Files
vibe3_physics/CMakeLists.txt
Sergio Valor 5b4a970157 feat(macos): suport Metal per GpuShaderPreset via spirv-cross
- CMakeLists: bloc if(APPLE) que transpila .spv → .spv.msl amb spirv-cross
- gpu_shader_preset: carrega MSL (main0) a macOS, SPIR-V (main) a la resta
- Afegeix null-terminator als buffers MSL (SDL3 els tracta com C-string)
- README: secció de dependències de shaders per plataforma (Vulkan SDK, spirv-cross)
- Inclou .spv.msl generats per ntsc-md-rainbows

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-20 13:54:05 +01:00

176 lines
6.5 KiB
CMake

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 ${SPIRV_HEADERS})
# External runtime shaders: auto-discover and compile data/shaders/**/*.vert/*.frag
# Output: <source>.spv alongside each source file (loaded at runtime by GpuShaderPreset)
file(GLOB_RECURSE DATA_SHADERS
"${CMAKE_SOURCE_DIR}/data/shaders/**/*.vert"
"${CMAKE_SOURCE_DIR}/data/shaders/**/*.frag")
set(DATA_SHADER_SPVS)
foreach(SHADER_FILE ${DATA_SHADERS})
get_filename_component(SHADER_EXT "${SHADER_FILE}" EXT)
if(SHADER_EXT STREQUAL ".vert")
set(STAGE_FLAG "-fshader-stage=vertex")
else()
set(STAGE_FLAG "-fshader-stage=fragment")
endif()
set(SPV_FILE "${SHADER_FILE}.spv")
add_custom_command(
OUTPUT "${SPV_FILE}"
COMMAND "${GLSLC}" ${STAGE_FLAG} -o "${SPV_FILE}" "${SHADER_FILE}"
DEPENDS "${SHADER_FILE}"
COMMENT "Compiling ${SHADER_FILE}"
)
list(APPEND DATA_SHADER_SPVS "${SPV_FILE}")
endforeach()
if(DATA_SHADER_SPVS)
add_custom_target(data_shaders ALL DEPENDS ${DATA_SHADER_SPVS})
endif()
endif()
# macOS: transpile .spv → .msl for GpuShaderPreset
if(APPLE)
find_program(SPIRV_CROSS spirv-cross)
if(SPIRV_CROSS)
file(GLOB_RECURSE DATA_SHADER_SPVS
"${CMAKE_SOURCE_DIR}/data/shaders/*.vert.spv"
"${CMAKE_SOURCE_DIR}/data/shaders/*.frag.spv"
)
set(DATA_SHADER_MSLS)
foreach(SPV_FILE ${DATA_SHADER_SPVS})
set(MSL_FILE "${SPV_FILE}.msl")
add_custom_command(
OUTPUT "${MSL_FILE}"
COMMAND "${SPIRV_CROSS}" --msl --output "${MSL_FILE}" "${SPV_FILE}"
DEPENDS "${SPV_FILE}"
COMMENT "Transpiling ${SPV_FILE} to MSL"
)
list(APPEND DATA_SHADER_MSLS "${MSL_FILE}")
endforeach()
if(DATA_SHADER_MSLS)
add_custom_target(data_shader_msls ALL DEPENDS ${DATA_SHADER_MSLS})
endif()
else()
message(STATUS "spirv-cross not found — GpuShaderPreset will not work on macOS (run: brew install spirv-cross)")
endif()
endif()
# Archivos fuente (excluir main_old.cpp)
file(GLOB SOURCE_FILES source/*.cpp source/external/*.cpp source/boids_mgr/*.cpp source/gpu/*.cpp source/input/*.cpp source/scene/*.cpp source/shapes/*.cpp source/shapes_mgr/*.cpp source/state/*.cpp source/themes/*.cpp source/text/*.cpp source/ui/*.cpp)
list(REMOVE_ITEM SOURCE_FILES "${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}")
if(TARGET data_shaders)
add_dependencies(${PROJECT_NAME} data_shaders)
endif()
endif()
if(APPLE AND TARGET data_shader_msls)
add_dependencies(${PROJECT_NAME} data_shader_msls)
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")