Start to build Scol using CMAKE » History » Version 22
hector, 01/11/2016 01:44 PM
1 | 1 | arkeon | h1. Start to build Scol using CMAKE |
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4 | 20 | brainsandwich | h2. Tools |
5 | 1 | arkeon | |
6 | 20 | brainsandwich | h3. Common to all platforms |
7 | 1 | arkeon | |
8 | 20 | brainsandwich | * "CMake":http://www.cmake.org/download/ |
9 | * Visual Studio (not free) |
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10 | * "Tortoise SVN":http://tortoisesvn.net/ (or any SVN client) |
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11 | * "Tortoise git":https://code.google.com/p/tortoisegit/ (or any Git client too) |
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12 | 1 | arkeon | |
13 | 20 | brainsandwich | h3. Windows target |
14 | 1 | arkeon | |
15 | 20 | brainsandwich | The minimum compiler supported is the one in Visual Studio 2010. |
16 | You can try with a newer version at your own risks ! |
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17 | 1 | arkeon | |
18 | 20 | brainsandwich | h3. Android target |
19 | 1 | arkeon | |
20 | 20 | brainsandwich | _With standard tools_ |
21 | 1 | arkeon | |
22 | 20 | brainsandwich | i.e. free tools found on the web or provided by Google |
23 | 1 | arkeon | |
24 | 20 | brainsandwich | * "Java Development Kit (JDK)":http://www.oracle.com/technetwork/java/javase/downloads |
25 | * "Android SDK":https://developer.android.com/sdk/installing |
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26 | * "Native Development Kit (NDK)":https://developer.android.com/tools/sdk/ndk |
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27 | * "Apache ANT":http://ant.apache.org/ |
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28 | 1 | arkeon | |
29 | 20 | brainsandwich | _With Tegra Android Development Pack_ |
30 | 10 | brainsandwich | |
31 | 20 | brainsandwich | A package provided by Nvidia to build applications for Android. The download process requires authentication to the Nvidia Developper Network (it's free and not too spammy though) |
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33 | * "TADP":https://developer.nvidia.com/gameworksdownload |
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34 | * On setup, let it download everything or at least the tools described in the previous section. |
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35 | |||
36 | _SDK preparation_ |
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37 | |||
38 | You should launch the SDK to download other tools like emulators for each API you want to target. |
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39 | (Our target API is 17 so you can get any emulator above). |
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40 | |||
41 | h3. Linux target |
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42 | |||
43 | Not supported yet. |
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44 | |||
45 | h3. Mac OS target |
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46 | |||
47 | Not supported yet. |
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48 | |||
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50 | 7 | brainsandwich | h2. Get the Scol sources |
51 | 1 | arkeon | |
52 | 20 | brainsandwich | Scol uses Subversion for source control and you can use your SVN client to get the source code. |
53 | 6 | arkeon | |
54 | 1 | arkeon | So first retrieve the sources from "https://svn.scolring.org/trunk/", accept the certificate and go take some coffee. |
55 | The source directories contains most of the dependencies, and since some of them are modified they are provided in the sources. |
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56 | 7 | brainsandwich | |
57 | 20 | brainsandwich | Some sources like curl use Git as source control and are downloaded when building, so make sure it's installed before building the project |
58 | 7 | brainsandwich | |
59 | 20 | brainsandwich | |
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61 | 1 | arkeon | h2. Dependencies search paths |
62 | 8 | brainsandwich | |
63 | 1 | arkeon | h3. Windows |
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65 | Once you get the sources, you can execute "setWindowsSearchPaths.bat" in the dependencies directory. |
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66 | !!WARNING!! when you execute the bat file using the mouse the current directory is wrong. |
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67 | You need to start a DOS command line "cmd.exe" as administrator and go to the dependencies directory to start the bat file manually. |
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68 | |||
69 | This will add needed environment variables and paths. |
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71 | h3. Android |
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73 | 20 | brainsandwich | If you downloaded the TADP, the following variables are likely to be defined already (or they should look alike). |
74 | If not, add these to the environment variables |
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75 | 1 | arkeon | * ANDROID_HOME : path/to/sdk |
76 | * ANDROID_SDK_HOME : path/to/sdk |
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77 | * ANDROID_SDK : path/to/sdk |
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78 | * ANDROID_NDK : path/to/ndk |
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79 | * ANT_HOME : path/to/ant |
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80 | 7 | brainsandwich | * JAVA_HOME : path/to/jdk -- should be something like "C:\Progra~1\Java\<jdkfolder>" |
81 | 1 | arkeon | * CMAKE : path/to/cmake |
82 | 7 | brainsandwich | |
83 | 20 | brainsandwich | Then you should add these variables into the PATH: |
84 | 1 | arkeon | |
85 | @%ANDROID_NDK%;%ANT_HOME%\bin;%ANDROID_SDK%\tools;%ANDROID_SDK%\platform-tools;%CMAKE%;%JAVA_HOME%\bin;@ |
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87 | 20 | brainsandwich | |
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90 | 1 | arkeon | h2. Build needed dependencies |
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92 | 20 | brainsandwich | h3. From Windows, for Windows |
93 | 1 | arkeon | |
94 | 22 | hector | # Launch cmake-gui from a Visual Studio command line (it configures environment so you can build things correctly) |
95 | # Specify the source folder to trunk/dependencies and the build to trunk/dependencies/build/windows/x86 |
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96 | 21 | hector | |
97 | You will see a list of categories, under which are variables to tweak build parameters. |
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98 | The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies. |
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99 | Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring, |
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100 | we need to make several build passes, in order to build said "sub-dependencies" before the dependencies that depend on them. |
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101 | |||
102 | 22 | hector | # Under SCOLDEPS, check everything except GLSLOPTIMIZER, HLSL2GLSL, HYDRAX, OGRE, OIS, SKYX. |
103 | # Hit Configure, specifying no toolchain, using your Visual Studio version as generator. |
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104 | # When configuring is done, you will see new variables appear in red. Simply hit Configure again. |
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105 | # Hit Generate to generate a Visual Studio project. |
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106 | # Build the project in Visual Studio (Build->Batch Build, check debug and release for "INSTALL" configuration). |
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107 | # When the build is done, in CMake, check OGRE under SCOLDEPS (leave the other vaiables as they are). |
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108 | # Repeat steps 3 to 5. |
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109 | # Check HYDRAX and SKYX under SCOLDEPS, and repeat steps 3 to 5. |
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110 | 21 | hector | |
111 | Now every required dependency should be built. The ones that we left unchecked aren't needed. |
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112 | 7 | brainsandwich | |
113 | 20 | brainsandwich | h3. From Windows, for Android |
114 | 7 | brainsandwich | |
115 | 20 | brainsandwich | Do the same as for Windows target, but |
116 | * Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target abi> |
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117 | * Specify the generator : "NMake" |
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118 | * The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.toolchain.cmake |
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119 | * Build dependencies with "nmake install" command from a command line. |
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120 | 13 | brainsandwich | |
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122 | 19 | brainsandwich | |
123 | 20 | brainsandwich | |
124 | 19 | brainsandwich | h2. Build the Scol project |
125 | 13 | brainsandwich | |
126 | 20 | brainsandwich | As for the dependencies: |
127 | 13 | brainsandwich | |
128 | 20 | brainsandwich | h3. Windows target |
129 | 3 | arkeon | |
130 | 20 | brainsandwich | * Set source folder to trunk/scol and build folder to trunk/scol/build/windows/x86 |
131 | * Configure, generate and build from Visual Studio |
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132 | |||
133 | h3. Android target |
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134 | |||
135 | * Set source folder to trunk/scol and build folder to trunk/scol/build/android/<target abi> |
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136 | * If you're using Nsight with Visual Studio (TADP), some build paramaters should be modified for each build if you want to install and test the project on a device : |
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137 | - Open ScolLauncher subproject -> properties |
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138 | - Configuration Properties -> General -> Configuration Type -> Make Application (ndk-build -> .apk|.so|.a) |
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139 | - Configuration Properties -> Deployment -> Fast Deploy -> No |
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140 | - Configuration Properties -> Ant Build -> Skip Ant Step -> No |
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141 | * Without TADP, after it's build, go to trunk/scol/build/android/<target abi>/App/bin, and run "ant debug install" if you wish to install the project on an emulator or your device |
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142 | 1 | arkeon | |
143 | h1. Start your new plugin |
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144 | |||
145 | h2. Source paths |
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146 | |||
147 | Start by creating a directory with your new plugin name in the trunk/scol/plugins folder. |
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148 | For example trunk/scol/plugins/myPlugin |
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149 | 4 | arkeon | |
150 | Usually we prefer to separate the sources and the includes. |
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151 | 1 | arkeon | So creates a "src" and "include" directory in your plugin folder. |
152 | |||
153 | Creates the empty files you will need for your project, usually : |
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154 | - include/myplugin.h for your classes declaration |
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155 | - src/myplugin.cpp for your classes definition |
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156 | - src/scolplugin.cpp for the Scol binding functions |
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157 | |||
158 | h2. Dependencies |
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159 | |||
160 | If your project need an external SDK or dependencies, add then in the trunk/dependencies directory. |
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161 | Then create a findMydepname.cmake file in trunk\scol\CMake\Packages. |
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162 | You can copy and change an existing Find.cmake file to make yours. |
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163 | Start from a simple one like FindMyo.cmake for example. |
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164 | |||
165 | h2. Cmake files |
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166 | |||
167 | It's time to creates the CMAKE script for your plugin. |
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168 | |||
169 | Create a "CMakeLists.txt" file in the plugin directory. |
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170 | trunk/scol/plugins/myPlugin/CMakeLists.txt |
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171 | |||
172 | And edit the file with a text editor. |
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173 | |||
174 | <pre> |
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175 | #------------------------------------------------------------------- |
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176 | # This file is part of the CMake build system for Scol |
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177 | # |
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178 | # The contents of this file are placed in the public domain. Feel |
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179 | # free to make use of it in any way you like. |
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180 | #------------------------------------------------------------------- |
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181 | |||
182 | ############################################################ |
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183 | # CmakeList file for Myplugin |
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184 | ############################################################ |
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185 | |||
186 | #Your project name |
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187 | PROJECT(myPLugin) |
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188 | |||
189 | # define header and source files for the library |
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190 | set (MYPLUGIN_HEADER_FILES |
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191 | include/myplugin.h |
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192 | ) |
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193 | |||
194 | set (MYPLUGIN_SOURCE_FILES |
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195 | src/myplugin.cpp |
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196 | src/scolplugin.cpp |
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197 | ) |
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198 | |||
199 | # Add includes directories from dependencies |
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200 | # include_directories(include ${MYDEP_INCLUDE_DIRS}) |
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201 | |||
202 | # Add definition for P4 optimizations, warnings removal. |
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203 | add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D) |
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204 | |||
205 | # Add dependencies libraries |
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206 | # set(LIBRARIES |
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207 | # ${MYDEP_LIBRARIES} |
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208 | # ${ZLIB_LIBRARIES} |
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209 | # ${PNG_LIBRARIES} |
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210 | # ) |
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211 | |||
212 | # setup Scol plugin target |
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213 | add_library(myPLugin |
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214 | ${Scol_LIB_TYPE} |
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215 | ${MYPLUGIN_HEADER_FILES} |
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216 | ${MYPLUGIN_SOURCE_FILES} |
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217 | ) |
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218 | add_dependencies(myPLugin kernel) |
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219 | |||
220 | # set the dll version. |
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221 | set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR}) |
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222 | target_link_libraries(myPLugin ${LIBRARIES}) |
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223 | |||
224 | # install Scol |
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225 | scol_config_plugin(myPLugin) |
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226 | install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin) |
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227 | </pre> |
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228 | |||
229 | Now we need to declare this new plugin in the common Scol cmake files. |
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230 | Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following. |
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231 | |||
232 | If you don't have dependencies. |
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233 | <pre> |
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234 | option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE) |
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235 | </pre> |
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236 | |||
237 | If you have depencies |
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238 | <pre> |
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239 | cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE) |
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240 | </pre> |
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241 | |||
242 | Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following. |
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243 | <pre> |
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244 | # Configure myPlugin plugin build |
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245 | if (Scol_BUILD_MYPLUGIN) |
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246 | add_subdirectory(myPlugin) |
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247 | endif () |
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248 | </pre> |
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249 | |||
250 | Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following |
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251 | |||
252 | <pre> |
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253 | # Find MyDep |
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254 | find_package(MYDEP) |
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255 | macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "") |
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256 | </pre> |
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257 | |||
258 | h2. Almost done |
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259 | |||
260 | Open the CMAKE-gui again. |
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261 | Hit the "Configure button" and check if you found your plugin in the scol group. |
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262 | Then hit the generate button, and open the scol.sln project again. |
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263 | |||
264 | You should have the project added in Visual Studio. |