Project

General

Profile

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 1 arkeon
3 1 arkeon
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 20 brainsandwich
* "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 20 brainsandwich
* "Android SDK":https://developer.android.com/sdk/installing
26 20 brainsandwich
* "Native Development Kit (NDK)":https://developer.android.com/tools/sdk/ndk
27 20 brainsandwich
* "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 20 brainsandwich
33 20 brainsandwich
* "TADP":https://developer.nvidia.com/gameworksdownload
34 20 brainsandwich
* On setup, let it download everything or at least the tools described in the previous section.
35 20 brainsandwich
36 20 brainsandwich
_SDK preparation_
37 20 brainsandwich
38 20 brainsandwich
You should launch the SDK to download other tools like emulators for each API you want to target.
39 20 brainsandwich
(Our target API is 17 so you can get any emulator above).
40 20 brainsandwich
41 20 brainsandwich
h3. Linux target
42 20 brainsandwich
43 30 arkeon
TODO.
44 20 brainsandwich
45 20 brainsandwich
h3. Mac OS target
46 20 brainsandwich
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 1 arkeon
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 20 brainsandwich
60 1 arkeon
h2. Dependencies search paths
61 8 brainsandwich
62 1 arkeon
h3. Windows
63 1 arkeon
64 1 arkeon
Once you get the sources, you can execute "setWindowsSearchPaths.bat" in the dependencies directory.
65 1 arkeon
!!WARNING!! when you execute the bat file using the mouse the current directory is wrong.
66 1 arkeon
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 1 arkeon
 
68 1 arkeon
This will add needed environment variables and paths.
69 1 arkeon
70 1 arkeon
h3. Android
71 1 arkeon
72 20 brainsandwich
If you downloaded the TADP, the following variables are likely to be defined already (or they should look alike).
73 20 brainsandwich
If not, add these to the environment variables
74 1 arkeon
* ANDROID_HOME : path/to/sdk
75 1 arkeon
* ANDROID_SDK_HOME : path/to/sdk
76 1 arkeon
* ANDROID_SDK : path/to/sdk
77 1 arkeon
* ANDROID_NDK : path/to/ndk
78 1 arkeon
* 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 1 arkeon
@%ANDROID_NDK%;%ANT_HOME%\bin;%ANDROID_SDK%\tools;%ANDROID_SDK%\platform-tools;%CMAKE%;%JAVA_HOME%\bin;@
85 1 arkeon
86 20 brainsandwich
87 20 brainsandwich
88 20 brainsandwich
89 1 arkeon
h2. Build needed dependencies
90 1 arkeon
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 32 arkeon
#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 32 arkeon
#Next grab the OpenCV sources from https://github.com/opencv/opencv
99 32 arkeon
#Run cmake-gui and select the OpenCV sources directory
100 32 arkeon
#Uncheck Tests, Docs and Java options
101 32 arkeon
#Check "WITH_OPENMP" option
102 32 arkeon
#In CMAKE_INSTALL_PREFIX set the scol sources directory "trunk/"dependencies/OpenCV/SDK/windows/x86"
103 32 arkeon
#Build the project in Release and Debug
104 32 arkeon
105 32 arkeon
#For FFMPEG, check the trunk/dependencies/ffmpeg/sources/README.txt file
106 32 arkeon
107 32 arkeon
# 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 21 hector
You will see a list of categories, under which are variables to tweak build parameters.
112 21 hector
The category SCOLDEPS contains CMake variables that enable/disable the build of individual SCOL dependencies.
113 21 hector
Some of these dependencies depend on one or several others. Since CMake needs to detect these "sub-dependencies" when configuring,
114 21 hector
we need to make several build passes, in order to build said "sub-dependencies" before the dependencies that depend on them.
115 21 hector
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 25 hector
# Check OGRE, CAUDIO, LIBHARU under SCOLDEPS, hit Configure, and repeat steps 2 to 4.
124 25 hector
# 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 26 hector
## In the solution explorer, open the properties of the *RenderSystem_Direct3D11* project.
127 26 hector
## In the properties window, Select *All configurations*.
128 26 hector
## Under *Configuration Properties* > *C/C++* > *General*, modify the *Other include directories* entry.
129 26 hector
## In the directories list, move the directory at the bottom all the way to the top.
130 26 hector
## Save the changes.
131 26 hector
## Repeat the same steps for the *RenderSystem_Direct3D9* project.
132 26 hector
## Re-run the build.
133 21 hector
134 21 hector
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 20 brainsandwich
* Set source folder to trunk/dependencies and build folder to trunk/scol/build/android/<target abi>
140 20 brainsandwich
* Specify the generator : "NMake"
141 20 brainsandwich
* The toolchain for crosscompile : trunk/dependencies/CMake/toolchain/android.toolchain.cmake
142 20 brainsandwich
* Build dependencies with "nmake install" command from a command line.
143 13 brainsandwich
144 13 brainsandwich
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 20 brainsandwich
* Configure, generate and build from Visual Studio
155 20 brainsandwich
156 20 brainsandwich
h3. Android target
157 20 brainsandwich
158 20 brainsandwich
* Set source folder to trunk/scol and build folder to trunk/scol/build/android/<target abi>
159 20 brainsandwich
* 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 20 brainsandwich
  - Open ScolLauncher subproject -> properties
161 20 brainsandwich
  - Configuration Properties -> General -> Configuration Type -> Make Application (ndk-build -> .apk|.so|.a)
162 20 brainsandwich
  - Configuration Properties -> Deployment -> Fast Deploy -> No
163 20 brainsandwich
  - Configuration Properties -> Ant Build -> Skip Ant Step -> No
164 20 brainsandwich
* 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 1 arkeon
h1. Start your new plugin
167 1 arkeon
168 1 arkeon
h2. Source paths
169 1 arkeon
170 1 arkeon
Start by creating a directory with your new plugin name in the trunk/scol/plugins folder.
171 1 arkeon
For example trunk/scol/plugins/myPlugin
172 4 arkeon
173 4 arkeon
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 1 arkeon
176 1 arkeon
Creates the empty files you will need for your project, usually :
177 1 arkeon
- include/myplugin.h for your classes declaration
178 1 arkeon
- src/myplugin.cpp for your classes definition
179 1 arkeon
- src/scolplugin.cpp for the Scol binding functions
180 1 arkeon
181 1 arkeon
h2. Dependencies
182 1 arkeon
183 1 arkeon
If your project need an external SDK or dependencies, add then in the trunk/dependencies directory.
184 1 arkeon
Then create a findMydepname.cmake file in trunk\scol\CMake\Packages.
185 1 arkeon
You can copy and change an existing Find.cmake file to make yours.
186 1 arkeon
Start from a simple one like FindMyo.cmake for example.
187 1 arkeon
188 1 arkeon
h2. Cmake files
189 1 arkeon
190 1 arkeon
It's time to creates the CMAKE script for your plugin.
191 1 arkeon
192 1 arkeon
Create a "CMakeLists.txt" file in the plugin directory.
193 1 arkeon
trunk/scol/plugins/myPlugin/CMakeLists.txt
194 1 arkeon
195 1 arkeon
And edit the file with a text editor.
196 1 arkeon
197 1 arkeon
<pre>
198 1 arkeon
#-------------------------------------------------------------------
199 1 arkeon
# This file is part of the CMake build system for Scol
200 1 arkeon
#
201 1 arkeon
# The contents of this file are placed in the public domain. Feel
202 1 arkeon
# free to make use of it in any way you like.
203 1 arkeon
#-------------------------------------------------------------------
204 1 arkeon
205 1 arkeon
############################################################
206 1 arkeon
# CmakeList file for Myplugin
207 1 arkeon
############################################################
208 1 arkeon
209 1 arkeon
#Your project name
210 1 arkeon
PROJECT(myPLugin)
211 1 arkeon
212 1 arkeon
# define header and source files for the library
213 1 arkeon
set (MYPLUGIN_HEADER_FILES
214 1 arkeon
  include/myplugin.h
215 1 arkeon
)
216 1 arkeon
217 1 arkeon
set (MYPLUGIN_SOURCE_FILES
218 1 arkeon
  src/myplugin.cpp
219 1 arkeon
  src/scolplugin.cpp
220 1 arkeon
)
221 1 arkeon
222 1 arkeon
# Add includes directories from dependencies
223 1 arkeon
#  include_directories(include ${MYDEP_INCLUDE_DIRS})
224 1 arkeon
225 1 arkeon
# Add definition for P4 optimizations, warnings removal.
226 1 arkeon
add_definitions(-DOPTI_P4 -D_CRT_SECURE_NO_WARNINGS -D)
227 1 arkeon
228 1 arkeon
# Add dependencies libraries
229 1 arkeon
#  set(LIBRARIES
230 1 arkeon
#    ${MYDEP_LIBRARIES}
231 1 arkeon
#    ${ZLIB_LIBRARIES}
232 1 arkeon
#    ${PNG_LIBRARIES}
233 1 arkeon
#  )
234 1 arkeon
235 1 arkeon
# setup Scol plugin target
236 1 arkeon
add_library(myPLugin
237 1 arkeon
  ${Scol_LIB_TYPE}
238 1 arkeon
  ${MYPLUGIN_HEADER_FILES}
239 1 arkeon
  ${MYPLUGIN_SOURCE_FILES}
240 1 arkeon
)
241 1 arkeon
add_dependencies(myPLugin kernel)
242 1 arkeon
243 1 arkeon
# set the dll version.
244 1 arkeon
set_target_properties(myPLugin PROPERTIES VERSION ${Scol_VERSION} SOVERSION ${Scol_VERSION_MAJOR})
245 1 arkeon
target_link_libraries(myPLugin ${LIBRARIES})
246 1 arkeon
247 1 arkeon
# install Scol
248 1 arkeon
scol_config_plugin(myPLugin)
249 1 arkeon
install(FILES ${MYPLUGIN_HEADER_FILES} DESTINATION include/SCOL/plugins/myPLugin)
250 1 arkeon
</pre>
251 1 arkeon
252 1 arkeon
Now we need to declare this new plugin in the common Scol cmake files.
253 1 arkeon
Edit the trunk/scol/CMakeLists.txt file and add your plugin definition like the following.
254 1 arkeon
255 1 arkeon
If you don't have dependencies.
256 1 arkeon
<pre>
257 1 arkeon
option(Scol_BUILD_MYPLUGIN "Build myPluginplugin, my library" TRUE)
258 1 arkeon
</pre>
259 1 arkeon
260 1 arkeon
If you have depencies
261 1 arkeon
<pre>
262 1 arkeon
cmake_dependent_option(Scol_BUILD_MYPLUGIN "Build myPlugin, my library." TRUE "MYDEP_FOUND;ZLIB_FOUND;PNG_FOUND" FALSE)
263 1 arkeon
</pre>
264 1 arkeon
265 1 arkeon
Now edit the trunk/scol/plugin/CMakeLists.txt file and add the following.
266 1 arkeon
<pre>
267 1 arkeon
# Configure myPlugin plugin build
268 1 arkeon
if (Scol_BUILD_MYPLUGIN)
269 1 arkeon
  add_subdirectory(myPlugin)
270 1 arkeon
endif ()
271 1 arkeon
</pre>
272 1 arkeon
273 1 arkeon
Only if you have dependencies, edit the trunk/scol/CMake/ScolDependencies.cmake file and add the dependencies resolution as the following
274 1 arkeon
275 1 arkeon
<pre>
276 1 arkeon
# Find MyDep
277 1 arkeon
find_package(MYDEP)
278 1 arkeon
macro_log_feature(MYDEP_FOUND "Mydep" "MydepLibrary" "http://Mydep.org/" FALSE "" "")
279 1 arkeon
</pre>
280 1 arkeon
281 1 arkeon
h2. Almost done
282 1 arkeon
283 1 arkeon
Open the CMAKE-gui again.
284 1 arkeon
Hit the "Configure button" and check if you found your plugin in the scol group.
285 1 arkeon
Then hit the generate button, and open the scol.sln project again.
286 1 arkeon
287 1 arkeon
You should have the project added in Visual Studio.