Project

General

Profile

Start to build Scol using CMAKE » History » Version 38

aurelio, 04/10/2017 03:15 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 36 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
# Then copy the .lib files from the openssl/build/win32 folder to the dependencies/OpenSSL/lib folder
97 32 arkeon
98 36 arkeon
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 INSTALL project in Release and Debug
104 32 arkeon
105 36 arkeon
For FFMPEG, check the trunk/dependencies/ffmpeg/sources/README.txt file
106 37 arkeon
# sh ffmpeg_build.sh win32 release FFmpeg ../sdk/x86
107 32 arkeon
108 36 arkeon
Now you can launch cmake-gui from a Visual Studio command line (it configures environment so you can build things correctly)
109 22 hector
# Specify the source folder to trunk/dependencies and the build to trunk/dependencies/build/windows/x86
110 24 hector
# Hit Configure. In the message box, select your Visual Studio version as generator, and check "Use default native compilers".
111 21 hector
112
You will see a list of categories, under which are variables to tweak build parameters.
113
The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies.
114
Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring,
115
we need to make several build passes, in order to build said "sub-dependencies" before the dependencies that depend on them.
116
117 22 hector
# Leave all variables at their default values.
118 25 hector
# Keep hitting Configure until no variables are highlighted in red.
119 1 arkeon
# Hit Generate to generate a Visual Studio project.
120 22 hector
# Build the project in Visual Studio (Build->Batch Build, check debug and release for "INSTALL" configuration).
121 24 hector
# When the build is done, in CMake, check LIBPNG, OPENAL, CURL under SCOLDEPS (leave the other variables as they are).
122 1 arkeon
# Hit Configure again. When configuring is done, you will see new variables appear in red. Leave them at their default values.
123 25 hector
# Repeat steps 2 to 4.
124 38 aurelio
# Check LIBZIP, OGRE, CAUDIO, LIBHARU under SCOLDEPS, hit Configure, and repeat steps 2 to 4.
125 25 hector
# Check HYDRAX and SKYX under SCOLDEPS, hit Configure, and repeat steps 2 to 4.
126 26 hector
# HYDRAX / SKYX build might fail due to header conflicts. To solve them, in Visual Studio :
127
## In the solution explorer, open the properties of the *RenderSystem_Direct3D11* project.
128
## In the properties window, Select *All configurations*.
129
## Under *Configuration Properties* > *C/C++* > *General*, modify the *Other include directories* entry.
130
## In the directories list, move the directory at the bottom all the way to the top.
131
## Save the changes.
132
## Repeat the same steps for the *RenderSystem_Direct3D9* project.
133
## Re-run the build.
134 21 hector
135
Now every required dependency should be built. The ones that we left unchecked aren't needed.
136 7 brainsandwich
137 20 brainsandwich
h3. From Windows, for Android
138 7 brainsandwich
139 20 brainsandwich
Do the same as for Windows target, but
140
* Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target abi>
141
* Specify the generator : "NMake"
142
* The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.toolchain.cmake
143
* Build dependencies with "nmake install" command from a command line.
144 13 brainsandwich
145
146 19 brainsandwich
147 20 brainsandwich
148 19 brainsandwich
h2. Build the Scol project
149 13 brainsandwich
150 20 brainsandwich
As for the dependencies:
151 13 brainsandwich
152 20 brainsandwich
h3. Windows target
153 3 arkeon
154 20 brainsandwich
* Set source folder to trunk/scol and build folder to trunk/scol/build/windows/x86
155
* Configure, generate and build from Visual Studio
156
157
h3. Android target
158
159
* Set source folder to trunk/scol and build folder to trunk/scol/build/android/<target abi>
160
* 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 :
161
  - Open ScolLauncher subproject -> properties
162
  - Configuration Properties -> General -> Configuration Type -> Make Application (ndk-build -> .apk|.so|.a)
163
  - Configuration Properties -> Deployment -> Fast Deploy -> No
164
  - Configuration Properties -> Ant Build -> Skip Ant Step -> No
165
* 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  
166 1 arkeon
167
h1. Start your new plugin
168
169
h2. Source paths
170
171
Start by creating a directory with your new plugin name in the trunk/scol/plugins folder.
172
For example trunk/scol/plugins/myPlugin
173 4 arkeon
174
Usually we prefer to separate the sources and the includes.
175 1 arkeon
So creates a "src" and "include" directory in your plugin folder.
176
177
Creates the empty files you will need for your project, usually :
178
- include/myplugin.h for your classes declaration
179
- src/myplugin.cpp for your classes definition
180
- src/scolplugin.cpp for the Scol binding functions
181
182
h2. Dependencies
183
184
If your project need an external SDK or dependencies, add then in the trunk/dependencies directory.
185
Then create a findMydepname.cmake file in trunk\scol\CMake\Packages.
186
You can copy and change an existing Find.cmake file to make yours.
187
Start from a simple one like FindMyo.cmake for example.
188
189
h2. Cmake files
190
191
It's time to creates the CMAKE script for your plugin.
192
193
Create a "CMakeLists.txt" file in the plugin directory.
194
trunk/scol/plugins/myPlugin/CMakeLists.txt
195
196
And edit the file with a text editor.
197
198
<pre>
199
#-------------------------------------------------------------------
200
# This file is part of the CMake build system for Scol
201
#
202
# The contents of this file are placed in the public domain. Feel
203
# free to make use of it in any way you like.
204
#-------------------------------------------------------------------
205
206
############################################################
207
# CmakeList file for Myplugin
208
############################################################
209
210
#Your project name
211
PROJECT(myPLugin)
212
213
# define header and source files for the library
214
set (MYPLUGIN_HEADER_FILES
215
  include/myplugin.h
216
)
217
218
set (MYPLUGIN_SOURCE_FILES
219
  src/myplugin.cpp
220
  src/scolplugin.cpp
221
)
222
223
# Add includes directories from dependencies
224
#  include_directories(include ${MYDEP_INCLUDE_DIRS})
225
226
# Add definition for P4 optimizations, warnings removal.
227
add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D)
228
229
# Add dependencies libraries
230
#  set(LIBRARIES
231
#    ${MYDEP_LIBRARIES}
232
#    ${ZLIB_LIBRARIES}
233
#    ${PNG_LIBRARIES}
234
#  )
235
236
# setup Scol plugin target
237
add_library(myPLugin
238
  ${Scol_LIB_TYPE}
239
  ${MYPLUGIN_HEADER_FILES}
240
  ${MYPLUGIN_SOURCE_FILES}
241
)
242
add_dependencies(myPLugin kernel)
243
244
# set the dll version.
245
set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR})
246
target_link_libraries(myPLugin ${LIBRARIES})
247
248
# install Scol
249
scol_config_plugin(myPLugin)
250
install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin)
251
</pre>
252
253
Now we need to declare this new plugin in the common Scol cmake files.
254
Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following.
255
256
If you don't have dependencies.
257
<pre>
258
option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE)
259
</pre>
260
261
If you have depencies
262
<pre>
263
cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE)
264
</pre>
265
266
Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following.
267
<pre>
268
# Configure myPlugin plugin build
269
if (Scol_BUILD_MYPLUGIN)
270
  add_subdirectory(myPlugin)
271
endif ()
272
</pre>
273
274
Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following
275
276
<pre>
277
# Find MyDep
278
find_package(MYDEP)
279
macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "")
280
</pre>
281
282
h2. Almost done
283
284
Open the CMAKE-gui again.
285
Hit the "Configure button" and check if you found your plugin in the scol group.
286
Then hit the generate button, and open the scol.sln project again.
287
288
You should have the project added in Visual Studio.