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-rw-r--r--cmake/CompileShaders.cmake142
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diff --git a/cmake/CompileShaders.cmake b/cmake/CompileShaders.cmake
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+# Tuxanci 2 - A first person shooter
+# Copyright (C) 2007-2011 Tuxánci Development Team
+# Copyright (C) 2025-2026 Connor Thomson
+#
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program. If not, see <https://www.gnu.org/licenses/>.
+
+set(SHADER_SLANG_PROFILE "spirv_1_5")
+set(SHADER_SLANG_TARGET "spirv")
+
+find_program(SLANGC_EXECUTABLE slangc)
+
+if(NOT SLANGC_EXECUTABLE)
+ message(FATAL_ERROR "slangc is not found. Download it from https://github.com/shader-slang/slang and make sure it is in your PATH.")
+endif()
+
+find_program(XXD_EXECUTABLE NAMES xxd)
+if(NOT XXD_EXECUTABLE)
+ message(FATAL_ERROR "xxd is not found. Make sure it is in your PATH.")
+endif()
+
+set(SHADER_EMBED_SCRIPT "${CMAKE_CURRENT_LIST_DIR}/EmbedFile.cmake")
+
+function(target_compile_shaders TARGET_NAME)
+ cmake_parse_arguments(PARSE_ARGV 1 ARG "" "PROFILE;ENTRY" "SHADERS")
+
+ if(NOT ARG_PROFILE)
+ set(ARG_PROFILE "${SHADER_SLANG_PROFILE}")
+ endif()
+ if(NOT ARG_ENTRY)
+ set(ARG_ENTRY "main")
+ endif()
+
+ set(SPIRV_OUTPUTS "")
+
+ foreach(SHADER ${ARG_SHADERS})
+ get_filename_component(SHADER_ABS "${SHADER}" ABSOLUTE)
+ get_filename_component(SHADER_NAME "${SHADER}" NAME)
+
+ set(_stage "")
+ if(SHADER_NAME MATCHES "\\.vert\\.slang$")
+ set(_stage "vertex")
+ elseif(SHADER_NAME MATCHES "\\.frag\\.slang$")
+ set(_stage "fragment")
+ elseif(SHADER_NAME MATCHES "\\.comp\\.slang$")
+ set(_stage "compute")
+ elseif(SHADER_NAME MATCHES "\\.geom\\.slang$")
+ set(_stage "geometry")
+ elseif(SHADER_NAME MATCHES "\\.tesc\\.slang$")
+ set(_stage "hull")
+ elseif(SHADER_NAME MATCHES "\\.tese\\.slang$")
+ set(_stage "domain")
+ elseif(SHADER_NAME MATCHES "\\.rgen\\.slang$")
+ set(_stage "raygeneration")
+ elseif(SHADER_NAME MATCHES "\\.rchit\\.slang$")
+ set(_stage "closesthit")
+ elseif(SHADER_NAME MATCHES "\\.rmiss\\.slang$")
+ set(_stage "miss")
+ else()
+ message(FATAL_ERROR "'${SHADER_NAME}' must end with .<vert|frag|comp|geom|tesc|tese|rgen|rchit|rmiss>.slang")
+ endif()
+
+ set(SPIRV_OUT "${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.spv")
+ set(SPIRV_EMBED_C_OUT "${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.xxd.c")
+
+ string(REGEX REPLACE "[^A-Za-z0-9]" "_" SHADER_SYMBASE "${SHADER_NAME}.spv")
+ set(SHADER_SYMBASE "file_${SHADER_SYMBASE}")
+
+ add_custom_command(
+ OUTPUT ${SPIRV_OUT}
+ COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_CURRENT_BINARY_DIR}/shaders"
+ COMMAND "${SLANGC_EXECUTABLE}" "${SHADER_ABS}"
+ -target ${SHADER_SLANG_TARGET}
+ -profile ${ARG_PROFILE}
+ -entry ${ARG_ENTRY}
+ -stage ${_stage}
+ -o ${SPIRV_OUT}
+ MAIN_DEPENDENCY "${SHADER_ABS}"
+ COMMENT "Building SPIR-V ${SHADER_NAME}.spv"
+ VERBATIM
+ )
+
+ add_custom_command(
+ OUTPUT ${SPIRV_EMBED_C_OUT}
+ COMMAND ${CMAKE_COMMAND}
+ -D IN_FILE=${SPIRV_OUT}
+ -D OUT_C=${SPIRV_EMBED_C_OUT}
+ -D SYMBASE=${SHADER_SYMBASE}
+ -D XXD_EXE=${XXD_EXECUTABLE}
+ -P "${SHADER_EMBED_SCRIPT}"
+ DEPENDS ${SPIRV_OUT} "${SHADER_EMBED_SCRIPT}"
+ COMMENT "Building C object ${SHADER_NAME}.spv.o"
+ VERBATIM
+ )
+
+ list(APPEND SPIRV_OUTPUTS ${SPIRV_EMBED_C_OUT})
+ endforeach()
+
+ target_sources(${TARGET_NAME} PRIVATE ${SPIRV_OUTPUTS})
+endfunction()
+
+function(target_embed_files TARGET_NAME)
+ cmake_parse_arguments(PARSE_ARGV 1 ARG "" "" "FILES")
+
+ set(EMBEDDED_OUTPUTS "")
+ foreach(ASSET ${ARG_FILES})
+ get_filename_component(ASSET_ABS "${ASSET}" ABSOLUTE)
+ file(RELATIVE_PATH ASSET_RELATIVE "${CMAKE_SOURCE_DIR}" "${ASSET_ABS}")
+ string(REGEX REPLACE "[^A-Za-z0-9]" "_" ASSET_SYMBASE "${ASSET_RELATIVE}")
+ set(ASSET_SYMBASE "file_${ASSET_SYMBASE}")
+ get_filename_component(ASSET_NAME "${ASSET_RELATIVE}" NAME)
+ set(ASSET_EMBED_C_OUT "${CMAKE_CURRENT_BINARY_DIR}/data/${ASSET_NAME}.xxd.c")
+
+ add_custom_command(
+ OUTPUT ${ASSET_EMBED_C_OUT}
+ COMMAND ${CMAKE_COMMAND} -E make_directory "${CMAKE_CURRENT_BINARY_DIR}/data"
+ COMMAND ${CMAKE_COMMAND}
+ -D IN_FILE=${ASSET_ABS}
+ -D OUT_C=${ASSET_EMBED_C_OUT}
+ -D SYMBASE=${ASSET_SYMBASE}
+ -D XXD_EXE=${XXD_EXECUTABLE}
+ -P "${SHADER_EMBED_SCRIPT}"
+ DEPENDS "${ASSET_ABS}" "${SHADER_EMBED_SCRIPT}"
+ COMMENT "Building C object ${ASSET_RELATIVE}.o"
+ VERBATIM
+ )
+
+ list(APPEND EMBEDDED_OUTPUTS ${ASSET_EMBED_C_OUT})
+ endforeach()
+
+ target_sources(${TARGET_NAME} PRIVATE ${EMBEDDED_OUTPUTS})
+endfunction() \ No newline at end of file