# CMakeLists.txt cmake_minimum_required(VERSION 3.10) project(shadertoy VERSION 1.00) # Estàndard de C++ set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD_REQUIRED True) # Política CMP0072: usar GLVND (libOpenGL/libGLX) en lloc de la libGL clàssica. cmake_policy(SET CMP0072 NEW) set(OpenGL_GL_PREFERENCE GLVND) # Opció per a empaquetat de bundle macOS (.app). El Makefile la passa amb -DMACOS_BUNDLE=ON. option(MACOS_BUNDLE "Build for macOS .app bundle (rpath into ../Frameworks)" OFF) # --- LISTA EXPLÍCITA DE FUENTES --- set(APP_SOURCES source/main.cpp source/rendering/shader_backend.cpp source/rendering/opengl_shader_backend.cpp source/rendering/sdl3gpu/sdl3gpu_shader_backend.cpp source/audio/jail_audio.cpp ) # Fuentes de librerías de terceros set(EXTERNAL_SOURCES source/external/glad/src/glad.c source/external/stb_vorbis_impl.cpp ) # Configuració de SDL3 find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3) message(STATUS "SDL3 trobat: ${SDL3_INCLUDE_DIRS}") # --- COMPILACIÓ DE SHADERS (Vulkan SPIR-V) --- # Es fa a cada build: compile_shaders.cmake fa check de timestamps, no # recompila el que ja està al dia. find_program(GLSLC_EXE NAMES glslc) if(GLSLC_EXE) message(STATUS "glslc trobat: ${GLSLC_EXE}") add_custom_target(compile_shaders ALL COMMAND ${CMAKE_COMMAND} -D GLSLC=${GLSLC_EXE} -D SHADERS_DIR=${CMAKE_SOURCE_DIR}/data/shaders -P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_shaders.cmake WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} COMMENT "Compiling .vk.glsl shaders to SPIR-V") else() message(STATUS "glslc no trobat — el target compile_shaders no estarà disponible") endif() # --- RECURSO DE WINDOWS (icona) --- # A Windows compilem release/windows/shadertoy.rc amb windres via CMake. # El .rc fa referència a icon.ico per nom; afegim --include-dir perquè el # trobi a release/icons/. if(WIN32) enable_language(RC) set(WIN_RC_FILE ${CMAKE_SOURCE_DIR}/release/windows/shadertoy.rc) set_source_files_properties(${WIN_RC_FILE} PROPERTIES COMPILE_FLAGS "--include-dir=${CMAKE_SOURCE_DIR}/release/icons") list(APPEND APP_SOURCES ${WIN_RC_FILE}) endif() # --- AÑADIR EJECUTABLE --- add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES}) # --- DIRECTORIOS DE INCLUSIÓN --- target_include_directories(${PROJECT_NAME} PUBLIC "${CMAKE_SOURCE_DIR}/source" "${CMAKE_SOURCE_DIR}/source/external/glad/include" "${CMAKE_SOURCE_DIR}/source/external" ) # Enllaçar la llibreria SDL3 target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3) # --- CONFIGURACIÓ PLATAFORMES I COMPILADOR --- # Flags de compilació target_compile_options(${PROJECT_NAME} PRIVATE -Wall) target_compile_options(${PROJECT_NAME} PRIVATE $<$:-Os -ffunction-sections -fdata-sections>) # Definir _DEBUG en mode Debug target_compile_definitions(${PROJECT_NAME} PRIVATE $<$:_DEBUG>) # Configuració específica per a cada plataforma if(WIN32) 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) if(NOT CMAKE_OSX_ARCHITECTURES) set(CMAKE_OSX_ARCHITECTURES "arm64") endif() if(MACOS_BUNDLE) target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE) target_link_options(${PROJECT_NAME} PRIVATE -rpath @executable_path/../Frameworks/ ) endif() elseif(UNIX AND NOT APPLE) target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD) endif() # Configuració comuna per a OpenGL if(NOT WIN32) find_package(OpenGL REQUIRED) if(OPENGL_FOUND) message(STATUS "OpenGL trobat: ${OPENGL_LIBRARIES}") target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES}) else() message(FATAL_ERROR "OpenGL no trobat") endif() endif() # El binari surt a l'arrel del projecte (com fins ara). set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})