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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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namespace Magnum {
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/** @page cmake Usage with CMake
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@brief Guide how to find and use Magnum with CMake build system
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@tableofcontents
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@m_footernavigation
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Magnum uses CMake build system for both building and integration into your
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projects. The logic is in module `FindMagnum.cmake` distributed with the engine
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in `modules/` directory, you are encouraged to copy it along with
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`FindCorrade.cmake` into your project and add path to the files to
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`CMAKE_MODULE_PATH`. Otherwise, if CMake won't be able to find this file in
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predefined locations, it will error out even if Magnum might be installed on
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the system. If you plan to use Magnum on OpenGL ES, you may also need
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`FindOpenGLES2.cmake` or `FindOpenGLES3.cmake` and in some cases also
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`FindEGL.cmake`.
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Note that the module files are updated as the library evolves, you are
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encouraged to update your copies from time to time to avoid strange building
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issues.
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If you installed the library or its dependencies to non-standard location
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(other than `/usr`, e.g. `/home/xyz/projects`), set `CMAKE_PREFIX_PATH` to that
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directory to help CMake find it. You can enter more different dirs if you
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separate them with semicolons.
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Basic usage is:
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@code{.cmake}
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find_package(Magnum REQUIRED)
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@endcode
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This module tries to find base Magnum library and then defines:
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- `Magnum_FOUND` --- Whether the library was found
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- `Magnum::Magnum` --- Base library imported target
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- `MAGNUM_DEPLOY_PREFIX` --- Prefix where to put final application
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executables, defaults to empty string. If a relative path is used, it's
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relative to `CMAKE_INSTALL_PREFIX`.
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- `MAGNUM_PLUGINS_DEBUG_DIR` --- Base directory with dynamic plugins for debug
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builds, defaults to `magnum-d/` subdirectory of dir where Magnum library
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was found
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- `MAGNUM_PLUGINS_RELEASE_DIR` --- Base directory with dynamic plugins for
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release builds, defaults to `magnum/` subdirectory of dir where Magnum
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library was found
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- `MAGNUM_PLUGINS_DIR` --- Base directory with dynamic plugins, defaults to
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`MAGNUM_PLUGINS_RELEASE_DIR` in release builds and multi-configuration
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builds or to `MAGNUM_PLUGINS_DEBUG_DIR` in debug builds. You can modify all
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three variable (e.g. set them to `.` when deploying on Windows with plugins
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stored relatively to the executable), the following `MAGNUM_PLUGINS_*_DIR`
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variables depend on it.
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- `MAGNUM_PLUGINS_FONT[|_DEBUG|_RELEASE]_DIR` --- Directory with dynamic font
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plugins
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- `MAGNUM_PLUGINS_FONTCONVERTER[|_DEBUG|_RELEASE]_DIR` --- Directory with
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dynamic font converter plugins
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- `MAGNUM_PLUGINS_IMAGECONVERTER[|_DEBUG|_RELEASE]_DIR` --- Directory with
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dynamic image converter plugins
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- `MAGNUM_PLUGINS_IMPORTER[|_DEBUG|_RELEASE]_DIR` --- Directory with dynamic
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importer plugins
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- `MAGNUM_PLUGINS_AUDIOIMPORTER[|_DEBUG|_RELEASE]_DIR` --- Directory with
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dynamic audio importer plugins
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However, this command will try to find only the base library, not the optional
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components. The base library depends on @ref corrade-cmake Corrade and OpenGL
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libraries (or OpenGL ES libraries). Additional dependencies are specified by
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the components. The optional components are:
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- `Audio` --- @ref Audio library
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- `DebugTools` --- @ref DebugTools library
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- `MeshTools` --- @ref MeshTools library
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- `Primitives` --- @ref Primitives library
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- `SceneGraph` --- @ref SceneGraph library
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- `Shaders` --- @ref Shaders library
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- `Shapes` --- @ref Shapes library
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- `Text` --- @ref Text library
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- `TextureTools` --- @ref TextureTools library
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Platform namespace is split into more components:
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- `GlfwApplication` --- @ref Platform::GlfwApplication "GlfwApplication"
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- `GlutApplication` --- @ref Platform::GlutApplication "GlutApplication"
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- `GlxApplication` --- @ref Platform::GlxApplication "GlxApplication"
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- `Sdl2Application` --- @ref Platform::Sdl2Application "Sdl2Application"
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- `XEglApplication` --- @ref Platform::XEglApplication "XEglApplication"
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- `WindowlessCglApplication` --- @ref Platform::WindowlessCglApplication "WindowlessCglApplication"
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- `WindowlessEglApplication` --- @ref Platform::WindowlessEglApplication "WindowlessEglApplication"
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- `WindowlessGlxApplication` --- @ref Platform::WindowlessGlxApplication "WindowlessGlxApplication"
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- `WindowlessIosApplication` --- @ref Platform::WindowlessIosApplication "WindowlessIosApplication"
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- `WindowlessWglApplication` --- @ref Platform::WindowlessWglApplication "WindowlessWglApplication"
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- `WindowlessWindowsEglApplication` --- @ref Platform::WindowlessWindowsEglApplication "WindowlessWindowsEglApplication"
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For manual context creation (without application wrappers) there are also
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platform-specific context libraries (see @ref platform-custom for more
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information):
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- `CglContext` --- CGL context
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- `EglContext` --- EGL context
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- `GlxContext` --- GLX context
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- `WglContext` --- WGL context
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There are also extensions to @ref Corrade::TestSuite::Tester for testing GPU
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code:
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- `OpenGLTester` --- @ref OpenGLTester class
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The library also contains a set of plugins for importing essential file
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formats. Additional plugins are provided in separate plugin repository, see
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@ref cmake-plugins for more information. If you are going to use dynamic
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plugins (the default) via plugin manager, they don't need to be handled via
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CMake. The manager will look for them at runtime at specified location and
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loads them dynamically. However, if they are built as static (see
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@ref building-plugins for more information), they need to be linked into the
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executable and then explicitly imported. Also if you are going to use them as
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dependencies, you need to find the dependency and then link to it.
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- `MagnumFont` --- @ref Text::MagnumFont "MagnumFont" plugin
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- `MagnumFontConverter` --- @ref Text::MagnumFontConverter "MagnumFontConverter"
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plugin
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- `ObjImporter` --- @ref Trade::ObjImporter "ObjImporter" plugin
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- `TgaImageConverter` --- @ref Trade::TgaImageConverter "TgaImageConverter"
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plugin
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- `TgaImporter` --- @ref Trade::TgaImporter "TgaImporter" plugin
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- `WavAudioImporter` --- @ref Audio::WavImporter "WavAudioImporter" plugin
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Lastly, a few utility executables are available:
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- `distancefieldconverter` --- @ref magnum-distancefieldconverter executable
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- `fontconverter` --- @ref magnum-fontconverter executable
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- `imageconverter` --- @ref magnum-imageconverter executable
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- `info` --- @ref magnum-info executable
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- `al-info` --- @ref magnum-al-info executable
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Note that [each namespace](namespaces.html), all @ref Platform libraries and
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each plugin class contain more detailed information about dependencies,
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availability on particular platform and also guide how to enable given library
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in build and use it with CMake.
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Example usage with specifying additional components is:
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@code{.cmake}
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find_package(Magnum REQUIRED MeshTools Primitives Sdl2Application)
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@endcode
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For each component is then defined:
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- `Magnum_*_FOUND` --- Whether the component was found
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- `Magnum::*` --- Component imported target
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If exactly one `*Application` or exactly one `Windowless*Application` component
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is requested and found, its target is available in convenience alias
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`Magnum::Application` / `Magnum::WindowlessApplication` to simplify porting.
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Similarly, if exactly one `*Context` component is requested and found, its
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target is available in convenience alias `Magnum::Context`.
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The package is found if either debug or release version of each requested
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library (or plugin) is found. If both debug and release libraries (or plugins)
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are found, proper version is chosen based on actual build configuration of the
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project (i.e. `Debug` build is linked to debug libraries, `Release` build to
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release libraries). Note that this autodetection might fail for the
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`MAGNUM_PLUGINS_DIR` variable, especially on multi-configuration build systems.
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You can make use of @ref corrade-cmake "CORRADE_IS_DEBUG_BUILD" preprocessor
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variable along with `MAGNUM_PLUGINS_*_DEBUG_DIR` / `MAGNUM_PLUGINS_*_RELEASE_DIR`
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variables to decide in preprocessing step.
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Features of found Magnum library are exposed in these CMake variables, they
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are also available as preprocessor variables if including
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@ref Magnum/Magnum.h "Magnum/Magnum.h":
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- `MAGNUM_BUILD_DEPRECATED` --- Defined if compiled with deprecated APIs
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included
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- `MAGNUM_BUILD_STATIC` --- Defined if compiled as static libraries. Default
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are shared libraries.
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- `MAGNUM_BUILD_MULTITHREADED` --- Defined if compiled in a way that allows
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having multiple thread-local Magnum contexts. The default.
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- `MAGNUM_TARGET_GLES` --- Defined if compiled for OpenGL ES
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- `MAGNUM_TARGET_GLES2` --- Defined if compiled for OpenGL ES 2.0
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- `MAGNUM_TARGET_GLES3` --- Defined if compiled for OpenGL ES 3.0
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- `MAGNUM_TARGET_DESKTOP_GLES` --- Defined if compiled with OpenGL ES
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emulation on desktop OpenGL
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- `MAGNUM_TARGET_WEBGL` --- Defined if compiled for WebGL
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- `MAGNUM_TARGET_HEADLESS` --- Defined if compiled for headless machines. See
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@ref MAGNUM_TARGET_HEADLESS documentation for more information.
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Workflows without imported targets are deprecated and the following variables
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are included just for backwards compatibility and only if
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@ref MAGNUM_BUILD_DEPRECATED is enabled:
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- `MAGNUM_LIBRARIES` --- Expands to `Magnum::Magnum` target. Use `Magnum::Magnum`
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target directly instead.
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- `MAGNUM_*_LIBRARIES` --- Expands to `Magnum::*` target. Use `Magnum::*`
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target directly instead.
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- `MAGNUM_APPLICATION_LIBRARIES` / `MAGNUM_WINDOWLESSAPPLICATION_LIBRARIES`
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--- Expands to `Magnum::Application` / `Magnum::WindowlessApplication`
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target. Use `Magnum::Application` / `Magnum::WindowlessApplication` target
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directly instead.
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- `MAGNUM_CONTEXT_LIBRARIES` --- Expands to `Magnum::Context` target. Use
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`Magnum::Context` target directly instead.
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Corrade library provides also its own set of CMake macros and variables, see
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@ref corrade-cmake "its documentation" for more information.
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@ref cmake-plugins "Plugins repository", @ref cmake-integration "Integration repository"
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and @ref cmake-extras "Extras repository" have also their own CMake modules.
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@section cmake-modules Other CMake modules
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The `modules/` directory contains more useful CMake modules:
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- `FindOpenAL.cmake` --- CMake module for finding OpenAL. This is a forked
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version of the upstream module that works properly with
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@ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". Copy this to your module
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directory if you want to use the @ref Audio library on Emscripten.
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- `FindGLFW.cmake` --- CMake module for finding GLFW. Copy this to your module
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directory if you want to use @ref Platform::GlfwApplication.
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- `FindEGL.cmake` --- CMake module for finding EGL. Copy this to your
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module directory if you want to target embedded platforms such as
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@ref CORRADE_TARGET_IOS "iOS", @ref CORRADE_TARGET_ANDROID "Android",
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@ref CORRADE_TARGET_WINDOWS_RT "Windows RT" or
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@ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" or if you want to use EGL
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instead of GLX/WGL/CGL on a desktop platform.
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- `FindOpenGLES2.cmake`, `FindOpenGLES3.cmake` --- CMake module for finding
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OpenGL ES 2.0 / 3.0 library. Copy this to your module directory if you want
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to target @ref MAGNUM_TARGET_GLES "OpenGL ES".
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- `FindSDL2.cmake` --- CMake module for finding SDL 2. Copy this to your
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module directory if you want to use @ref Platform::Sdl2Application.
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*/
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}
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