corregits cmake i makefile
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223
Makefile
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223
Makefile
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@@ -0,0 +1,223 @@
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# Directorios
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DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
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DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)src)
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DIR_BIN := $(addsuffix /, $(DIR_ROOT))
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DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
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# Variables
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TARGET_NAME := shadertoy
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TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
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APP_NAME := Shadertoy
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RELEASE_FOLDER := shadertoy_release
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# Versión automática basada en la fecha actual (específica por SO)
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ifeq ($(OS),Windows_NT)
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VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
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else
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VERSION := $(shell date +%Y-%m-%d)
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endif
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# Variables específicas para Windows (usando APP_NAME)
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ifeq ($(OS),Windows_NT)
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WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
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WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
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else
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WIN_TARGET_FILE := $(TARGET_FILE)
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WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
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endif
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# Nombres para los ficheros de lanzamiento
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WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
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MACOS_APPLE_SILICON_RELEASE := $(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
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LINUX_RELEASE := $(TARGET_NAME)-$(VERSION)-linux.tar.gz
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# Lista completa de archivos fuente
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APP_SOURCES := \
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src/main.cpp \
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third_party/glad/src/glad.c
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# Includes
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INCLUDES := -Isrc -Ithird_party/glad/include
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# Variables según el sistema operativo
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ifeq ($(OS),Windows_NT)
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FixPath = $(subst /,\\,$1)
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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
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CXXFLAGS_DEBUG := -std=c++17 -Wall -g -D_DEBUG -DWINDOWS_BUILD
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LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
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RM := del /Q
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MKDIR := mkdir
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else
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FixPath = $1
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CXXFLAGS := -std=c++17 -Wall -Os -ffunction-sections -fdata-sections
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CXXFLAGS_DEBUG := -std=c++17 -Wall -g -D_DEBUG
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LDFLAGS := -lSDL3
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RMFILE := rm -f
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RMDIR := rm -rdf
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MKDIR := mkdir -p
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UNAME_S := $(shell uname -s)
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ifeq ($(UNAME_S),Linux)
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CXXFLAGS += -DLINUX_BUILD
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LDFLAGS += -lGL
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endif
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ifeq ($(UNAME_S),Darwin)
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CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
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CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
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LDFLAGS += -framework OpenGL
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# Configurar arquitectura (por defecto arm64, como en CMake)
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CXXFLAGS += -arch arm64
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CXXFLAGS_DEBUG += -arch arm64
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endif
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endif
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# Reglas para compilación
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windows:
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@echo off
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@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
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$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
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windows_debug:
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@echo off
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@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
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$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
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windows_release:
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@echo off
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@echo Creando release para Windows - Version: $(VERSION)
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# Crea carpeta temporal 'RELEASE_FOLDER'
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powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
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powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
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# Copia la carpeta 'shaders'
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powershell Copy-Item -Path "shaders" -Destination "$(RELEASE_FOLDER)" -recurse -Force
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# Copia los ficheros que están en la raíz del proyecto
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powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
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powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
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powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
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# Compila
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$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
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strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
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# Crea el fichero .zip
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powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
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powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
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@echo Release creado: $(WINDOWS_RELEASE)
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# Elimina la carpeta temporal 'RELEASE_FOLDER'
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powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
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macos:
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@echo "Compilando para macOS: $(TARGET_NAME)"
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$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
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macos_debug:
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@echo "Compilando version debug para macOS: $(TARGET_NAME)_debug"
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$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
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macos_release:
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@echo "Creando release para macOS - Version: $(VERSION)"
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# Verificar e instalar create-dmg si es necesario
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@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
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# Elimina datos de compilaciones anteriores
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$(RMDIR) "$(RELEASE_FOLDER)"
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$(RMFILE) tmp.dmg
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$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
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# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
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$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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# Copia carpetas y ficheros
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cp -R shaders "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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# Compila la versión para procesadores Apple Silicon
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$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -target arm64-apple-macos11
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# Firma la aplicación
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codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
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# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
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@echo "Creando DMG Apple Silicon con iconos de 96x96..."
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create-dmg \
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--volname "$(APP_NAME)" \
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--window-pos 200 120 \
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--window-size 720 300 \
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--icon-size 96 \
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--text-size 12 \
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--icon "$(APP_NAME).app" 278 102 \
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--icon "LICENSE" 441 102 \
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--icon "README.md" 604 102 \
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--app-drop-link 115 102 \
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--hide-extension "$(APP_NAME).app" \
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"$(MACOS_APPLE_SILICON_RELEASE)" \
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"$(RELEASE_FOLDER)" || true
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@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
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# Elimina las carpetas temporales
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$(RMDIR) "$(RELEASE_FOLDER)"
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linux:
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@echo "Compilando para Linux: $(TARGET_NAME)"
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$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
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strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
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linux_debug:
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@echo "Compilando version debug para Linux: $(TARGET_NAME)_debug"
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$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
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linux_release:
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@echo "Creando release para Linux - Version: $(VERSION)"
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# Elimina carpetas previas
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$(RMDIR) "$(RELEASE_FOLDER)"
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# Crea la carpeta temporal para realizar el lanzamiento
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$(MKDIR) "$(RELEASE_FOLDER)"
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# Copia ficheros
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cp -R shaders "$(RELEASE_FOLDER)"
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cp LICENSE "$(RELEASE_FOLDER)"
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cp README.md "$(RELEASE_FOLDER)"
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# Compila
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$(CXX) $(APP_SOURCES) $(INCLUDES) -DRELEASE_BUILD $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)"
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strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)" --strip-unneeded
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# Empaqueta ficheros
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$(RMFILE) "$(LINUX_RELEASE)"
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tar -czvf "$(LINUX_RELEASE)" -C "$(RELEASE_FOLDER)" .
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@echo "Release creado: $(LINUX_RELEASE)"
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# Elimina la carpeta temporal
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$(RMDIR) "$(RELEASE_FOLDER)"
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# Regla para mostrar la versión actual
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show_version:
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@echo "Version actual: $(VERSION)"
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# Regla de ayuda
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help:
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@echo "Makefile para Shadertoy"
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@echo "Comandos disponibles:"
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@echo " windows - Compilar para Windows"
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@echo " windows_debug - Compilar debug para Windows"
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@echo " windows_release - Crear release completo para Windows"
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@echo " linux - Compilar para Linux"
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@echo " linux_debug - Compilar debug para Linux"
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@echo " linux_release - Crear release completo para Linux"
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@echo " macos - Compilar para macOS"
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@echo " macos_debug - Compilar debug para macOS"
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@echo " macos_release - Crear release completo para macOS"
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@echo " show_version - Mostrar version actual ($(VERSION))"
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@echo " help - Mostrar esta ayuda"
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.PHONY: windows windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release show_version help
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FORCE:
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