Start to build Scol using CMAKE » History » Version 33
arkeon, 02/28/2017 05:01 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 | 29 | arkeon | * Visual Studio Community 2013 |
10 | 20 | brainsandwich | * "Tortoise SVN":http://tortoisesvn.net/ (or any SVN client) |
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 | 28 | arkeon | The minimum compiler supported is the one in Visual Studio 2013. |
16 | 20 | brainsandwich | You can try with a newer version at your own risks ! |
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) |
32 | |||
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 | 30 | arkeon | TODO. |
44 | 20 | brainsandwich | |
45 | h3. Mac OS target |
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46 | |||
47 | 31 | arkeon | TODO. |
48 | 20 | brainsandwich | |
49 | 7 | brainsandwich | h2. Get the Scol sources |
50 | 1 | arkeon | |
51 | 20 | brainsandwich | Scol uses Subversion for source control and you can use your SVN client to get the source code. |
52 | 6 | arkeon | |
53 | 1 | arkeon | So first retrieve the sources from "https://svn.scolring.org/trunk/", accept the certificate and go take some coffee. |
54 | 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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55 | 7 | brainsandwich | |
56 | 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 |
57 | 7 | brainsandwich | |
58 | 20 | brainsandwich | |
59 | |||
60 | 1 | arkeon | h2. Dependencies search paths |
61 | 8 | brainsandwich | |
62 | 1 | arkeon | h3. Windows |
63 | |||
64 | Once you get the sources, you can execute "setWindowsSearchPaths.bat" in the dependencies directory. |
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65 | !!WARNING!! when you execute the bat file using the mouse the current directory is wrong. |
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66 | 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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67 | |||
68 | This will add needed environment variables and paths. |
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69 | |||
70 | h3. Android |
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71 | |||
72 | 20 | brainsandwich | If you downloaded the TADP, the following variables are likely to be defined already (or they should look alike). |
73 | If not, add these to the environment variables |
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74 | 1 | arkeon | * ANDROID_HOME : path/to/sdk |
75 | * ANDROID_SDK_HOME : path/to/sdk |
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76 | * ANDROID_SDK : path/to/sdk |
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77 | * ANDROID_NDK : path/to/ndk |
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78 | * ANT_HOME : path/to/ant |
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79 | 7 | brainsandwich | * JAVA_HOME : path/to/jdk -- should be something like "C:\Progra~1\Java\<jdkfolder>" |
80 | 1 | arkeon | * CMAKE : path/to/cmake |
81 | 7 | brainsandwich | |
82 | 20 | brainsandwich | Then you should add these variables into the PATH: |
83 | 1 | arkeon | |
84 | @%ANDROID_NDK%;%ANT_HOME%\bin;%ANDROID_SDK%\tools;%ANDROID_SDK%\platform-tools;%CMAKE%;%JAVA_HOME%\bin;@ |
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85 | |||
86 | 20 | brainsandwich | |
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88 | |||
89 | 1 | arkeon | h2. Build needed dependencies |
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91 | 20 | brainsandwich | h3. From Windows, for Windows |
92 | 1 | arkeon | |
93 | 33 | arkeon | Almost everything is built with CMAKE, but some dependencies still need manual process. |
94 | 32 | arkeon | #Go in trunk/dependencies/OpenSSL and launch build-openssl.bat in command line tool |
95 | #Command for Windows: build-openssl vc12 x86 release openssl |
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96 | |||
97 | #Next grab the OpenCV sources from https://github.com/opencv/opencv |
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98 | #Run cmake-gui and select the OpenCV sources directory |
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99 | #Uncheck Tests, Docs and Java options |
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100 | #Check "WITH_OPENMP" option |
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101 | #In CMAKE_INSTALL_PREFIX set the scol sources directory "trunk/"dependencies/OpenCV/SDK/windows/x86" |
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102 | #Build the project in Release and Debug |
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103 | |||
104 | #For FFMPEG, check the trunk/dependencies/ffmpeg/sources/README.txt file |
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105 | |||
106 | # Now you can launch cmake-gui from a Visual Studio command line (it configures environment so you can build things correctly) |
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107 | 22 | hector | # Specify the source folder to trunk/dependencies and the build to trunk/dependencies/build/windows/x86 |
108 | 24 | hector | # Hit Configure. In the message box, select your Visual Studio version as generator, and check "Use default native compilers". |
109 | 21 | hector | |
110 | You will see a list of categories, under which are variables to tweak build parameters. |
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111 | The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies. |
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112 | Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring, |
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113 | 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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114 | |||
115 | 22 | hector | # Leave all variables at their default values. |
116 | 25 | hector | # Keep hitting Configure until no variables are highlighted in red. |
117 | 1 | arkeon | # Hit Generate to generate a Visual Studio project. |
118 | 22 | hector | # Build the project in Visual Studio (Build->Batch Build, check debug and release for "INSTALL" configuration). |
119 | 24 | hector | # When the build is done, in CMake, check LIBPNG, OPENAL, CURL under SCOLDEPS (leave the other variables as they are). |
120 | 1 | arkeon | # Hit Configure again. When configuring is done, you will see new variables appear in red. Leave them at their default values. |
121 | 25 | hector | # Repeat steps 2 to 4. |
122 | # Check OGRE, CAUDIO, LIBHARU under SCOLDEPS, hit Configure, and repeat steps 2 to 4. |
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123 | # Check HYDRAX and SKYX under SCOLDEPS, hit Configure, and repeat steps 2 to 4. |
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124 | 26 | hector | # HYDRAX / SKYX build might fail due to header conflicts. To solve them, in Visual Studio : |
125 | ## In the solution explorer, open the properties of the *RenderSystem_Direct3D11* project. |
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126 | ## In the properties window, Select *All configurations*. |
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127 | ## Under *Configuration Properties* > *C/C++* > *General*, modify the *Other include directories* entry. |
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128 | ## In the directories list, move the directory at the bottom all the way to the top. |
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129 | ## Save the changes. |
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130 | ## Repeat the same steps for the *RenderSystem_Direct3D9* project. |
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131 | ## Re-run the build. |
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132 | 21 | hector | |
133 | Now every required dependency should be built. The ones that we left unchecked aren't needed. |
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134 | 7 | brainsandwich | |
135 | 20 | brainsandwich | h3. From Windows, for Android |
136 | 7 | brainsandwich | |
137 | 20 | brainsandwich | Do the same as for Windows target, but |
138 | * Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target abi> |
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139 | * Specify the generator : "NMake" |
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140 | * The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.toolchain.cmake |
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141 | * Build dependencies with "nmake install" command from a command line. |
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142 | 13 | brainsandwich | |
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144 | 19 | brainsandwich | |
145 | 20 | brainsandwich | |
146 | 19 | brainsandwich | h2. Build the Scol project |
147 | 13 | brainsandwich | |
148 | 20 | brainsandwich | As for the dependencies: |
149 | 13 | brainsandwich | |
150 | 20 | brainsandwich | h3. Windows target |
151 | 3 | arkeon | |
152 | 20 | brainsandwich | * Set source folder to trunk/scol and build folder to trunk/scol/build/windows/x86 |
153 | * Configure, generate and build from Visual Studio |
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154 | |||
155 | h3. Android target |
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156 | |||
157 | * Set source folder to trunk/scol and build folder to trunk/scol/build/android/<target abi> |
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158 | * 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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159 | - Open ScolLauncher subproject -> properties |
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160 | - Configuration Properties -> General -> Configuration Type -> Make Application (ndk-build -> .apk|.so|.a) |
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161 | - Configuration Properties -> Deployment -> Fast Deploy -> No |
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162 | - Configuration Properties -> Ant Build -> Skip Ant Step -> No |
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163 | * 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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164 | 1 | arkeon | |
165 | h1. Start your new plugin |
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166 | |||
167 | h2. Source paths |
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168 | |||
169 | Start by creating a directory with your new plugin name in the trunk/scol/plugins folder. |
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170 | For example trunk/scol/plugins/myPlugin |
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171 | 4 | arkeon | |
172 | Usually we prefer to separate the sources and the includes. |
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173 | 1 | arkeon | So creates a "src" and "include" directory in your plugin folder. |
174 | |||
175 | Creates the empty files you will need for your project, usually : |
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176 | - include/myplugin.h for your classes declaration |
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177 | - src/myplugin.cpp for your classes definition |
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178 | - src/scolplugin.cpp for the Scol binding functions |
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179 | |||
180 | h2. Dependencies |
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181 | |||
182 | If your project need an external SDK or dependencies, add then in the trunk/dependencies directory. |
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183 | Then create a findMydepname.cmake file in trunk\scol\CMake\Packages. |
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184 | You can copy and change an existing Find.cmake file to make yours. |
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185 | Start from a simple one like FindMyo.cmake for example. |
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186 | |||
187 | h2. Cmake files |
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188 | |||
189 | It's time to creates the CMAKE script for your plugin. |
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190 | |||
191 | Create a "CMakeLists.txt" file in the plugin directory. |
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192 | trunk/scol/plugins/myPlugin/CMakeLists.txt |
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193 | |||
194 | And edit the file with a text editor. |
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195 | |||
196 | <pre> |
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197 | #------------------------------------------------------------------- |
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198 | # This file is part of the CMake build system for Scol |
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199 | # |
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200 | # The contents of this file are placed in the public domain. Feel |
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201 | # free to make use of it in any way you like. |
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202 | #------------------------------------------------------------------- |
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203 | |||
204 | ############################################################ |
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205 | # CmakeList file for Myplugin |
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206 | ############################################################ |
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207 | |||
208 | #Your project name |
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209 | PROJECT(myPLugin) |
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210 | |||
211 | # define header and source files for the library |
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212 | set (MYPLUGIN_HEADER_FILES |
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213 | include/myplugin.h |
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214 | ) |
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215 | |||
216 | set (MYPLUGIN_SOURCE_FILES |
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217 | src/myplugin.cpp |
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218 | src/scolplugin.cpp |
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219 | ) |
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220 | |||
221 | # Add includes directories from dependencies |
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222 | # include_directories(include ${MYDEP_INCLUDE_DIRS}) |
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223 | |||
224 | # Add definition for P4 optimizations, warnings removal. |
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225 | add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D) |
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226 | |||
227 | # Add dependencies libraries |
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228 | # set(LIBRARIES |
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229 | # ${MYDEP_LIBRARIES} |
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230 | # ${ZLIB_LIBRARIES} |
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231 | # ${PNG_LIBRARIES} |
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232 | # ) |
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233 | |||
234 | # setup Scol plugin target |
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235 | add_library(myPLugin |
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236 | ${Scol_LIB_TYPE} |
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237 | ${MYPLUGIN_HEADER_FILES} |
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238 | ${MYPLUGIN_SOURCE_FILES} |
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239 | ) |
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240 | add_dependencies(myPLugin kernel) |
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241 | |||
242 | # set the dll version. |
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243 | set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR}) |
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244 | target_link_libraries(myPLugin ${LIBRARIES}) |
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245 | |||
246 | # install Scol |
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247 | scol_config_plugin(myPLugin) |
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248 | install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin) |
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249 | </pre> |
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250 | |||
251 | Now we need to declare this new plugin in the common Scol cmake files. |
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252 | Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following. |
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253 | |||
254 | If you don't have dependencies. |
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255 | <pre> |
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256 | option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE) |
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257 | </pre> |
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258 | |||
259 | If you have depencies |
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260 | <pre> |
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261 | cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE) |
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262 | </pre> |
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263 | |||
264 | Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following. |
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265 | <pre> |
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266 | # Configure myPlugin plugin build |
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267 | if (Scol_BUILD_MYPLUGIN) |
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268 | add_subdirectory(myPlugin) |
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269 | endif () |
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270 | </pre> |
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271 | |||
272 | 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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273 | |||
274 | <pre> |
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275 | # Find MyDep |
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276 | find_package(MYDEP) |
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277 | macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "") |
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278 | </pre> |
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279 | |||
280 | h2. Almost done |
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281 | |||
282 | Open the CMAKE-gui again. |
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283 | Hit the "Configure button" and check if you found your plugin in the scol group. |
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284 | Then hit the generate button, and open the scol.sln project again. |
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285 | |||
286 | You should have the project added in Visual Studio. |