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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013 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 building Downloading and building
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@brief Guide how to download and build %Magnum on different platforms.
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@tableofcontents
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Minimal set of tools and libraries required for building is:
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- C++ compiler with good C++11 support. Currently there are two compilers
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which are tested to support everything needed: **GCC** >= 4.6 and **Clang**
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>= 3.1. On Windows you can use **MinGW**, Visual Studio compiler still lacks
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some needed features.
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- **CMake** >= 2.8.8
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- **Corrade** - Plugin management and utility library. See
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@ref building-corrade "Corrade download and installation guide" for more
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information.
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@section building-download Downloading the sources
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The source is available on GitHub: https://github.com/mosra/magnum. Clone the
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repository with your favorite IDE or Git GUI, download currrent snapshot as
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compressed archive or use the command line:
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git clone git://github.com/mosra/magnum.git
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If you need toolchains for crosscompiling, run also the following commands, or,
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if you build from source archive, download snapshot of toolchains repository
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from https://github.com/mosra/toolchains and put them in `toolchains/`
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subdirectory.
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git submodule init
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git submodule update
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@section building-compilation Compilation, installation
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@subsection building-linux Via command-line (on Linux/Unix)
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On Unix-based OSs, the library (for example with support for GLUT applications)
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can be built and installed using these four commands:
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mkdir -p build && cd build
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cmake .. \
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-DCMAKE_INSTALL_PREFIX=/usr \
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-DWITH_GLUTAPPLICATION=ON
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make
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make install
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The library provides a lot of CMake options (described in sections later). They
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can be passed to CMake either as `-Dname=value` parameters on command-line
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(like above) or set conveniently using `cmake-gui`:
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cd build
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cmake-gui .
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@subsection building-windows Using QtCreator and CMake GUI (on Windows)
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On Windows, if you don't want to touch the command-line, the easiest way is to
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install QtCreator (just QtCreator, you don't need the full Qt SDK) and
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configure it to use MinGW and CMake.
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For most convenient usage it's best to install (or copy/paste) all library
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dependencies into directory where MinGW is installed (e.g. `C:/MinGW/`),
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following proper filesystem hierarchy, i.e. headers into `include/` and
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binaries into `bin/` or `lib/`. CMake will then have no problem finding them
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and you won't need to explicitly specify path to each one.
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Then just open project's root `CMakeLists.txt` file within QtCreator. It then
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asks you where to create build directory, allows you to specify initial CMake
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parameters and then you can just press Configure and everything should be ready
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to be built. You might need to set some CMake parameters before configuring,
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they can be set with `-Dname=value`. See below for more information.
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After the initial import you might want to reconfigure some CMake variables
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(more information below). Start CMake GUI, point it to the recently created
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build dir, modify the variables and press Generate. QtCreator will detect the
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changes and reparse the project accordingly.
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For most convenient usage it's best to set `CMAKE_INSTALL_PREFIX` to directory
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where MinGW is installed (e.g. `C:/MinGW/`) and add `C:/MinGW/bin` and
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`C:/MinGW/lib` to `PATH`. Installation to given prefix can be then done from
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within QtCreator by adding new `make install` build rule.
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@subsubsection building-windows-troubleshooting Windows troubleshooting
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If CMake isn't able to find dependencies (e.g. Corrade is not found) and you
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have installed them to MinGW directory, point to `CMAKE_FIND_ROOT_PATH` to
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MinGW installation prefix, e.g. specify `-DCMAKE_FIND_ROOT_PATH=C:/MinGW/`
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CMake parameter.
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See also Corrade's @ref building-corrade-windows-troubleshooting "troubleshooting section".
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@subsection building-features Enabling or disabling features
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The libraries are build as shared by default. If you are developing for
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platform which doesn't support shared libraries or if you just want to link
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them statically, enable `BUILD_STATIC` to build the libraries as static. If you
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plan to use them with shared libraries later, enable also position-independent
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code with `BUILD_STATIC_PIC`. If you want to build with another compiler (e.g.
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Clang), pass `-DCMAKE_CXX_COMPILER=clang++` to CMake.
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%Magnum by default does not install `FindMagnum.cmake`, as you should bundle
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the module with your code instead of depending on it being in system location.
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You can install it by enabling `WITH_FIND_MODULE`.
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By default the engine is built for desktop OpenGL. Using `TARGET_*` CMake
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parameters you can target other platforms. Note that some features are
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available for desktop OpenGL only, see @ref requires-gl.
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- `TARGET_GLES` - Target OpenGL ES.
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- `TARGET_GLES2` - Target OpenGL ES 2.0. Currently enabled by default when
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`TARGET_GLES` is set, as no customer OpenGL ES 3.0 platform exists yet.
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- `TARGET_DESKTOP_GLES` - Target OpenGL ES on desktop, i.e. use OpenGL ES
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emulation in desktop OpenGL library. Might not be supported in all drivers.
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The features used can be conveniently detected in depending projects both in
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CMake and C++ sources, see @ref cmake and @ref src/Magnum.h for more
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information. See also @ref corrade-cmake and @ref src/Corrade.h for additional
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information.
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By default the engine is built with everything except application libraries
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(see below). Using `WITH_*` CMake parameters you can specify which parts will
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be built and which not:
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- `WITH_AUDIO` - Audio library. Requires **OpenAL** library.
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- `WITH_DEBUGTOOLS` - DebugTools library. Enables also building of MeshTools,
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Primitives, SceneGraph, Shaders and Shapes libraries.
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- `WITH_MESHTOOLS` - MeshTools library. Enabled automatically if `WITH_DEBUGTOOLS`
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is enabled.
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- `WITH_PRIMITIVES` - Primitives library. Enabled automatically if `WITH_DEBUGTOOLS`
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is enabled.
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- `WITH_SCENEGRAPH` - SceneGraph library. Enabled automatically if `WITH_DEBUGTOOLS`
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or `WITH_SHAPES` is enabled.
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- `WITH_SHADERS` - Shaders library. Enabled automatically if `WITH_DEBUGTOOLS`
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is enabled.
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- `WITH_SHAPES` - Shapes library. Enables also building of SceneGraph library.
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Enabled automatically if `WITH_DEBUGTOOLS` is enabled.
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- `WITH_TEXT` - Text library. Enables also building of TextureTools library.
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- `WITH_TEXTURETOOLS` - TextureTools library. Enabled automatically if `WITH_TEXT`
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or `WITH_DISTANCEFIELDCONVERTER` is enabled.
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- `WITH_MAGNUMINFO` - `magnum-info` executable, provides information about the
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engine and OpenGL capabilities.
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- `WITH_DISTANCEFIELDCONVERTER` - `magnum-distancefield` executable for
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converting black&white images to distance field textures. Enables also
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building of TextureTools library.
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None of the @ref Platform "application libraries" is built by default (and you
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need at least one). Choose the one which suits your requirements and your
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platform best:
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- `WITH_GLUTAPPLICATION` - @ref Platform::GlutApplication "GlutApplication",
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available only if targeting desktop OpenGL. Requires **GLUT** library.
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- `WITH_GLXAPPLICATION` - @ref Platform::GlxApplication "GlxApplication".
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Requires **X11** and **GLX** libraries.
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- `WITH_NACLAPPLICATION` - @ref Platform::NaClApplication "NaClApplication",
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available only if targeting Google Chrome Native Client (see below).
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- `WITH_SDL2APPLICATION` - @ref Platform::Sdl2Application "Sdl2Application".
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Requires **SDL2** library.
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- `WITH_XEGLAPPLICATION` - @ref Platform::XEglApplication "XEglApplication",
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available only if targeting OpenGL ES (see above). Requires **X11** and **EGL**
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libraries.
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- `WITH_WINDOWLESSGLXAPPLICATION` - @ref Platform::WindowlessGlxApplication "WindowlessGlxApplication".
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Requires **X11** and **GLX** libraries.
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@subsection building-tests Building and running unit tests
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If you want to build also unit tests (which are not built by default), enable
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`BUILD_TEST` in CMake. Unit tests use Corrade's @ref Corrade::TestSuite
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"TestSuite" framework and can be run either manually (the binaries are located
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in `Test/` subdirectories of build directory) or using
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ctest --output-on-failure
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in build directory. On Windows the tests require the library to be installed
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with DLLs accessible through `PATH`. See above for more information.
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@subsection building-doc Building documentation
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The documentation (which you are currently reading) is written in **Doxygen**
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(version 1.8 with Markdown support is used, but older versions should do good
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job too) and additionally uses **TeX** for math formulas. The documentation can
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be build by running
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doxygen
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in root directory (i.e. where `Doxyfile` is). Resulting HTML documentation
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will be in `build/doc/` directory. You might need to create `build/` directory
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if it doesn't exist yet.
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@section building-related Related projects
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The engine itself is kept as small as possible with only little dependencies.
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Additional functionality, often depending on external libraries, is provided in
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separate repositories. Various importer plugins for image, audio and 3D model
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formats are maintained in @ref building-plugins "Plugins repository",
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Integration with various external math and physics libraries is provided by
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@ref building-integration "Integration library".
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@section building-arch Building ArchLinux packages
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In `package/archlinux` directory is currently one PKGBUILD for Git development
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build. The package is also in AUR under the same name.
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There are also a few development PKGBUILDs in project root, which allow you to
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build and install the package directly from source tree without downloading
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anything. The native PKGBUILD also contains `check()` function which will run
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all unit tests before packaging.
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If you want to build with another compiler (e.g. Clang), run makepkg this way:
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CXX=clang++ makepkg
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Development PKGBUILDs can detect when Clang is used and remove unsupported CXX
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flags.
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@section building-win Crosscompiling for Windows using MinGW
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@note This guide is tailored mainly for crosscompiling from ArchLinux. For
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this system there is also prepared `mingw32-magnum` development package in
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root, named `PKGBUILD-mingw32`.
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You will need MinGW32 versions of the compiler and all dependent libraries
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(Corrade), i.e. these ArchLinux packages:
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- `mingw32-gcc`, which depends on `mingw32-w32api` containing OpenGL headers
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- `mingw32-runtime`
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- `mingw32-corrade`
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Make sure you have `toolchains` submodule updated, as
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@ref building-download "explained above". Then create build directory and run
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cmake and make. You may need to modify the `basic-mingw32.cmake` file and
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`CMAKE_INSTALL_PREFIX` to suit your distribution filesystem hierarchy.
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mkdir build-win
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cd build-win
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cmake .. \
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-DCMAKE_TOOLCHAIN_FILE=../toolchains/archlinux/basic-mingw32.cmake \
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-DCMAKE_INSTALL_PREFIX=/usr/i486-mingw32
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make
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Then you can install the package using `make install` to make it available for
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depending projects.
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@section building-nacl Compiling for Google Chrome Native Client
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You will need [Native Client SDK](https://developers.google.com/native-client/beta/sdk/download).
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Tested version is `pepper_22`.
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Make sure you have `toolchains` submodule updated, as
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@ref building-download "explained above". You can choose from either `glibc` or
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`newlib` toolchain. `Newlib` supports only static linking, thus `BUILD_STATIC`
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is always enabled. Don't forget to adapt `NACL_PREFIX` variable in
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`generic/NaCl-*-x86-32.cmake` and `generic/NaCl-*-x86-64.cmake` to path where
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your SDK is installed. Default is `/usr/nacl`. You may need to adapt also
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`NACL_TOOLCHAIN_PATH` so CMake is able to find the compiler. NaCl currently
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supports only OpenGL ES 2, thus `TARGET_GLES` and `TARGET_GLES2` is always
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enabled.
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Then create build directories for x86-32 and x86-64 and run cmake and make in
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them. The toolchains need access to its platform file, so be sure to properly
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set **absolute** path to `modules/` directory containing `Platform/NaCl.cmake`.
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Also adapt `CMAKE_INSTALL_PREFIX` to the same value as in `NACL_PREFIX` in
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toolchain file.
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mkdir -p build-nacl-x86-32
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cd build-nacl-x86-32
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cmake .. \
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-DCMAKE_MODULE_PATH="/absolute/path/to/toolchains/modules" \
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-DCMAKE_TOOLCHAIN_FILE="../toolchains/generic/NaCl-glibc-x86-32.cmake" \
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-DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_INSTALL_PREFIX=/usr/nacl \
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-DWITH_NACLAPPLICATION=ON \
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-DLIB_SUFFIX=/32
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make
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mkdir -p build-nacl-x86-64
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cd build-nacl-x86-64
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cmake .. \
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-DCMAKE_MODULE_PATH="/absolute/path/to/toolchains/modules" \
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-DCMAKE_TOOLCHAIN_FILE="../toolchains/generic/NaCl-glibc-x86-64.cmake" \
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-DCMAKE_BUILD_TYPE=Release \
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-DCMAKE_INSTALL_PREFIX=/usr/nacl \
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-DWITH_NACLAPPLICATION=ON
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make
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Then you can install both versions using `make install` to make them available
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for depending projects. The headers are shared by both versions.
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For ArchLinux there are also prepared package files in root, named
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`PKGBUILD-nacl-glibc` and `PKGBUILD-nacl-newlib`.
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*/
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}
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