# Frame Studio — desktop app for Windows, Linux and macOS (same renderer as Frame Home, in a window with an editor # UI). Everything it needs is vendored: Vulkan is loaded at runtime through volk (MoltenVK on macOS); the window is # Win32 on Windows and GLFW elsewhere (studio/platform.h has the rest of the system). Presets: CMakePresets.json. cmake_minimum_required(VERSION 3.16) project(frame_studio LANGUAGES C CXX) set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$:Debug>") if(NOT CMAKE_BUILD_TYPE) set(CMAKE_BUILD_TYPE Release) endif() # The build's identity for updates (studio/updater.h): the commit CI built ($FRAME_BUILD); empty for a local build, # which never updates itself. # Defined on studio.cpp alone (below, with FRAME_VERSION): on every file it changed every one's command line each # commit, and the compiler cache missed on all of them. set(FRAME_BUILD "$ENV{FRAME_BUILD}") set(ROOT "${CMAKE_CURRENT_SOURCE_DIR}/..") set(TP "${ROOT}/third_party") include("${ROOT}/cmake/frame_version.cmake") # (FRAME_VERSION: on studio.cpp alone, so a new number rebuilds only it) set(FRAME_HOME_PAYLOAD_DIR "$ENV{FRAME_HOME_PAYLOAD_DIR}" CACHE PATH "Built Frame Home payload to bundle with Studio") if(NOT FRAME_HOME_PAYLOAD_DIR) set(FRAME_HOME_PAYLOAD_DIR "${ROOT}/frame/payload") endif() # A release must carry it (CI: GitHub sets CI); a developer's build without one still builds, and its Install on Steam # Frame says the headset files are missing. option(FRAME_HOME_REQUIRE_PAYLOAD "Fail when the Frame Home payload is incomplete" "$ENV{CI}") set(FRAME_HOME_PAYLOAD_COMPLETE ON) foreach(FRAME_HOME_FILE install.sh bin/frame-home bin/frame-switcher bin/fenv-tool layer/libframe_home_layer.so layer/env_ps.spv) if(NOT EXISTS "${FRAME_HOME_PAYLOAD_DIR}/${FRAME_HOME_FILE}") set(FRAME_HOME_PAYLOAD_COMPLETE OFF) set(FRAME_HOME_MISSING "${FRAME_HOME_FILE}") endif() endforeach() if(NOT FRAME_HOME_PAYLOAD_COMPLETE) set(FRAME_HOME_PAYLOAD_HELP "build or download it and set FRAME_HOME_PAYLOAD_DIR (${FRAME_HOME_MISSING} missing)") if(FRAME_HOME_REQUIRE_PAYLOAD) message(FATAL_ERROR "Frame Home payload is incomplete; ${FRAME_HOME_PAYLOAD_HELP}") endif() message(WARNING "Frame Home payload is incomplete, so this Studio can't install Frame Home; ${FRAME_HOME_PAYLOAD_HELP}") endif() if(WIN32) add_compile_definitions(NOMINMAX WIN32_LEAN_AND_MEAN _CRT_SECURE_NO_WARNINGS VK_USE_PLATFORM_WIN32_KHR) endif() if(MSVC) add_compile_options(/utf-8 /bigobj /W3 /wd4244 /wd4267 /wd4305) elseif(CMAKE_SIZEOF_VOID_P EQUAL 4 AND CMAKE_SYSTEM_PROCESSOR MATCHES "^(i[3-6]86|x86|X86|x86_64|AMD64)$") # 32-bit x86 with gcc/clang: SSE2 on, as MSVC has it by default (rtm, under ACL, uses it on any x86) add_compile_options(-msse2 -mfpmath=sse) endif() add_library(volk STATIC "${TP}/volk/volk.c") target_include_directories(volk PUBLIC "${TP}/volk" "${TP}/vulkan-headers/include") # LZMA SDK (public domain): the .fenv scene coder (src/fenv_lzma.cpp), with its threaded match finder. add_library(lzma STATIC "${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 "${TP}/lzma") # zstd 1.5.6 (BSD), decompression only: version 4 .spz splat files (src/splat_import.cpp). Single-threaded, plain C # (no amd64 assembly), so it builds the same with every compiler. add_library(zstd STATIC "${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) 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 "${TP}/smolv") set(BUILD_TESTING OFF CACHE BOOL "" FORCE) set(ASTCENC_CLI OFF CACHE BOOL "" FORCE) set(ASTCENC_DECOMPRESSOR OFF CACHE BOOL "" FORCE) set(ASTCENC_UNIVERSAL_BUILD OFF CACHE BOOL "" FORCE) # astcenc's SIMD: NEON on ARM (Windows on ARM, Apple Silicon, ARM Linux), SSE4.1 on x86-64, none on 32-bit x86 # (its SSE4.1 code needs 64-bit popcount, which 32-bit MSVC doesn't have). # (on macOS the architecture asked for decides: an Apple Silicon Mac builds the Intel version too) if(CMAKE_OSX_ARCHITECTURES) set(STUDIO_ARCH "${CMAKE_OSX_ARCHITECTURES}") else() set(STUDIO_ARCH "${CMAKE_SYSTEM_PROCESSOR}") endif() if(STUDIO_ARCH MATCHES "^(arm64|ARM64|aarch64|AARCH64)$") set(ASTCENC_ISA_NEON ON CACHE BOOL "" FORCE) set(STUDIO_ASTCENC astcenc-neon-static) elseif(CMAKE_SIZEOF_VOID_P EQUAL 4) set(ASTCENC_ISA_NONE ON CACHE BOOL "" FORCE) set(STUDIO_ASTCENC astcenc-none-static) else() set(ASTCENC_ISA_SSE41 ON CACHE BOOL "" FORCE) set(STUDIO_ASTCENC astcenc-sse4.1-static) endif() add_subdirectory("${TP}/astcenc" astcenc EXCLUDE_FROM_ALL) # Ogg Opus ambience (Clay homes' _BACKGROUND_LOOP.ogg): Xiph libopus + libogg + opusfile (BSD), decode only. set(OPUS_BUILD_PROGRAMS OFF CACHE BOOL "" FORCE) set(OPUS_BUILD_TESTING OFF CACHE BOOL "" FORCE) set(OPUS_INSTALL_PKG_CONFIG_MODULE OFF CACHE BOOL "" FORCE) set(OPUS_INSTALL_CMAKE_CONFIG_MODULE OFF CACHE BOOL "" FORCE) set(OPUS_STATIC_RUNTIME ON CACHE BOOL "" FORCE) # same static C runtime as the app (32-bit MSVC can't link a mix) add_subdirectory("${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 "${TP}/opusfile/src") target_compile_definitions(opusfile PRIVATE OP_DISABLE_HTTP) target_link_libraries(opusfile PUBLIC opus ogg) # The window: Win32 on Windows; GLFW (X11 on Linux, Cocoa on macOS) elsewhere. if(WIN32) set(STUDIO_IMGUI_BACKEND "${TP}/imgui/backends/imgui_impl_win32.cpp") set(STUDIO_PLATFORM platform_win32.cpp) else() set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE) set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE) set(GLFW_INSTALL OFF CACHE BOOL "" FORCE) # (Wayland sessions run it through XWayland; GLFW's own Wayland backend needs wayland-scanner to build) set(GLFW_BUILD_WAYLAND OFF CACHE BOOL "" FORCE) add_subdirectory("${TP}/glfw" glfw EXCLUDE_FROM_ALL) set(STUDIO_IMGUI_BACKEND "${TP}/imgui/backends/imgui_impl_glfw.cpp") set(STUDIO_PLATFORM platform_posix.cpp "${TP}/tinyfiledialogs/tinyfiledialogs.c") endif() add_library(imgui STATIC "${TP}/imgui/imgui.cpp" "${TP}/imgui/imgui_draw.cpp" "${TP}/imgui/imgui_tables.cpp" "${TP}/imgui/imgui_widgets.cpp" ${STUDIO_IMGUI_BACKEND} "${TP}/imgui/backends/imgui_impl_vulkan.cpp" "${TP}/imguizmo/ImGuizmo.cpp") target_include_directories(imgui PUBLIC "${TP}/imgui" "${TP}/imguizmo") # ImGuizmo reads matrix rows through casts to other types (*(vec_t*)&m[i] and the like): fine for MSVC, but GCC and # Clang may optimize assuming no such aliasing, and Clang for x64 then turned gizmo drags into NaN transforms. if(NOT MSVC) set_source_files_properties("${TP}/imguizmo/ImGuizmo.cpp" PROPERTIES COMPILE_OPTIONS "-fno-strict-aliasing") endif() target_compile_definitions(imgui PUBLIC IMGUI_IMPL_VULKAN_USE_VOLK GLFW_INCLUDE_NONE) target_link_libraries(imgui PUBLIC volk) if(NOT WIN32) target_link_libraries(imgui PUBLIC glfw) endif() set_source_files_properties(studio.cpp PROPERTIES COMPILE_DEFINITIONS "FRAME_VERSION=\"${FRAME_VERSION}\";FRAME_BUILD=\"${FRAME_BUILD}\"") add_executable(frame-studio WIN32 MACOSX_BUNDLE studio.cpp ${STUDIO_PLATFORM} "${ROOT}/src/hsl_scene.cpp" "${ROOT}/src/scene_bake.cpp" "${ROOT}/src/anim_bake.cpp" "${ROOT}/src/fenv_lzma.cpp" "${ROOT}/src/model_import.cpp" "${ROOT}/src/splat_import.cpp" "${ROOT}/src/spv_opt.cpp" "${TP}/ufbx/ufbx.c" "${ROOT}/src/hsl_renderer.cpp" "${ROOT}/src/hsl_renderer_splat.cpp" "${TP}/qhe/cook/hzanim_acl.cpp" "${TP}/stb/stb_image_impl.c" "${TP}/stb/stb_vorbis_impl.c" "${TP}/miniaudio/miniaudio_impl.c") set_target_properties(frame-studio PROPERTIES OUTPUT_NAME "Frame Studio") # ACL's NEON code mixes vector types GCC keeps apart by default (as the Frame's own build: CMakeLists.txt) if(CMAKE_CXX_COMPILER_ID STREQUAL "GNU" AND CMAKE_SYSTEM_PROCESSOR MATCHES "^(arm64|aarch64|ARM64|AARCH64)$") set_source_files_properties("${TP}/qhe/cook/hzanim_acl.cpp" PROPERTIES COMPILE_OPTIONS "-flax-vector-conversions") endif() target_compile_definitions(frame-studio PRIVATE FH_USE_VOLK) target_include_directories(frame-studio PRIVATE "${ROOT}/src" "${TP}/cgltf" "${TP}/ufbx" "${TP}/qhe" "${TP}/stb" "${TP}/miniaudio" "${TP}/inter" "${TP}/acl/includes" "${TP}/rtm/includes" "${TP}/astcenc/Source" "${TP}/tinyfiledialogs") target_link_libraries(frame-studio PRIVATE imgui volk miniz lzma zstd smolv opusfile ${STUDIO_ASTCENC}) # The SPIRV-Tools optimizer for src/spv_opt.h (FH_SPV_OPT=1 at run time). Off: on the Frame it made no shader any # cheaper (Turnip's compiler already does what it does), and it is a large library to build everywhere. option(FRAME_SPV_OPT "Build in the SPIRV-Tools shader optimizer (third_party/spirv-tools)" OFF) if(FRAME_SPV_OPT) add_subdirectory("${TP}/spirv-tools" spirv-tools EXCLUDE_FROM_ALL) target_link_libraries(frame-studio PRIVATE spirv-tools-opt) target_compile_definitions(frame-studio PRIVATE FH_HAVE_SPV_OPT) endif() if(WIN32) target_link_libraries(frame-studio PRIVATE dwmapi comdlg32 shell32) else() find_package(Threads REQUIRED) target_link_libraries(frame-studio PRIVATE glfw Threads::Threads ${CMAKE_DL_LIBS} m) endif() # The app icon (art/icon): a Windows resource, the macOS bundle's .icns, and on Linux a PNG beside the program # that the window sets as its icon. if(WIN32) # The manifest (paths over 260 characters), merged into the program's: from the build folder, since mt.exe can't # open it from a network path such as \\wsl.localhost (a source folder in WSL). configure_file(studio.manifest "${CMAKE_CURRENT_BINARY_DIR}/studio.manifest" COPYONLY) target_sources(frame-studio PRIVATE studio.rc "${CMAKE_CURRENT_BINARY_DIR}/studio.manifest") elseif(APPLE) set(STUDIO_ICNS "${ROOT}/art/icon/frame-studio.icns") target_sources(frame-studio PRIVATE "${STUDIO_ICNS}") set_source_files_properties("${STUDIO_ICNS}" PROPERTIES MACOSX_PACKAGE_LOCATION Resources) else() add_custom_command(TARGET frame-studio POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_if_different "${ROOT}/art/icon/frame-studio-256.png" "$/frame-studio.png") endif() if(APPLE) set_target_properties(frame-studio PROPERTIES MACOSX_BUNDLE_BUNDLE_NAME "Frame Studio" MACOSX_BUNDLE_GUI_IDENTIFIER "com.framestudio.app" MACOSX_BUNDLE_ICON_FILE frame-studio.icns) endif() # Frame Home's headset side (arm64 binaries + install.sh) ships beside the exe, in frame\: Frame > Install on Steam Frame. if(FRAME_HOME_PAYLOAD_COMPLETE) add_custom_command(TARGET frame-studio POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory "${FRAME_HOME_PAYLOAD_DIR}" "$/frame") endif() if(MINGW) # MinGW builds (x64, x86 and ARM64): wWinMain entry point, no runtime DLLs to ship target_link_options(frame-studio PRIVATE -municode -static) endif() if(WIN32 AND CMAKE_SIZEOF_VOID_P EQUAL 4) # 32-bit: up to 4 GB of address space on 64-bit Windows instead of 2 (big homes) if(MSVC) target_link_options(frame-studio PRIVATE /LARGEADDRESSAWARE) else() target_link_options(frame-studio PRIVATE "LINKER:--large-address-aware") endif() endif()