121 lines
4.1 KiB
CMake
121 lines
4.1 KiB
CMake
# 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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# Estàndard de C++
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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# Política CMP0072: usar GLVND (libOpenGL/libGLX) en lloc de la libGL clàssica.
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cmake_policy(SET CMP0072 NEW)
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set(OpenGL_GL_PREFERENCE GLVND)
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# Opció per a empaquetat de bundle macOS (.app). El Makefile la passa amb -DMACOS_BUNDLE=ON.
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option(MACOS_BUNDLE "Build for macOS .app bundle (rpath into ../Frameworks)" OFF)
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# --- LISTA EXPLÍCITA DE FUENTES ---
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set(APP_SOURCES
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source/main.cpp
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source/rendering/shader_backend.cpp
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source/rendering/opengl_shader_backend.cpp
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source/rendering/sdl3gpu/sdl3gpu_shader_backend.cpp
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source/audio/jail_audio.cpp
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)
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# Fuentes de librerías de terceros
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set(EXTERNAL_SOURCES
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source/external/glad/src/glad.c
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source/external/stb_vorbis_impl.cpp
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)
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# Configuració de SDL3
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 trobat: ${SDL3_INCLUDE_DIRS}")
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# --- COMPILACIÓ DE SHADERS (Vulkan SPIR-V) ---
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# Es fa a cada build: compile_shaders.cmake fa check de timestamps, no
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# recompila el que ja està al dia.
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find_program(GLSLC_EXE NAMES glslc)
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if(GLSLC_EXE)
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message(STATUS "glslc trobat: ${GLSLC_EXE}")
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add_custom_target(compile_shaders ALL
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COMMAND ${CMAKE_COMMAND}
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-D GLSLC=${GLSLC_EXE}
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-D SHADERS_DIR=${CMAKE_SOURCE_DIR}/data/shaders
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-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_shaders.cmake
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Compiling .vk.glsl shaders to SPIR-V")
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else()
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message(STATUS "glslc no trobat — el target compile_shaders no estarà disponible")
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endif()
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# --- RECURSO DE WINDOWS (icona) ---
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# A Windows compilem release/windows/shadertoy.rc amb windres via CMake.
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# El .rc fa referència a icon.ico per nom; afegim --include-dir perquè el
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# trobi a release/icons/.
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if(WIN32)
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enable_language(RC)
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set(WIN_RC_FILE ${CMAKE_SOURCE_DIR}/release/windows/shadertoy.rc)
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set_source_files_properties(${WIN_RC_FILE} PROPERTIES
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COMPILE_FLAGS "--include-dir=${CMAKE_SOURCE_DIR}/release/icons")
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list(APPEND APP_SOURCES ${WIN_RC_FILE})
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endif()
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# --- AÑADIR EJECUTABLE ---
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add_executable(${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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"${CMAKE_SOURCE_DIR}/source"
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"${CMAKE_SOURCE_DIR}/source/external/glad/include"
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"${CMAKE_SOURCE_DIR}/source/external"
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)
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# Enllaçar la llibreria SDL3
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# --- CONFIGURACIÓ PLATAFORMES I COMPILADOR ---
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# Flags de compilació
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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 mode Debug
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target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
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# Configuració específica per a cada plataforma
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if(WIN32)
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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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if(NOT CMAKE_OSX_ARCHITECTURES)
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set(CMAKE_OSX_ARCHITECTURES "arm64")
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endif()
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if(MACOS_BUNDLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
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target_link_options(${PROJECT_NAME} PRIVATE
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-rpath @executable_path/../Frameworks/
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)
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endif()
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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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# Configuració comuna per a OpenGL
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if(NOT WIN32)
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find_package(OpenGL REQUIRED)
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if(OPENGL_FOUND)
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message(STATUS "OpenGL trobat: ${OPENGL_LIBRARIES}")
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target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
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else()
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message(FATAL_ERROR "OpenGL no trobat")
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endif()
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endif()
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# El binari surt a l'arrel del projecte (com fins ara).
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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