99 lines
3.5 KiB
CMake
99 lines
3.5 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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# Establecer estándar de C++
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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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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# --- 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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# 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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# --- COMPILACIÓN DE SHADERS (Vulkan SPIR-V) ---
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find_program(GLSLC_EXE NAMES glslc)
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if(GLSLC_EXE)
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message(STATUS "glslc encontrado: ${GLSLC_EXE}")
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add_custom_target(compile_shaders
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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 ${CMAKE_SOURCE_DIR}
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COMMENT "Compiling .vk.glsl shaders to SPIR-V")
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else()
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message(STATUS "glslc no encontrado — el target compile_shaders no estará disponible")
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endif()
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# --- AÑADIR EJECUTABLE ---
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add_executable(${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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"${CMAKE_SOURCE_DIR}/source/external"
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)
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# Enlazar la librería SDL3
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target_link_libraries(${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(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
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target_link_libraries(${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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# Configuración común para 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 encontrado: ${OPENGL_LIBRARIES}")
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target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
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else()
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message(FATAL_ERROR "OpenGL no encontrado")
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endif()
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endif()
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# Especificar la ubicación del ejecutable en la raíz del proyecto
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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