corregits cmake i makefile
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194
CMakeLists.txt
194
CMakeLists.txt
@@ -1,143 +1,77 @@
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cmake_minimum_required(VERSION 3.14)
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project(shadertoy_sdl3 LANGUAGES C CXX)
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# CMakeLists.txt
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cmake_minimum_required(VERSION 3.10)
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project(shadertoy VERSION 1.00)
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# Establecer estándar de C++
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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# Default to Release for single-config generators when none specified
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if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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endif()
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# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
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# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
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# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
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# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
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cmake_policy(SET CMP0072 NEW)
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set(OpenGL_GL_PREFERENCE GLVND)
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# Paths
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set(GLAD_SRC "${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/src/glad.c")
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if(NOT EXISTS "${GLAD_SRC}")
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message(FATAL_ERROR "glad.c no encontrado en: ${GLAD_SRC}")
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endif()
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# glad library
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add_library(glad_src STATIC "${GLAD_SRC}")
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target_include_directories(glad_src PUBLIC
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${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include
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# --- LISTA EXPLÍCITA DE FUENTES ---
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set(APP_SOURCES
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src/main.cpp
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)
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set_target_properties(glad_src PROPERTIES LINKER_LANGUAGE C)
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# Executable
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add_executable(shadertoy_sdl3
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src/main.cpp
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# Fuentes de librerías de terceros
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set(EXTERNAL_SOURCES
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third_party/glad/src/glad.c
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)
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target_include_directories(shadertoy_sdl3 PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include)
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# SDL3
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find_package(SDL3 REQUIRED)
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target_link_libraries(shadertoy_sdl3 PRIVATE glad_src SDL3::SDL3)
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# Configuración de SDL3
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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# Platform-specific flags and linkers (try to mimic your Makefile)
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# --- AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
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# --- DIRECTORIOS DE INCLUSIÓN ---
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target_include_directories(${PROJECT_NAME} PUBLIC
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"${CMAKE_SOURCE_DIR}/src"
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"${CMAKE_SOURCE_DIR}/third_party/glad/include"
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)
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# Enlazar la librería SDL3
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# --- CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
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# Configuración de flags de compilación
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
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target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
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# Definir _DEBUG en modo Debug
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target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
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# Configuración específica para cada plataforma
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if(WIN32)
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target_compile_definitions(shadertoy_sdl3 PRIVATE WINDOWS_BUILD)
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if(MSVC)
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# MSVC: reasonable defaults; adjust as needed
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target_compile_options(shadertoy_sdl3 PRIVATE /W3 /permissive-)
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# Link to system libraries (MSVC uses system libs automatically for system includes)
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target_link_libraries(shadertoy_sdl3 PRIVATE opengl32)
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else()
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# MinGW / GNU on Windows
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target_compile_options(shadertoy_sdl3 PRIVATE -std=c++17 -Wall -Os -ffunction-sections -fdata-sections)
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target_link_options(shadertoy_sdl3 PRIVATE "-Wl,--gc-sections" "-Wl,-Bstatic" "-Wl,-Bdynamic")
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target_link_libraries(shadertoy_sdl3 PRIVATE -lmingw32 -lws2_32 -lSDL3 -lopengl32)
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endif()
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else()
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# POSIX platforms
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target_compile_options(shadertoy_sdl3 PRIVATE -std=c++17 -Wall -Os)
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if(APPLE)
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find_library(COCOA_LIBRARY Cocoa REQUIRED)
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find_library(IOKIT_LIBRARY IOKit REQUIRED)
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find_library(CORE_VIDEO_LIBRARY CoreVideo REQUIRED)
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target_link_libraries(shadertoy_sdl3 PRIVATE ${COCOA_LIBRARY} ${IOKIT_LIBRARY} ${CORE_VIDEO_LIBRARY})
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target_compile_options(shadertoy_sdl3 PRIVATE -arch arm64)
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else()
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target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
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target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
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elseif(APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
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target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
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set(CMAKE_OSX_ARCHITECTURES "arm64")
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elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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endif()
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# Configuración común para OpenGL
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if(NOT WIN32)
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find_package(OpenGL REQUIRED)
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target_link_libraries(shadertoy_sdl3 PRIVATE OpenGL::GL)
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endif()
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if(OPENGL_FOUND)
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message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
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target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
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else()
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message(FATAL_ERROR "OpenGL no encontrado")
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endif()
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endif()
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# Ensure RUNTIME output directory for single-config builds (Release/Debug)
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set_target_properties(shadertoy_sdl3 PROPERTIES
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RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin"
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RUNTIME_OUTPUT_DIRECTORY_RELEASE "${CMAKE_BINARY_DIR}/bin/Release"
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RUNTIME_OUTPUT_DIRECTORY_DEBUG "${CMAKE_BINARY_DIR}/bin/Debug"
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)
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if(WIN32)
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set(RELEASE_DIR "${CMAKE_BINARY_DIR}/release_package")
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set(WINDOWS_ZIP "${CMAKE_BINARY_DIR}/${PROJECT_NAME}-${CMAKE_SYSTEM_PROCESSOR}-win.zip")
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set(DLL_SOURCE_DIR "${CMAKE_SOURCE_DIR}/release") # coloca tus SDL3.dll aquí
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# PowerShell script que realizará las copias y el ZIP de forma robusta.
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set(PS_SCRIPT "${CMAKE_BINARY_DIR}/package_windows.ps1")
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file(WRITE "${PS_SCRIPT}"
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"param(\n"
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" [string]\$srcExe,\n"
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" [string]\$releaseDir,\n"
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" [string]\$readme,\n"
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" [string]\$license,\n"
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" [string]\$shadersDir,\n"
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" [string]\$dllDir,\n"
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" [string]\$outZip\n"
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")\n"
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"\n"
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"# Remove old\n"
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"if (Test-Path \$releaseDir) { Remove-Item -Recurse -Force \$releaseDir }\n"
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"New-Item -ItemType Directory -Path \$releaseDir | Out-Null\n"
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"\n"
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"# Copy exe\n"
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"Write-Host 'Copying executable...'\n"
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"Copy-Item -Path \$srcExe -Destination (Join-Path \$releaseDir (Split-Path \$srcExe -Leaf)) -Force\n"
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"\n"
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"# Copy README / LICENSE if exist\n"
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"if (Test-Path \$readme) { Copy-Item -Path \$readme -Destination (Join-Path \$releaseDir 'README.md') -Force }\n"
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"if (Test-Path \$license) { Copy-Item -Path \$license -Destination (Join-Path \$releaseDir 'LICENSE') -Force }\n"
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"\n"
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"# Copy shaders if present\n"
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"if (Test-Path \$shadersDir) { Copy-Item -Path (Join-Path \$shadersDir '*') -Destination (Join-Path \$releaseDir 'shaders') -Recurse -Force }\n"
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"\n"
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"# Copy DLLs if present\n"
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"if (Test-Path \$dllDir) { Copy-Item -Path (Join-Path \$dllDir '*') -Destination (Join-Path \$releaseDir 'release') -Recurse -Force }\n"
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"\n"
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"# Create ZIP\n"
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"Write-Host 'Creating zip: ' \$outZip\n"
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"if (Test-Path \$outZip) { Remove-Item -Force \$outZip }\n"
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"Compress-Archive -Path (Join-Path \$releaseDir '*') -DestinationPath \$outZip\n"
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"Write-Host 'Package created: ' \$outZip\n"
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)
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add_custom_target(package_windows
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COMMAND "${CMAKE_COMMAND}" --build "${CMAKE_BINARY_DIR}" --config Release
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COMMAND powershell.exe -NoProfile -ExecutionPolicy Bypass -File "${PS_SCRIPT}"
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-srcExe "$<TARGET_FILE:shadertoy_sdl3>"
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-releaseDir "${RELEASE_DIR}"
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-readme "${CMAKE_SOURCE_DIR}/README.md"
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-license "${CMAKE_SOURCE_DIR}/LICENSE"
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-shadersDir "${CMAKE_SOURCE_DIR}/shaders"
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-dllDir "${DLL_SOURCE_DIR}"
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-outZip "${WINDOWS_ZIP}"
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COMMENT "Building Release and creating Windows package"
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BYPRODUCTS "${WINDOWS_ZIP}"
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)
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endif()
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# Helpful messages
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message(STATUS "CMake generator: ${CMAKE_GENERATOR}")
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message(STATUS "Build type: ${CMAKE_BUILD_TYPE}")
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message(STATUS "Binary output (runtime): ${CMAKE_BINARY_DIR}/bin")
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# Developer target: build Release and then package on Windows
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add_custom_target(build_release
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COMMAND ${CMAKE_COMMAND} --build "${CMAKE_BINARY_DIR}" --config Release
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COMMENT "Building Release configuration"
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)
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if(WIN32)
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add_dependencies(package_windows build_release)
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endif()
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# Especificar la ubicación del ejecutable en la raíz del proyecto
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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