Comments (5)
Hi all,
I just wanted to give a quick heads up that i have nearly finished a cmake port of the project: https://github.com/Lachei/Lumen .
If everything goes according to plan I will be able to verify until tomorrow if the project builds fine on Ubunut as well as Windows. The current version compiles and runs fine on Linux Manjaro/Arch.
However i think the standard visual studio sln setup will be broken. Concerning this, @yuphin do you think this is a problem or is a full switch to cmake preferred. After all Visual Studio has full build support with cmake.
Cheers,
Josef
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I'll add a CMakeLists.txt when I test it with Linux.
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Hello Josef, thanks for going out of your way to port the project, I really appreciate it :) . Regarding the VS solution structure, AFAIK the source_group(...)
command translates to VS Filters, but the absence of it is not an issue as I can also add them back at a later time.
When you think it's ready, I'd be happy to accept your changes in a PR.
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Ok, i finally finished the port to windows, getting SPIRV-Cross to work took a bit of an effort xD.
I will double check tomorrow if the program still runs on my linux machine and will create the PR afterwards.
The CMake port itself only relies on Vulkan and the Threads library to be found by CMake, all other repositories are downloaded as submodules and compiled with the project. This is necessary as unfortunately the windows and linux Vulkan SDK do not provide the same extensions. While on Linux glslang comes preinstalled with most distros, on Windows there is no glslang but instead shaderc and SPIRV-Cross. One idea for the future to strip off a lot of boilerplate libraries is to write everything only using glslang and making it the only submodule required. This however needs some code refactoring which i did not want to tackle right now.
I further added an example_config folder which describes a OS independent (at least for windows and linux) config for VSCode. This is especially useful to quickliy get the project not just compiling, but also up for debugging (Especially getting the relative paths to the assets right can get tricky for beginners). VSCode was chosen as i personally find it the best OS indepent developing environment right now.
Cheers,
Josef
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We now have a proper CMake support thanks to @Lachei. Closing this issue now.
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Related Issues (20)
- Unknown constant HOT 1
- SPPM fixed radius HOT 1
- vcm resampled HOT 2
- Error in glossy_f() HOT 2
- VCM is broken in rework branch HOT 1
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- Error in disney material rendering HOT 2
- Strange behavour if #define ENABLE_DISNEY 1 and #define ENABLE_DISNEY 0
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- absense of GLASS material in ENABLE_DISNEY mode. and wrong SPPM after add it HOT 1
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- two-sided not processed or so
- bsdf branch: strange radial pattern on checkerboard with vcm and bdpt integrators HOT 1
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- D:\Git\Lumen\out\build\x64-Debug\LINK : fatal error LNK1104: 无法打开文件“spirv-cross-cored.lib” HOT 1
- what BSDF_FLAG_GLOSSY do? HOT 5
- is dielectric material issue? HOT 3
- doesnt start HOT 2
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