- Shaders MSL portados desde GLSL (vertex + fragment) - Estructura básica de MetalShader class - Device, command queue, pipeline y buffers creados - CMakeLists.txt actualizado con Metal frameworks - assets.txt incluye shaders .metal como opcionales PENDIENTE: - Implementar render() loop completo - Obtener MTLTexture desde SDL_Texture - Crear sampler state - Testing en macOS real Ver METAL_BACKEND_NOTES.md para detalles de implementación.
192 lines
5.6 KiB
CMake
192 lines
5.6 KiB
CMake
# CMakeLists.txt
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cmake_minimum_required(VERSION 3.10)
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project(coffee_crisis_arcade_edition VERSION 2.00)
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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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# 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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if(GIT_FOUND)
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execute_process(
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COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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OUTPUT_VARIABLE GIT_HASH
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OUTPUT_STRIP_TRAILING_WHITESPACE
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ERROR_QUIET
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)
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else()
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set(GIT_HASH "unknown")
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endif()
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# Configurar archivo de versión
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configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/version.h @ONLY)
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# --- 1. LISTA EXPLÍCITA DE FUENTES ---
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set(APP_SOURCES
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# --- Archivos Principales del Sistema ---
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source/asset.cpp
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source/audio.cpp
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source/director.cpp
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source/global_events.cpp
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source/global_inputs.cpp
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source/input.cpp
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source/lang.cpp
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source/main.cpp
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source/param.cpp
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source/resource.cpp
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source/resource_helper.cpp
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source/resource_loader.cpp
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source/resource_pack.cpp
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source/screen.cpp
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source/text.cpp
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source/writer.cpp
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# --- UI (User Interface) ---
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source/ui/menu_option.cpp
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source/ui/menu_renderer.cpp
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source/ui/notifier.cpp
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source/ui/service_menu.cpp
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source/ui/ui_message.cpp
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source/ui/window_message.cpp
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# --- Lógica del Juego ---
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source/balloon_formations.cpp
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source/balloon_manager.cpp
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source/balloon.cpp
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source/bullet.cpp
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source/bullet_manager.cpp
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source/enter_name.cpp
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source/explosions.cpp
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source/game_logo.cpp
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source/item.cpp
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source/manage_hiscore_table.cpp
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source/player.cpp
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source/scoreboard.cpp
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source/tabe.cpp
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# --- Escenas ---
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source/sections/credits.cpp
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source/sections/game.cpp
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source/sections/hiscore_table.cpp
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source/sections/instructions.cpp
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source/sections/intro.cpp
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source/sections/logo.cpp
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source/sections/title.cpp
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# --- Sprites y Gráficos ---
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source/animated_sprite.cpp
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source/background.cpp
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source/fade.cpp
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source/moving_sprite.cpp
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source/path_sprite.cpp
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source/smart_sprite.cpp
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source/sprite.cpp
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source/texture.cpp
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source/tiled_bg.cpp
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# --- Otros ---
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source/color.cpp
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source/demo.cpp
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source/define_buttons.cpp
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source/difficulty.cpp
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source/input_types.cpp
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source/mouse.cpp
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source/options.cpp
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source/shutdown.cpp
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source/stage.cpp
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source/system_utils.cpp
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source/utils.cpp
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)
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# Fuentes de librerías de terceros
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set(EXTERNAL_SOURCES
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source/external/jail_audio.cpp
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source/external/json.hpp
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source/external/gif.cpp
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)
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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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)
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# Añadir backend de Metal en macOS
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if(APPLE)
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list(APPEND RENDERING_SOURCES
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source/rendering/metal/metal_shader.mm
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)
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message(STATUS "Metal backend habilitado para macOS")
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endif()
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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: ${SDL3_INCLUDE_DIRS}")
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# --- 2. AÑADIR EJECUTABLE ---
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add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES} ${RENDERING_SOURCES})
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# --- 3. DIRECTORIOS DE INCLUSIÓN ---
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target_include_directories(${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_BINARY_DIR}"
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)
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# Enlazar la librería SDL3
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target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
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# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
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# Configuración de flags de compilación
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target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
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target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
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# Definir _DEBUG en modo Debug
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target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
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# Descomentar la siguiente línea para activar el modo grabación de demos
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# target_compile_definitions(${PROJECT_NAME} PRIVATE RECORDING)
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# Configuración específica para cada plataforma
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if(WIN32)
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target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
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target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
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elseif(APPLE)
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target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
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target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
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set(CMAKE_OSX_ARCHITECTURES "arm64")
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# Enlazar frameworks de Metal
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target_link_libraries(${PROJECT_NAME} PRIVATE
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"-framework Metal"
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"-framework QuartzCore"
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)
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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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