cmake_minimum_required(VERSION 3.20) project(vibe3_physics) # Establecer el estándar de C++ set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD_REQUIRED ON) # Opciones comunes de compilación set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall -Os -ffunction-sections -fdata-sections") # Buscar SDL3 automáticamente find_package(SDL3 REQUIRED) # Si no se encuentra SDL3, generar un error if (NOT SDL3_FOUND) message(FATAL_ERROR "SDL3 no encontrado. Por favor, verifica su instalación.") endif() # Buscar SDL3_ttf find_package(SDL3_ttf REQUIRED) # Si no se encuentra SDL3_ttf, generar un error if (NOT SDL3_ttf_FOUND) message(FATAL_ERROR "SDL3_ttf no encontrado. Por favor, verifica su instalación.") endif() # ---- Shader compilation (non-Apple only: Vulkan/SPIRV) ---- if(NOT APPLE) find_program(GLSLC glslc HINTS "$ENV{VULKAN_SDK}/bin" "$ENV{VULKAN_SDK}/Bin") if(NOT GLSLC) message(FATAL_ERROR "glslc not found. Install the Vulkan SDK and ensure glslc is on PATH.") endif() set(SHADER_SRC_DIR "${CMAKE_SOURCE_DIR}/shaders") set(SHADER_GEN_DIR "${CMAKE_BINARY_DIR}/generated_shaders") file(MAKE_DIRECTORY "${SHADER_GEN_DIR}") set(SPIRV_HEADERS) foreach(SHADER sprite_vert sprite_frag postfx_vert postfx_frag ball_vert) if(SHADER MATCHES "_vert$") set(STAGE_FLAG "-fshader-stage=vertex") else() set(STAGE_FLAG "-fshader-stage=fragment") endif() string(REGEX REPLACE "_vert$" ".vert" GLSL_NAME "${SHADER}") string(REGEX REPLACE "_frag$" ".frag" GLSL_NAME "${GLSL_NAME}") set(GLSL_FILE "${SHADER_SRC_DIR}/${GLSL_NAME}") set(SPV_FILE "${SHADER_GEN_DIR}/${SHADER}.spv") set(H_FILE "${SHADER_GEN_DIR}/${SHADER}_spv.h") add_custom_command( OUTPUT "${H_FILE}" COMMAND "${GLSLC}" ${STAGE_FLAG} -o "${SPV_FILE}" "${GLSL_FILE}" COMMAND "${CMAKE_COMMAND}" -DINPUT="${SPV_FILE}" -DOUTPUT="${H_FILE}" -DVAR_NAME="k${SHADER}_spv" -P "${CMAKE_SOURCE_DIR}/cmake/spv_to_header.cmake" DEPENDS "${GLSL_FILE}" COMMENT "Compiling ${GLSL_NAME} to SPIRV" ) list(APPEND SPIRV_HEADERS "${H_FILE}") endforeach() add_custom_target(shaders ALL DEPENDS ${SPIRV_HEADERS}) endif() # Archivos fuente (excluir main_old.cpp) file(GLOB SOURCE_FILES source/*.cpp source/external/*.cpp source/boids_mgr/*.cpp source/gpu/*.cpp source/input/*.cpp source/scene/*.cpp source/shapes/*.cpp source/shapes_mgr/*.cpp source/state/*.cpp source/themes/*.cpp source/text/*.cpp source/ui/*.cpp) list(REMOVE_ITEM SOURCE_FILES "${CMAKE_SOURCE_DIR}/source/main_old.cpp") # Comprobar si se encontraron archivos fuente if(NOT SOURCE_FILES) message(FATAL_ERROR "No se encontraron archivos fuente en el directorio 'source/'. Verifica la ruta.") endif() # Detectar la plataforma y configuraciones específicas if(WIN32) set(PLATFORM windows) set(LINK_LIBS SDL3::SDL3 SDL3_ttf::SDL3_ttf mingw32 ws2_32) elseif(UNIX AND NOT APPLE) set(PLATFORM linux) set(LINK_LIBS SDL3::SDL3 SDL3_ttf::SDL3_ttf) elseif(APPLE) set(PLATFORM macos) set(LINK_LIBS SDL3::SDL3 SDL3_ttf::SDL3_ttf) endif() # Incluir directorios de SDL3 y SDL3_ttf include_directories(${SDL3_INCLUDE_DIRS} ${SDL3_ttf_INCLUDE_DIRS}) # Incluir directorio source/ para poder usar includes desde la raíz del proyecto include_directories(${CMAKE_SOURCE_DIR}/source) # Añadir el ejecutable reutilizando el nombre del proyecto add_executable(${PROJECT_NAME} ${SOURCE_FILES}) # Especificar la ubicación del ejecutable (en la raíz del proyecto) set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR}) # Enlazar las bibliotecas necesarias target_link_libraries(${PROJECT_NAME} ${LINK_LIBS}) if(NOT APPLE) add_dependencies(${PROJECT_NAME} shaders) target_include_directories(${PROJECT_NAME} PRIVATE "${SHADER_GEN_DIR}") endif() # Tool: pack_resources add_executable(pack_resources tools/pack_resources.cpp source/resource_pack.cpp) target_include_directories(pack_resources PRIVATE ${CMAKE_SOURCE_DIR}/source) set_target_properties(pack_resources PROPERTIES RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/tools")