Start to build Scol using CMAKE » History » Version 34
arkeon, 02/28/2017 05:06 PM
1 | 1 | arkeon | h1. Start to build Scol using CMAKE |
---|---|---|---|
2 | |||
3 | |||
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) |
||
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 |
||
26 | * "Native Development Kit (NDK)":https://developer.android.com/tools/sdk/ndk |
||
27 | * "Apache ANT":http://ant.apache.org/ |
||
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 |
||
34 | * On setup, let it download everything or at least the tools described in the previous section. |
||
35 | |||
36 | _SDK preparation_ |
||
37 | |||
38 | You should launch the SDK to download other tools like emulators for each API you want to target. |
||
39 | (Our target API is 17 so you can get any emulator above). |
||
40 | |||
41 | h3. Linux target |
||
42 | |||
43 | 30 | arkeon | TODO. |
44 | 20 | brainsandwich | |
45 | h3. Mac OS target |
||
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. |
||
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. |
||
65 | !!WARNING!! when you execute the bat file using the mouse the current directory is wrong. |
||
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. |
||
67 | |||
68 | This will add needed environment variables and paths. |
||
69 | |||
70 | h3. Android |
||
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 |
||
74 | 1 | arkeon | * ANDROID_HOME : path/to/sdk |
75 | * ANDROID_SDK_HOME : path/to/sdk |
||
76 | * ANDROID_SDK : path/to/sdk |
||
77 | * ANDROID_NDK : path/to/ndk |
||
78 | * ANT_HOME : path/to/ant |
||
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;@ |
||
85 | |||
86 | 20 | brainsandwich | |
87 | |||
88 | |||
89 | 1 | arkeon | h2. Build needed dependencies |
90 | |||
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 |
||
96 | 34 | arkeon | #Then copy the .lib files from the openssl/build/win32 folder to the dependencies/OpenSSL/lib folder |
97 | 32 | arkeon | |
98 | #Next grab the OpenCV sources from https://github.com/opencv/opencv |
||
99 | #Run cmake-gui and select the OpenCV sources directory |
||
100 | #Uncheck Tests, Docs and Java options |
||
101 | #Check "WITH_OPENMP" option |
||
102 | #In CMAKE_INSTALL_PREFIX set the scol sources directory "trunk/"dependencies/OpenCV/SDK/windows/x86" |
||
103 | #Build the project in Release and Debug |
||
104 | |||
105 | #For FFMPEG, check the trunk/dependencies/ffmpeg/sources/README.txt file |
||
106 | |||
107 | # Now you can launch cmake-gui from a Visual Studio command line (it configures environment so you can build things correctly) |
||
108 | 22 | hector | # Specify the source folder to trunk/dependencies and the build to trunk/dependencies/build/windows/x86 |
109 | 24 | hector | # Hit Configure. In the message box, select your Visual Studio version as generator, and check "Use default native compilers". |
110 | 21 | hector | |
111 | You will see a list of categories, under which are variables to tweak build parameters. |
||
112 | The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies. |
||
113 | Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring, |
||
114 | we need to make several build passes, in order to build said "sub-dependencies" before the dependencies that depend on them. |
||
115 | |||
116 | 22 | hector | # Leave all variables at their default values. |
117 | 25 | hector | # Keep hitting Configure until no variables are highlighted in red. |
118 | 1 | arkeon | # Hit Generate to generate a Visual Studio project. |
119 | 22 | hector | # Build the project in Visual Studio (Build->Batch Build, check debug and release for "INSTALL" configuration). |
120 | 24 | hector | # When the build is done, in CMake, check LIBPNG, OPENAL, CURL under SCOLDEPS (leave the other variables as they are). |
121 | 1 | arkeon | # Hit Configure again. When configuring is done, you will see new variables appear in red. Leave them at their default values. |
122 | 25 | hector | # Repeat steps 2 to 4. |
123 | # Check OGRE, CAUDIO, LIBHARU under SCOLDEPS, hit Configure, and repeat steps 2 to 4. |
||
124 | # Check HYDRAX and SKYX under SCOLDEPS, hit Configure, and repeat steps 2 to 4. |
||
125 | 26 | hector | # HYDRAX / SKYX build might fail due to header conflicts. To solve them, in Visual Studio : |
126 | ## In the solution explorer, open the properties of the *RenderSystem_Direct3D11* project. |
||
127 | ## In the properties window, Select *All configurations*. |
||
128 | ## Under *Configuration Properties* > *C/C++* > *General*, modify the *Other include directories* entry. |
||
129 | ## In the directories list, move the directory at the bottom all the way to the top. |
||
130 | ## Save the changes. |
||
131 | ## Repeat the same steps for the *RenderSystem_Direct3D9* project. |
||
132 | ## Re-run the build. |
||
133 | 21 | hector | |
134 | Now every required dependency should be built. The ones that we left unchecked aren't needed. |
||
135 | 7 | brainsandwich | |
136 | 20 | brainsandwich | h3. From Windows, for Android |
137 | 7 | brainsandwich | |
138 | 20 | brainsandwich | Do the same as for Windows target, but |
139 | * Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target abi> |
||
140 | * Specify the generator : "NMake" |
||
141 | * The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.toolchain.cmake |
||
142 | * Build dependencies with "nmake install" command from a command line. |
||
143 | 13 | brainsandwich | |
144 | |||
145 | 19 | brainsandwich | |
146 | 20 | brainsandwich | |
147 | 19 | brainsandwich | h2. Build the Scol project |
148 | 13 | brainsandwich | |
149 | 20 | brainsandwich | As for the dependencies: |
150 | 13 | brainsandwich | |
151 | 20 | brainsandwich | h3. Windows target |
152 | 3 | arkeon | |
153 | 20 | brainsandwich | * Set source folder to trunk/scol and build folder to trunk/scol/build/windows/x86 |
154 | * Configure, generate and build from Visual Studio |
||
155 | |||
156 | h3. Android target |
||
157 | |||
158 | * Set source folder to trunk/scol and build folder to trunk/scol/build/android/<target abi> |
||
159 | * 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 : |
||
160 | - Open ScolLauncher subproject -> properties |
||
161 | - Configuration Properties -> General -> Configuration Type -> Make Application (ndk-build -> .apk|.so|.a) |
||
162 | - Configuration Properties -> Deployment -> Fast Deploy -> No |
||
163 | - Configuration Properties -> Ant Build -> Skip Ant Step -> No |
||
164 | * 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 |
||
165 | 1 | arkeon | |
166 | h1. Start your new plugin |
||
167 | |||
168 | h2. Source paths |
||
169 | |||
170 | Start by creating a directory with your new plugin name in the trunk/scol/plugins folder. |
||
171 | For example trunk/scol/plugins/myPlugin |
||
172 | 4 | arkeon | |
173 | Usually we prefer to separate the sources and the includes. |
||
174 | 1 | arkeon | So creates a "src" and "include" directory in your plugin folder. |
175 | |||
176 | Creates the empty files you will need for your project, usually : |
||
177 | - include/myplugin.h for your classes declaration |
||
178 | - src/myplugin.cpp for your classes definition |
||
179 | - src/scolplugin.cpp for the Scol binding functions |
||
180 | |||
181 | h2. Dependencies |
||
182 | |||
183 | If your project need an external SDK or dependencies, add then in the trunk/dependencies directory. |
||
184 | Then create a findMydepname.cmake file in trunk\scol\CMake\Packages. |
||
185 | You can copy and change an existing Find.cmake file to make yours. |
||
186 | Start from a simple one like FindMyo.cmake for example. |
||
187 | |||
188 | h2. Cmake files |
||
189 | |||
190 | It's time to creates the CMAKE script for your plugin. |
||
191 | |||
192 | Create a "CMakeLists.txt" file in the plugin directory. |
||
193 | trunk/scol/plugins/myPlugin/CMakeLists.txt |
||
194 | |||
195 | And edit the file with a text editor. |
||
196 | |||
197 | <pre> |
||
198 | #------------------------------------------------------------------- |
||
199 | # This file is part of the CMake build system for Scol |
||
200 | # |
||
201 | # The contents of this file are placed in the public domain. Feel |
||
202 | # free to make use of it in any way you like. |
||
203 | #------------------------------------------------------------------- |
||
204 | |||
205 | ############################################################ |
||
206 | # CmakeList file for Myplugin |
||
207 | ############################################################ |
||
208 | |||
209 | #Your project name |
||
210 | PROJECT(myPLugin) |
||
211 | |||
212 | # define header and source files for the library |
||
213 | set (MYPLUGIN_HEADER_FILES |
||
214 | include/myplugin.h |
||
215 | ) |
||
216 | |||
217 | set (MYPLUGIN_SOURCE_FILES |
||
218 | src/myplugin.cpp |
||
219 | src/scolplugin.cpp |
||
220 | ) |
||
221 | |||
222 | # Add includes directories from dependencies |
||
223 | # include_directories(include ${MYDEP_INCLUDE_DIRS}) |
||
224 | |||
225 | # Add definition for P4 optimizations, warnings removal. |
||
226 | add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D) |
||
227 | |||
228 | # Add dependencies libraries |
||
229 | # set(LIBRARIES |
||
230 | # ${MYDEP_LIBRARIES} |
||
231 | # ${ZLIB_LIBRARIES} |
||
232 | # ${PNG_LIBRARIES} |
||
233 | # ) |
||
234 | |||
235 | # setup Scol plugin target |
||
236 | add_library(myPLugin |
||
237 | ${Scol_LIB_TYPE} |
||
238 | ${MYPLUGIN_HEADER_FILES} |
||
239 | ${MYPLUGIN_SOURCE_FILES} |
||
240 | ) |
||
241 | add_dependencies(myPLugin kernel) |
||
242 | |||
243 | # set the dll version. |
||
244 | set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR}) |
||
245 | target_link_libraries(myPLugin ${LIBRARIES}) |
||
246 | |||
247 | # install Scol |
||
248 | scol_config_plugin(myPLugin) |
||
249 | install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin) |
||
250 | </pre> |
||
251 | |||
252 | Now we need to declare this new plugin in the common Scol cmake files. |
||
253 | Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following. |
||
254 | |||
255 | If you don't have dependencies. |
||
256 | <pre> |
||
257 | option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE) |
||
258 | </pre> |
||
259 | |||
260 | If you have depencies |
||
261 | <pre> |
||
262 | cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE) |
||
263 | </pre> |
||
264 | |||
265 | Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following. |
||
266 | <pre> |
||
267 | # Configure myPlugin plugin build |
||
268 | if (Scol_BUILD_MYPLUGIN) |
||
269 | add_subdirectory(myPlugin) |
||
270 | endif () |
||
271 | </pre> |
||
272 | |||
273 | Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following |
||
274 | |||
275 | <pre> |
||
276 | # Find MyDep |
||
277 | find_package(MYDEP) |
||
278 | macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "") |
||
279 | </pre> |
||
280 | |||
281 | h2. Almost done |
||
282 | |||
283 | Open the CMAKE-gui again. |
||
284 | Hit the "Configure button" and check if you found your plugin in the scol group. |
||
285 | Then hit the generate button, and open the scol.sln project again. |
||
286 | |||
287 | You should have the project added in Visual Studio. |