cmake_minimum_required(VERSION 3.16) project(frame_home LANGUAGES C CXX) set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE Release) endif() set(TP "${CMAKE_SOURCE_DIR}/third_party") # The Steam Frame build (SteamOS, arm64) links SteamVR's own OpenVR library and the system's Vulkan. A PC build # (Windows, or x86-64 Linux) has to run on any PC with SteamVR: it finds SteamVR's OpenVR library at run time # (src/openvr_loader.cpp) and loads Vulkan the same way (volk), so it depends on neither at build time. if(WIN32 OR CMAKE_SYSTEM_PROCESSOR MATCHES "^(x86_64|AMD64|amd64)$") set(FRAME_HOME_PC_DEFAULT ON) else() set(FRAME_HOME_PC_DEFAULT OFF) endif() option(FRAME_HOME_PC "Build Frame Home for a PC running SteamVR (OpenVR and Vulkan found at run time)" ${FRAME_HOME_PC_DEFAULT}) if(FRAME_HOME_PC) add_library(volk STATIC "${TP}/volk/volk.c") target_include_directories(volk PUBLIC "${TP}/volk" "${TP}/vulkan-headers/include") if(NOT WIN32) target_link_libraries(volk PUBLIC dl) endif() add_library(openvr-loader STATIC src/openvr_loader.cpp) target_include_directories(openvr-loader PUBLIC "${TP}/openvr") target_compile_definitions(openvr-loader PUBLIC OPENVR_BUILD_STATIC) if(WIN32) target_link_libraries(openvr-loader PUBLIC shell32 ole32) else() target_link_libraries(openvr-loader PUBLIC dl) endif() set(FH_VULKAN volk) set(FH_OPENVR openvr-loader) else() # SteamVR ships the OpenVR client library; link against the runtime's own copy. set(OPENVR_LIB_DIR "/opt/steamvr/bin/linuxarm64" CACHE PATH "Directory containing libopenvr_api.so") find_library(OPENVR_LIB NAMES openvr_api PATHS "${OPENVR_LIB_DIR}" NO_DEFAULT_PATH REQUIRED) find_package(Vulkan REQUIRED) set(FH_VULKAN Vulkan::Vulkan) set(FH_OPENVR "${OPENVR_LIB}") endif() # ── Editor loader stack (Quest Home Editor: ASMH/HSTF/RENDMESH/MATL/RENDTXTR/RENDSHAD) ── add_library(miniz STATIC "${TP}/miniz/miniz.c" "${TP}/miniz/miniz_tdef.c" "${TP}/miniz/miniz_tinfl.c" "${TP}/miniz/miniz_zip.c") target_include_directories(miniz PUBLIC "${TP}/miniz") # APKs are signed and intact; re-checksumming every extracted asset was ~20% of load time. target_compile_definitions(miniz PRIVATE MINIZ_DISABLE_ZIP_READER_CRC32_CHECKS) add_library(smolv STATIC "${TP}/smolv/smolv.cpp") target_include_directories(smolv PUBLIC "${TP}/smolv") # astcenc: decoder for the homes' ASTC textures (LDR + HDR lightmaps). set(BUILD_TESTING OFF CACHE BOOL "" FORCE) set(ASTCENC_CLI OFF CACHE BOOL "" FORCE) set(ASTCENC_DECOMPRESSOR OFF CACHE BOOL "" FORCE) set(ASTCENC_UNIVERSAL_BUILD OFF CACHE BOOL "" FORCE) if(CMAKE_SYSTEM_PROCESSOR MATCHES "^(aarch64|arm64|ARM64)$") set(ASTCENC_ISA_NEON ON CACHE BOOL "" FORCE) set(ASTCENC_LIB astcenc-neon-static) else() set(ASTCENC_ISA_SSE41 ON CACHE BOOL "" FORCE) set(ASTCENC_LIB astcenc-sse4.1-static) endif() add_subdirectory("${TP}/astcenc" astcenc EXCLUDE_FROM_ALL) # LZMA SDK (public domain): the .fenv scene coder (src/fenv_lzma.cpp), with its threaded match finder. add_library(lzma STATIC "${TP}/lzma/LzmaEnc.c" "${TP}/lzma/LzmaDec.c" "${TP}/lzma/LzFind.c" "${TP}/lzma/LzFindOpt.c" "${TP}/lzma/LzFindMt.c" "${TP}/lzma/Threads.c" "${TP}/lzma/CpuArch.c") target_include_directories(lzma PUBLIC "${TP}/lzma") # zstd 1.5.6 (BSD), decompression only: version 4 .spz splat files (src/splat_import.cpp). Single-threaded, plain C # (no amd64 assembly), so it builds the same everywhere. add_library(zstd STATIC "${TP}/zstd/common/debug.c" "${TP}/zstd/common/entropy_common.c" "${TP}/zstd/common/error_private.c" "${TP}/zstd/common/fse_decompress.c" "${TP}/zstd/common/xxhash.c" "${TP}/zstd/common/zstd_common.c" "${TP}/zstd/decompress/huf_decompress.c" "${TP}/zstd/decompress/zstd_ddict.c" "${TP}/zstd/decompress/zstd_decompress.c" "${TP}/zstd/decompress/zstd_decompress_block.c") target_include_directories(zstd PUBLIC "${TP}/zstd") target_compile_definitions(zstd PRIVATE ZSTD_DISABLE_ASM) # The home loader: HSL / Clay / glTF homes, .fenv environments (baked scenes), Blender / Unity models. add_library(frame-scene STATIC src/hsl_scene.cpp src/scene_bake.cpp src/anim_bake.cpp src/fenv_lzma.cpp src/model_import.cpp src/splat_import.cpp src/spv_opt.cpp "${TP}/ufbx/ufbx.c" "${TP}/qhe/cook/hzanim_acl.cpp" "${TP}/stb/stb_image_impl.c") target_include_directories(frame-scene PUBLIC src "${TP}/stb" "${TP}/qhe" "${TP}/miniz" "${TP}/cgltf" "${TP}/ufbx" "${TP}/acl/includes" "${TP}/rtm/includes" "${TP}/astcenc/Source") if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU") set_source_files_properties("${TP}/qhe/cook/hzanim_acl.cpp" PROPERTIES COMPILE_OPTIONS "-flax-vector-conversions") endif() target_link_libraries(frame-scene PUBLIC miniz lzma zstd smolv ${ASTCENC_LIB} pthread) # The SPIRV-Tools optimizer for src/spv_opt.h (FH_SPV_OPT=1 at run time). Off: on the Frame it made no shader any # cheaper (Turnip's compiler already does what it does), and it is a large library to build everywhere. option(FRAME_SPV_OPT "Build in the SPIRV-Tools shader optimizer (third_party/spirv-tools)" OFF) if(FRAME_SPV_OPT) add_subdirectory("${TP}/spirv-tools" spirv-tools EXCLUDE_FROM_ALL) target_link_libraries(frame-scene PUBLIC spirv-tools-opt) target_compile_definitions(frame-scene PUBLIC FH_HAVE_SPV_OPT) endif() # libdeflate when the system has it (the Frame, CI): APK scene.zips inflate several times faster than with miniz. Its # static library first, so a release build doesn't need it installed on the headset. find_library(LIBDEFLATE_LIB NAMES libdeflate.a deflate) find_path(LIBDEFLATE_INC libdeflate.h) if(LIBDEFLATE_LIB AND LIBDEFLATE_INC) target_compile_definitions(frame-scene PUBLIC QHE_HAVE_LIBDEFLATE) target_include_directories(frame-scene PUBLIC "${LIBDEFLATE_INC}") target_link_libraries(frame-scene PUBLIC "${LIBDEFLATE_LIB}") endif() # Ogg Opus ambience (Clay homes' _BACKGROUND_LOOP.ogg, or a sound added in Frame Studio): Xiph libopus + libogg + # opusfile (BSD), decode only — as Frame Studio has it, so the headset plays every sound the preview does. set(OPUS_BUILD_PROGRAMS OFF CACHE BOOL "" FORCE) set(OPUS_BUILD_TESTING OFF CACHE BOOL "" FORCE) set(OPUS_INSTALL_PKG_CONFIG_MODULE OFF CACHE BOOL "" FORCE) set(OPUS_INSTALL_CMAKE_CONFIG_MODULE OFF CACHE BOOL "" FORCE) add_subdirectory("${TP}/opus" opus EXCLUDE_FROM_ALL) add_library(ogg STATIC "${TP}/ogg/src/bitwise.c" "${TP}/ogg/src/framing.c") target_include_directories(ogg PUBLIC "${TP}/ogg/include") add_library(opusfile STATIC "${TP}/opusfile/src/info.c" "${TP}/opusfile/src/internal.c" "${TP}/opusfile/src/opusfile.c" "${TP}/opusfile/src/stream.c") target_include_directories(opusfile PUBLIC "${TP}/opusfile/include" PRIVATE "${TP}/opusfile/src") target_compile_definitions(opusfile PRIVATE OP_DISABLE_HTTP) target_link_libraries(opusfile PUBLIC opus ogg) add_executable(frame-home src/main.cpp src/hsl_renderer.cpp src/hsl_renderer_splat.cpp src/panorama.cpp "${TP}/stb/stb_vorbis_impl.c" "${TP}/miniaudio/miniaudio_impl.c") target_include_directories(frame-home PRIVATE "${TP}/openvr" "${TP}/miniaudio") target_link_libraries(frame-home PRIVATE frame-scene opusfile ${FH_VULKAN} ${FH_OPENVR}) if(FRAME_HOME_PC) target_compile_definitions(frame-home PRIVATE FH_USE_VOLK) endif() if(WIN32) target_link_libraries(frame-home PRIVATE psapi ole32 shell32 winmm) # GUI subsystem: no console window ever opens, however SteamVR or the panel launches it (it logs to a file, not a # terminal — stderrIsTerminal() is already false on Windows). mingw keeps main() with -mwindows. target_link_options(frame-home PRIVATE -static -mwindows) else() target_link_libraries(frame-home PRIVATE dl m) endif() if(NOT FRAME_HOME_PC) set_target_properties(frame-home PROPERTIES BUILD_RPATH "${OPENVR_LIB_DIR}" INSTALL_RPATH "${OPENVR_LIB_DIR}") endif() # fenv-tool: convert homes and models into .fenv environments. add_executable(fenv-tool src/fenv_tool.cpp) target_link_libraries(fenv-tool PRIVATE frame-scene) # frame-switcher: the SteamVR dashboard panel that switches the environment. add_executable(frame-switcher src/switcher.cpp) target_include_directories(frame-switcher PRIVATE src "${TP}/stb" "${TP}/qhe" "${TP}/miniz" "${TP}/openvr") # Its Settings page shows the version: major.minor only (with the installed files' hash as the build), so a commit # that doesn't touch Frame Home leaves its binaries, and the hash updates go by, the same. file(READ "${CMAKE_SOURCE_DIR}/VERSION" FRAME_VERSION_BASE) string(STRIP "${FRAME_VERSION_BASE}" FRAME_VERSION_BASE) target_compile_definitions(frame-switcher PRIVATE FRAME_VERSION_BASE="${FRAME_VERSION_BASE}") if(FRAME_HOME_PC) target_include_directories(frame-switcher PRIVATE "${TP}/vulkan-headers/include") endif() target_link_libraries(frame-switcher PRIVATE frame-scene ${FH_OPENVR}) if(WIN32) target_link_libraries(frame-switcher PRIVATE psapi ole32 shell32) target_link_options(frame-switcher PRIVATE -static -mwindows) # GUI subsystem: no console window ever opens endif() if(NOT FRAME_HOME_PC) set_target_properties(frame-switcher PROPERTIES BUILD_RPATH "${OPENVR_LIB_DIR}" INSTALL_RPATH "${OPENVR_LIB_DIR}") endif() # Tests (tests_loco/): -DFRAME_TESTS=ON, then build frame-tests and run ctest. Off by default: release builds skip them. option(FRAME_TESTS "Build the tests in tests_loco (cmake --build