Simplifica Makefile a 3 targets delegats a CMake amb release a dist/

This commit is contained in:
2026-05-04 13:47:02 +02:00
parent 92450cccb8
commit ee8b09aa8f
4 changed files with 213 additions and 266 deletions

2
.gitignore vendored
View File

@@ -36,7 +36,7 @@ third_party/**/CMakeFiles/
third_party/**/CMakeCache.txt
# Release artifacts
shadertoy_release/
dist/
*.zip
*.tar.gz
*.dmg

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@@ -3,17 +3,17 @@
cmake_minimum_required(VERSION 3.10)
project(shadertoy VERSION 1.00)
# Establecer estándar de C++
# Estàndard de C++
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
# Política CMP0072: usar GLVND (libOpenGL/libGLX) en lloc de la libGL clàssica.
cmake_policy(SET CMP0072 NEW)
set(OpenGL_GL_PREFERENCE GLVND)
# Opció per a empaquetat de bundle macOS (.app). El Makefile la passa amb -DMACOS_BUNDLE=ON.
option(MACOS_BUNDLE "Build for macOS .app bundle (rpath into ../Frameworks)" OFF)
# --- LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
source/main.cpp
@@ -29,15 +29,17 @@ set(EXTERNAL_SOURCES
source/external/stb_vorbis_impl.cpp
)
# Configuración de SDL3
# Configuració de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
message(STATUS "SDL3 trobat: ${SDL3_INCLUDE_DIRS}")
# --- COMPILACIÓN DE SHADERS (Vulkan SPIR-V) ---
# --- COMPILACIÓ DE SHADERS (Vulkan SPIR-V) ---
# Es fa a cada build: compile_shaders.cmake fa check de timestamps, no
# recompila el que ja està al dia.
find_program(GLSLC_EXE NAMES glslc)
if(GLSLC_EXE)
message(STATUS "glslc encontrado: ${GLSLC_EXE}")
add_custom_target(compile_shaders
message(STATUS "glslc trobat: ${GLSLC_EXE}")
add_custom_target(compile_shaders ALL
COMMAND ${CMAKE_COMMAND}
-D GLSLC=${GLSLC_EXE}
-D SHADERS_DIR=${CMAKE_SOURCE_DIR}/data/shaders
@@ -45,7 +47,19 @@ if(GLSLC_EXE)
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Compiling .vk.glsl shaders to SPIR-V")
else()
message(STATUS "glslc no encontrado — el target compile_shaders no estará disponible")
message(STATUS "glslc no trobat — el target compile_shaders no estarà disponible")
endif()
# --- RECURSO DE WINDOWS (icona) ---
# A Windows compilem release/windows/shadertoy.rc amb windres via CMake.
# El .rc fa referència a icon.ico per nom; afegim --include-dir perquè el
# trobi a release/icons/.
if(WIN32)
enable_language(RC)
set(WIN_RC_FILE ${CMAKE_SOURCE_DIR}/release/windows/shadertoy.rc)
set_source_files_properties(${WIN_RC_FILE} PROPERTIES
COMPILE_FLAGS "--include-dir=${CMAKE_SOURCE_DIR}/release/icons")
list(APPEND APP_SOURCES ${WIN_RC_FILE})
endif()
# --- AÑADIR EJECUTABLE ---
@@ -58,41 +72,49 @@ target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/source/external"
)
# Enlazar la librería SDL3
# Enllaçar la llibreria SDL3
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
# --- CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
# Configuración de flags de compilación
# --- CONFIGURACIÓ PLATAFORMES I COMPILADOR ---
# Flags de compilació
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# Definir _DEBUG en modo Debug
# Definir _DEBUG en mode Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Configuración específica para cada plataforma
# Configuració específica per a cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
elseif(APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
if(NOT CMAKE_OSX_ARCHITECTURES)
set(CMAKE_OSX_ARCHITECTURES "arm64")
endif()
if(MACOS_BUNDLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
target_link_options(${PROJECT_NAME} PRIVATE
-rpath @executable_path/../Frameworks/
)
endif()
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
# Configuración común para OpenGL
# Configuració comuna per a OpenGL
if(NOT WIN32)
find_package(OpenGL REQUIRED)
if(OPENGL_FOUND)
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
message(STATUS "OpenGL trobat: ${OPENGL_LIBRARIES}")
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no encontrado")
message(FATAL_ERROR "OpenGL no trobat")
endif()
endif()
# Especificar la ubicación del ejecutable en la raíz del proyecto
# El binari surt a l'arrel del projecte (com fins ara).
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

377
Makefile
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@@ -1,193 +1,142 @@
# Directorios
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
# ==============================================================================
# Makefile per a Shadertoy
#
# Tres targets:
# make → Release (cmake)
# make debug → Debug (cmake)
# make release → Release + empaquetat per a distribució a dist/
#
# El SO es detecta automàticament. La compilació sempre passa per CMake.
# ==============================================================================
# Variables
TARGET_NAME := shadertoy
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
PROJECT := shadertoy
APP_NAME := Shadertoy
RELEASE_FOLDER := shadertoy_release
RESOURCE_FILE := release/windows/shadertoy.res
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
BUILDDIR := build
DIST_DIR := dist
RELEASE_FOLDER := $(DIST_DIR)/_tmp
# Versión automática basada en la fecha actual (formato YYYY.MM.DD para que
# CFBundleShortVersionString del bundle macOS sea conforme a la spec de Apple).
# ==============================================================================
# DETECCIÓ DE PLATAFORMA + GENERADOR CMAKE + JOBS
# ==============================================================================
ifeq ($(OS),Windows_NT)
# MSYS2/Git Bash usa /dev/null, cmd.exe pur usa NUL.
ifneq ($(MSYSTEM),)
NULDEV := /dev/null
else
NULDEV := NUL
endif
JOBS ?= $(NUMBER_OF_PROCESSORS)
HAS_NINJA := $(shell ninja --version 2>$(NULDEV))
ifneq ($(HAS_NINJA),)
CMAKE_GEN := -G "Ninja"
else
CMAKE_GEN := -G "MinGW Makefiles"
endif
UNAME_S := Windows
SHELL := cmd.exe
else
NULDEV := /dev/null
JOBS ?= $(shell nproc 2>/dev/null || echo 4)
CMAKE_GEN :=
UNAME_S := $(shell uname -s)
endif
# ==============================================================================
# VERSIÓ (data, format YYYY.MM.DD)
# ==============================================================================
ifeq ($(OS),Windows_NT)
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy.MM.dd'")
else
VERSION := $(shell date +%Y.%m.%d)
endif
# Variables específicas para Windows (usando APP_NAME)
# ==============================================================================
# NOMS DELS ARTEFACTES DE RELEASE
# ==============================================================================
WINDOWS_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-win32-x64.zip
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(PROJECT)-$(VERSION)-linux.tar.gz
.PHONY: all debug release clean help _windows_release _macos_release _linux_release
# ==============================================================================
# COMPILACIÓ (delegada a CMake)
# ==============================================================================
all:
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release
@cmake --build $(BUILDDIR) -j$(JOBS)
debug:
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Debug
@cmake --build $(BUILDDIR) -j$(JOBS)
# ==============================================================================
# RELEASE (auto-dispatch per SO)
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
@"$(MAKE)" _windows_release
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
endif
# Nombres para los ficheros de lanzamiento
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
MACOS_APPLE_SILICON_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(TARGET_NAME)-$(VERSION)-linux.tar.gz
# Lista completa de archivos fuente
APP_SOURCES := \
source/main.cpp \
source/rendering/shader_backend.cpp \
source/rendering/opengl_shader_backend.cpp \
source/rendering/sdl3gpu/sdl3gpu_shader_backend.cpp \
source/audio/jail_audio.cpp \
source/external/glad/src/glad.c \
source/external/stb_vorbis_impl.cpp
# Includes
INCLUDES := -Isource -Isource/external/glad/include -Isource/external
# Variables según el sistema operativo
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\\,$1)
CXXFLAGS := -std=c++17 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
CXXFLAGS_DEBUG := -std=c++17 -Wall -g -D_DEBUG -DWINDOWS_BUILD
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
RM := del /Q
MKDIR := mkdir
else
FixPath = $1
CXXFLAGS := -std=c++17 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG := -std=c++17 -Wall -g -D_DEBUG
LDFLAGS := -lSDL3
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
CXXFLAGS += -DLINUX_BUILD
LDFLAGS += -lGL
endif
ifeq ($(UNAME_S),Darwin)
CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
LDFLAGS += -framework OpenGL
# Configurar arquitectura (por defecto arm64, como en CMake)
CXXFLAGS += -arch arm64
CXXFLAGS_DEBUG += -arch arm64
@$(MAKE) _macos_release
else
@$(MAKE) _linux_release
endif
endif
# Reglas para compilación
windows:
@echo off
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
windres release/windows/shadertoy.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
clean:
@rm -rf $(BUILDDIR) $(DIST_DIR)
windows_debug:
@echo off
@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
# ==============================================================================
# RELEASE LINUX
# ==============================================================================
_linux_release:
@echo "Creant release per a Linux - Versió: $(VERSION)"
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release
@cmake --build $(BUILDDIR) -j$(JOBS)
@mkdir -p $(DIST_DIR)
@rm -rf $(RELEASE_FOLDER)
@mkdir -p $(RELEASE_FOLDER)
@cp -R data $(RELEASE_FOLDER)/
@cp LICENSE $(RELEASE_FOLDER)/
@cp README.md $(RELEASE_FOLDER)/
@cp $(PROJECT) $(RELEASE_FOLDER)/
@strip -s -R .comment -R .gnu.version $(RELEASE_FOLDER)/$(PROJECT) --strip-unneeded
@rm -f $(LINUX_RELEASE)
@tar -czf $(LINUX_RELEASE) -C $(RELEASE_FOLDER) .
@echo "Release creat: $(LINUX_RELEASE)"
@rm -rf $(RELEASE_FOLDER)
windows_release:
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Crea carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
# Copia la carpeta 'data' (que ahora contiene shaders y music)
powershell Copy-Item -Path "data" -Destination "$(RELEASE_FOLDER)" -recurse -Force
# Copia los ficheros que están en la raíz del proyecto
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
powershell Copy-Item "release\windows\dll\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila el recurso de icono
@windres release/windows/shadertoy.rc -O coff -o $(RESOURCE_FILE)
# Compila
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
@echo Release creado: $(WINDOWS_RELEASE)
# Elimina la carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
macos:
@echo "Compilando para macOS: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
macos_debug:
@echo "Compilando version debug para macOS: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
macos_release:
@echo "Creando release para macOS - Version: $(VERSION)"
# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
# con brew; si brew tampoco está, indica el comando exacto al usuario.
# ==============================================================================
# RELEASE MACOS (Apple Silicon, .dmg amb .app bundle)
# ==============================================================================
_macos_release:
@echo "Creant release per a macOS - Versió: $(VERSION)"
@command -v create-dmg >/dev/null 2>&1 || { \
echo ""; \
echo "============================================"; \
echo " Falta la dependencia: create-dmg"; \
echo "============================================"; \
if command -v brew >/dev/null 2>&1; then \
echo " Instalando con: brew install create-dmg"; \
brew install create-dmg || { \
echo ""; \
echo " ERROR: 'brew install create-dmg' ha fallado."; \
echo " Ejecuta el comando manualmente y vuelve a probar."; \
echo "Falta create-dmg. Instal·la amb: brew install create-dmg"; \
exit 1; \
}; \
else \
echo " Homebrew no está instalado."; \
echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
echo " brew install create-dmg"; \
exit 1; \
fi; \
}
# Elimina datos de compilaciones anteriores
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMFILE) tmp.dmg
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp -R release/macos/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
cp release/icons/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Actualiza versión en Info.plist
@echo "Actualizando Info.plist con versión $(VERSION)..."
@cmake -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release -DMACOS_BUNDLE=ON -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0
@cmake --build $(BUILDDIR) -j$(JOBS)
@mkdir -p $(DIST_DIR)
@rm -rf $(RELEASE_FOLDER)
@rm -f tmp.dmg "$(MACOS_APPLE_SILICON_RELEASE)" $(DIST_DIR)/rw.*
@mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
@mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
@mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
@cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks/"
@cp release/icons/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources/"
@cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/"
@cp $(PROJECT) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(PROJECT)"
@cp LICENSE "$(RELEASE_FOLDER)/"
@cp README.md "$(RELEASE_FOLDER)/"
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
# Compila la versión para procesadores Apple Silicon
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# Firma la aplicación
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
create-dmg \
@codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
@create-dmg \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
@@ -200,65 +149,41 @@ macos_release:
--hide-extension "$(APP_NAME).app" \
"$(MACOS_APPLE_SILICON_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
@echo "Release creat: $(MACOS_APPLE_SILICON_RELEASE)"
@rm -rf $(RELEASE_FOLDER)
@rm -f $(DIST_DIR)/rw.*
# Elimina las carpetas temporales
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# RELEASE WINDOWS (.zip amb DLLs)
# ==============================================================================
_windows_release:
@echo off
@echo Creant release per a Windows - Versió: $(VERSION)
@cmake $(CMAKE_GEN) -S . -B $(BUILDDIR) -DCMAKE_BUILD_TYPE=Release
@cmake --build $(BUILDDIR) -j$(JOBS)
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory | Out-Null}"
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
@powershell -Command "New-Item '$(RELEASE_FOLDER)' -ItemType Directory | Out-Null"
@powershell -Command "Copy-Item -Path 'data' -Destination '$(RELEASE_FOLDER)' -Recurse"
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(PROJECT).exe' -Destination '$(RELEASE_FOLDER)/$(APP_NAME).exe'"
@strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(APP_NAME).exe" --strip-unneeded
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
@echo Release creat: $(WINDOWS_RELEASE)
@powershell -Command "Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force"
linux:
@echo "Compilando para Linux: $(TARGET_NAME)"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
linux_debug:
@echo "Compilando version debug para Linux: $(TARGET_NAME)_debug"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
linux_release:
@echo "Creando release para Linux - Version: $(VERSION)"
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(LINUX_RELEASE)"
tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(LINUX_RELEASE)"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# Regla para mostrar la versión actual
show_version:
@echo "Version actual: $(VERSION)"
# Regla de ayuda
# ==============================================================================
# AJUDA
# ==============================================================================
help:
@echo "Makefile para Shadertoy"
@echo "Comandos disponibles:"
@echo " windows - Compilar para Windows"
@echo " windows_debug - Compilar debug para Windows"
@echo " windows_release - Crear release completo para Windows"
@echo " linux - Compilar para Linux"
@echo " linux_debug - Compilar debug para Linux"
@echo " linux_release - Crear release completo para Linux"
@echo " macos - Compilar para macOS"
@echo " macos_debug - Compilar debug para macOS"
@echo " macos_release - Crear release completo para macOS"
@echo " show_version - Mostrar version actual ($(VERSION))"
@echo " help - Mostrar esta ayuda"
.PHONY: windows windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release show_version help
FORCE:
@echo "Makefile per a $(PROJECT)"
@echo ""
@echo " make Compilar Release (cmake)"
@echo " make debug Compilar Debug (cmake)"
@echo " make release Compilar + empaquetar per a distribució a $(DIST_DIR)/"
@echo " make clean Esborrar $(BUILDDIR)/ i $(DIST_DIR)/"
@echo ""
@echo " Versió actual: $(VERSION)"

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