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Start to build Scol using CMAKE

Tools

Common to all platforms

  • CMake (While installing, allow CMake to add the CMake directory to the PATH)
  • Visual Studio Community 2015 Update 3
  • Tortoise SVN (or any SVN client)
  • Tortoise git (or any Git client too)
  • Yasm (download the exe version, rename it to "yasm.exe" and add its location to the PATH)
  • Nasm (once installed, add its location to the PATH)

Windows target

The minimum compiler supported is the one in Visual Studio 2015.
You can try with a newer version at your own risks !

Android target from Windows

  • Android Studio
    Launch Android Studio and go to File > Settings > Appearance & Behaviour > System Settings > Android SDK. In the SDK Tools tab, check the LLDB, CMake and NDK (not "NDK") boxes to install these components
  • MSYS2 (once installed, launch msys2.exe and install make with the command "pacman -S make")

Our target API is 19.

Linux target

TODO.

Mac OS target

TODO.

Get the Scol sources

Scol uses Subversion for source control and you can use your SVN client to get the source code.

So first retrieve the sources from "https://svn.openspace3d.com/trunk/", accept the certificate and go take some coffee.
The source directories contains most of the dependencies, and since some of them are modified they are provided in the sources.

Some sources like curl use Git as source control and are downloaded when building, so make sure it's installed before building the project

Dependencies search paths

Windows

Once you get the sources, you can execute "setWindowsSearchPaths.bat" in the dependencies directory.
!!WARNING!! when you execute the bat file using the mouse the current directory is wrong.
You need to start a DOS command line "cmd.exe" as administrator and go to the dependencies directory to start the bat file manually.

This will add needed environment variables and paths.

Additionally, you need to add the folders where you installed Nasm and Yasm to your Path environment variable

Android

Add these variables to the environment variables
  • ANDROID_HOME : path/to/sdk
  • ANDROID_SDK_HOME : path/to/sdk
  • ANDROID_SDK : path/to/sdk
  • ANDROID_NDK : path/to/ndk
  • CMAKE : path/to/cmake

Then you should add these variables into the PATH:

%ANDROID_NDK%;%ANDROID_SDK%\tools;%ANDROID_SDK%\platform-tools;%CMAKE%;

Build needed dependencies

From Windows, for Windows

The following instructions are written to compile for 32 bits Windows. To compile for 64 bits Windows, use the 64 bits toolchain for each CMake configuration, and replace every instance of "x86" by "x64" in the instructions below.

Launch cmake-gui from a Visual Studio command line (it configures the environment so you can build things correctly)
  1. Specify the source folder to trunk/dependencies and the build to trunk/dependencies/build/windows/x86
  2. Hit Configure. In the message box, select your Visual Studio version as generator, and select "Specify toolchain file for cross-compiling". On the next screen, select trunk/dependencies/CMake/toolchain/win32.toolchain.cmake as the toolchain (for 64 bits, select the 64 bits variant of your VS version, and select trunk/dependencies/CMake/toolchain/win64.toolchain.cmake as the toolchain). This first configure will take a long time since it will download and compile some of the basic dependencies (probably about an hour depending on the power.

You will see a list of categories, under which are variables to tweak build parameters.
The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies.
Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring,
we need to make several build passes, in order to build said "sub-dependencies" before the dependencies that depend on them.

  1. Leave all variables at their default values.
  2. Keep hitting Configure until no variables are highlighted in red.
  3. Hit Generate to generate a Visual Studio project.
  4. Build the project in Visual Studio (Build->Batch Build, check debug and release for "INSTALL" configuration).
  5. When the build is done, in CMake, check HYDRAX and SKYX under SCOLDEPS (leave the other variables as they are).
  6. Hit Configure again. When configuring is done, you will see new variables appear in red. Leave them at their default values.
  7. Repeat steps 2 to 4.
  8. HYDRAX / SKYX build might fail due to header conflicts. To solve them, in Visual Studio :
    1. In the solution explorer, open the properties of the RenderSystem_Direct3D11 project.
    2. In the properties window, Select All configurations.
    3. Under Configuration Properties > C/C++ > General, modify the Other include directories entry.
    4. In the directories list, move the directory at the bottom all the way to the top.
    5. Save the changes.
    6. Repeat the same steps for the RenderSystem_Direct3D9 project.
    7. Re-run the build.
  9. Optionnal: Check SCOLDEPS_BUILD_TUIO and SCOLDEPS_BUILD_TUIO, hit configure and repeat steps 2 to 4.

Now every required dependency should be built. The ones that we left unchecked aren't needed.

From Windows, for Android

Supported ABIs : armeabi-v7a, arm64-v8a, x86, x86_64
Android API version : 19 (21 for 64 bits ABIs)

Do the same as for Windows target, but
  • If you did not already make a Windows build, run trunk/dependencies/boost/bootstrap.bat from a Visual Studio command line
  • Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target ABI> (More generally, replace every instance of "windows/x86" in the build and install paths by "android/<target ABI>")
  • Specify the generator : "NMake"
  • The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.<target ABI>.toolchain.cmake
  • When building the Scol dependencies uncheck CAUDIO_ENABLE_REROUTE_STL_ALLOCATIONS
  • Build dependencies with "nmake install" command from a Visual Studio command line.

Build the Scol project

As for the dependencies:

Windows target

  • Set source folder to trunk/scol and build folder to trunk/scol/build/windows/x86
  • Hit configure and provide the toolchain, the same as for the dependencies
  • Generate and build from Visual Studio

Android target

  • Open the project in trunk/scol/android with Android Studio
  • Sync Gradle files (Files > Sync Project with Gradle Files)
  • Launch the build with Build > Make Project

Start your new plugin

Source paths

Start by creating a directory with your new plugin name in the trunk/scol/plugins folder.
For example trunk/scol/plugins/myPlugin

Usually we prefer to separate the sources and the includes.
So creates a "src" and "include" directory in your plugin folder.

Creates the empty files you will need for your project, usually :
- include/myplugin.h for your classes declaration
- src/myplugin.cpp for your classes definition
- src/scolplugin.cpp for the Scol binding functions

Dependencies

If your project need an external SDK or dependencies, add then in the trunk/dependencies directory.
Then create a findMydepname.cmake file in trunk\scol\CMake\Packages.
You can copy and change an existing Find.cmake file to make yours.
Start from a simple one like FindMyo.cmake for example.

Cmake files

It's time to creates the CMAKE script for your plugin.

Create a "CMakeLists.txt" file in the plugin directory.
trunk/scol/plugins/myPlugin/CMakeLists.txt

And edit the file with a text editor.

#-------------------------------------------------------------------
# This file is part of the CMake build system for Scol
#
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.
#-------------------------------------------------------------------

############################################################
# CmakeList file for Myplugin
############################################################

#Your project name
PROJECT(myPLugin)

# define header and source files for the library
set (MYPLUGIN_HEADER_FILES
  include/myplugin.h
)

set (MYPLUGIN_SOURCE_FILES
  src/myplugin.cpp
  src/scolplugin.cpp
)

# Add includes directories from dependencies
#  include_directories(include ${MYDEP_INCLUDE_DIRS})

# Add definition for P4 optimizations, warnings removal.
add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D)

# Add dependencies libraries
#  set(LIBRARIES
#    ${MYDEP_LIBRARIES}
#    ${ZLIB_LIBRARIES}
#    ${PNG_LIBRARIES}
#  )

# setup Scol plugin target
add_library(myPLugin
  ${Scol_LIB_TYPE}
  ${MYPLUGIN_HEADER_FILES}
  ${MYPLUGIN_SOURCE_FILES}
)
add_dependencies(myPLugin kernel)

# set the dll version.
set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR})
target_link_libraries(myPLugin ${LIBRARIES})

# install Scol
scol_config_plugin(myPLugin)
install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin)

Now we need to declare this new plugin in the common Scol cmake files.
Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following.

If you don't have dependencies.

option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE)

If you have depencies

cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE)

Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following.

# Configure myPlugin plugin build
if (Scol_BUILD_MYPLUGIN)
  add_subdirectory(myPlugin)
endif ()

Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following

# Find MyDep
find_package(MYDEP)
macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "")

Almost done

Open the CMAKE-gui again.
Hit the "Configure button" and check if you found your plugin in the scol group.
Then hit the generate button, and open the scol.sln project again.

You should have the project added in Visual Studio.

Updated by arkeon over 3 years ago · 45 revisions