310 lines
12 KiB
CMake
310 lines
12 KiB
CMake
# CMakeLists.txt
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cmake_minimum_required(VERSION 3.10)
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project(coffee_crisis VERSION 1.00)
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# Tipus de build per defecte (Debug) si no se n'ha especificat cap
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if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
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set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
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endif()
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# Configuración de compilador para MinGW en Windows
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if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
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set(CMAKE_CXX_COMPILER "g++")
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set(CMAKE_C_COMPILER "gcc")
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endif()
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# Establecer estándar 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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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Configuración global de flags de compilación
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
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set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
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# Define el directorio de los archivos fuente
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set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")
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# Cargar todos los archivos fuente en DIR_SOURCES (recursivo, sin external/)
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file(GLOB_RECURSE SOURCES CONFIGURE_DEPENDS "${DIR_SOURCES}/*.cpp")
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list(FILTER SOURCES EXCLUDE REGEX "${DIR_SOURCES}/external/.*")
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# En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2).
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# Define NO_SHADERS más abajo y filtra el fuente aquí.
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if(EMSCRIPTEN)
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list(REMOVE_ITEM SOURCES "${DIR_SOURCES}/core/rendering/sdl3gpu/sdl3gpu_shader.cpp")
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endif()
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# Verificar si se encontraron archivos fuente
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if(NOT SOURCES)
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message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}.")
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endif()
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# Configuración de SDL3
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if(EMSCRIPTEN)
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# En Emscripten, SDL3 se compila desde source con FetchContent
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include(FetchContent)
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FetchContent_Declare(
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SDL3
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-3.4.4
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GIT_SHALLOW TRUE
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)
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set(SDL_SHARED OFF CACHE BOOL "" FORCE)
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set(SDL_STATIC ON CACHE BOOL "" FORCE)
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set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
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FetchContent_MakeAvailable(SDL3)
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message(STATUS "SDL3 compilado desde source para Emscripten")
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else()
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find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
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message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
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endif()
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# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) ---
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if(NOT APPLE AND NOT EMSCRIPTEN)
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find_program(GLSLC_EXE NAMES glslc)
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set(SHADER_VERT_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.vert")
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set(SHADER_FRAG_SRC "${CMAKE_SOURCE_DIR}/data/shaders/postfx.frag")
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set(SHADER_CRTPI_SRC "${CMAKE_SOURCE_DIR}/data/shaders/crtpi_frag.glsl")
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set(SHADER_UPSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/upscale.frag")
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set(SHADER_DOWNSCALE_SRC "${CMAKE_SOURCE_DIR}/data/shaders/downscale.frag")
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set(SHADER_VERT_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/postfx_vert_spv.h")
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set(SHADER_FRAG_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/postfx_frag_spv.h")
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set(SHADER_CRTPI_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/crtpi_frag_spv.h")
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set(SHADER_UPSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/upscale_frag_spv.h")
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set(SHADER_DOWNSCALE_H "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv/downscale_frag_spv.h")
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set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
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if(GLSLC_EXE)
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set(COMPILE_SHADER_SCRIPT "${CMAKE_SOURCE_DIR}/tools/shaders/compile_shader.cmake")
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macro(add_shader SRC_FILE OUT_H VAR_NAME)
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cmake_parse_arguments(S "" "STAGE" "" ${ARGN})
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add_custom_command(
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OUTPUT "${OUT_H}"
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COMMAND ${CMAKE_COMMAND}
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"-DGLSLC=${GLSLC_EXE}"
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"-DSRC=${SRC_FILE}"
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"-DOUT_H=${OUT_H}"
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"-DVAR=${VAR_NAME}"
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"-DSTAGE=${S_STAGE}"
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-P "${COMPILE_SHADER_SCRIPT}"
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DEPENDS "${SRC_FILE}" "${COMPILE_SHADER_SCRIPT}"
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COMMENT "Compilando shader: ${VAR_NAME}"
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)
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endmacro()
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add_shader("${SHADER_VERT_SRC}" "${SHADER_VERT_H}" "postfx_vert_spv")
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add_shader("${SHADER_FRAG_SRC}" "${SHADER_FRAG_H}" "postfx_frag_spv")
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add_shader("${SHADER_CRTPI_SRC}" "${SHADER_CRTPI_H}" "crtpi_frag_spv" STAGE fragment)
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add_shader("${SHADER_UPSCALE_SRC}" "${SHADER_UPSCALE_H}" "upscale_frag_spv")
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add_shader("${SHADER_DOWNSCALE_SRC}" "${SHADER_DOWNSCALE_H}" "downscale_frag_spv")
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add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
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message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
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else()
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foreach(_h IN LISTS ALL_SHADER_HEADERS)
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if(NOT EXISTS "${_h}")
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message(FATAL_ERROR
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"glslc no encontrado y header SPIR-V no existe: ${_h}\n"
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" Instala glslc: sudo apt install glslang-tools (Linux)\n"
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" choco install vulkan-sdk (Windows)"
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)
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endif()
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endforeach()
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message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
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endif()
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else()
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if(EMSCRIPTEN)
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message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)")
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else()
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message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal inline)")
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endif()
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endif()
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# Añadir ejecutable principal
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add_executable(${PROJECT_NAME} ${SOURCES})
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if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
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add_dependencies(${PROJECT_NAME} shaders)
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endif()
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# Includes relatius a source/ (p.e. `#include "core/rendering/texture.h"`)
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target_include_directories(${PROJECT_NAME} PRIVATE ${DIR_SOURCES})
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# Configuración de salida: el ejecutable principal va a la raíz del proyecto.
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# Per-target (no global) perquè `pack_resources` acabe a `build/` com la resta
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# de projectes.
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if(NOT EMSCRIPTEN)
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set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
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endif()
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# Añadir definiciones de compilación dependiendo del tipo de build
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target_compile_definitions(${PROJECT_NAME} PRIVATE
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$<$<CONFIG:DEBUG>:DEBUG PAUSE>
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$<$<CONFIG:RELEASE>:RELEASE_BUILD>
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)
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# Enlazar bibliotecas
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# Configuración específica para cada plataforma
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if(WIN32)
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target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
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target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 gdi32 winmm imm32 ole32 version)
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elseif(APPLE)
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target_compile_definitions(${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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-framework SDL3
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-F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64
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-rpath @executable_path/../Frameworks/
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)
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endif()
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elseif(EMSCRIPTEN)
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target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
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# En wasm NO empaquetamos un resources.pack: el propio --preload-file de
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# emscripten ya hace el mismo trabajo (bundle del directorio en un .data),
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# así que metemos directamente 'data' y dejamos que el Resource lea por
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# filesystem (MEMFS). Evita doble empaquetado y el uso de memoria extra.
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target_link_options(${PROJECT_NAME} PRIVATE
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
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"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt@/gamecontrollerdb.txt"
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-sALLOW_MEMORY_GROWTH=1
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-sMAX_WEBGL_VERSION=2
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)
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set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
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elseif(UNIX AND NOT APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
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target_link_options(${PROJECT_NAME} PRIVATE -Wl,--gc-sections)
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endif()
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# ==============================================================================
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# STATIC ANALYSIS TARGETS
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# ==============================================================================
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find_program(CLANG_TIDY_EXE NAMES clang-tidy)
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find_program(CLANG_FORMAT_EXE NAMES clang-format)
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find_program(CPPCHECK_EXE NAMES cppcheck)
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# Recopilar todos los archivos fuente para analisis
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file(GLOB_RECURSE ALL_SOURCE_FILES
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"${CMAKE_SOURCE_DIR}/source/*.cpp"
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"${CMAKE_SOURCE_DIR}/source/*.h"
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)
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set(CLANG_TIDY_SOURCES ${ALL_SOURCE_FILES})
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set(FORMAT_SOURCES ${ALL_SOURCE_FILES})
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# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
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set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
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list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
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list(FILTER CPPCHECK_SOURCES EXCLUDE REGEX ".*/source/external/.*")
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# Targets de clang-tidy
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if(CLANG_TIDY_EXE)
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add_custom_target(tidy
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COMMAND ${CLANG_TIDY_EXE}
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-p ${CMAKE_BINARY_DIR}
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${CLANG_TIDY_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-tidy..."
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)
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add_custom_target(tidy-fix
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COMMAND ${CLANG_TIDY_EXE}
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-p ${CMAKE_BINARY_DIR}
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--fix
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${CLANG_TIDY_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-tidy with fixes..."
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)
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else()
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message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
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endif()
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# Targets de clang-format
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if(CLANG_FORMAT_EXE)
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add_custom_target(format
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COMMAND ${CLANG_FORMAT_EXE}
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-i
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${FORMAT_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running clang-format..."
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)
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add_custom_target(format-check
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COMMAND ${CLANG_FORMAT_EXE}
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--dry-run
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--Werror
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${FORMAT_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Checking clang-format..."
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)
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else()
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message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
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endif()
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# Target de cppcheck
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if(CPPCHECK_EXE)
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add_custom_target(cppcheck
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COMMAND ${CPPCHECK_EXE}
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--enable=warning,style,performance,portability
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--std=c++20
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--language=c++
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--inline-suppr
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--suppress=missingIncludeSystem
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--suppress=toomanyconfigs
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--suppress=*:*/source/external/*
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--quiet
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-I ${CMAKE_SOURCE_DIR}/source
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${CPPCHECK_SOURCES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Running cppcheck..."
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)
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else()
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message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
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endif()
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# --- EINA STANDALONE: pack_resources ---
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# Executable auxiliar que empaqueta `data/` a `resources.pack`.
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# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
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# cmake --build build --target pack_resources
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# Després executar: ./build/pack_resources data resources.pack
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if(NOT EMSCRIPTEN)
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add_executable(pack_resources EXCLUDE_FROM_ALL
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tools/pack_resources/pack_resources.cpp
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source/core/resources/resource_pack.cpp
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)
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target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
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target_compile_options(pack_resources PRIVATE -Wall)
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# Regeneració automàtica de resources.pack en cada build si canvia data/.
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file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
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set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
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add_custom_command(
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OUTPUT ${RESOURCE_PACK}
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COMMAND $<TARGET_FILE:pack_resources>
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"${CMAKE_SOURCE_DIR}/data"
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"${RESOURCE_PACK}"
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DEPENDS pack_resources ${DATA_FILES}
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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COMMENT "Empaquetant data/ → resources.pack"
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VERBATIM
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)
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add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
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add_dependencies(${PROJECT_NAME} resource_pack)
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endif()
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