# 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 RESOURCE_FILE := release/shadertoy.res # 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 \ third_party/jail_audio.cpp # Includes INCLUDES := -Isrc -Ithird_party/glad/include -Ithird_party # 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" windres release/shadertoy.rc -O coff -o $(RESOURCE_FILE) $(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(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 powershell Copy-Item -Path "data" -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 el recurso de icono @windres release/shadertoy.rc -O coff -o $(RESOURCE_FILE) # Compila $(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(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/Frameworks" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS" $(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" # Copia carpetas y ficheros cp -R shaders "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks" cp release/icon.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources" cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents" cp LICENSE "$(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)" -rpath @executable_path/../Frameworks/ -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 "$(RELEASE_FOLDER)" cp -R data "$(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: