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7b9bb79284
| Author | SHA1 | Date | |
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| 7b9bb79284 | |||
| 74a56d840c |
2 changed files with 10 additions and 6 deletions
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@ -17,14 +17,16 @@ target_compile_options(${CMAKE_PROJECT_NAME} PRIVATE --use-port=emdawnwebgpu)
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target_link_options(${CMAKE_PROJECT_NAME} PRIVATE --use-port=emdawnwebgpu -sASYNCIFY=1)
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target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE glm::glm)
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target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE -DGLM_FORCE_DEPTH_ZERO_TO_ONE -DGLM_FORCE_LEFT_HANDED)
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target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/include)
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function(compile_and_package_shader SHADER_NAME TARGET)
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add_custom_command(OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl
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COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_CURRENT_BINARY_DIR}/shaders
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COMMAND slangc -target wgsl -matrix-layout-column-major ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang -o ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang)
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COMMAND slangc -target wgsl -matrix-layout-column-major ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang -o ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl -depfile ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl.d
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/assets/shaders/${SHADER_NAME}.slang
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DEPFILE ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl.d
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)
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add_custom_target(${TARGET}_shader_${SHADER_NAME} DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl)
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#TODO: Add deptfile generation via slang for recompilation when embedded files change
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add_dependencies(${TARGET} ${TARGET}_shader_${SHADER_NAME})
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target_link_options(${TARGET} PRIVATE --embed-file ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl@/shaders/${SHADER_NAME}.wgsl)
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set_target_properties(${TARGET} PROPERTIES LINK_DEPENDS ${CMAKE_CURRENT_BINARY_DIR}/shaders/${SHADER_NAME}.wgsl)
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@ -13,15 +13,17 @@ struct STDCamera {
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float3 position;
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float3 direction;
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};
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[vk::binding(0, 0)]
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[vk::binding(1, 0)]
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StructuredBuffer<STDVertex> vertices;
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[vk::binding(0, 0)]
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uniform ConstantBuffer<STDCamera> camera;
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[shader("vertex")]
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VertexOut vsMain(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID, [vk::binding(1, 0)] StructuredBuffer<STDVertex> vertices) {
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VertexOut vsMain(uint vertex_id: SV_VertexID, uint instance_id: SV_InstanceID){
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return VertexOut(mul(camera.mvp, float4(vertices[vertex_id].pos, 1.0)), vertices[vertex_id].col);
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}
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[shader("pixel")]
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float4 fsMain(VertexOut fsIn){
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return fsIn.col;
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