corregits cmake i makefile

This commit is contained in:
2025-10-25 11:31:32 +02:00
parent 992dc2c942
commit f86da327ff
3 changed files with 295 additions and 132 deletions

8
.gitignore vendored
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@@ -5,7 +5,6 @@
/CMakeFiles/
/CMakeCache.txt
/cmake_install.cmake
/Makefile
/*.cmake
/*.obj
/*.o
@@ -29,9 +28,16 @@ third_party/**/build/
third_party/**/CMakeFiles/
third_party/**/CMakeCache.txt
# Release artifacts
shadertoy_release/
*.zip
*.tar.gz
*.dmg
# IDEs and editors
.vscode/
.idea/
.claude/
*.suo
*.user
*.userprefs

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@@ -1,143 +1,77 @@
cmake_minimum_required(VERSION 3.14)
project(shadertoy_sdl3 LANGUAGES C CXX)
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(shadertoy VERSION 1.00)
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# 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()
# 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.
cmake_policy(SET CMP0072 NEW)
set(OpenGL_GL_PREFERENCE GLVND)
# 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
)
set_target_properties(glad_src PROPERTIES LINKER_LANGUAGE C)
# Executable
add_executable(shadertoy_sdl3
# --- LISTA EXPLÍCITA DE FUENTES ---
set(APP_SOURCES
src/main.cpp
)
target_include_directories(shadertoy_sdl3 PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/third_party/glad/include)
# SDL3
find_package(SDL3 REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE glad_src SDL3::SDL3)
# Fuentes de librerías de terceros
set(EXTERNAL_SOURCES
third_party/glad/src/glad.c
)
# Platform-specific flags and linkers (try to mimic your Makefile)
# Configuración de SDL3
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
# --- AÑADIR EJECUTABLE ---
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
# --- DIRECTORIOS DE INCLUSIÓN ---
target_include_directories(${PROJECT_NAME} PUBLIC
"${CMAKE_SOURCE_DIR}/src"
"${CMAKE_SOURCE_DIR}/third_party/glad/include"
)
# Enlazar la librería SDL3
target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
# --- CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
# Configuración de flags de compilación
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
# Definir _DEBUG en modo Debug
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
# Configuración específica para cada plataforma
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)
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)
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
endif()
else()
# 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()
# Configuración común para OpenGL
if(NOT WIN32)
find_package(OpenGL REQUIRED)
target_link_libraries(shadertoy_sdl3 PRIVATE OpenGL::GL)
if(OPENGL_FOUND)
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no encontrado")
endif()
endif()
# Ensure RUNTIME output directory for single-config builds (Release/Debug)
set_target_properties(shadertoy_sdl3 PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${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()
# Especificar la ubicación del ejecutable en la raíz del proyecto
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})

223
Makefile Normal file
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@@ -0,0 +1,223 @@
# Directorios
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)src)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
# Variables
TARGET_NAME := shadertoy
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
APP_NAME := Shadertoy
RELEASE_FOLDER := shadertoy_release
# Versión automática basada en la fecha actual (específica por SO)
ifeq ($(OS),Windows_NT)
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
else
VERSION := $(shell date +%Y-%m-%d)
endif
# Variables específicas para Windows (usando APP_NAME)
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
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 := \
src/main.cpp \
third_party/glad/src/glad.c
# Includes
INCLUDES := -Isrc -Ithird_party/glad/include
# 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 ($(UNAME_S),Darwin)
CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
LDFLAGS += -framework OpenGL
# Configurar arquitectura (por defecto arm64, como en CMake)
CXXFLAGS += -arch arm64
CXXFLAGS_DEBUG += -arch arm64
endif
endif
# Reglas para compilación
windows:
@echo off
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
windows_debug:
@echo off
@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
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 "$(RELEASE_FOLDER)" -ItemType Directory}
# Copia la carpeta 'shaders'
powershell Copy-Item -Path "shaders" -Destination "$(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\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(APP_SOURCES) $(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)"
# Verificar e instalar create-dmg si es necesario
@which create-dmg > /dev/null || (echo "Instalando create-dmg..." && brew install create-dmg)
# 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/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
# Copia carpetas y ficheros
cp -R shaders "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# 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)" -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 \
--volname "$(APP_NAME)" \
--window-pos 200 120 \
--window-size 720 300 \
--icon-size 96 \
--text-size 12 \
--icon "$(APP_NAME).app" 278 102 \
--icon "LICENSE" 441 102 \
--icon "README.md" 604 102 \
--app-drop-link 115 102 \
--hide-extension "$(APP_NAME).app" \
"$(MACOS_APPLE_SILICON_RELEASE)" \
"$(RELEASE_FOLDER)" || true
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
# Elimina las carpetas temporales
$(RMDIR) "$(RELEASE_FOLDER)"
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 shaders "$(RELEASE_FOLDER)"
cp LICENSE "$(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: $(VERSION)"
# Regla de ayuda
help:
@echo "Makefile para Shadertoy"
@echo "Comandos disponibles:"
@echo " windows - Compilar para Windows"
@echo " windows_debug - Compilar debug para Windows"
@echo " windows_release - Crear release completo para Windows"
@echo " linux - Compilar para Linux"
@echo " linux_debug - Compilar debug para Linux"
@echo " linux_release - Crear release completo para Linux"
@echo " macos - Compilar para macOS"
@echo " macos_debug - Compilar debug para macOS"
@echo " macos_release - Crear release completo para macOS"
@echo " show_version - Mostrar version actual ($(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: