forked from jaildesigner-jailgames/jaildoctors_dilemma
arreglos en make y cmake
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@@ -117,36 +117,46 @@ set(DEBUG_SOURCES
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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# --- SHADER COMPILATION ---
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find_program(GLSLC_EXE NAMES glslc)
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
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if(NOT APPLE)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
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set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
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set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_vert_spv.h")
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set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_frag_spv.h")
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set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
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set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
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set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_vert_spv.h")
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set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/postfx_frag_spv.h")
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if(GLSLC_EXE)
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add_custom_command(
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OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
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COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
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DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Compilando shaders SPIR-V..."
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)
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add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
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message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
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else()
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message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
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if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
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message(WARNING "glslc no disponible y headers SPIR-V no encontrados. Ejecuta tools/shaders/compile_spirv.sh manualmente.")
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if(GLSLC_EXE)
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add_custom_command(
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OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
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COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
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DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Compilando shaders SPIR-V..."
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)
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add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
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message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
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else()
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if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
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message(FATAL_ERROR
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"glslc no encontrado y headers SPIR-V no existen.\n"
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" Instala glslc: sudo apt install glslang-tools (Linux)\n"
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" choco install vulkan-sdk (Windows)\n"
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" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
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)
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else()
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message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
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endif()
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endif()
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else()
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message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
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endif()
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# --- 2. AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${RENDERING_SOURCES})
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# Shaders deben compilarse antes que el ejecutable (si glslc disponible)
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if(GLSLC_EXE)
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# Shaders deben compilarse antes que el ejecutable (Linux/Windows con glslc)
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if(NOT APPLE AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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