Compare commits
3 Commits
2025-10-21
...
8d17b6c047
| Author | SHA1 | Date | |
|---|---|---|---|
| 8d17b6c047 | |||
| 98a16148cc | |||
| f86da327ff |
10
.gitignore
vendored
10
.gitignore
vendored
@@ -5,7 +5,6 @@
|
||||
/CMakeFiles/
|
||||
/CMakeCache.txt
|
||||
/cmake_install.cmake
|
||||
/Makefile
|
||||
/*.cmake
|
||||
/*.obj
|
||||
/*.o
|
||||
@@ -20,7 +19,7 @@
|
||||
|
||||
# Generated by CMake/IDE
|
||||
/compile_commands.json
|
||||
/.ninja*
|
||||
/.ninja*
|
||||
/_deps/
|
||||
/install_manifest.txt
|
||||
|
||||
@@ -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
|
||||
|
||||
194
CMakeLists.txt
194
CMakeLists.txt
@@ -1,143 +1,77 @@
|
||||
cmake_minimum_required(VERSION 3.14)
|
||||
project(shadertoy_sdl3 LANGUAGES C CXX)
|
||||
# CMakeLists.txt
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||||
|
||||
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
|
||||
# --- LISTA EXPLÍCITA DE FUENTES ---
|
||||
set(APP_SOURCES
|
||||
src/main.cpp
|
||||
)
|
||||
set_target_properties(glad_src PROPERTIES LINKER_LANGUAGE C)
|
||||
|
||||
# Executable
|
||||
add_executable(shadertoy_sdl3
|
||||
src/main.cpp
|
||||
# Fuentes de librerías de terceros
|
||||
set(EXTERNAL_SOURCES
|
||||
third_party/glad/src/glad.c
|
||||
)
|
||||
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)
|
||||
# Configuración de SDL3
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
|
||||
# Platform-specific flags and linkers (try to mimic your Makefile)
|
||||
# --- AÑADIR EJECUTABLE ---
|
||||
add_executable(${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)
|
||||
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} ${CORE_VIDEO_LIBRARY})
|
||||
target_compile_options(shadertoy_sdl3 PRIVATE -arch arm64)
|
||||
else()
|
||||
target_compile_definitions(${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()
|
||||
|
||||
# Configuración común para OpenGL
|
||||
if(NOT WIN32)
|
||||
find_package(OpenGL REQUIRED)
|
||||
target_link_libraries(shadertoy_sdl3 PRIVATE OpenGL::GL)
|
||||
endif()
|
||||
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
223
Makefile
Normal file
@@ -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:
|
||||
12
src/defines.hpp
Normal file
12
src/defines.hpp
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
// Nombre de la aplicación
|
||||
constexpr const char* APP_NAME = "Shadertoy";
|
||||
|
||||
// Tamaño de ventana por defecto
|
||||
constexpr int WINDOW_WIDTH = 800;
|
||||
constexpr int WINDOW_HEIGHT = 800;
|
||||
|
||||
// Rutas
|
||||
constexpr const char* SHADERS_FOLDER = "shaders";
|
||||
constexpr const char* DEFAULT_SHADER = "shaders/test.frag.glsl";
|
||||
263
src/main.cpp
263
src/main.cpp
@@ -4,11 +4,14 @@
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#include <type_traits>
|
||||
#include <filesystem>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <glad/glad.h>
|
||||
|
||||
#include "defines.hpp"
|
||||
|
||||
// Simple logger compatible con el estilo que usas
|
||||
struct Logger {
|
||||
static void info(const std::string& s) { std::cout << "[INFO] " << s << '\n'; }
|
||||
@@ -32,8 +35,12 @@ struct DisplayMonitor {
|
||||
static DisplayMonitor display_monitor_;
|
||||
static SDL_Window* window_ = nullptr;
|
||||
|
||||
// Constante por defecto del fragment shader
|
||||
static constexpr const char* DEFAULT_FRAG = "shaders/test.frag.glsl";
|
||||
// Sistema de shaders
|
||||
static std::vector<std::filesystem::path> shader_list_;
|
||||
static size_t current_shader_index_ = 0;
|
||||
static std::filesystem::path shaders_directory_;
|
||||
static GLuint current_program_ = 0;
|
||||
static Uint32 shader_start_ticks_ = 0;
|
||||
|
||||
// Vertex shader embebido
|
||||
static const char* vertexShaderSrc = R"glsl(
|
||||
@@ -56,6 +63,38 @@ static bool loadFileToString(const std::filesystem::path& path, std::string& out
|
||||
return true;
|
||||
}
|
||||
|
||||
static std::vector<std::filesystem::path> scanShaderDirectory(const std::filesystem::path& directory) {
|
||||
std::vector<std::filesystem::path> shaders;
|
||||
|
||||
if (!std::filesystem::exists(directory) || !std::filesystem::is_directory(directory)) {
|
||||
Logger::error("Shader directory does not exist: " + directory.string());
|
||||
return shaders;
|
||||
}
|
||||
|
||||
for (const auto& entry : std::filesystem::directory_iterator(directory)) {
|
||||
if (entry.is_regular_file()) {
|
||||
auto ext = entry.path().extension().string();
|
||||
if (ext == ".glsl") {
|
||||
shaders.push_back(entry.path());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Ordenar alfabéticamente
|
||||
std::sort(shaders.begin(), shaders.end());
|
||||
|
||||
Logger::info("Found " + std::to_string(shaders.size()) + " shader(s) in " + directory.string());
|
||||
return shaders;
|
||||
}
|
||||
|
||||
static void updateWindowTitle() {
|
||||
if (!window_ || shader_list_.empty()) return;
|
||||
|
||||
std::string filename = shader_list_[current_shader_index_].filename().string();
|
||||
std::string title = std::string(APP_NAME) + " (" + filename + ")";
|
||||
SDL_SetWindowTitle(window_, title.c_str());
|
||||
}
|
||||
|
||||
static GLuint compileShader(GLenum type, const char* src) {
|
||||
GLuint s = glCreateShader(type);
|
||||
glShaderSource(s, 1, &src, nullptr);
|
||||
@@ -93,6 +132,44 @@ static GLuint linkProgram(GLuint vs, GLuint fs) {
|
||||
return p;
|
||||
}
|
||||
|
||||
static GLuint loadAndCompileShader(size_t index) {
|
||||
if (index >= shader_list_.size()) {
|
||||
Logger::error("Invalid shader index: " + std::to_string(index));
|
||||
return 0;
|
||||
}
|
||||
|
||||
const auto& shaderPath = shader_list_[index];
|
||||
Logger::info("Loading shader: " + shaderPath.string());
|
||||
|
||||
std::string fragSrc;
|
||||
if (!loadFileToString(shaderPath, fragSrc)) {
|
||||
Logger::error("Failed to load shader file: " + shaderPath.string());
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLuint vs = compileShader(GL_VERTEX_SHADER, vertexShaderSrc);
|
||||
GLuint fs = compileShader(GL_FRAGMENT_SHADER, fragSrc.c_str());
|
||||
|
||||
if (!vs || !fs) {
|
||||
if (vs) glDeleteShader(vs);
|
||||
if (fs) glDeleteShader(fs);
|
||||
Logger::error("Shader compilation failed for: " + shaderPath.string());
|
||||
return 0;
|
||||
}
|
||||
|
||||
GLuint program = linkProgram(vs, fs);
|
||||
glDeleteShader(vs);
|
||||
glDeleteShader(fs);
|
||||
|
||||
if (!program) {
|
||||
Logger::error("Program linking failed for: " + shaderPath.string());
|
||||
return 0;
|
||||
}
|
||||
|
||||
Logger::info("Shader loaded successfully: " + shaderPath.filename().string());
|
||||
return program;
|
||||
}
|
||||
|
||||
// --- Funciones basadas en tu código ---
|
||||
void getDisplayInfo() {
|
||||
int num_displays = 0;
|
||||
@@ -120,28 +197,22 @@ void getDisplayInfo() {
|
||||
}
|
||||
|
||||
void setFullscreenMode() {
|
||||
// SDL3: la API acepta un bool para fullscreen (true = fullscreen desktop / exclusive depending on param)
|
||||
// En tu repos tienes Options::video.fullscreen (bool), así lo usamos:
|
||||
if (!window_) return;
|
||||
|
||||
// Si se pide fullscreen = true, preferimos fullscreen exclusivo si se puede ajustar tamaño
|
||||
if (Options_video.fullscreen) {
|
||||
// Si conocemos la resolución nativa, forzamos tamaño de ventana y pedimos fullscreen exclusivo
|
||||
if (display_monitor_.width > 0 && display_monitor_.height > 0) {
|
||||
SDL_SetWindowSize(window_, display_monitor_.width, display_monitor_.height);
|
||||
// SDL3 acepta SDL_SetWindowFullscreen(window, true) para fullscreen; algunos drivers pueden ofrecer exclusive/fullscreen desktop.
|
||||
if (SDL_SetWindowFullscreen(window_, true) != 0) {
|
||||
// fallback: intentar fullscreen desktop (true funciona como desktop fullscreen en muchas implementaciones)
|
||||
Logger::info("SDL_SetWindowFullscreen(exclusive) failed, fallback to fullscreen desktop");
|
||||
SDL_SetWindowFullscreen(window_, true); // ya es el mismo en SDL3; dejamos registro
|
||||
}
|
||||
} else {
|
||||
// desconocemos resolución, pedimos fullscreen desktop
|
||||
SDL_SetWindowFullscreen(window_, true);
|
||||
// Intentar fullscreen
|
||||
if (!SDL_SetWindowFullscreen(window_, true)) {
|
||||
// Fallback: volver a modo ventana si falla
|
||||
Logger::error(std::string("Failed to set fullscreen: ") + SDL_GetError());
|
||||
Logger::info("Fallback to windowed mode 800x800");
|
||||
SDL_SetWindowFullscreen(window_, false);
|
||||
SDL_SetWindowSize(window_, WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
Options_video.fullscreen = false;
|
||||
}
|
||||
} else {
|
||||
// volver a ventana
|
||||
// Volver a modo ventana 800x800
|
||||
SDL_SetWindowFullscreen(window_, false);
|
||||
SDL_SetWindowSize(window_, WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -150,25 +221,53 @@ void toggleFullscreen() {
|
||||
setFullscreenMode();
|
||||
}
|
||||
|
||||
// Manejo de teclas de debug (adaptado a tu estilo)
|
||||
void switchShader(int direction) {
|
||||
if (shader_list_.empty()) return;
|
||||
|
||||
// Calcular nuevo índice con wrap-around cíclico
|
||||
size_t new_index = current_shader_index_;
|
||||
if (direction > 0) {
|
||||
new_index = (current_shader_index_ + 1) % shader_list_.size();
|
||||
} else if (direction < 0) {
|
||||
new_index = (current_shader_index_ == 0) ? shader_list_.size() - 1 : current_shader_index_ - 1;
|
||||
}
|
||||
|
||||
// Intentar cargar el nuevo shader
|
||||
GLuint new_program = loadAndCompileShader(new_index);
|
||||
if (new_program == 0) {
|
||||
Logger::error("Failed to switch shader, keeping current one");
|
||||
return;
|
||||
}
|
||||
|
||||
// Éxito: eliminar programa anterior y actualizar
|
||||
if (current_program_ != 0) {
|
||||
glDeleteProgram(current_program_);
|
||||
}
|
||||
|
||||
current_program_ = new_program;
|
||||
current_shader_index_ = new_index;
|
||||
shader_start_ticks_ = SDL_GetTicks();
|
||||
|
||||
updateWindowTitle();
|
||||
}
|
||||
|
||||
// Manejo de teclas
|
||||
void handleDebugEvents(const SDL_Event& event) {
|
||||
// evitar repetición de teclas: event.key.repeat disponible en SDL3
|
||||
if (event.type == SDL_EVENT_KEY_DOWN && static_cast<int>(event.key.repeat) == 0) {
|
||||
switch (event.key.key) {
|
||||
case SDLK_1: {
|
||||
Logger::info("Key 1 pressed (action placeholder)");
|
||||
break;
|
||||
}
|
||||
case SDLK_2: {
|
||||
static bool deploy_balloons_ = true;
|
||||
deploy_balloons_ = !deploy_balloons_;
|
||||
Logger::info(std::string("Toggle balloons: ") + (deploy_balloons_ ? "on" : "off"));
|
||||
break;
|
||||
}
|
||||
case SDLK_F11: {
|
||||
case SDLK_F3: {
|
||||
toggleFullscreen();
|
||||
break;
|
||||
}
|
||||
case SDLK_LEFT: {
|
||||
switchShader(-1);
|
||||
break;
|
||||
}
|
||||
case SDLK_RIGHT: {
|
||||
switchShader(+1);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@@ -184,7 +283,7 @@ int main(int argc, char** argv) {
|
||||
if (a == "-F" || a == "--fullscreen") { fullscreenFlag = true; continue; }
|
||||
if (shaderPath.empty()) shaderPath = a;
|
||||
}
|
||||
if (shaderPath.empty()) shaderPath = DEFAULT_FRAG;
|
||||
if (shaderPath.empty()) shaderPath = DEFAULT_SHADER;
|
||||
Options_video.fullscreen = fullscreenFlag;
|
||||
|
||||
// Inicializar SDL3
|
||||
@@ -204,8 +303,7 @@ int main(int argc, char** argv) {
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
// Crear ventana
|
||||
int winW = 800, winH = 800;
|
||||
window_ = SDL_CreateWindow("Shadertoy SDL3 + OpenGL", winW, winH, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
window_ = SDL_CreateWindow(APP_NAME, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (!window_) { Logger::error(std::string("SDL_CreateWindow error: ") + SDL_GetError()); SDL_Quit(); return -1; }
|
||||
|
||||
// Aplicar fullscreen si el flag estaba activado
|
||||
@@ -228,41 +326,69 @@ int main(int argc, char** argv) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Localizar y cargar el fragment shader (intenta rutas comunes)
|
||||
std::vector<std::filesystem::path> candidates;
|
||||
candidates.emplace_back(shaderPath);
|
||||
candidates.emplace_back(std::filesystem::path("..") / shaderPath);
|
||||
candidates.emplace_back(std::filesystem::path(".") / shaderPath);
|
||||
if (argc > 0 && argv[0]) {
|
||||
std::filesystem::path exe = argv[0];
|
||||
if (exe.has_parent_path()) {
|
||||
candidates.emplace_back(exe.parent_path() / shaderPath);
|
||||
candidates.emplace_back(exe.parent_path() / ".." / shaderPath);
|
||||
}
|
||||
// Determinar carpeta de shaders
|
||||
std::filesystem::path shaderFile(shaderPath);
|
||||
if (shaderFile.has_parent_path()) {
|
||||
shaders_directory_ = shaderFile.parent_path();
|
||||
} else {
|
||||
shaders_directory_ = SHADERS_FOLDER;
|
||||
}
|
||||
|
||||
std::string fragSrc;
|
||||
std::filesystem::path found;
|
||||
for (auto &p : candidates) {
|
||||
if (loadFileToString(p, fragSrc)) { found = p; break; }
|
||||
}
|
||||
if (found.empty()) {
|
||||
Logger::error("Failed to load fragment shader file. Tried paths:");
|
||||
for (auto &p : candidates) Logger::error(" " + p.string());
|
||||
// Escanear carpeta de shaders
|
||||
shader_list_ = scanShaderDirectory(shaders_directory_);
|
||||
if (shader_list_.empty()) {
|
||||
Logger::error("No shaders found in directory: " + shaders_directory_.string());
|
||||
SDL_GL_DestroyContext(glContext);
|
||||
SDL_DestroyWindow(window_);
|
||||
SDL_Quit();
|
||||
return -1;
|
||||
}
|
||||
Logger::info("Loaded fragment shader from: " + found.string());
|
||||
|
||||
GLuint vs = compileShader(GL_VERTEX_SHADER, vertexShaderSrc);
|
||||
GLuint fs = compileShader(GL_FRAGMENT_SHADER, fragSrc.c_str());
|
||||
if (!vs || !fs) { SDL_GL_DestroyContext(glContext); SDL_DestroyWindow(window_); SDL_Quit(); return -1; }
|
||||
GLuint program = linkProgram(vs, fs);
|
||||
glDeleteShader(vs);
|
||||
glDeleteShader(fs);
|
||||
if (!program) { SDL_GL_DestroyContext(glContext); SDL_DestroyWindow(window_); SDL_Quit(); return -1; }
|
||||
// Determinar shader inicial
|
||||
size_t initial_index = 0;
|
||||
bool found_shader = false;
|
||||
|
||||
// Intentar encontrar el shader especificado
|
||||
std::filesystem::path target_shader = shaderFile.has_parent_path() ? shaderFile : (shaders_directory_ / shaderFile.filename());
|
||||
for (size_t i = 0; i < shader_list_.size(); ++i) {
|
||||
if (shader_list_[i] == target_shader) {
|
||||
initial_index = i;
|
||||
found_shader = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Si no se encuentra, intentar con DEFAULT_SHADER
|
||||
if (!found_shader) {
|
||||
std::filesystem::path default_path(DEFAULT_SHADER);
|
||||
for (size_t i = 0; i < shader_list_.size(); ++i) {
|
||||
if (shader_list_[i] == default_path) {
|
||||
initial_index = i;
|
||||
found_shader = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Si aún no se encuentra, usar el primer shader de la lista
|
||||
if (!found_shader) {
|
||||
Logger::info("Specified shader not found, using first shader in directory");
|
||||
initial_index = 0;
|
||||
}
|
||||
|
||||
// Cargar shader inicial
|
||||
current_shader_index_ = initial_index;
|
||||
current_program_ = loadAndCompileShader(current_shader_index_);
|
||||
if (current_program_ == 0) {
|
||||
Logger::error("Failed to load initial shader");
|
||||
SDL_GL_DestroyContext(glContext);
|
||||
SDL_DestroyWindow(window_);
|
||||
SDL_Quit();
|
||||
return -1;
|
||||
}
|
||||
|
||||
shader_start_ticks_ = SDL_GetTicks();
|
||||
updateWindowTitle();
|
||||
|
||||
// Quad setup
|
||||
float quadVertices[] = {
|
||||
@@ -283,11 +409,7 @@ int main(int argc, char** argv) {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
GLint locRes = glGetUniformLocation(program, "iResolution");
|
||||
GLint locTime = glGetUniformLocation(program, "iTime");
|
||||
|
||||
bool running = true;
|
||||
Uint32 startTicks = SDL_GetTicks();
|
||||
|
||||
while (running) {
|
||||
SDL_Event e;
|
||||
@@ -310,10 +432,15 @@ int main(int argc, char** argv) {
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glUseProgram(program);
|
||||
glUseProgram(current_program_);
|
||||
|
||||
// Obtener uniform locations (se recalculan porque el shader puede cambiar)
|
||||
GLint locRes = glGetUniformLocation(current_program_, "iResolution");
|
||||
GLint locTime = glGetUniformLocation(current_program_, "iTime");
|
||||
|
||||
if (locRes >= 0) glUniform2f(locRes, float(w), float(h));
|
||||
if (locTime >= 0) {
|
||||
float t = (SDL_GetTicks() - startTicks) / 1000.0f;
|
||||
float t = (SDL_GetTicks() - shader_start_ticks_) / 1000.0f;
|
||||
glUniform1f(locTime, t);
|
||||
}
|
||||
|
||||
@@ -328,7 +455,9 @@ int main(int argc, char** argv) {
|
||||
// Cleanup
|
||||
glDeleteBuffers(1, &vbo);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
glDeleteProgram(program);
|
||||
if (current_program_ != 0) {
|
||||
glDeleteProgram(current_program_);
|
||||
}
|
||||
|
||||
SDL_GL_DestroyContext(glContext);
|
||||
SDL_DestroyWindow(window_);
|
||||
|
||||
Reference in New Issue
Block a user