corregit make release de windows

This commit is contained in:
2026-04-05 18:39:23 +02:00
parent 8538a1047f
commit 673587230e
5 changed files with 90 additions and 10 deletions

1
.gitignore vendored
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@@ -1,4 +1,3 @@
.vscode/
.claude/
.cache/
build/

3
.vscode/settings.json vendored Normal file
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@@ -0,0 +1,3 @@
{
"C_Cpp.default.compileCommands": "${workspaceFolder}/build/compile_commands.json"
}

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@@ -140,13 +140,30 @@ if(NOT APPLE)
set(ALL_SHADER_HEADERS "${SHADER_VERT_H}" "${SHADER_FRAG_H}" "${SHADER_CRTPI_H}" "${SHADER_UPSCALE_H}" "${SHADER_DOWNSCALE_H}")
if(GLSLC_EXE)
add_custom_command(
OUTPUT ${ALL_SHADER_HEADERS}
COMMAND "${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.sh"
DEPENDS ${ALL_SHADER_SOURCES}
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
COMMENT "Compilando shaders SPIR-V..."
)
set(COMPILE_SHADER_SCRIPT "${CMAKE_SOURCE_DIR}/tools/shaders/compile_shader.cmake")
macro(add_shader SRC_FILE OUT_H VAR_NAME)
cmake_parse_arguments(S "" "STAGE" "" ${ARGN})
add_custom_command(
OUTPUT "${OUT_H}"
COMMAND ${CMAKE_COMMAND}
"-DGLSLC=${GLSLC_EXE}"
"-DSRC=${SRC_FILE}"
"-DOUT_H=${OUT_H}"
"-DVAR=${VAR_NAME}"
"-DSTAGE=${S_STAGE}"
-P "${COMPILE_SHADER_SCRIPT}"
DEPENDS "${SRC_FILE}" "${COMPILE_SHADER_SCRIPT}"
COMMENT "Compilando shader: ${VAR_NAME}"
)
endmacro()
add_shader("${SHADER_VERT_SRC}" "${SHADER_VERT_H}" "postfx_vert_spv")
add_shader("${SHADER_FRAG_SRC}" "${SHADER_FRAG_H}" "postfx_frag_spv")
add_shader("${SHADER_CRTPI_SRC}" "${SHADER_CRTPI_H}" "crtpi_frag_spv" STAGE fragment)
add_shader("${SHADER_UPSCALE_SRC}" "${SHADER_UPSCALE_H}" "upscale_frag_spv")
add_shader("${SHADER_DOWNSCALE_SRC}" "${SHADER_DOWNSCALE_H}" "downscale_frag_spv")
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
else()

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@@ -8,7 +8,11 @@ DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
# TARGET NAMES
# ==============================================================================
TARGET_NAME := coffee_crisis_arcade_edition
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
ifeq ($(OS),Windows_NT)
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME).exe
else
TARGET_FILE := $(DIR_ROOT)$(TARGET_NAME)
endif
APP_NAME := Coffee Crisis Arcade Edition
DIST_DIR := dist
RELEASE_FOLDER := dist/_tmp
@@ -138,7 +142,7 @@ 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 '$(WIN_RELEASE_FILE).exe'"
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
# Crea el fichero .zip

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@@ -0,0 +1,57 @@
# compile_shader.cmake
# Compila un shader GLSL a header C++ embebible con datos SPIR-V.
# Funciona en Windows, Linux y macOS sin bash ni herramientas Unix.
#
# Variables requeridas (pasar con -D al invocar cmake -P):
# GLSLC - ruta al ejecutable glslc
# SRC - archivo fuente GLSL
# OUT_H - archivo header de salida
# VAR - nombre base de la variable C++ (e.g. "postfx_vert_spv")
# STAGE - (opcional) stage explícito para glslc (e.g. "fragment")
cmake_minimum_required(VERSION 3.10)
get_filename_component(SRC_NAME "${SRC}" NAME_WE)
get_filename_component(OUT_DIR "${OUT_H}" DIRECTORY)
set(OUT_SPV "${OUT_DIR}/${SRC_NAME}.spv")
# Compilar GLSL → SPIR-V
if(DEFINED STAGE AND NOT STAGE STREQUAL "")
execute_process(
COMMAND "${GLSLC}" "-fshader-stage=${STAGE}" "${SRC}" -o "${OUT_SPV}"
RESULT_VARIABLE RESULT
ERROR_VARIABLE ERROR_MSG
)
else()
execute_process(
COMMAND "${GLSLC}" "${SRC}" -o "${OUT_SPV}"
RESULT_VARIABLE RESULT
ERROR_VARIABLE ERROR_MSG
)
endif()
if(NOT RESULT EQUAL 0)
message(FATAL_ERROR "glslc falló compilando ${SRC}:\n${ERROR_MSG}")
endif()
# Leer binario SPIR-V como cadena hexadecimal
file(READ "${OUT_SPV}" SPV_HEX HEX)
file(REMOVE "${OUT_SPV}")
string(LENGTH "${SPV_HEX}" HEX_LEN)
math(EXPR BYTE_COUNT "${HEX_LEN} / 2")
# Convertir a array C++ con formato " 0xXX,\n" por byte
string(REGEX REPLACE "([0-9a-f][0-9a-f])" " 0x\\1,\n" SPV_BYTES "${SPV_HEX}")
# Eliminar la última coma y sustituir por el "}" de cierre
string(REGEX REPLACE ",\n$" "}" SPV_BYTES "${SPV_BYTES}")
# Escribir el header
file(WRITE "${OUT_H}"
"#pragma once\n"
"#include <cstddef>\n"
"#include <cstdint>\n"
"static const uint8_t k${VAR}[] = {\n"
"${SPV_BYTES};\n"
"static const size_t k${VAR}_size = ${BYTE_COUNT};\n"
)