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@@ -1,110 +1,45 @@
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cmake_minimum_required(VERSION 3.10)
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project(VulkanTriangleDemo)
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project(MyGLFWProject)
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# 设置C++标准
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# 设置输出目录
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin)
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# 查找必要的包
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find_package(Vulkan REQUIRED)
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find_package(glfw3 REQUIRED)
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# 包含目录
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include_directories(${Vulkan_INCLUDE_DIRS})
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include_directories(${GLFW3_INCLUDE_DIRS})
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# 创建着色器编译目标
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set(SHADER_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
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set(SHADER_OUTPUT_DIR ${CMAKE_CURRENT_BINARY_DIR}/shaders)
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# 确保输出目录存在
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file(MAKE_DIRECTORY ${SHADER_OUTPUT_DIR})
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# 查找 glslangValidator
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find_program(GLSLANG_VALIDATOR glslangValidator)
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if(NOT GLSLANG_VALIDATOR)
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message(WARNING "glslangValidator not found. Shaders must be compiled manually.")
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else()
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# 编译顶点着色器
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add_custom_command(
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OUTPUT ${SHADER_OUTPUT_DIR}/vert.spv
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COMMAND ${GLSLANG_VALIDATOR} -V ${SHADER_SOURCE_DIR}/vert.vert -o ${SHADER_OUTPUT_DIR}/vert.spv
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DEPENDS ${SHADER_SOURCE_DIR}/vert.vert
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COMMENT "Compiling vertex shader"
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)
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# 编译片段着色器
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add_custom_command(
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OUTPUT ${SHADER_OUTPUT_DIR}/frag.spv
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COMMAND ${GLSLANG_VALIDATOR} -V ${SHADER_SOURCE_DIR}/frag.frag -o ${SHADER_OUTPUT_DIR}/frag.spv
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DEPENDS ${SHADER_SOURCE_DIR}/frag.frag
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COMMENT "Compiling fragment shader"
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)
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# 创建着色器目标
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add_custom_target(Shaders ALL
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DEPENDS ${SHADER_OUTPUT_DIR}/vert.spv ${SHADER_OUTPUT_DIR}/frag.spv
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)
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# 查找Vulkan SDK (Windows平台)
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if(WIN32)
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# 尝试自动查找Vulkan SDK
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find_package(Vulkan REQUIRED)
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# 如果自动查找失败,可以手动指定路径
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if(NOT Vulkan_FOUND)
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message(WARNING "自动查找Vulkan失败,尝试手动指定")
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set(VULKAN_SDK_PATH "$ENV{VULKAN_SDK}")
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if(VULKAN_SDK_PATH)
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set(Vulkan_INCLUDE_DIRS "${VULKAN_SDK_PATH}/Include")
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set(Vulkan_LIBRARIES "${VULKAN_SDK_PATH}/Lib/vulkan-1.lib")
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else()
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message(FATAL_ERROR "未找到Vulkan SDK,请安装或设置VULKAN_SDK环境变量")
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endif()
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endif()
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endif()
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# 复制着色器文件到输出目录(如果无法编译)
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add_custom_command(
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TARGET VulkanTriangleDemo POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E make_directory $<TARGET_FILE_DIR:VulkanTriangleDemo>/shaders/
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${SHADER_SOURCE_DIR}/vert.spv
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$<TARGET_FILE_DIR:VulkanTriangleDemo>/shaders/vert.spv
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${SHADER_SOURCE_DIR}/frag.spv
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$<TARGET_FILE_DIR:VulkanTriangleDemo>/shaders/frag.spv
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COMMENT "Copying shaders to output directory"
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)
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# 设置GLFW的路径
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set(GLFW_INCLUDE_DIR "D:/code/vulkan_demo/glfw/include")
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set(GLFW_LIBRARY "D:/code/vulkan_demo/glfw/lib/glfw3.lib")
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set(GLM_INCLUDE_DIR "D:/code/vulkan_demo/glm")
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# 添加可执行文件
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add_executable(VulkanTriangleDemo main.cpp)
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add_executable(${PROJECT_NAME} main.cpp)
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# 包含目录
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target_include_directories(${PROJECT_NAME} PRIVATE
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${GLFW_INCLUDE_DIR}
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${Vulkan_INCLUDE_DIRS}
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${GLM_INCLUDE_DIR}
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)
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# 链接库
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target_link_libraries(VulkanTriangleDemo
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target_link_libraries(${PROJECT_NAME} PRIVATE
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${GLFW_LIBRARY}
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${Vulkan_LIBRARIES}
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glfw
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)
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# 在 Windows 上需要额外的设置
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if(WIN32)
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# 复制 GLFW DLL(如果使用动态链接)
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find_file(GLFW3_DLL
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NAMES glfw3.dll
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PATHS ${GLFW3_ROOT_DIR}/lib-vc2019 # 根据你的 GLFW 版本调整
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${GLFW3_ROOT_DIR}/lib
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)
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if(GLFW3_DLL)
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add_custom_command(TARGET VulkanTriangleDemo POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${GLFW3_DLL}
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$<TARGET_FILE_DIR:VulkanTriangleDemo>/
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)
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endif()
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# 设置 Windows 子系统(避免弹出控制台窗口)
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if(CMAKE_BUILD_TYPE STREQUAL "Release")
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set_target_properties(VulkanTriangleDemo PROPERTIES
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WIN32_EXECUTABLE ON
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)
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endif()
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endif()
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# 安装目标(可选)
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install(TARGETS VulkanTriangleDemo
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RUNTIME DESTINATION bin
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)
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# 安装着色器(可选)
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install(DIRECTORY ${SHADER_SOURCE_DIR}/
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DESTINATION shaders
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FILES_MATCHING PATTERN "*.spv"
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)
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