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# Find Vulkan
find_package(Vulkan)
if (NOT CROSS_COMPILE_ARM AND (Vulkan_FOUND OR WIN32 OR ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")))
# 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/AssetStream.h
${TEST_FRAMEWORK_ROOT}/Utils/Log.h
${TEST_FRAMEWORK_ROOT}/Utils/ReadData.cpp
${TEST_FRAMEWORK_ROOT}/Utils/ReadData.h
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindow.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
${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.cpp
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowWin.h
)
# HLSL vertex shaders
set(TEST_FRAMEWORK_SRC_FILES_SHADERS
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/VertexConstants.h
)
set(TEST_FRAMEWORK_HLSL_VERTEX_SHADERS
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/FontVertexShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LineVertexShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthVertexShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleVertexShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/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/DX/FontPixelShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/LinePixelShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TriangleDepthPixelShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/TrianglePixelShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/UIPixelShader.hlsl
${PHYSICS_REPO_ROOT}/Assets/Shaders/DX/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
${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.cpp
${TEST_FRAMEWORK_ROOT}/Utils/Log.cpp
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.cpp
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowLinux.h
)
endif()
if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
# macOS source files
set(TEST_FRAMEWORK_SRC_FILES
${TEST_FRAMEWORK_SRC_FILES}
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.mm
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/FatalErrorIfFailedMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.mm
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PipelineStateMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/PixelShaderMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.mm
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RendererMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.mm
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderInstancesMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.mm
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/RenderPrimitiveMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.mm
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/TextureMTL.h
${TEST_FRAMEWORK_ROOT}/Renderer/MTL/VertexShaderMTL.h
${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.mm
${TEST_FRAMEWORK_ROOT}/Input/MacOS/KeyboardMacOS.h
${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.mm
${TEST_FRAMEWORK_ROOT}/Input/MacOS/MouseMacOS.h
${TEST_FRAMEWORK_ROOT}/Utils/AssetStream.mm
${TEST_FRAMEWORK_ROOT}/Utils/Log.mm
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.mm
${TEST_FRAMEWORK_ROOT}/Window/ApplicationWindowMacOS.h
)
# Metal shaders
set(TEST_FRAMEWORK_SRC_FILES_SHADERS
${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/VertexConstants.h
)
set(TEST_FRAMEWORK_METAL_SHADERS
${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/FontShader.metal
${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/LineShader.metal
${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/TriangleShader.metal
${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/UIShader.metal
)
# Compile Metal shaders
foreach(SHADER ${TEST_FRAMEWORK_METAL_SHADERS})
cmake_path(GET SHADER FILENAME AIR_SHADER)
set(AIR_SHADER "${CMAKE_CURRENT_BINARY_DIR}/${AIR_SHADER}.air")
add_custom_command(OUTPUT ${AIR_SHADER}
COMMAND xcrun -sdk macosx metal -c ${SHADER} -o ${AIR_SHADER}
DEPENDS ${SHADER}
COMMENT "Compiling ${SHADER}")
list(APPEND TEST_FRAMEWORK_AIR_SHADERS ${AIR_SHADER})
endforeach()
# Link Metal shaders
set(TEST_FRAMEWORK_METAL_LIB ${PHYSICS_REPO_ROOT}/Assets/Shaders/MTL/Shaders.metallib)
add_custom_command(OUTPUT ${TEST_FRAMEWORK_METAL_LIB}
COMMAND xcrun -sdk macosx metallib -o ${TEST_FRAMEWORK_METAL_LIB} ${TEST_FRAMEWORK_AIR_SHADERS}
DEPENDS ${TEST_FRAMEWORK_AIR_SHADERS}
COMMENT "Linking shaders")
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/VK/VertexConstants.h
)
set(TEST_FRAMEWORK_GLSL_SHADERS
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontVertexShader.vert
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LineVertexShader.vert
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthVertexShader.vert
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleVertexShader.vert
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIVertexShader.vert
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/FontPixelShader.frag
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/LinePixelShader.frag
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TriangleDepthPixelShader.frag
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/TrianglePixelShader.frag
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/UIPixelShader.frag
${PHYSICS_REPO_ROOT}/Assets/Shaders/VK/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()
# Assets used by the test framework
set(TEST_FRAMEWORK_ASSETS
${PHYSICS_REPO_ROOT}/Assets/Fonts/Roboto-Regular.ttf
${PHYSICS_REPO_ROOT}/Assets/UI.tga
${TEST_FRAMEWORK_SRC_FILES_SHADERS}
${TEST_FRAMEWORK_HLSL_VERTEX_SHADERS}
${TEST_FRAMEWORK_HLSL_PIXEL_SHADERS}
${TEST_FRAMEWORK_SPV_SHADERS}
${TEST_FRAMEWORK_METAL_LIB}
)
# 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_METAL_SHADERS})
# Group intermediate files
source_group(Intermediate FILES ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
# Create TestFramework lib
add_library(TestFramework STATIC ${TEST_FRAMEWORK_SRC_FILES} ${TEST_FRAMEWORK_SRC_FILES_SHADERS} ${TEST_FRAMEWORK_GLSL_SHADERS} ${TEST_FRAMEWORK_SPV_SHADERS} ${TEST_FRAMEWORK_METAL_SHADERS} ${TEST_FRAMEWORK_METAL_LIB})
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 ${Vulkan_LIBRARIES})
if (JPH_ENABLE_VULKAN)
target_compile_definitions(TestFramework PRIVATE JPH_ENABLE_VULKAN)
endif()
endif()
if (WIN32)
# Windows configuration
target_link_libraries(TestFramework LINK_PUBLIC Jolt dxguid.lib dinput8.lib dxgi.lib d3d12.lib d3dcompiler.lib shcore.lib)
endif()
if (LINUX)
# Linux configuration
target_link_libraries(TestFramework LINK_PUBLIC Jolt X11)
endif()
if ("${CMAKE_SYSTEM_NAME}" MATCHES "Darwin")
# macOS configuration
target_link_libraries(TestFramework LINK_PUBLIC Jolt "-framework Cocoa -framework Metal -framework MetalKit -framework GameController")
# Make sure that all test framework assets move to the Resources folder in the package
foreach(ASSET_FILE ${TEST_FRAMEWORK_ASSETS})
string(REPLACE ${PHYSICS_REPO_ROOT}/Assets "Resources" ASSET_DST ${ASSET_FILE})
get_filename_component(ASSET_DST ${ASSET_DST} DIRECTORY)
set_source_files_properties(${ASSET_FILE} PROPERTIES MACOSX_PACKAGE_LOCATION ${ASSET_DST})
endforeach()
# Ignore PCH files for .mm files
foreach(SRC_FILE ${TEST_FRAMEWORK_SRC_FILES})
if (SRC_FILE MATCHES "\.mm")
set_source_files_properties(${SRC_FILE} PROPERTIES SKIP_PRECOMPILE_HEADERS ON)
endif()
endforeach()
endif()
else()
# No graphics framework found
set(TEST_FRAMEWORK_AVAILABLE FALSE)
endif()