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authorKonstantin Käfer <mail@kkaefer.com>2016-06-03 18:05:04 +0200
committerKonstantin Käfer <mail@kkaefer.com>2016-08-05 11:42:22 +0200
commit692fe1f3ffc8f4364b39c14aa7d90cec2ff5c0a6 (patch)
tree1d08af7d56e986dba2b548ff9b9a7e1a77c713ed /cmake/shaders.cmake
parente3ee55b28d0b230d054c9718f79a1f6d685cd62b (diff)
downloadqtlocation-mapboxgl-692fe1f3ffc8f4364b39c14aa7d90cec2ff5c0a6.tar.gz
[build] switch to CMake
This is very much a work in progress.
Diffstat (limited to 'cmake/shaders.cmake')
-rw-r--r--cmake/shaders.cmake29
1 files changed, 29 insertions, 0 deletions
diff --git a/cmake/shaders.cmake b/cmake/shaders.cmake
new file mode 100644
index 0000000000..5a16fa682f
--- /dev/null
+++ b/cmake/shaders.cmake
@@ -0,0 +1,29 @@
+function(add_shader VAR name)
+ set(shader_build_cmd ${CMAKE_SOURCE_DIR}/scripts/build-shaders.py)
+ set(shader_file_prefix ${CMAKE_SOURCE_DIR}/node_modules/mapbox-gl-shaders/src)
+ set(shader_source_prefix ${MBGL_GENERATED}/include/mbgl/shader)
+
+ add_custom_command(
+ OUTPUT ${shader_source_prefix}/${name}.vertex.hpp ${shader_source_prefix}/${name}.fragment.hpp
+ COMMAND ${shader_build_cmd} ${shader_file_prefix}/${name}.vertex.glsl ${shader_source_prefix}/${name}.vertex.hpp
+ COMMAND ${shader_build_cmd} ${shader_file_prefix}/${name}.fragment.glsl ${shader_source_prefix}/${name}.fragment.hpp
+ DEPENDS ${shader_file_prefix}/${name}.vertex.glsl
+ DEPENDS ${shader_file_prefix}/${name}.fragment.glsl
+ VERBATIM
+ )
+ set(${VAR} ${${VAR}} ${shader_source_prefix}/${name}.vertex.hpp ${shader_source_prefix}/${name}.fragment.hpp PARENT_SCOPE)
+endfunction()
+
+add_shader(MBGL_SHADER_FILES circle)
+add_shader(MBGL_SHADER_FILES collisionbox)
+add_shader(MBGL_SHADER_FILES debug)
+add_shader(MBGL_SHADER_FILES fill)
+add_shader(MBGL_SHADER_FILES icon)
+add_shader(MBGL_SHADER_FILES line)
+add_shader(MBGL_SHADER_FILES linepattern)
+add_shader(MBGL_SHADER_FILES linesdfpattern)
+add_shader(MBGL_SHADER_FILES outline)
+add_shader(MBGL_SHADER_FILES outlinepattern)
+add_shader(MBGL_SHADER_FILES pattern)
+add_shader(MBGL_SHADER_FILES raster)
+add_shader(MBGL_SHADER_FILES sdf)