arreglos en make i cmake per estandaritzar amb la resta de projectes

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-17 12:59:57 +02:00
parent e941502615
commit 671583ebbe
5 changed files with 209 additions and 324 deletions

View File

@@ -396,3 +396,35 @@ if(CPPCHECK_EXE)
else()
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
endif()
# --- EINA STANDALONE: pack_resources ---
# Executable auxiliar que empaqueta `data/` a `resources.pack`.
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
# cmake --build build --target pack_resources
# Després executar: ./build/pack_resources data resources.pack
if(NOT EMSCRIPTEN)
add_executable(pack_resources EXCLUDE_FROM_ALL
tools/pack_resources/pack_resources.cpp
source/core/resources/resource_pack.cpp
)
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
target_compile_options(pack_resources PRIVATE -Wall)
# Regeneració automàtica de resources.pack en cada build si canvia data/.
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
set(RESOURCE_PACK "${CMAKE_SOURCE_DIR}/resources.pack")
add_custom_command(
OUTPUT ${RESOURCE_PACK}
COMMAND $<TARGET_FILE:pack_resources>
"${CMAKE_SOURCE_DIR}/data"
"${RESOURCE_PACK}"
DEPENDS pack_resources ${DATA_FILES}
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
COMMENT "Empaquetant data/ → resources.pack"
VERBATIM
)
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
add_dependencies(${PROJECT_NAME} resource_pack)
endif()

250
Makefile
View File

@@ -2,7 +2,6 @@
# DIRECTORIES
# ==============================================================================
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# ==============================================================================
# TARGET NAMES
@@ -22,8 +21,14 @@ RESOURCE_FILE := release/windows/coffee.res
# ==============================================================================
# TOOLS
# ==============================================================================
DIR_PACK_TOOL := $(DIR_TOOLS)pack_resources
SHADER_SCRIPT := $(DIR_ROOT)tools/shaders/compile_spirv.sh
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
SHADERS_DIR := $(DIR_ROOT)data/shaders
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu
ifeq ($(OS),Windows_NT)
GLSLC := $(shell where glslc 2>NUL)
else
GLSLC := $(shell command -v glslc 2>/dev/null)
endif
# ==============================================================================
# VERSION (extraída de defines.hpp)
@@ -58,9 +63,13 @@ endif
ifeq ($(OS),Windows_NT)
WIN_TARGET_FILE := $(DIR_ROOT)$(APP_NAME)
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
else
WIN_TARGET_FILE := $(TARGET_FILE)
WIN_RELEASE_FILE := $(RELEASE_FILE)
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
endif
# ==============================================================================
@@ -70,7 +79,6 @@ WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.z
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
RASPI_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-raspberry.tar.gz
# ==============================================================================
# PLATAFORMA
@@ -87,15 +95,24 @@ else
UNAME_S := $(shell uname -s)
endif
# ==============================================================================
# CMAKE GENERATOR (Windows needs explicit MinGW Makefiles generator)
# ==============================================================================
ifeq ($(OS),Windows_NT)
CMAKE_GEN := -G "MinGW Makefiles"
else
CMAKE_GEN :=
endif
# ==============================================================================
# COMPILACIÓN CON CMAKE
# ==============================================================================
all:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
debug:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug
@cmake --build build
# ==============================================================================
@@ -103,41 +120,43 @@ debug:
# ==============================================================================
release:
ifeq ($(OS),Windows_NT)
@"$(MAKE)" windows_release
@"$(MAKE)" _windows_release
else
ifeq ($(UNAME_S),Darwin)
@$(MAKE) macos_release
@$(MAKE) _macos_release
else
@$(MAKE) linux_release
@$(MAKE) _linux_release
endif
endif
# ==============================================================================
# REGLAS PARA HERRAMIENTA DE EMPAQUETADO Y RESOURCES.PACK
# EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
# ==============================================================================
pack_tool:
@$(MAKE) -C $(DIR_PACK_TOOL)
resources.pack:
@$(MAKE) -C $(DIR_PACK_TOOL) pack
pack:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
@cmake --build build --target pack_resources
@./build/pack_resources data resources.pack
# ==============================================================================
# COMPILACIÓN DE SHADERS
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
# ==============================================================================
spirv:
@echo "Compilando shaders SPIR-V..."
$(SHADER_SCRIPT)
compile_shaders:
ifdef GLSLC
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
else
@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
endif
# ==============================================================================
# COMPILACIÓN PARA WINDOWS (RELEASE)
# ==============================================================================
windows_release:
@$(MAKE) resources.pack
_windows_release:
@$(MAKE) pack
@echo off
@echo Creando release para Windows - Version: $(VERSION)
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
@@ -153,7 +172,7 @@ windows_release:
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE).exe'"
@powershell -Command "Copy-Item -Path '$(TARGET_FILE)' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip
@@ -167,8 +186,8 @@ windows_release:
# ==============================================================================
# COMPILACIÓN PARA MACOS (RELEASE)
# ==============================================================================
macos_release:
@$(MAKE) resources.pack
_macos_release:
@$(MAKE) pack
@echo "Creando release para macOS - Version: $(VERSION)"
# Verificar e instalar create-dmg si es necesario
@@ -257,12 +276,12 @@ macos_release:
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE)
# ==============================================================================
linux_release:
@$(MAKE) resources.pack
_linux_release:
@$(MAKE) pack
@echo "Creando release para Linux - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
@@ -285,139 +304,6 @@ linux_release:
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA LINUX (RELEASE CON INTEGRACIÓN DESKTOP)
# ==============================================================================
linux_release_desktop:
@$(MAKE) resources.pack
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpetas previas y recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la estructura de directorios estándar para Linux
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps"
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
# Copia ficheros del juego
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
# Copia el ejecutable
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
# Crea el archivo .desktop
@echo '[Desktop Entry]' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Version=1.0' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Type=Application' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Name=$(APP_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Comment=Arcade action game - defend Earth from alien invasion!' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Exec=/opt/$(TARGET_NAME)/bin/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Icon=$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Path=/opt/$(TARGET_NAME)/share/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Terminal=false' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'StartupNotify=true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Categories=Game;ArcadeGame;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
# Copia el icono (si existe) y lo redimensiona si es necesario
@if [ -f "release/icons/icon.png" ]; then \
if command -v magick >/dev/null 2>&1; then \
magick "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick)"; \
elif command -v convert >/dev/null 2>&1; then \
convert "release/icons/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono redimensionado de release/icons/icon.png (usando ImageMagick legacy)"; \
elif command -v ffmpeg >/dev/null 2>&1; then \
ffmpeg -i "release/icons/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
echo "Icono redimensionado de release/icons/icon.png (usando ffmpeg)"; \
else \
cp "release/icons/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
fi; \
else \
echo "Advertencia: No se encontró release/icons/icon.png - crear icono manualmente"; \
fi
# Crea script de instalación
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp -R bin /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp -R share /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp LICENSE /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp README.md /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /usr/share/applications' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo mkdir -p /usr/share/icons/hicolor/256x256/apps' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo cp /opt/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png /usr/share/icons/hicolor/256x256/apps/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "$(APP_NAME) instalado correctamente!"' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
@echo 'echo "Ya puedes encontrarlo en el menu de aplicaciones en la categoria Juegos."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
# Crea script de desinstalación
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'echo "Desinstalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -rf /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -f /usr/share/applications/$(TARGET_NAME).desktop' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo rm -f /usr/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
@echo 'echo "$(APP_NAME) desinstalado correctamente."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
# Empaqueta ficheros
$(RMFILE) "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
tar -czvf "$(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
@echo "Release con integracion desktop creado: $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA RASPBERRY PI (RELEASE)
# ==============================================================================
raspi_release:
@$(MAKE) resources.pack
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
# Compila con cmake
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build
# Elimina carpetas previas y recrea (crea dist/ si no existe)
$(RMDIR) "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R config "$(RELEASE_FOLDER)"
cp resources.pack "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(RASPI_RELEASE)"
tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
@echo "Release creado: $(RASPI_RELEASE)"
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
# ==============================================================================
# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
# ==============================================================================
@@ -440,25 +326,45 @@ wasm:
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
@echo "Deployed to maverick"
# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm_debug/.
wasm_debug:
@echo "Compilando WebAssembly Debug - Version: $(VERSION) ($(GIT_HASH))"
docker run --rm \
--user $(shell id -u):$(shell id -g) \
-v $(DIR_ROOT):/src \
-w /src \
emscripten/emsdk:latest \
bash -c "emcmake cmake -S . -B build/wasm_debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm_debug"
$(MKDIR) "$(DIST_DIR)/wasm_debug"
cp build/wasm_debug/$(TARGET_NAME).html $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).js $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm_debug/
cp build/wasm_debug/$(TARGET_NAME).data $(DIST_DIR)/wasm_debug/
@echo "Output: $(DIST_DIR)/wasm_debug/"
# ==============================================================================
# CODE QUALITY (delegados a cmake)
# ==============================================================================
format:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target format
format-check:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target format-check
tidy:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target tidy
tidy-fix:
@cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target tidy-fix
cppcheck:
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release
@cmake --build build --target cppcheck
# ==============================================================================
# DESCARGA DE GAMECONTROLLERDB
# ==============================================================================
@@ -484,26 +390,22 @@ help:
@echo ""
@echo " Release:"
@echo " make release - Crear release (detecta SO automaticamente)"
@echo " make windows_release - Crear release para Windows"
@echo " make linux_release - Crear release basico para Linux"
@echo " make linux_release_desktop - Crear release con integracion desktop para Linux"
@echo " make macos_release - Crear release para macOS"
@echo " make raspi_release - Crear release para Raspberry Pi"
@echo " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
@echo " make wasm_debug - Build WebAssembly Debug local (sin deploy)"
@echo ""
@echo " Herramientas:"
@echo " make spirv - Compilar shaders SPIR-V"
@echo " make pack_tool - Compilar herramienta de empaquetado"
@echo " make resources.pack - Generar pack de recursos desde data/"
@echo " make compile_shaders - Compilar shaders SPIR-V"
@echo " make pack - Empaquetar recursos a resources.pack"
@echo ""
@echo " Calidad de codigo:"
@echo " make format - Formatear codigo con clang-format"
@echo " make format-check - Verificar formato sin modificar"
@echo " make tidy - Analisis estatico con clang-tidy"
@echo " make tidy-fix - Analisis estatico con auto-fix"
@echo " make cppcheck - Analisis estatico con cppcheck"
@echo ""
@echo " Otros:"
@echo " make show_version - Mostrar version actual ($(VERSION))"
@echo " make help - Mostrar esta ayuda"
.PHONY: all debug release windows_release macos_release linux_release linux_release_desktop raspi_release wasm pack_tool resources.pack spirv format format-check tidy tidy-fix controllerdb show_version help
.PHONY: all debug release _windows_release _macos_release _linux_release wasm wasm_debug pack compile_shaders format format-check tidy tidy-fix cppcheck controllerdb show_version help

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@@ -1,85 +0,0 @@
# Makefile para herramientas de Coffee Crisis Arcade Edition
# =========================================================
# Variables
CXX := g++
CXXFLAGS := -std=c++20 -Wall -Os -I../../source
SOURCES := pack_resources.cpp ../../source/core/resources/resource_pack.cpp
TARGET := pack_resources
CLEAN_FILES := pack_resources *.pack *.o
# Detectar sistema operativo
ifeq ($(OS),Windows_NT)
DETECTED_OS := Windows
TARGET := $(TARGET).exe
CLEAN_CMD := del /Q
FixPath = $(subst /,\\,$1)
else
DETECTED_OS := $(shell uname -s)
CLEAN_CMD := rm -f
FixPath = $1
endif
# Reglas principales
.PHONY: all pack_tool pack clean help test_pack
# Compilar herramienta de empaquetado
all: pack_tool
pack_tool:
@echo "Compilando herramienta de empaquetado para $(DETECTED_OS)..."
$(CXX) $(CXXFLAGS) $(SOURCES) -o $(TARGET)
@echo "✓ Herramienta compilada: $(TARGET)"
# Limpiar archivos generados
clean:
@echo "Limpiando archivos generados..."
$(CLEAN_CMD) $(call FixPath,$(CLEAN_FILES))
@echo "✓ Archivos limpiados"
# Crear pack de recursos final (invocado desde Makefile raíz)
pack: pack_tool
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\..\data ..\..\resources.pack
else
./$(TARGET) ../../data ../../resources.pack
endif
# Crear pack de recursos de prueba
test_pack: pack_tool
@echo "Creando pack de recursos de prueba..."
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\..\data test_resources.pack
else
./$(TARGET) ../../data test_resources.pack
endif
@echo "✓ Pack de prueba creado: test_resources.pack"
# Crear pack de recursos final
create_pack: pack_tool
@echo "Creando pack de recursos final..."
ifeq ($(OS),Windows_NT)
.\$(TARGET) ..\..\data ..\..\resources.pack
else
./$(TARGET) ../../data ../../resources.pack
endif
@echo "✓ Pack final creado: ../../resources.pack"
# Mostrar ayuda
help:
@echo "Makefile para herramientas de Coffee Crisis Arcade Edition"
@echo "========================================================="
@echo ""
@echo "Comandos disponibles:"
@echo " all - Compilar herramienta de empaquetado (por defecto)"
@echo " pack_tool - Compilar herramienta de empaquetado"
@echo " test_pack - Crear pack de recursos de prueba"
@echo " create_pack - Crear pack de recursos final"
@echo " clean - Limpiar archivos generados"
@echo " help - Mostrar esta ayuda"
@echo ""
@echo "Ejemplos de uso:"
@echo " make # Compilar herramienta"
@echo " make test_pack # Crear pack de prueba"
@echo " make create_pack # Crear pack final"
@echo " make clean # Limpiar archivos"

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@@ -0,0 +1,101 @@
# compile_spirv.cmake
# Compila shaders GLSL a SPIR-V y genera headers C++ embebibles.
# Multiplataforma: Windows, macOS, Linux (no requiere bash, xxd ni /tmp/).
#
# Invocado por CMakeLists.txt con:
# cmake -D GLSLC=<path> -D SHADERS_DIR=<path> -D HEADERS_DIR=<path> -P compile_spirv.cmake
#
# También puede ejecutarse manualmente desde la raíz del proyecto:
# cmake -D GLSLC=glslc -D SHADERS_DIR=data/shaders -D HEADERS_DIR=source/core/rendering/sdl3gpu -P tools/shaders/compile_spirv.cmake
cmake_minimum_required(VERSION 3.10)
cmake_policy(SET CMP0007 NEW)
# Lista de shaders: fuente relativa a SHADERS_DIR
set(SHADER_SOURCES
"postfx.vert"
"postfx.frag"
"upscale.frag"
"downscale.frag"
"crtpi_frag.glsl"
)
# Nombre de la variable C++ para cada shader (mismo orden)
set(SHADER_VARS
"kpostfx_vert_spv"
"kpostfx_frag_spv"
"kupscale_frag_spv"
"kdownscale_frag_spv"
"kcrtpi_frag_spv"
)
# Flags extra de glslc para cada shader (vacío si no hay)
set(SHADER_FLAGS
""
""
""
""
"-fshader-stage=frag"
)
list(LENGTH SHADER_SOURCES NUM_SHADERS)
math(EXPR LAST_IDX "${NUM_SHADERS} - 1")
foreach(IDX RANGE ${LAST_IDX})
list(GET SHADER_SOURCES ${IDX} SRC_NAME)
list(GET SHADER_VARS ${IDX} VAR)
list(GET SHADER_FLAGS ${IDX} EXTRA_FLAG)
# Derivar nombre del header desde la variable: kpostfx_vert_spv → postfx_vert_spv.h
string(REGEX REPLACE "^k" "" HDR_BASE "${VAR}")
set(SRC "${SHADERS_DIR}/${SRC_NAME}")
set(SPV "${HEADERS_DIR}/${HDR_BASE}.spv")
set(HDR "${HEADERS_DIR}/${HDR_BASE}.h")
message(STATUS "Compilando ${SRC} ...")
if(EXTRA_FLAG)
execute_process(
COMMAND "${GLSLC}" "${EXTRA_FLAG}" "${SRC}" -o "${SPV}"
RESULT_VARIABLE GLSLC_RESULT
ERROR_VARIABLE GLSLC_ERROR
)
else()
execute_process(
COMMAND "${GLSLC}" "${SRC}" -o "${SPV}"
RESULT_VARIABLE GLSLC_RESULT
ERROR_VARIABLE GLSLC_ERROR
)
endif()
if(NOT GLSLC_RESULT EQUAL 0)
message(FATAL_ERROR "glslc falló para ${SRC}:\n${GLSLC_ERROR}")
endif()
# Leer binario SPV como hex (sin separadores: "0302230700...")
file(READ "${SPV}" HEX_DATA HEX)
# Dividir en pares de caracteres hex → lista de bytes
string(REGEX MATCHALL ".." BYTES "${HEX_DATA}")
list(LENGTH BYTES NUM_BYTES)
# Construir el cuerpo del array C++ con un byte por línea
set(ARRAY_BODY "")
foreach(BYTE ${BYTES})
string(APPEND ARRAY_BODY " 0x${BYTE},\n")
endforeach()
file(WRITE "${HDR}"
"#pragma once\n"
"#include <cstddef>\n"
"#include <cstdint>\n"
"static const uint8_t ${VAR}[] = {\n"
"${ARRAY_BODY}"
"};\n"
"static const size_t ${VAR}_size = ${NUM_BYTES};\n"
)
file(REMOVE "${SPV}")
message(STATUS " -> ${HDR} (${NUM_BYTES} bytes)")
endforeach()
message(STATUS "Shaders SPIR-V compilados correctamente.")

View File

@@ -1,65 +0,0 @@
#!/usr/bin/env bash
# Compile Vulkan GLSL shaders to SPIR-V and update the C++ headers used by SDL3GPUShader.
# Required: glslc (from Vulkan SDK or: brew install glslang / apt install glslang-tools)
#
# Run from the project root: tools/shaders/compile_spirv.sh
set -e
SHADERS_DIR="data/shaders"
HEADERS_DIR="source/core/rendering/sdl3gpu"
if ! command -v glslc &> /dev/null; then
echo "ERROR: glslc not found. Install Vulkan SDK or run:"
echo " macOS: brew install glslang"
echo " Linux: sudo apt install glslang-tools"
exit 1
fi
echo "Compiling SPIR-V shaders..."
glslc "${SHADERS_DIR}/postfx.vert" -o /tmp/postfx.vert.spv
glslc "${SHADERS_DIR}/postfx.frag" -o /tmp/postfx.frag.spv
glslc -fshader-stage=fragment "${SHADERS_DIR}/crtpi_frag.glsl" -o /tmp/crtpi_frag.spv
glslc "${SHADERS_DIR}/upscale.frag" -o /tmp/upscale.frag.spv
glslc "${SHADERS_DIR}/downscale.frag" -o /tmp/downscale.frag.spv
echo "Generating C++ headers..."
xxd -i /tmp/postfx.vert.spv | \
sed 's/unsigned char .*postfx_vert_spv\[\]/static const uint8_t kpostfx_vert_spv[]/' | \
sed 's/unsigned int .*postfx_vert_spv_len/static const size_t kpostfx_vert_spv_size/' \
> "${HEADERS_DIR}/postfx_vert_spv.h"
xxd -i /tmp/postfx.frag.spv | \
sed 's/unsigned char .*postfx_frag_spv\[\]/static const uint8_t kpostfx_frag_spv[]/' | \
sed 's/unsigned int .*postfx_frag_spv_len/static const size_t kpostfx_frag_spv_size/' \
> "${HEADERS_DIR}/postfx_frag_spv.h"
xxd -i /tmp/crtpi_frag.spv | \
sed 's/unsigned char .*crtpi_frag_spv\[\]/static const uint8_t kcrtpi_frag_spv[]/' | \
sed 's/unsigned int .*crtpi_frag_spv_len/static const size_t kcrtpi_frag_spv_size/' \
> "${HEADERS_DIR}/crtpi_frag_spv.h"
xxd -i /tmp/upscale.frag.spv | \
sed 's/unsigned char .*upscale_frag_spv\[\]/static const uint8_t kupscale_frag_spv[]/' | \
sed 's/unsigned int .*upscale_frag_spv_len/static const size_t kupscale_frag_spv_size/' \
> "${HEADERS_DIR}/upscale_frag_spv.h"
xxd -i /tmp/downscale.frag.spv | \
sed 's/unsigned char .*downscale_frag_spv\[\]/static const uint8_t kdownscale_frag_spv[]/' | \
sed 's/unsigned int .*downscale_frag_spv_len/static const size_t kdownscale_frag_spv_size/' \
> "${HEADERS_DIR}/downscale_frag_spv.h"
# Prepend required includes to the headers
for f in "${HEADERS_DIR}/postfx_vert_spv.h" "${HEADERS_DIR}/postfx_frag_spv.h" "${HEADERS_DIR}/crtpi_frag_spv.h" "${HEADERS_DIR}/upscale_frag_spv.h" "${HEADERS_DIR}/downscale_frag_spv.h"; do
echo -e "#pragma once\n#include <cstdint>\n#include <cstddef>\n$(cat "$f")" > "$f"
done
echo "Done. Headers updated in ${HEADERS_DIR}/"
echo " postfx_vert_spv.h"
echo " postfx_frag_spv.h"
echo " crtpi_frag_spv.h"
echo " upscale_frag_spv.h"
echo " downscale_frag_spv.h"
echo "Rebuild the project to use the new shaders."