actualitzat cmake

This commit is contained in:
2025-10-21 20:01:53 +02:00
parent b4d7ae8045
commit 992dc2c942
2 changed files with 138 additions and 17 deletions

View File

@@ -4,40 +4,140 @@ project(shadertoy_sdl3 LANGUAGES C CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release)
# Default to Release for single-config generators when none specified
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
find_package(SDL3 REQUIRED)
# comprobaremos que glad.c existe y lo añadimos
# Paths
set(GLAD_SRC "${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/src/glad.c")
if(NOT EXISTS "${GLAD_SRC}")
message(FATAL_ERROR "glad.c no encontrado en: ${GLAD_SRC}")
endif()
# glad library
add_library(glad_src STATIC "${GLAD_SRC}")
target_include_directories(glad_src PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include
)
# forzar el lenguaje de enlace a C para evitar ambigüedades
set_target_properties(glad_src PROPERTIES LINKER_LANGUAGE C)
# Executable
add_executable(shadertoy_sdl3
src/main.cpp
)
target_link_libraries(shadertoy_sdl3 PRIVATE glad_src SDL3::SDL3)
target_include_directories(shadertoy_sdl3 PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include)
if (WIN32)
target_link_libraries(shadertoy_sdl3 PRIVATE opengl32)
elseif(APPLE)
find_library(COCOA_LIBRARY Cocoa)
find_library(IOKIT_LIBRARY IOKit)
find_library(CORE_VIDEO_LIBRARY CoreVideo)
target_link_libraries(shadertoy_sdl3 PRIVATE ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${CORE_VIDEO_LIBRARY})
# SDL3
find_package(SDL3 REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE glad_src SDL3::SDL3)
# Platform-specific flags and linkers (try to mimic your Makefile)
if(WIN32)
target_compile_definitions(shadertoy_sdl3 PRIVATE WINDOWS_BUILD)
if(MSVC)
# MSVC: reasonable defaults; adjust as needed
target_compile_options(shadertoy_sdl3 PRIVATE /W3 /permissive-)
# Link to system libraries (MSVC uses system libs automatically for system includes)
target_link_libraries(shadertoy_sdl3 PRIVATE opengl32)
else()
# MinGW / GNU on Windows
target_compile_options(shadertoy_sdl3 PRIVATE -std=c++17 -Wall -Os -ffunction-sections -fdata-sections)
target_link_options(shadertoy_sdl3 PRIVATE "-Wl,--gc-sections" "-Wl,-Bstatic" "-Wl,-Bdynamic")
target_link_libraries(shadertoy_sdl3 PRIVATE -lmingw32 -lws2_32 -lSDL3 -lopengl32)
endif()
else()
find_package(OpenGL REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE OpenGL::GL)
# POSIX platforms
target_compile_options(shadertoy_sdl3 PRIVATE -std=c++17 -Wall -Os)
if(APPLE)
find_library(COCOA_LIBRARY Cocoa REQUIRED)
find_library(IOKIT_LIBRARY IOKit REQUIRED)
find_library(CORE_VIDEO_LIBRARY CoreVideo REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${CORE_VIDEO_LIBRARY})
target_compile_options(shadertoy_sdl3 PRIVATE -arch arm64)
else()
find_package(OpenGL REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE OpenGL::GL)
endif()
endif()
# Ensure RUNTIME output directory for single-config builds (Release/Debug)
set_target_properties(shadertoy_sdl3 PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin/Release"
RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin/Debug"
)
if(WIN32)
set(RELEASE_DIR "${CMAKE_BINARY_DIR}/release_package")
set(WINDOWS_ZIP "${CMAKE_BINARY_DIR}/${PROJECT_NAME}-${CMAKE_SYSTEM_PROCESSOR}-win.zip")
set(DLL_SOURCE_DIR "${CMAKE_SOURCE_DIR}/release") # coloca tus SDL3.dll aquí
# PowerShell script que realizará las copias y el ZIP de forma robusta.
set(PS_SCRIPT "${CMAKE_BINARY_DIR}/package_windows.ps1")
file(WRITE "${PS_SCRIPT}"
"param(\n"
" [string]\$srcExe,\n"
" [string]\$releaseDir,\n"
" [string]\$readme,\n"
" [string]\$license,\n"
" [string]\$shadersDir,\n"
" [string]\$dllDir,\n"
" [string]\$outZip\n"
")\n"
"\n"
"# Remove old\n"
"if (Test-Path \$releaseDir) { Remove-Item -Recurse -Force \$releaseDir }\n"
"New-Item -ItemType Directory -Path \$releaseDir | Out-Null\n"
"\n"
"# Copy exe\n"
"Write-Host 'Copying executable...'\n"
"Copy-Item -Path \$srcExe -Destination (Join-Path \$releaseDir (Split-Path \$srcExe -Leaf)) -Force\n"
"\n"
"# Copy README / LICENSE if exist\n"
"if (Test-Path \$readme) { Copy-Item -Path \$readme -Destination (Join-Path \$releaseDir 'README.md') -Force }\n"
"if (Test-Path \$license) { Copy-Item -Path \$license -Destination (Join-Path \$releaseDir 'LICENSE') -Force }\n"
"\n"
"# Copy shaders if present\n"
"if (Test-Path \$shadersDir) { Copy-Item -Path (Join-Path \$shadersDir '*') -Destination (Join-Path \$releaseDir 'shaders') -Recurse -Force }\n"
"\n"
"# Copy DLLs if present\n"
"if (Test-Path \$dllDir) { Copy-Item -Path (Join-Path \$dllDir '*') -Destination (Join-Path \$releaseDir 'release') -Recurse -Force }\n"
"\n"
"# Create ZIP\n"
"Write-Host 'Creating zip: ' \$outZip\n"
"if (Test-Path \$outZip) { Remove-Item -Force \$outZip }\n"
"Compress-Archive -Path (Join-Path \$releaseDir '*') -DestinationPath \$outZip\n"
"Write-Host 'Package created: ' \$outZip\n"
)
add_custom_target(package_windows
COMMAND "${CMAKE_COMMAND}" --build "${CMAKE_BINARY_DIR}" --config Release
COMMAND powershell.exe -NoProfile -ExecutionPolicy Bypass -File "${PS_SCRIPT}"
-srcExe "$<TARGET_FILE:shadertoy_sdl3>"
-releaseDir "${RELEASE_DIR}"
-readme "${CMAKE_SOURCE_DIR}/README.md"
-license "${CMAKE_SOURCE_DIR}/LICENSE"
-shadersDir "${CMAKE_SOURCE_DIR}/shaders"
-dllDir "${DLL_SOURCE_DIR}"
-outZip "${WINDOWS_ZIP}"
COMMENT "Building Release and creating Windows package"
BYPRODUCTS "${WINDOWS_ZIP}"
)
endif()
# Helpful messages
message(STATUS "CMake generator: ${CMAKE_GENERATOR}")
message(STATUS "Build type: ${CMAKE_BUILD_TYPE}")
message(STATUS "Binary output (runtime): ${CMAKE_BINARY_DIR}/bin")
# Developer target: build Release and then package on Windows
add_custom_target(build_release
COMMAND ${CMAKE_COMMAND} --build "${CMAKE_BINARY_DIR}" --config Release
COMMENT "Building Release configuration"
)
if(WIN32)
add_dependencies(package_windows build_release)
endif()