARY_DIR}/${NAME}.vcxproj.user @ONLY)
endif(MSVC)
endfunction()
# then create a project file per tutorial
foreach(CHAPTER ${CHAPTERS})
foreach(DEMO ${${CHAPTER}})
file(GLOB SOURCE
"src/${CHAPTER}/${DEMO}/*.h"
"src/${CHAPTER}/${DEMO}/*.cpp"
"src/${CHAPTER}/${DEMO}/*.vs"
"src/${CHAPTER}/${DEMO}/*.fs"
"src/${CHAPTER}/${DEMO}/*.gs"
)
set(NAME "${CHAPTER}__${DEMO}")
add_executable(${NAME} ${SOURCE})
target_link_libraries(${NAME} ${LIBS})
if(MSVC)
target_link_options(${NAME} PUBLIC /ignore:4099)
endif(MSVC)
if(WIN32)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
set_target_properties(${NAME} PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}/Debug")
elseif(UNIX AND NOT APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
elseif(APPLE)
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
set_target_properties(${NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_SOURCE_DIR}/bin/${CHAPTER}")
endif(WIN32)
# copy shader files to build directory
file(GLOB SHADERS
"src/${CHAPTER}/${DEMO}/*.vs"
# "src/${CHAPTER}/${DEMO}/*.frag"
"src/${CHAPTER}/${DEMO}/*.fs"
"src/${CHAPTER}/${DEMO}/*.gs"
)
foreach(SHADER ${SHADERS})
if(WIN32)
# configure_file(${SHADER} "test")
add_custom_command(TARGET ${NAME} PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy ${SHADER} $<TARGET_FILE_DIR:${NAME}>)
elseif(UNIX AND NOT APPLE)
file(COPY ${SHADER} DESTINATION ${CMAKE_SOURCE_DIR}/bin/${CHAPTER})
elseif(APPLE)
# create symbolic link for *.vs *.fs *.gs
get_filename_component(SHADERNAME ${SHADER} NAME)
makeLink(${SHADER} ${CMAKE_SOURCE_DIR}/bin/${CHAPTER}/${SHADERNAME} ${NAME})
endif(WIN32)
endforeach(SHADER)
# if compiling for visual studio, also use configure file for each project (specifically to set up working directory)
if(MSVC)
configure_file(${CMAKE_SOURCE_DIR}/configuration/visualstudio.vcxproj.user.in ${CMAKE_CURRENT_BINARY_DIR}/${NAME}.vcxproj.user @ONLY)
endif(MSVC)
create_project_from_sources(${CHAPTER} ${DEMO})
endforeach(DEMO)
endforeach(CHAPTER)
foreach(GUEST_ARTICLE ${GUEST_ARTICLES})
create_project_from_sources(${GUEST_ARTICLE} "")
endforeach(GUEST_ARTICLE)
include_directories(${CMAKE_SOURCE_DIR}/includes)

5
build_windows.sh Normal file
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@@ -0,0 +1,5 @@
mkdir -p out
cd out
cmake -G"Visual Studio 16 2019" ${COMMON_CMAKE_CONFIG_PARAMS} ../
cmake --build . --config Debug