corregits cmake i makefile
This commit is contained in:
8
.gitignore
vendored
8
.gitignore
vendored
@@ -5,7 +5,6 @@
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/CMakeFiles/
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/CMakeCache.txt
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/cmake_install.cmake
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/Makefile
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/*.cmake
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/*.obj
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/*.o
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@@ -29,9 +28,16 @@ third_party/**/build/
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third_party/**/CMakeFiles/
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third_party/**/CMakeCache.txt
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# Release artifacts
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shadertoy_release/
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*.zip
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*.tar.gz
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*.dmg
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# IDEs and editors
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.vscode/
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.idea/
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.claude/
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*.suo
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*.user
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*.userprefs
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192
CMakeLists.txt
192
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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)
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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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# --- 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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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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# 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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# Platform-specific flags and linkers (try to mimic your Makefile)
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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: ${SDL3_INCLUDE_DIRS}")
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# --- AÑADIR EJECUTABLE ---
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add_executable(${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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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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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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# 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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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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223
Makefile
Normal file
223
Makefile
Normal file
@@ -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 ($(UNAME_S),Darwin)
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CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
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CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
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LDFLAGS += -framework OpenGL
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# Configurar arquitectura (por defecto arm64, como en CMake)
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CXXFLAGS += -arch arm64
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CXXFLAGS_DEBUG += -arch arm64
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endif
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endif
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||||
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# Reglas para compilación
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||||
windows:
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||||
@echo off
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||||
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
|
||||
$(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:
|
||||
Reference in New Issue
Block a user