primera implementacio de postfx
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+42
-20
@@ -8,12 +8,6 @@ set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD_REQUIRED True)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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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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# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
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find_package(Git QUIET)
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@@ -118,21 +112,61 @@ set(EXTERNAL_SOURCES
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# Fuentes del sistema de renderizado
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set(RENDERING_SOURCES
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source/rendering/opengl/opengl_shader.cpp
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source/rendering/sdl3gpu/sdl3gpu_shader.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: ${SDL3_INCLUDE_DIRS}")
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal) ---
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if(NOT APPLE)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
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set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
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set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_vert_spv.h")
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set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu/postfx_frag_spv.h")
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if(GLSLC_EXE)
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add_custom_command(
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OUTPUT "${SHADER_VERT_H}" "${SHADER_FRAG_H}"
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COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
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DEPENDS "${SHADER_VERT_SRC}" "${SHADER_FRAG_SRC}"
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WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
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COMMENT "Compilando shaders SPIR-V..."
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)
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add_custom_target(shaders DEPENDS "${SHADER_VERT_H}" "${SHADER_FRAG_H}")
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message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
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else()
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if(NOT EXISTS "${SHADER_VERT_H}" OR NOT EXISTS "${SHADER_FRAG_H}")
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message(FATAL_ERROR
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"glslc no encontrado y headers SPIR-V no existen.\n"
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" Instala glslc: sudo apt install glslang-tools (Linux)\n"
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" choco install vulkan-sdk (Windows)\n"
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" O genera los headers manualmente: tools/shaders/compile_spirv.sh"
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)
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else()
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message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
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endif()
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endif()
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else()
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message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
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endif()
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# --- 2. AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
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if(NOT APPLE AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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# --- 3. 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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"${CMAKE_SOURCE_DIR}/source/external"
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"${CMAKE_SOURCE_DIR}/source/rendering"
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"${CMAKE_SOURCE_DIR}/source/rendering/sdl3gpu"
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"${CMAKE_BINARY_DIR}"
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)
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@@ -155,26 +189,14 @@ 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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target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
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elseif(APPLE)
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target_compile_definitions(${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 ${OPENGL_LIBRARIES})
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else()
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message(FATAL_ERROR "OpenGL no encontrado")
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endif()
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endif()
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# Especificar la ubicación del ejecutable
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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