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CMakeLists.txt
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680 lines (611 loc) · 27.5 KB
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cmake_minimum_required(VERSION 3.21)
# =============================================================================
# Android 平台全局强制使用 shared libc++
# =============================================================================
if (ANDROID)
set(ANDROID_STL "c++_shared" CACHE STRING "Android STL 类型" FORCE)
message(STATUS "Android 平台:已设置全局使用 c++_shared")
if(NOT DEFINED ANDROID_NDK_HOME)
if(DEFINED ENV{ANDROID_NDK_HOME})
set(ANDROID_NDK_HOME $ENV{ANDROID_NDK_HOME})
else()
set(ANDROID_NDK_HOME "E:\\Android\\Sdk\\ndk\\27.0.12077973")
message(WARNING "ANDROID_NDK_HOME not set, using default: ${ANDROID_NDK_HOME}")
endif()
endif()
set(VCPKG_CHAINLOAD_TOOLCHAIN_FILE "${ANDROID_NDK_HOME}/build/cmake/android.toolchain.cmake")
set(VCPKG_TARGET_TRIPLET "arm64-android")
endif ()
project(LumaEngine CXX)
# =============================================================================
# 轻量化构建选项(仅影响符号剥离和体积优化)
# =============================================================================
option(ENABLE_LIGHTWEIGHT_BUILD "启用轻量化构建(剥离符号并优化体积)" OFF)
if (ENABLE_LIGHTWEIGHT_BUILD)
message(STATUS "========================================")
message(STATUS "轻量化构建模式: 已启用")
message(STATUS "========================================")
# 体积优化编译选项
if (CMAKE_BUILD_TYPE STREQUAL "Release")
add_compile_options(-Oz -ffunction-sections -fdata-sections)
add_link_options(-Wl,--gc-sections -Wl,--as-needed)
message(STATUS "Release 模式:使用 -Oz 优化体积")
else ()
add_compile_options(-Os -ffunction-sections -fdata-sections)
add_link_options(-Wl,--gc-sections)
message(STATUS "Debug 模式:使用 -Os 优化体积")
endif ()
endif ()
# CLion NDK --target 修复 (必须在 project() 之后)
if (ANDROID)
set(ANDROID_LIBS log android)
if (CMAKE_ANDROID_ARCH_ABI AND ANDROID_PLATFORM)
set(NDK_TARGET_ARCH "")
set(NDK_TARGET_SUFFIX "-linux-android")
if (CMAKE_ANDROID_ARCH_ABI STREQUAL "arm64-v8a")
set(NDK_TARGET_ARCH "aarch64")
elseif (CMAKE_ANDROID_ARCH_ABI STREQUAL "armeabi-v7a")
set(NDK_TARGET_ARCH "armv7a")
set(NDK_TARGET_SUFFIX "-linux-androideabi")
elseif (CMAKE_ANDROID_ARCH_ABI STREQUAL "x86_64")
set(NDK_TARGET_ARCH "x86_64")
elseif (CMAKE_ANDROID_ARCH_ABI STREQUAL "x86")
set(NDK_TARGET_ARCH "i686")
endif ()
string(REGEX REPLACE "android-([0-9]+)" "\\1" ANDROID_API_LEVEL "${ANDROID_PLATFORM}")
set(NDK_TARGET_TRIPLE "${NDK_TARGET_ARCH}${NDK_TARGET_SUFFIX}${ANDROID_API_LEVEL}")
message(STATUS "CLion NDK Fix: 正在强制 --target=${NDK_TARGET_TRIPLE}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} --target=${NDK_TARGET_TRIPLE}")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} --target=${NDK_TARGET_TRIPLE}")
endif ()
endif ()
# =============================================================================
# 全局设置
# =============================================================================
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# 启用 UTF-8 编码
if (MSVC)
add_compile_options(/utf-8)
else ()
add_compile_options(-finput-charset=UTF-8 -fexec-charset=UTF-8)
endif ()
if (NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release)
endif ()
set(ENGINE_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR})
message(STATUS "========================================")
message(STATUS "开始配置 Luma Engine")
message(STATUS "引擎根目录: ${ENGINE_ROOT_DIR}")
message(STATUS "========================================")
# =============================================================================
# 添加第三方依赖 (这会设置 LUMA_PLATFORM_NAME 和 LUMA_ARCH_NAME)
# =============================================================================
add_subdirectory(External)
# 从 External 获取平台和架构信息
message(STATUS "检测到平台: ${LUMA_PLATFORM_NAME}-${LUMA_ARCH_NAME}")
message(STATUS "使用 .NET Runtime 路径: ${LUMA_DOTNET_RUNTIME_DIR}")
# =============================================================================
# 平台和架构编译定义
# =============================================================================
if (ANDROID)
add_compile_definitions(LUMA_PLATFORM_ANDROID)
elseif (WIN32)
add_compile_definitions(LUMA_PLATFORM_WINDOWS)
elseif (UNIX AND NOT APPLE)
add_compile_definitions(LUMA_PLATFORM_LINUX)
elseif (APPLE)
add_compile_definitions(LUMA_PLATFORM_MACOS)
endif ()
if (LUMA_ARCH_NAME STREQUAL "arm64")
add_compile_definitions(LUMA_ARM64)
elseif (LUMA_ARCH_NAME STREQUAL "x64")
add_compile_definitions(LUMA_X64)
elseif (LUMA_ARCH_NAME STREQUAL "x86")
add_compile_definitions(LUMA_X86)
endif ()
# =============================================================================
# 编译器警告设置
# =============================================================================
if (MSVC)
add_compile_options(/WX)
# 启用扩展对齐存储支持,解决 std::aligned_storage 与 alignas(16) 的兼容性问题
add_compile_definitions(_ENABLE_EXTENDED_ALIGNED_STORAGE)
else ()
add_compile_options(-Werror)
endif ()
# =============================================================================
# SIMD 指令集选项
# =============================================================================
option(ENABLE_AVX512 "启用 AVX512 指令集支持 (需要硬件支持)" OFF)
# =============================================================================
# 检查指令集扩展
# =============================================================================
include(CheckCXXCompilerFlag)
set(LUMA_SUPPORTED_EXTENSIONS "")
set(LUMA_SIMD_COMPILE_OPTIONS "")
# Android 平台的 NEON 支持
if (ANDROID AND CMAKE_ANDROID_ARCH_ABI STREQUAL "arm64-v8a")
add_compile_definitions(LUMA_NEON)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "NEON")
message(STATUS "启用 NEON 支持 (Android arm64-v8a)")
endif ()
# x86/x64 平台的 SIMD 扩展检测
if (NOT ANDROID AND LUMA_ARCH_NAME MATCHES "(x64|x86)")
if (CMAKE_CXX_COMPILER_ID MATCHES "GNU|Clang")
check_cxx_compiler_flag("-msse" HAS_SSE)
check_cxx_compiler_flag("-msse2" HAS_SSE2)
check_cxx_compiler_flag("-msse3" HAS_SSE3)
check_cxx_compiler_flag("-mssse3" HAS_SSSE3)
check_cxx_compiler_flag("-msse4.1" HAS_SSE41)
check_cxx_compiler_flag("-msse4.2" HAS_SSE42)
check_cxx_compiler_flag("-mavx" HAS_AVX)
check_cxx_compiler_flag("-mavx2" HAS_AVX2)
check_cxx_compiler_flag("-mavx512f" HAS_AVX512)
if (ENABLE_AVX512 AND HAS_AVX512)
add_compile_definitions(LUMA_AVX512)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "AVX512")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -mavx512f -mavx512cd -mavx512vl -mavx512dq -mavx512bw)
message(STATUS "启用 AVX512 支持 (显式启用)")
elseif (HAS_AVX2)
add_compile_definitions(LUMA_AVX2)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "AVX2")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -mavx2 -mfma)
message(STATUS "启用 AVX2 支持 (自动选择)")
elseif (HAS_AVX)
add_compile_definitions(LUMA_AVX)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "AVX")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -mavx)
message(STATUS "启用 AVX 支持 (自动选择)")
elseif (HAS_SSE42)
add_compile_definitions(LUMA_SSE42)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSE4.2")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -msse4.2)
message(STATUS "启用 SSE4.2 支持 (自动选择)")
elseif (HAS_SSE41)
add_compile_definitions(LUMA_SSE41)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSE4.1")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -msse4.1)
message(STATUS "启用 SSE4.1 支持 (自动选择)")
elseif (HAS_SSSE3)
add_compile_definitions(LUMA_SSSE3)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSSE3")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -mssse3)
message(STATUS "启用 SSSE3 支持 (自动选择)")
elseif (HAS_SSE3)
add_compile_definitions(LUMA_SSE3)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSE3")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -msse3)
message(STATUS "启用 SSE3 支持 (自动选择)")
elseif (HAS_SSE2)
add_compile_definitions(LUMA_SSE2)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSE2")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -msse2)
message(STATUS "启用 SSE2 支持 (自动选择)")
elseif (HAS_SSE)
add_compile_definitions(LUMA_SSE)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSE")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS -msse)
message(STATUS "启用 SSE 支持 (自动选择)")
endif ()
elseif (MSVC)
if (LUMA_ARCH_NAME STREQUAL "x64")
add_compile_definitions(LUMA_SSE2)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "SSE2")
endif ()
set(TEST_AVX_FILE ${CMAKE_BINARY_DIR}/test_avx.cpp)
file(WRITE ${TEST_AVX_FILE}
"#include <immintrin.h>\n"
"int main() { __m256 test = _mm256_setzero_ps(); return 0; }\n"
)
try_compile(HAS_AVX ${CMAKE_BINARY_DIR} ${TEST_AVX_FILE} CMAKE_FLAGS "/arch:AVX")
set(TEST_AVX2_FILE ${CMAKE_BINARY_DIR}/test_avx2.cpp)
file(WRITE ${TEST_AVX2_FILE}
"#include <immintrin.h>\n"
"int main() { __m256i test = _mm256_abs_epi32(_mm256_setzero_si256()); return 0; }\n"
)
try_compile(HAS_AVX2 ${CMAKE_BINARY_DIR} ${TEST_AVX2_FILE} CMAKE_FLAGS "/arch:AVX2")
set(TEST_AVX512_FILE ${CMAKE_BINARY_DIR}/test_avx512.cpp)
file(WRITE ${TEST_AVX512_FILE}
"#include <immintrin.h>\n"
"int main() { __m512 test = _mm512_setzero_ps(); return 0; }\n"
)
try_compile(HAS_AVX512 ${CMAKE_BINARY_DIR} ${TEST_AVX512_FILE} CMAKE_FLAGS "/arch:AVX512")
if (ENABLE_AVX512 AND HAS_AVX512)
add_compile_definitions(LUMA_AVX512)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "AVX512")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS /arch:AVX512)
message(STATUS "启用 AVX512 支持 (显式启用)")
elseif (HAS_AVX2)
add_compile_definitions(LUMA_AVX2)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "AVX2")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS /arch:AVX2)
message(STATUS "启用 AVX2 支持 (自动选择)")
elseif (HAS_AVX)
add_compile_definitions(LUMA_AVX)
list(APPEND LUMA_SUPPORTED_EXTENSIONS "AVX")
list(APPEND LUMA_SIMD_COMPILE_OPTIONS /arch:AVX)
message(STATUS "启用 AVX 支持 (自动选择)")
endif ()
endif ()
endif ()
if (LUMA_SUPPORTED_EXTENSIONS)
message(STATUS "支持的指令集扩展: ${LUMA_SUPPORTED_EXTENSIONS}")
else ()
message(STATUS "未检测到 SIMD 指令集扩展")
endif ()
# =============================================================================
# 定义引擎动态库 LumaEngine
# =============================================================================
file(GLOB_RECURSE LUMA_ENGINE_SOURCES CONFIGURE_DEPENDS
"Application/*.cpp" "Application/*.h"
"Components/*.cpp" "Components/*.h"
"Particles/*.cpp" "Particles/*.h"
"Plugins/*.cpp" "Plugins/*.h"
"Data/*.cpp" "Data/*.h"
"Renderer/*.cpp" "Renderer/*.h"
"Resources/*.cpp" "Resources/*.h"
"Runtime/*.cpp" "Runtime/*.h"
"Scene/*.cpp" "Scene/*.h"
"Systems/*.cpp" "Systems/*.h"
"Utils/*.cpp" "Utils/*.h"
"Event/*.cpp" "Event/*.h"
"Input/*.cpp" "Input/*.h"
"AIServices/include/*.h"
"AIServices/src/*.cpp"
"AIServices/src/Impls/*.cpp"
"AIServices/include/Impls/*.h"
)
list(FILTER LUMA_ENGINE_SOURCES EXCLUDE REGEX ".*/Discarded/.*")
# 添加脚本系统源文件
if (ANDROID)
file(GLOB_RECURSE LUMA_SCRIPTING_SOURCES CONFIGURE_DEPENDS "Scripting/*.cpp" "Scripting/*.h")
list(FILTER LUMA_SCRIPTING_SOURCES EXCLUDE REGEX ".*/CoreCLRHost\\..*")
list(APPEND LUMA_ENGINE_SOURCES ${LUMA_SCRIPTING_SOURCES})
message(STATUS "Android 平台: 使用 Mono 脚本主机")
else ()
file(GLOB_RECURSE LUMA_SCRIPTING_SOURCES CONFIGURE_DEPENDS "Scripting/*.cpp" "Scripting/*.h")
list(APPEND LUMA_ENGINE_SOURCES ${LUMA_SCRIPTING_SOURCES})
message(STATUS "桌面平台: 使用 CoreCLR 脚本主机")
endif ()
# 创建引擎动态库
add_library(LumaEngine SHARED
${LUMA_ENGINE_SOURCES}
Luma_CAPI.cpp
Luma_CAPI.h
GameEntry.cpp
EditorEntry.cpp
EngineEntry.h
)
# 设置包含目录
target_include_directories(LumaEngine PUBLIC
${ENGINE_ROOT_DIR}
${ENGINE_ROOT_DIR}/Application
${ENGINE_ROOT_DIR}/Components
${ENGINE_ROOT_DIR}/Data
${ENGINE_ROOT_DIR}/Renderer
${ENGINE_ROOT_DIR}/Resources
${ENGINE_ROOT_DIR}/Runtime
${ENGINE_ROOT_DIR}/Scene
${ENGINE_ROOT_DIR}/Systems
${ENGINE_ROOT_DIR}/Utils
${ENGINE_ROOT_DIR}/Event
${ENGINE_ROOT_DIR}/Input
${ENGINE_ROOT_DIR}/Scripting
${ENGINE_ROOT_DIR}/AIServices/include
)
# 编译定义
target_compile_definitions(LumaEngine PUBLIC
LUMA_ENGINE_EXPORTS
GLM_ENABLE_EXPERIMENTAL
$<$<CXX_COMPILER_ID:MSVC>:_ENABLE_EXTENDED_ALIGNED_STORAGE>
)
# 链接第三方库
target_link_libraries(LumaEngine PUBLIC Luma3rd)
# 应用 SIMD 编译选项
if (LUMA_SIMD_COMPILE_OPTIONS)
target_compile_options(LumaEngine PRIVATE ${LUMA_SIMD_COMPILE_OPTIONS})
endif ()
# Linux/Android 平台的链接选项
if (UNIX AND NOT APPLE)
target_link_options(LumaEngine PRIVATE
-Wl,--allow-multiple-definition
-Wl,--export-dynamic
-Wl,--allow-shlib-undefined
-Wl,--gc-sections
)
endif ()
if (ANDROID)
target_compile_options(LumaEngine PRIVATE -U_LIBCPP_HAS_NO_EXPERIMENTAL_STOP_TOKEN)
endif ()
target_precompile_headers(LumaEngine PUBLIC "Utils/PCH.h")
# =============================================================================
# 轻量化构建:智能符号剥离(保留 JNI 符号)
# =============================================================================
if (ENABLE_LIGHTWEIGHT_BUILD)
if (CMAKE_BUILD_TYPE STREQUAL "Release")
# Release 模式使用 --strip-unneeded 保留 JNI 符号
add_custom_command(TARGET LumaEngine POST_BUILD
COMMAND ${CMAKE_STRIP} --strip-unneeded $<TARGET_FILE:LumaEngine>
COMMENT "正在剥离 LumaEngine 的未使用符号(保留动态符号)..."
)
message(STATUS "已启用 Release 模式符号剥离 (--strip-unneeded)")
else ()
# Debug 模式仅剥离调试符号
add_custom_command(TARGET LumaEngine POST_BUILD
COMMAND ${CMAKE_STRIP} --strip-debug $<TARGET_FILE:LumaEngine>
COMMENT "正在剥离 LumaEngine 的调试符号(Debug 模式)..."
)
message(STATUS "已启用 Debug 模式符号剥离 (--strip-debug)")
endif ()
endif ()
add_executable(test testMain.cpp)
target_link_libraries(test PRIVATE LumaEngine)
# =============================================================================
# 桌面平台可执行文件 (Editor 和 Game)
# =============================================================================
if (NOT ANDROID)
add_executable(LumaEditor main.cpp)
target_link_libraries(LumaEditor PRIVATE LumaEngine)
target_compile_definitions(LumaEditor PUBLIC
LUMA_EDITOR
GLM_ENABLE_EXPERIMENTAL
)
add_executable(Game main.cpp)
target_compile_definitions(Game PRIVATE GLM_ENABLE_EXPERIMENTAL)
if (WIN32 AND MSVC)
target_link_libraries(Game PRIVATE LumaEngine delayimp.lib)
target_link_options(Game PRIVATE "/DELAYLOAD:LumaEngine.dll")
target_compile_options(LumaEngine PRIVATE /bigobj)
target_compile_options(LumaEditor PRIVATE /bigobj)
target_compile_options(Game PRIVATE /bigobj)
else ()
target_link_libraries(Game PRIVATE LumaEngine)
endif ()
if (UNIX AND NOT APPLE)
target_link_options(LumaEditor PRIVATE
-Wl,--allow-multiple-definition
-Wl,--export-dynamic
-Wl,--allow-shlib-undefined
-Wl,--gc-sections
-Wl,--no-as-needed
)
target_link_options(Game PRIVATE
-Wl,--allow-multiple-definition
-Wl,--export-dynamic
-Wl,--allow-shlib-undefined
-Wl,--gc-sections
-Wl,--no-as-needed
)
endif ()
message(STATUS "已配置桌面平台可执行文件: LumaEditor 和 Game")
else ()
message(STATUS "Android 平台: 跳过 Editor 和 Game 可执行文件")
endif ()
# =============================================================================
# 资源复制函数
# =============================================================================
function(CopyEngineAssets TARGET_NAME OUTPUT_DIR)
if (EXISTS "${LUMA_DOTNET_RUNTIME_DIR}/bin")
add_custom_command(TARGET ${TARGET_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${LUMA_DOTNET_RUNTIME_DIR}/bin" "${OUTPUT_DIR}"
COMMENT "正在为 ${TARGET_NAME} 复制 .NET Runtime..."
)
else ()
message(WARNING "找不到 .NET Runtime bin 目录: ${LUMA_DOTNET_RUNTIME_DIR}/bin")
endif ()
add_custom_command(TARGET ${TARGET_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE:LumaEngine>" "${OUTPUT_DIR}"
COMMENT "正在为 ${TARGET_NAME} 复制 LumaEngine 动态库..."
)
set(RESOURCE_FOLDERS Icons Fonts Tools template Shaders)
foreach (FOLDER ${RESOURCE_FOLDERS})
if (EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/${FOLDER}")
add_custom_command(TARGET ${TARGET_NAME} POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_CURRENT_SOURCE_DIR}/${FOLDER}" "${OUTPUT_DIR}/${FOLDER}"
COMMENT "正在为 ${TARGET_NAME} 复制 ${FOLDER} 文件夹..."
)
else ()
message(WARNING "资源文件夹不存在: ${CMAKE_CURRENT_SOURCE_DIR}/${FOLDER}")
endif ()
endforeach ()
endfunction()
# =============================================================================
# 直接编译时的资源复制
# =============================================================================
if (NOT ANDROID AND TARGET LumaEditor)
CopyEngineAssets(LumaEditor "$<TARGET_FILE_DIR:LumaEditor>")
endif ()
# =============================================================================
# 统一的打包与发布目标 (publish)
# =============================================================================
set(PACKAGE_ROOT_DIR "${CMAKE_SOURCE_DIR}/Build")
set(PACKAGE_PLATFORM_DIR "${PACKAGE_ROOT_DIR}/${LUMA_PLATFORM_NAME}")
set(PUBLISH_ROOT_DIR "${CMAKE_SOURCE_DIR}/Publish")
set(PUBLISH_PLATFORM_DIR "${PUBLISH_ROOT_DIR}/${LUMA_PLATFORM_NAME}")
set(PUBLISH_GAMEDATA_DIR "${PUBLISH_PLATFORM_DIR}/GameData")
add_custom_target(publish
COMMENT "正在统一执行打包和发布..."
)
if (NOT ANDROID)
add_dependencies(publish LumaEditor Game LumaEngine)
else ()
add_dependencies(publish LumaEngine)
endif ()
add_custom_command(TARGET publish PRE_BUILD
COMMAND ${CMAKE_COMMAND} -E remove_directory "${PACKAGE_PLATFORM_DIR}"
COMMAND ${CMAKE_COMMAND} -E remove_directory "${PUBLISH_PLATFORM_DIR}"
COMMENT "正在清理旧的打包和发布目录..."
)
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory "${PACKAGE_PLATFORM_DIR}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${PUBLISH_PLATFORM_DIR}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${PUBLISH_GAMEDATA_DIR}"
COMMENT "正在创建打包和发布目录结构..."
)
# =============================================================================
# 步骤 A: 创建 Build/Platform 完整包
# =============================================================================
if (WIN32)
file(GLOB BUILD_EXECUTABLES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/*.exe")
file(GLOB BUILD_LIBRARIES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/*.dll")
set(ALL_BUILD_ARTIFACTS ${BUILD_EXECUTABLES} ${BUILD_LIBRARIES})
elseif (UNIX AND NOT APPLE AND NOT ANDROID)
file(GLOB BUILD_LIBRARIES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/lib*.so*")
set(ALL_BUILD_ARTIFACTS ${BUILD_LIBRARIES})
if (TARGET Game)
list(APPEND ALL_BUILD_ARTIFACTS "$<TARGET_FILE:Game>")
endif ()
if (TARGET LumaEditor)
list(APPEND ALL_BUILD_ARTIFACTS "$<TARGET_FILE:LumaEditor>")
endif ()
file(GLOB OTHER_FILES CONFIGURE_DEPENDS LIST_DIRECTORIES false "${CMAKE_BINARY_DIR}/*")
foreach (FILE_PATH ${OTHER_FILES})
get_filename_component(FILE_NAME ${FILE_PATH} NAME)
get_filename_component(FILE_EXT ${FILE_PATH} EXT)
if (NOT IS_DIRECTORY "${FILE_PATH}" AND
FILE_EXT STREQUAL "" AND
NOT FILE_NAME MATCHES "^(Makefile|CMake.*|Game|LumaEditor)$")
list(APPEND ALL_BUILD_ARTIFACTS "${FILE_PATH}")
endif ()
endforeach ()
elseif (ANDROID)
file(GLOB BUILD_LIBRARIES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/lib*.so")
set(ALL_BUILD_ARTIFACTS ${BUILD_LIBRARIES})
endif ()
foreach (ARTIFACT ${ALL_BUILD_ARTIFACTS})
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${ARTIFACT}" "${PACKAGE_PLATFORM_DIR}/"
)
endforeach ()
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "步骤 A.1 完成: 已复制编译产物"
COMMENT "正在复制编译产物到 Build/${LUMA_PLATFORM_NAME}..."
)
set(FOLDERS_TO_COPY Tools template Fonts Icons Shaders)
foreach (FOLDER ${FOLDERS_TO_COPY})
if (EXISTS "${CMAKE_SOURCE_DIR}/${FOLDER}")
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_SOURCE_DIR}/${FOLDER}" "${PACKAGE_PLATFORM_DIR}/${FOLDER}"
)
endif ()
endforeach ()
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "步骤 A.2 完成: 已复制资源文件夹"
COMMENT "正在复制资源文件夹到 Build/${LUMA_PLATFORM_NAME}..."
)
if (EXISTS "${CMAKE_BINARY_DIR}/imgui.ini")
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_BINARY_DIR}/imgui.ini" "${PACKAGE_PLATFORM_DIR}/"
)
endif ()
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "步骤 A.3 完成: 已复制配置文件"
COMMENT "正在复制配置文件到 Build/${LUMA_PLATFORM_NAME}..."
)
# =============================================================================
# 步骤 B: 创建 Publish/Platform 分发包
# =============================================================================
if (NOT ANDROID)
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy "$<TARGET_FILE:Game>" "${PUBLISH_PLATFORM_DIR}/"
COMMENT "正在复制 Game 可执行文件到 Publish/${LUMA_PLATFORM_NAME}..."
)
endif ()
# 复制 Shaders 文件夹到 Publish 目录(Game 运行时需要)
if (EXISTS "${CMAKE_SOURCE_DIR}/Shaders")
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_SOURCE_DIR}/Shaders" "${PUBLISH_PLATFORM_DIR}/Shaders"
COMMENT "正在复制 Shaders 文件夹到 Publish/${LUMA_PLATFORM_NAME}..."
)
endif ()
set(FILES_TO_COPY_TO_GAMEDATA "")
if (WIN32)
file(GLOB PUBLISH_EXECUTABLES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/*.exe")
file(GLOB PUBLISH_LIBRARIES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/*.dll")
list(APPEND FILES_TO_COPY_TO_GAMEDATA ${PUBLISH_EXECUTABLES} ${PUBLISH_LIBRARIES})
list(REMOVE_ITEM FILES_TO_COPY_TO_GAMEDATA "${CMAKE_BINARY_DIR}/Game.exe")
list(REMOVE_ITEM FILES_TO_COPY_TO_GAMEDATA "${CMAKE_BINARY_DIR}/LumaEditor.exe")
elseif (UNIX AND NOT APPLE AND NOT ANDROID)
file(GLOB PUBLISH_LIBRARIES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/lib*.so*")
list(APPEND FILES_TO_COPY_TO_GAMEDATA ${PUBLISH_LIBRARIES})
if (EXISTS "${CMAKE_BINARY_DIR}/apphost")
list(APPEND FILES_TO_COPY_TO_GAMEDATA "${CMAKE_BINARY_DIR}/apphost")
endif ()
elseif (ANDROID)
file(GLOB PUBLISH_LIBRARIES CONFIGURE_DEPENDS "${CMAKE_BINARY_DIR}/lib*.so")
list(APPEND FILES_TO_COPY_TO_GAMEDATA ${PUBLISH_LIBRARIES})
endif ()
foreach (FILE_PATH ${FILES_TO_COPY_TO_GAMEDATA})
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${FILE_PATH}" "${PUBLISH_GAMEDATA_DIR}/"
)
endforeach ()
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "步骤 B.2 完成: 已复制核心依赖"
COMMENT "正在复制核心依赖到 Publish/${LUMA_PLATFORM_NAME}/GameData..."
)
set(SDK_SOURCE_DIR "${CMAKE_BINARY_DIR}/Tools/${LUMA_PLATFORM_NAME}")
set(SDK_FILES
"Luma.SDK.deps.json"
"Luma.SDK.dll"
"Luma.SDK.runtimeconfig.json"
"YamlDotNet.dll"
"GameScripts.deps.json"
"GameScripts.dll"
"GameScripts.runtimeconfig.json"
"ScriptMetadata.yaml"
"Luma.SourceGenerator.deps.json"
"Luma.SourceGenerator.dll"
)
foreach (SDK_FILE ${SDK_FILES})
if (EXISTS "${SDK_SOURCE_DIR}/${SDK_FILE}")
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different "${SDK_SOURCE_DIR}/${SDK_FILE}" "${PUBLISH_GAMEDATA_DIR}/"
)
endif ()
endforeach ()
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E echo "步骤 B.3 完成: 已复制 .NET SDK 文件"
COMMENT "正在复制 .NET SDK 文件到 Publish/${LUMA_PLATFORM_NAME}/GameData..."
)
if (WIN32)
add_custom_command(TARGET publish POST_BUILD
COMMAND ${CMAKE_COMMAND} -E remove -f
"${PUBLISH_PLATFORM_DIR}/Game.pdb"
"${PUBLISH_GAMEDATA_DIR}/LumaEngine.pdb"
"${PUBLISH_GAMEDATA_DIR}/LumaEngine.exp"
"${PUBLISH_GAMEDATA_DIR}/LumaEngine.ilk"
"${PUBLISH_GAMEDATA_DIR}/LumaEngine.lib"
COMMENT "正在清理 Publish 目录中的调试文件..."
)
endif ()
message(STATUS "========================================")
message(STATUS "Luma Engine 配置完成")
if (ANDROID)
message(STATUS "Android STL: c++_shared (全局启用)")
endif ()
if (ENABLE_AVX512)
message(STATUS "AVX512 指令集: 已显式启用")
else ()
message(STATUS "AVX512 指令集: 未启用 (使用 -DENABLE_AVX512=ON 启用)")
endif ()
if (ENABLE_LIGHTWEIGHT_BUILD)
message(STATUS "轻量化构建: 已启用")
if (CMAKE_BUILD_TYPE STREQUAL "Release")
message(STATUS " - 优化级别: -Oz (最小体积)")
message(STATUS " - 符号剥离: --strip-unneeded (保留 JNI)")
else ()
message(STATUS " - 优化级别: -Os (体积优化)")
message(STATUS " - 符号剥离: --strip-debug")
endif ()
else ()
message(STATUS "轻量化构建: 未启用 (使用 -DENABLE_LIGHTWEIGHT_BUILD=ON 启用)")
endif ()
message(STATUS "========================================")