TestFramework.cmake 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239
  1. # Find Vulkan
  2. find_package(Vulkan)
  3. if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32))
  4. # We have Vulkan/DirectX so we can compile TestFramework
  5. set(TEST_FRAMEWORK_AVAILABLE TRUE)
  6. # Root
  7. set(TEST_FRAMEWORK_ROOT ${PHYSICS_REPO_ROOT}/TestFramework)
  8. # Source files
  9. set(TEST_FRAMEWORK_SRC_FILES
  10. ${TEST_FRAMEWORK_ROOT}/Application/Application.cpp
  11. ${TEST_FRAMEWORK_ROOT}/Application/Application.h
  12. ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.cpp
  13. ${TEST_FRAMEWORK_ROOT}/Application/DebugUI.h
  14. ${TEST_FRAMEWORK_ROOT}/Application/EntryPoint.h
  15. ${TEST_FRAMEWORK_ROOT}/External/Perlin.cpp
  16. ${TEST_FRAMEWORK_ROOT}/External/Perlin.h
  17. ${TEST_FRAMEWORK_ROOT}/External/stb_truetype.h
  18. ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.cpp
  19. ${TEST_FRAMEWORK_ROOT}/Image/BlitSurface.h
  20. ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.cpp
  21. ${TEST_FRAMEWORK_ROOT}/Image/LoadBMP.h
  22. ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.cpp
  23. ${TEST_FRAMEWORK_ROOT}/Image/LoadTGA.h
  24. ${TEST_FRAMEWORK_ROOT}/Image/Surface.cpp
  25. ${TEST_FRAMEWORK_ROOT}/Image/Surface.h
  26. ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.cpp
  27. ${TEST_FRAMEWORK_ROOT}/Image/ZoomImage.h
  28. ${TEST_FRAMEWORK_ROOT}/Input/Keyboard.h
  29. ${TEST_FRAMEWORK_ROOT}/Input/Mouse.h
  30. ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.cpp
  31. ${TEST_FRAMEWORK_ROOT}/Renderer/DebugRendererImp.h
  32. ${TEST_FRAMEWORK_ROOT}/Renderer/Font.cpp
  33. ${TEST_FRAMEWORK_ROOT}/Renderer/Font.h
  34. ${TEST_FRAMEWORK_ROOT}/Renderer/Frustum.h
  35. ${TEST_FRAMEWORK_ROOT}/Renderer/PipelineState.h
  36. ${TEST_FRAMEWORK_ROOT}/Renderer/PixelShader.h
  37. ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.cpp
  38. ${TEST_FRAMEWORK_ROOT}/Renderer/Renderer.h
  39. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderInstances.h
  40. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.cpp
  41. ${TEST_FRAMEWORK_ROOT}/Renderer/RenderPrimitive.h
  42. ${TEST_FRAMEWORK_ROOT}/Renderer/Texture.h
  43. ${TEST_FRAMEWORK_ROOT}/Renderer/VertexShader.h
  44. ${TEST_FRAMEWORK_ROOT}/TestFramework.cmake
  45. ${TEST_FRAMEWORK_ROOT}/TestFramework.h
  46. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.cpp
  47. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimation.h
  48. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.cpp
  49. ${TEST_FRAMEWORK_ROOT}/UI/UIAnimationSlide.h
  50. ${TEST_FRAMEWORK_ROOT}/UI/UIButton.cpp
  51. ${TEST_FRAMEWORK_ROOT}/UI/UIButton.h
  52. ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.cpp
  53. ${TEST_FRAMEWORK_ROOT}/UI/UICheckBox.h
  54. ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.cpp
  55. ${TEST_FRAMEWORK_ROOT}/UI/UIComboBox.h
  56. ${TEST_FRAMEWORK_ROOT}/UI/UIElement.cpp
  57. ${TEST_FRAMEWORK_ROOT}/UI/UIElement.h
  58. ${TEST_FRAMEWORK_ROOT}/UI/UIEventListener.h
  59. ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.cpp
  60. ${TEST_FRAMEWORK_ROOT}/UI/UIHorizontalStack.h
  61. ${TEST_FRAMEWORK_ROOT}/UI/UIImage.cpp
  62. ${TEST_FRAMEWORK_ROOT}/UI/UIImage.h
  63. ${TEST_FRAMEWORK_ROOT}/UI/UIManager.cpp
  64. ${TEST_FRAMEWORK_ROOT}/UI/UIManager.h
  65. ${TEST_FRAMEWORK_ROOT}/UI/UISlider.cpp
  66. ${TEST_FRAMEWORK_ROOT}/UI/UISlider.h
  67. ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.cpp
  68. ${TEST_FRAMEWORK_ROOT}/UI/UIStaticText.h
  69. ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.cpp
  70. ${TEST_FRAMEWORK_ROOT}/UI/UITextButton.h
  71. ${TEST_FRAMEWORK_ROOT}/UI/UITexturedQuad.h
  72. ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.cpp
  73. ${TEST_FRAMEWORK_ROOT}/UI/UIVerticalStack.h
  74. ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.cpp
  75. ${TEST_FRAMEWORK_ROOT}/Utils/CustomMemoryHook.h
  76. ${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
  77. ${TEST_FRAMEWORK_ROOT}/Utils/Log.h
  78. ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.cpp
  79. ${TEST_FRAMEWORK_ROOT}/Utils/ReadData.h
  80. )
  81. if (WIN32)
  82. # Windows source files
  83. set(TEST_FRAMEWORK_SRC_FILES
  84. ${TEST_FRAMEWORK_SRC_FILES}
  85. ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.cpp
  86. ${TEST_FRAMEWORK_ROOT}/Input/Win/KeyboardWin.h
  87. ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.cpp
  88. ${TEST_FRAMEWORK_ROOT}/Input/Win/MouseWin.h
  89. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.cpp
  90. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/ConstantBufferDX12.h
  91. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/CommandQueueDX12.h
  92. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/DescriptorHeapDX12.h
  93. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.cpp
  94. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/FatalErrorIfFailedDX12.h
  95. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.cpp
  96. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PipelineStateDX12.h
  97. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/PixelShaderDX12.h
  98. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.cpp
  99. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RendererDX12.h
  100. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.cpp
  101. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderInstancesDX12.h
  102. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.cpp
  103. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/RenderPrimitiveDX12.h
  104. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.cpp
  105. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/TextureDX12.h
  106. ${TEST_FRAMEWORK_ROOT}/Renderer/DX12/VertexShaderDX12.h
  107. )
  108. # All shaders
  109. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  110. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstants.h
  111. )
  112. # HLSL vertex shaders
  113. set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
  114. ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.hlsl
  115. ${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.hlsl
  116. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.hlsl
  117. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.hlsl
  118. ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.hlsl
  119. )
  120. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS})
  121. set_source_files_properties(${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T vs_5_0")
  122. # HLSL pixel shaders
  123. set(TEST_FRAMEWORK_HLSL_PIXEL_SHADERS
  124. ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.hlsl
  125. ${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.hlsl
  126. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.hlsl
  127. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.hlsl
  128. ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.hlsl
  129. ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.hlsl
  130. )
  131. set(TEST_FRAMEWORK_SRC_FILES_SHADERS ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS})
  132. set_source_files_properties(${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS} PROPERTIES VS_SHADER_FLAGS "/WX /T ps_5_0")
  133. endif()
  134. if (LINUX)
  135. # Linux source files
  136. set(TEST_FRAMEWORK_SRC_FILES
  137. ${TEST_FRAMEWORK_SRC_FILES}
  138. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.cpp
  139. ${TEST_FRAMEWORK_ROOT}/Input/Linux/KeyboardLinux.h
  140. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.cpp
  141. ${TEST_FRAMEWORK_ROOT}/Input/Linux/MouseLinux.h
  142. )
  143. endif()
  144. # Include the Vulkan library
  145. if (Vulkan_FOUND)
  146. # Vulkan source files
  147. set(TEST_FRAMEWORK_SRC_FILES
  148. ${TEST_FRAMEWORK_SRC_FILES}
  149. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/BufferVK.h
  150. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.cpp
  151. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/ConstantBufferVK.h
  152. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.cpp
  153. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/FatalErrorIfFailedVK.h
  154. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.cpp
  155. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PipelineStateVK.h
  156. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/PixelShaderVK.h
  157. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.cpp
  158. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RendererVK.h
  159. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.cpp
  160. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderInstancesVK.h
  161. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.cpp
  162. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/RenderPrimitiveVK.h
  163. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.cpp
  164. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/TextureVK.h
  165. ${TEST_FRAMEWORK_ROOT}/Renderer/VK/VertexShaderVK.h
  166. )
  167. # GLSL headers
  168. set(TEST_FRAMEWORK_SRC_FILES_SHADERS
  169. ${TEST_FRAMEWORK_SRC_FILES_SHADERS}
  170. ${PHYSICS_REPO_ROOT}/Assets/Shaders/VertexConstantsVK.h
  171. )
  172. # GLSL shaders
  173. set(TEST_FRAMEWORK_GLSL_SHADERS
  174. ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontVertexShader.vert
  175. ${PHYSICS_REPO_ROOT}/Assets/Shaders/LineVertexShader.vert
  176. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthVertexShader.vert
  177. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleVertexShader.vert
  178. ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIVertexShader.vert
  179. ${PHYSICS_REPO_ROOT}/Assets/Shaders/FontPixelShader.frag
  180. ${PHYSICS_REPO_ROOT}/Assets/Shaders/LinePixelShader.frag
  181. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TriangleDepthPixelShader.frag
  182. ${PHYSICS_REPO_ROOT}/Assets/Shaders/TrianglePixelShader.frag
  183. ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShader.frag
  184. ${PHYSICS_REPO_ROOT}/Assets/Shaders/UIPixelShaderUntextured.frag
  185. )
  186. # Compile GLSL shaders
  187. foreach(SHADER ${TEST_FRAMEWORK_GLSL_SHADERS})
  188. set(SPV_SHADER ${SHADER}.spv)
  189. add_custom_command(OUTPUT ${SPV_SHADER}
  190. COMMAND ${Vulkan_GLSLC_EXECUTABLE} ${SHADER} -o ${SPV_SHADER}
  191. DEPENDS ${SHADER}
  192. COMMENT "Compiling ${SHADER}")
  193. list(APPEND TEST_FRAMEWORK_SPV_SHADERS ${SPV_SHADER})
  194. endforeach()
  195. endif()
  196. # Group source files
  197. source_group(TREE ${TEST_FRAMEWORK_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES})
  198. # Group shader files
  199. source_group(TREE ${PHYSICS_REPO_ROOT} FILES ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS})
  200. # Create TestFramework lib
  201. add_library(TestFramework STATIC ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS})
  202. target_include_directories(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT})
  203. target_precompile_headers(TestFramework PUBLIC ${TEST_FRAMEWORK_ROOT}/TestFramework.h)
  204. if (Vulkan_FOUND)
  205. # Vulkan configuration
  206. target_include_directories(TestFramework PUBLIC ${Vulkan_INCLUDE_DIRS})
  207. target_link_libraries(TestFramework LINK_PUBLIC Jolt ${Vulkan_LIBRARIES})
  208. if (JPH_ENABLE_VULKAN)
  209. target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_VULKAN)
  210. endif()
  211. endif()
  212. if (WIN32)
  213. # Windows configuration
  214. target_link_libraries(TestFramework LINK_PUBLIC Jolt dxguid.lib dinput8.lib dxgi.lib d3d12.lib d3dcompiler.lib shcore.lib)
  215. target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_DIRECTX)
  216. endif()
  217. if (LINUX)
  218. # Linux configuration
  219. target_link_libraries(TestFramework LINK_PUBLIC Jolt X11)
  220. endif()
  221. else()
  222. # No graphics framework found
  223. set(TEST_FRAMEWORK_AVAILABLE FALSE)
  224. endif()