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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Path to the CMake script for converting GLSL to header
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set(DUSK_GLSL_TOOL_SCRIPT ${CMAKE_CURRENT_LIST_DIR}/glsltool.cmake CACHE INTERNAL ${DUSK_CACHE_TARGET})
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# GLSL to C-code
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function(glsltool GLSL_FILE)
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get_filename_component(GLSL_FILE_NAME_WE ${GLSL_FILE} NAME_WE)
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set(GLSL_SOURCE_DIRECTORY ${CMAKE_CURRENT_LIST_DIR})
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set(GLSL_FILE_ABSOLUTE ${GLSL_SOURCE_DIRECTORY}/${GLSL_FILE})
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set(GLSL_FILE_PATH ${CMAKE_CURRENT_LIST_DIR}/${GLSL_FILE})
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set(GLSL_FILE_HEADER ${DUSK_GENERATED_HEADERS_DIR}/${GLSL_FILE}.h)
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set(GLSL_MISSING_FILE ${DUSK_GENERATED_HEADERS_DIR}/missing_${GLSL_FILE}.h)
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# Ensure the generated files are recompiled
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add_custom_command(
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OUTPUT
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${GLSL_FILE_HEADER}
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${GLSL_MISSING_FILE}
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COMMAND ${CMAKE_COMMAND} -E make_directory ${DUSK_GENERATED_HEADERS_DIR}
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COMMAND ${CMAKE_COMMAND}
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-DGLSL_FILE_ABSOLUTE=${GLSL_FILE_ABSOLUTE}
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-DGLSL_FILE_HEADER=${GLSL_FILE_HEADER}
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-DGLSL_FILE_NAME_WE=${GLSL_FILE_NAME_WE}
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-DGLSL_SOURCE_DIRECTORY=${GLSL_SOURCE_DIRECTORY}
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-P ${DUSK_GLSL_TOOL_SCRIPT}
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DEPENDS ${GLSL_FILE_PATH}
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COMMENT "Converting ${GLSL_FILE} to header"
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)
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# Trick to always run the command
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add_custom_target(GLSL_TOOL_ALWAYS_RUN_${GLSL_FILE}
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ALL
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DEPENDS
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${GLSL_MISSING_FILE}
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${GLSL_FILE_HEADER}
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)
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add_dependencies(${DUSK_TARGET_NAME}
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GLSL_TOOL_ALWAYS_RUN_${GLSL_FILE}
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)
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endfunction()
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file(READ ${GLSL_FILE_ABSOLUTE} GLSL_FILE_CONTENTS)
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set(INCLUDED_FILES)
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function(resolve_includes CONTENTS OUTPUT)
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string(REGEX MATCHALL "#include \"([^\"]+)\"" INCLUDES "${CONTENTS}")
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foreach(INCLUDE ${INCLUDES})
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string(REGEX REPLACE "#include \"([^\"]+)\"" "\\1" INCLUDE_FILE ${INCLUDE})
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get_filename_component(INCLUDE_FILE_ABSOLUTE ${GLSL_SOURCE_DIRECTORY}/${INCLUDE_FILE} ABSOLUTE)
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list(FIND INCLUDED_FILES ${INCLUDE_FILE_ABSOLUTE} INCLUDE_FILE_INDEX)
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if(INCLUDE_FILE_INDEX EQUAL -1)
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list(APPEND INCLUDED_FILES ${INCLUDE_FILE_ABSOLUTE})
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file(READ ${INCLUDE_FILE_ABSOLUTE} INCLUDED_FILE_CONTENTS)
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resolve_includes("${INCLUDED_FILE_CONTENTS}" RESOLVED_CONTENTS)
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string(REPLACE "${INCLUDE}" "${RESOLVED_CONTENTS}" CONTENTS "${CONTENTS}")
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else()
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string(REPLACE "${INCLUDE}" "" CONTENTS "${CONTENTS}")
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endif()
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endforeach()
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set(${OUTPUT} "${CONTENTS}" PARENT_SCOPE)
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set(INCLUDED_FILES ${INCLUDED_FILES} PARENT_SCOPE)
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endfunction()
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list(APPEND INCLUDED_FILES ${GLSL_FILE_ABSOLUTE})
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resolve_includes("${GLSL_FILE_CONTENTS}" RESOLVED_GLSL_FILE_CONTENTS)
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# Convert to C string
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string(REPLACE "\"" "\\\"" RESOLVED_GLSL_FILE_CONTENTS "${RESOLVED_GLSL_FILE_CONTENTS}")
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string(REPLACE "\n" "\\n\"\n\"" RESOLVED_GLSL_FILE_CONTENTS "${RESOLVED_GLSL_FILE_CONTENTS}")
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set(RESOLVED_GLSL_FILE_CONTENTS "\"${RESOLVED_GLSL_FILE_CONTENTS}\\n\"")
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# Write to header file
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file(WRITE ${GLSL_FILE_HEADER} "const char* ${GLSL_FILE_NAME_WE}ShaderSource = ${RESOLVED_GLSL_FILE_CONTENTS};")
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