# Find Vulkan find_package(Vulkan) if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32)) # We have Vulkan/DirectX so we can compile TestFramework set(TEST_FRAMEWORK_AVAILABLE TRUE) # Root set(TEST_FRAMEWORK_ROOT ${PHYSICS_REPO_ROOT}/TestFramework) # Source files set(TEST_FRAMEWORK_SRC_FILES ${TEST_FRAMEWORK_ROOT}/Application/Application.cpp ${TEST_FRAMEWORK_ROOT}/Application/Application.h ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.cpp ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.h ${TEST_FRAMEWORK_ROOT}/Application/EntryPoint.h ${TEST_FRAMEWORK_ROOT}/External/Perlin.cpp ${TEST_FRAMEWORK_ROOT}/External/Perlin.h ${TEST_FRAMEWORK_ROOT}/External/stb_truetype.h ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.cpp ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.h ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.cpp ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.h ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.cpp ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.h ${TEST_FRAMEWORK_ROOT}/Image/Surface.cpp ${TEST_FRAMEWORK_ROOT}/Image/Surface.h ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.cpp ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.h ${TEST_FRAMEWORK_ROOT}/Input/Keyboard.h ${TEST_FRAMEWORK_ROOT}/Input/Mouse.h ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.h ${TEST_FRAMEWORK_ROOT}/Renderer/Font.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/Font.h ${TEST_FRAMEWORK_ROOT}/Renderer/Frustum.h ${TEST_FRAMEWORK_ROOT}/Renderer/PipelineState.h ${TEST_FRAMEWORK_ROOT}/Renderer/PixelShader.h ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.h ${TEST_FRAMEWORK_ROOT}/Renderer/RenderInstances.h ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.h ${TEST_FRAMEWORK_ROOT}/Renderer/Texture.h ${TEST_FRAMEWORK_ROOT}/Renderer/VertexShader.h ${TEST_FRAMEWORK_ROOT}/TestFramework.cmake ${TEST_FRAMEWORK_ROOT}/TestFramework.h ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.h ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.h ${TEST_FRAMEWORK_ROOT}/UI/UIButton.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIButton.h ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.cpp ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.h ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.h ${TEST_FRAMEWORK_ROOT}/UI/UIElement.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIElement.h ${TEST_FRAMEWORK_ROOT}/UI/UIEventListener.h ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.h ${TEST_FRAMEWORK_ROOT}/UI/UIImage.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIImage.h ${TEST_FRAMEWORK_ROOT}/UI/UIManager.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIManager.h ${TEST_FRAMEWORK_ROOT}/UI/UISlider.cpp ${TEST_FRAMEWORK_ROOT}/UI/UISlider.h ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.h ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.cpp ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.h ${TEST_FRAMEWORK_ROOT}/UI/UITexturedQuad.h ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.cpp ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.h ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.cpp ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.h ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp ${TEST_FRAMEWORK_ROOT}/Utils/Log.h ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.cpp ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.h ) if (WIN32) # Windows source files set(TEST_FRAMEWORK_SRC_FILES ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.cpp ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.h ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.cpp ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/CommandQueueDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/DescriptorHeapDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PixelShaderDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.h ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/VertexShaderDX12.h ) # All shaders set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstants.h ) # HLSL vertex shaders set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.hlsl ) set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS}) set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0") # HLSL pixel shaders set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.hlsl ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.hlsl ) set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS}) set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0") endif() if (LINUX) # Linux source files set(TEST_FRAMEWORK_SRC_FILES ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.cpp ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.h ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.cpp ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.h ) endif() # Include the Vulkan library if (Vulkan_FOUND) # Vulkan source files set(TEST_FRAMEWORK_SRC_FILES ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_ROOT}/Renderer/VK/BufferVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PixelShaderVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.cpp ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.h ${TEST_FRAMEWORK_ROOT}/Renderer/VK/VertexShaderVK.h ) # GLSL headers set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstantsVK.h ) # GLSL shaders set(TEST_FRAMEWORK_GLSL_SHADERS ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.vert ${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.vert ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.vert ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.vert ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.vert ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.frag ${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.frag ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.frag ${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.frag ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.frag ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.frag ) # Compile GLSL shaders foreach(SHADER ${TEST_FRAMEWORK_GLSL_SHADERS}) set(SPV_SHADER ${SHADER}.spv) add_custom_command(OUTPUT ${SPV_SHADER} COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SPV_SHADER} DEPENDS ${SHADER} COMMENT "Compiling ${SHADER}") list(APPEND TEST_FRAMEWORK_SPV_SHADERS ${SPV_SHADER}) endforeach() endif() # Group source files source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES}) # Group shader files source_group(TREE ${PHYSICS_REPO_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS}) # Create TestFramework lib add_library(TestFramework STATIC ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS}) target_include_directories(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}) target_precompile_headers(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}/TestFramework.h) if (Vulkan_FOUND) # Vulkan configuration target_include_directories(TestFramework PUBLIC ${Vulkan_INCLUDE_DIRS}) target_link_libraries(TestFramework LINK_PUBLIC Jolt ${Vulkan_LIBRARIES}) if (JPH_ENABLE_VULKAN) target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_VULKAN) endif() endif() if (WIN32) # Windows configuration target_link_libraries(TestFramework LINK_PUBLIC Jolt dxguid.lib dinput8.lib dxgi.lib d3d12.lib d3dcompiler.lib shcore.lib) target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_DIRECTX) endif() if (LINUX) # Linux configuration target_link_libraries(TestFramework LINK_PUBLIC Jolt X11) endif() else() # No graphics framework found set(TEST_FRAMEWORK_AVAILABLE FALSE) endif()