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dfranx avatar dfranx commented on August 16, 2024 3

Okay! There will be a cmake file when I release OpenGL port (in couple of weeks).

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dfranx avatar dfranx commented on August 16, 2024 1

Just pushed a commit that applies all of the things you mentioned in the comments + ENABLE_GLSLANG_BINARIES option.

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dfranx avatar dfranx commented on August 16, 2024

Is cmake a viable option right now? Because SHADERed currently only works on Windows and uses Direct3D 11 (I plan to port it to Linux this year though).

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JesseTG avatar JesseTG commented on August 16, 2024

CMake has been a viable option for years. You'll be fine.

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dfranx avatar dfranx commented on August 16, 2024

Hey @feliwir . I just pushed a big commit which includes CMakeLists.txt . As I am fairly new to cmake I would be very happy if you could check if everything is how it is supposed to be/working properly.

I also want to mention that cmake currently also includes some modules that shouldn't be included (like glslangValidator or SPIR-V remap). Not sure if that can be prevented from within my CMakeLists.txt file or if I have to fork the KhronosGroup/glslang and modified their cmake file.

Also, with the new update SHADERed works on Linux too (I need to fix some bugs though + implement some features).

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feliwir avatar feliwir commented on August 16, 2024

Hey @dfranx i added some comments to your commit. To fix your glsllang problem you can probably set ENABLE_GLSLANG_BINARIES to FALSE before inlcuding the subdirectory.

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feliwir avatar feliwir commented on August 16, 2024

I am missing glm headers when building on Linux. Your CMake setup doesn't seem to look for it.

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dfranx avatar dfranx commented on August 16, 2024

Thanks for reporting! Fix for this will be included in the next commit.

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dfranx avatar dfranx commented on August 16, 2024

Could you try compiling the program again? I have added GLM to the cmake file.

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feliwir avatar feliwir commented on August 16, 2024

@dfranx it still doesn't work. You can't use find_package(glm REQUIRED), since there is no findscript and glm doesn't provide a config script either. I recommend adding glm as a submodule and just do target_include_directories on the submodule dir.
Alternatively you could put a FindGLM.cmake script into your module directory (e.g. FindGLM.cmake). This would require you to set CMAKE_MODULE_PATH
See here for an example: https://github.com/feliwir/arda/blob/master/src/CMakeLists.txt#L67

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dfranx avatar dfranx commented on August 16, 2024

@feliwir thanks for reporting that. I have just added FindGLM.cmake script in one of the commits. Can't test it really because GLM library installed through vcpkg has the config file and for some reason it works normally on Linux too (I assume it also has the config file?).. Please reply back if you have now managed to compile SHADERed! :D

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