Files
HelloVulkan/App/CMakeLists.txt
T
atdunbg 3403822a52 feat(engine): C++ native script system (ScriptBehavior + registry)
ScriptComponent stores only a script name string (POD, serializable);
instances are reconciled by ScriptRuntime each frame (PhysicsWorld
pattern): orphan/rename cleanup with OnDestroy, per-name instantiation
from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT),
OnCreate on bind, OnUpdate after physics step on scaled dt. Engine
framerate loop only sees the base interface, so future Lua/C# behaviors
plug in as foreign ScriptBehavior implementations with zero engine
changes. Ships a Spinner sample script and Inspector script picker.
2026-10-03 18:02:49 +08:00

51 lines
1.8 KiB
CMake
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# App 层源文件:main + editor/(docking 编辑器)+ scripts/(C++ 原生脚本)
file(GLOB EDITOR_SOURCES CONFIGURE_DEPENDS
${CMAKE_CURRENT_SOURCE_DIR}/editor/*.cpp
${CMAKE_CURRENT_SOURCE_DIR}/editor/*.h)
file(GLOB SCRIPT_SOURCES CONFIGURE_DEPENDS
${CMAKE_CURRENT_SOURCE_DIR}/scripts/*.cpp)
add_executable(HelloVulkan main.cpp ${EDITOR_SOURCES} ${SCRIPT_SOURCES})
target_include_directories(HelloVulkan PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/editor)
target_link_libraries(HelloVulkan PRIVATE Engine)
###### 自动构建 shader ######
find_program(GLSLC glslc REQUIRED)
set(SHADER_SRC_DIR ${CMAKE_SOURCE_DIR}/shaders)
set(SHADER_OUT_DIR ${CMAKE_BINARY_DIR}/bin/shaders)
function(auto_compile_shader glsl_file) # glsl_file 是相对 SHADER_SRC_DIR 的路径
# 推断 stage:'.vert' -> 'vert'
get_filename_component(stage ${glsl_file} EXT)
string(SUBSTRING ${stage} 1 -1 stage)
set(spv ${SHADER_OUT_DIR}/${glsl_file}.spv)
get_filename_component(spv_dir ${spv} DIRECTORY) # 保留子目录
add_custom_command(
OUTPUT ${spv}
COMMAND ${CMAKE_COMMAND} -E make_directory ${spv_dir}
COMMAND ${GLSLC} -fshader-stage=${stage}
-o ${spv} ${SHADER_SRC_DIR}/${glsl_file}
DEPENDS ${SHADER_SRC_DIR}/${glsl_file}
VERBATIM)
set_source_files_properties(${spv} PROPERTIES GENERATED TRUE)
target_sources(${PROJECT_NAME} PRIVATE ${spv})
set_property(DIRECTORY APPEND PROPERTY HZ_SHADER_SPV_FILES ${spv})
endfunction()
file(GLOB_RECURSE SHADER_SOURCES
CONFIGURE_DEPENDS # 新增 shader 时自动重配
RELATIVE ${SHADER_SRC_DIR}
${SHADER_SRC_DIR}/*.vert
${SHADER_SRC_DIR}/*.frag
${SHADER_SRC_DIR}/*.comp)
foreach (f ${SHADER_SOURCES})
auto_compile_shader(${f})
endforeach()