@ -31,38 +31,170 @@ namespace Magnum {
@tableofcontents
@m_footernavigation
@section building-packages Prepared packages
The easiest way to install Magnum is to use one of the ready-made packages for
your platform of choice. See @ref building-manual if you want to have more
control and @ref building-cross for cross-compiling to other platforms.
- @ref building-packages-arch
- @ref building-packages-deb
- @ref building-packages-gentoo
- @ref building-packages-brew
The engine itself is kept as small as possible with only minimal dependencies.
In order to use extra functionality, often depending on external libraries, you
need to build also packages of additional repositories. Various importer
plugins for image, audio and 3D model formats are maintained in the
@ref building-plugins "Plugins repository", integration with external math and
physics libraries is provided by @ref building-integration "Integration libraries"
and other extra features are in the @ref building-extras "Extra libraries".
Various examples are provided by the @ref building-examples "Example repository".
@subsection building-packages-arch ArchLinux packages
In `package/archlinux/magnum-git` there is a package for Git development build.
The package is also in AUR as
[magnum-git](https://aur.archlinux.org/packages/magnum-git/). It depends on the
@ref building-corrade-packages-arch "Corrade ArchLinux package".
There are also quite a few development packages for native builds, OpenGL ES
builds, cross-compilation for Emscripten, Android and MinGW or various
sanitizer/coverage builds. See the PKGBUILD files in the `package/archlinux`
directory. They allow you to build and install the package directly from the
source tree. Example usage:
@code{.sh}
git clone git://github.com/mosra/magnum && cd magnum
cd package/archlinux
makepkg -fp PKGBUILD # or any other PKGBUILD file
@endcode
In most cases the development PKGBUILDs also contain a @cb{.sh} check() @ce
function which will run all unit tests before packaging. That might sometimes
fail or take too long, pass `--nocheck` to `makepkg` to skip that.
Once built, install the package using `pacman`:
@code{.sh}
sudo pacman -U magnum-*.pkg.tar.xz
@endcode
Edit the PKGBUILDs if you want to pass additional flags to CMake or
@ref building-features "enable / disable additional features".
There are also ArchLinux packages for @ref building-plugins-packages-arch "Magnum Plugins", @ref building-integration-packages-arch "Magnum Integration",
@ref building-extras-packages-arch "Magnum Extras" and
@ref building-examples-packages-arch "Magnum Examples".
@subsection building-packages-deb Packages for Debian, Ubuntu and derivatives
The `package/debian/` directory contains all files needed for building Debian
packages. You need the @ref building-corrade-packages-deb "Corrade Debian package"
installed and in addition also the `dpkg-dev` and `debhelper` packages.
Building is easy, just change directory to package root, link or copy
`package/debian` directory there and run `dpkg-buildpackage`:
@code{.sh}
git clone git://github.com/mosra/magnum && cd magnum
ln -s package/debian .
dpkg-buildpackage
@endcode
This will compile binary and development packages, which will then appear in a
parent directory. Install them using `dpkg`:
@code{.sh}
sudo dpkg -i ../magnum*.deb
@endcode
If you want to pass additional flags to CMake or
@ref building-features "enable / disable additional features", add them to
`dh_auto_configure` at the bottom of `debian/rules`. Watch out, as
indentation has to be done using tabs, not spaces.
There are also Debian packages for @ref building-plugins-packages-deb "Magnum Plugins", @ref building-integration-packages-deb "Magnum Integration",
@ref building-extras-packages-deb "Magnum Extras" and
@ref building-examples-packages-deb "Magnum Examples".
@subsection building-packages-gentoo Gentoo Linux ebuilds
Gentoo Git ebuild is available in the `package/gentoo` directory. Get the
@ref building-corrade-packages-gentoo "Corrade Gentoo package" first and then
build and install Magnum like this:
@code{.sh}
git clone git://github.com/mosra/magnum && cd magnum
cd package/gentoo
sudo ebuild dev-libs/magnum/magnum-99999.ebuild manifest clean merge
@endcode
If you want to pass additional flags to CMake or
@ref building-features "enable / disable additional features", add them to
`mycmakeargs` in the `*.ebuild` file.
There are also Gentoo packages for @ref building-plugins-packages-gentoo "Magnum Plugins", @ref building-integration-packages-gentoo "Magnum Integration",
@ref building-extras-packages-gentoo "Magnum Extras" and
@ref building-examples-packages-gentoo "Magnum Examples".
@subsection building-packages-brew Homebrew formulas for macOS
macOS [Homebrew](https://brew.sh) formulas building the latest Git revision are
in the `package/homebrew` directory. Either use the `*.rb` files directly or
use the tap at https://github.com/mosra/homebrew-magnum. When installing from
the `*.rb` files you need to install the
@ref building-corrade-packages-brew "Corrade Homebrew package" first, otherwise
you can do just this:
@code{.sh}
brew install --HEAD mosra/magnum/corrade
brew install --HEAD mosra/magnum/magnum
@endcode
If you want to pass additional flags to CMake or
@ref building-features "enable / disable additional features", edit the `*.rb`
file.
There are also Homebrew packages for @ref building-plugins-packages-brew "Magnum Plugins", @ref building-integration-packages-brew "Magnum Integration",
@ref building-extras-packages-brew "Magnum Extras" and
@ref building-examples-packages-brew "Magnum Examples".
@section building-manual Manual build
Minimal set of tools and libraries required for building is:
- C++ compiler with good C++11 support. Compilers which are tested to have
everything needed are **GCC** >= 4.7, **Clang** >= 3.1 and **MSVC** >= 2015.
On Windows you can also use **MinGW-w64**.
- **CMake** >= 2.8.12
- **Corrade** - Plugin management and utility library. See
- **Corrade** --- Plugin management and utility library. See
@ref building-corrade "Corrade download and installation guide" for more
information.
Note that full feature set is available only on GCC 4.8.1 and Clang 3.1.
Additional functionality is provided separately in
@ref building-plugins "Magnum Plugins",
@ref building-integration "Magnum Integration",
@ref building-extras "Magnum Extras" and
@ref building-examples "Magnum Examples".
@section building-download Downloading the sources
@subs ection building-download Downloading the sources
The source is available on GitHub: https://github.com/mosra/magnum. Clone the
repository with your favorite IDE or Git GUI, download currrent snapshot as
repository with your favorite IDE or Git GUI, download currrent snapshot as a
compressed archive or use the command line:
@code{.sh}
git clone git://github.com/mosra/magnum.git
@endcode
@section building-compilation Compilation, installation
Relevant information about CMake usage was described in
@ref building-corrade "Corrade download and installation guide", this guide is
assuming you have at least basic knowledge of CMake.
@ref building-corrade-cmake "Corrade download and installation guide", this
guide is assuming you have at least basic knowledge of CMake.
@subsection building-linux Via command-line (on Linux/Unix)
On Unix-based OSs, the library (for example with support for SDL2 applications)
can be built and installed using these four commands:
On Unix-based OSe s, the library (for example with support for SDL2
applications) can be built and installed using these four commands:
@code{.sh}
mkdir build && cd build
@ -70,7 +202,7 @@ cmake .. \
-DCMAKE_INSTALL_PREFIX=/usr \
-DWITH_SDL2APPLICATION=ON
make
make install
make install # sudo may be needed
@endcode
See @ref building-features "below" for additional configuration options.
@ -86,14 +218,15 @@ want to set `CMAKE_INSTALL_RPATH` to `lib/` subdir of given prefix (e.g.
@subsection building-windows Building on Windows
On Windows you can use either MinGW-w64 or MSVC 2013 compiler. It's then up to
you whether you will use QtCreator, Visual Studio or do the build from command-
line. Note that for most convenient usage it's best use some dedicated
directory (e.g. `C:/Sys`) for installing dependencies instead of putting each
dependency to its own directory in `C:/Program Files`. Then add its `bin/`
subdir (e.g. `C:/Sys/bin`) to PATH so all the DLLs are found when running the
executables. If you are using MinGW-w64, the `C:/MinGW` directory is in most
cases already prepared for exactly this.
On Windows you can use either MSVC or the MinGW-w64 compiler. It's then up to
you whether you will use QtCreator, Visual Studio or anoother IDE or do the
build from a command line. Note that for most convenient usage it's best use
some dedicated directory (e.g. `C:/Sys`) for installing dependencies instead of
putting each dependency to its own directory in `C:/Program Files` or
elsewhere. Then you can just add its `bin/` subdir (e.g. `C:/Sys/bin`) to
@cb{.bat} %PATH% @ce so all the DLLs are found when running the executables. If
you are using MinGW-w64, the `C:/MinGW` directory is in most cases already
prepared for exactly this.
Then, when running CMake, set `CMAKE_PREFIX_PATH` and `CMAKE_INSTALL_PREFIX`
value to that directory (e.g. `-DCMAKE_INSTALL_PREFIX=C:/Sys`).
@ -103,7 +236,7 @@ value to that directory (e.g. `-DCMAKE_INSTALL_PREFIX=C:/Sys`).
On Windows CMake by default creates Visual Studio project files.
The most straightforward way to build and install the library is again via the
command- line. The bonus point is that you don't even need to wait for Visual
command line. The bonus point is that you don't even need to wait for Visual
Studio to load:
@code{.bat}
@ -118,88 +251,91 @@ project file generated by CMake in the build directory.
@subsubsection building-windows-qtcreator Using QtCreator
On Windows you can also use QtCreator (just QtCreator, you don't need the full
Qt SDK). Configure it to use CMake and either MSVC compiler or MinGW-w64 and
then just open project's root `CMakeLists.txt` file within it. QtCreator then
asks you where to create build directory, allows you to specify initial CMake
parameters (e.g. `CMAKE_PREFIX_PATH` and `CMAKE_INSTALL_PREFIX`) and then you
can just press *Configure* and everything is ready to be built.
On Windows, besides other IDEs, you can also use QtCreator (just QtCreator, you
don't need the full Qt SDK). Configure it to use CMake and either the MSVC
compiler or MinGW-w64 and then just open project's root `CMakeLists.txt` file
within it. QtCreator then asks you where to create build directory, allows you
to specify initial CMake parameters (e.g. `CMAKE_PREFIX_PATH` and
`CMAKE_INSTALL_PREFIX`) and then you can just press *Configure* and everything
is ready to be built.
After the initial import you might want to reconfigure some CMake variables,
see @ref building-features "below" for more information.
Installation to given prefix can be done from within QtCreator by adding new
Installation to given prefix can be done from within QtCreator by adding a new
`make install` build rule.
@subsection building-features Enabling or disabling features
The libraries are build as shared by default. If you are developing for
The libraries are build as shared by default. If you are developing for a
platform which doesn't support shared libraries or if you just want to link
them statically, enable `BUILD_STATIC` to build the libraries as static.
Building of static plugins is controlled with separate `BUILD_PLUGINS_STATIC`
Building of static plugins is controlled with a separate `BUILD_PLUGINS_STATIC`
variable. If you plan to use the static libraries and plugins with shared
libraries later, enable also position-independent code with `BUILD_STATIC_PIC`.
If you want to build with another compiler (e.g. Clang), pass
`-DCMAKE_CXX_COMPILER=clang++` to CMake.
Libraries and static plugins built in `Debug` configuration (e.g. with
`CMAKE_BUILD_TYPE` set to `Debug`) have `-d` suffix to make it possible to have
both debug and release libraries installed alongside each other. *Dynamic*
`CMAKE_BUILD_TYPE` set to `Debug`) have a `-d` suffix to make it possible to
have both debug and release libraries installed alongside each other. *Dynamic*
plugins in `Debug` configuration are installed to `magnum-d` subdirectory
instead of `magnum`. Headers and other files are the same for both. The library
and plugin distinction is handled semi-automatically when using Magnum in
depending projects, see @ref cmake for more information.
instead of `magnum`. Headers and other files are the same for both debug and
release configurations. The library and plugin distinction is handled
semi-automatically when using Magnum in depending projects, see @ref cmake for
more information.
The library is constantly evolving and thus some APIs are deprecated and then
later removed in favor of better ones. To preserve backwards compatibility,
Magnum is by default built with all deprecated APIs. However, to make your
code more robust and future-proof, it's recommended to build the library with
`BUILD_DEPRECATED` disabled.
Magnum is by default built with all deprecated APIs included . However, to make
your code more robust and future-proof, it's recommended to build the library
with `BUILD_DEPRECATED` disabled.
By default the engine is built for desktop OpenGL. Using `TARGET_*` CMake
parameter s you can target other platforms. Note that some features are
By default the engine is built for desktop OpenGL. Using the `TARGET_*` CMake
option s you can target other platforms. Note that some features are
available for desktop OpenGL only, see @ref requires-gl.
- `TARGET_GLES` --- Target OpenGL ES.
- `TARGET_GLES2` --- Target OpenGL ES 2.0. Currently enabled by default when
`TARGET_GLES` is set.
- `TARGET_GLES2` --- Target OpenGL ES 2.0 instead of 3.0 and later. Currently
enabled by default when `TARGET_GLES` is set.
- `TARGET_DESKTOP_GLES` --- Target OpenGL ES on desktop, i.e. use OpenGL ES
emulation in desktop OpenGL library . Available on Linux and Windows, though
emulation in desktop OpenGL drivers . Available on Linux and Windows, though
might not be supported by all drivers.
- `TARGET_HEADLESS` --- Build command-line utilities for use on a headless
machine. Basically it means that EGL with no display attachment is being
used everywhere instead of platform-specific toolkits like CGL, GLX or WGL.
Supported mainly on OpenGL ES drivers, for desktop OpenGL the only driver
that supports this configuration is NVidia >= 355.
Supported mainly on OpenGL ES drivers.
By default the engine is built in a way that allows having multiple
thread-local Magnum contents. This might cause some performance penalties --- if
you are sure that you will never need such feature, you can disable it via the
`BUILD_MULTITHREADED` option.
By default the engine is built in a way that allows having multiple independent
thread-local Magnum contents. This might cause some performance penalties ---
if you are sure that you will never need such feature, you can disable it via
the `BUILD_MULTITHREADED` option.
The features used can be conveniently detected in depending projects both in
CMake and C++ sources, see @ref cmake and @ref Magnum/Magnum.h for more
information. See also @ref corrade-cmake and @ref Corrade/Corrade.h for
additional information.
By default the engine is built with nearly everything except @ref Audio
library, plugins and application libraries (see below). Using `WITH_*` CMake
parameters you can specify which parts will be built and which not:
- `WITH_AUDIO` --- @ref Audio library. Depends on **OpenAL** library, not
built by default.
- `WITH_DEBUGTOOLS` --- @ref DebugTools library
- `WITH_MESHTOOLS` --- @ref MeshTools library
- `WITH_PRIMITIVES` --- @ref Primitives library
- `WITH_SCENEGRAPH` --- @ref SceneGraph library. Enabled automatically if
`WITH_SHAPES` is enabled.
- `WITH_SHADERS` --- @ref Shaders library
- `WITH_SHAPES` --- @ref Shapes library. Enables also building of SceneGraph
library. Enabled automatically if `WITH_DEBUGTOOLS` is enabled.
- `WITH_TEXT` --- @ref Text library. Enables also building of TextureTools
library.
- `WITH_TEXTURETOOLS` --- @ref TextureTools library. Enabled automatically if
`WITH_TEXT` or `WITH_DISTANCEFIELDCONVERTER` is enabled.
related info for the Corrade library.
By default the engine is built with nearly everything except the @ref Audio
library, plugins, command-line utilities and application libraries (see below).
Using the following `WITH_*` CMake options you can specify which parts will
be built and which not:
- `WITH_AUDIO` --- Build the @ref Audio library. Depends on
[OpenAL](https://www.openal.org/), not built by default.
- `WITH_DEBUGTOOLS` --- Build the @ref DebugTools library.
- `WITH_MESHTOOLS` --- Build the @ref MeshTools library.
- `WITH_PRIMITIVES` --- Build the @ref Primitives library.
- `WITH_SCENEGRAPH` --- Build the @ref SceneGraph library. Enabled
automatically if `WITH_SHAPES` is enabled.
- `WITH_SHADERS` --- Build the @ref Shaders library.
- `WITH_SHAPES` --- Build the @ref Shapes library. Enables also building of
the SceneGraph library. Enabled automatically if `WITH_DEBUGTOOLS` is
enabled.
- `WITH_TEXT` --- Build the @ref Text library. Enables also building of
the TextureTools library.
- `WITH_TEXTURETOOLS` --- Build the @ref TextureTools library. Enabled
automatically if `WITH_TEXT` or `WITH_DISTANCEFIELDCONVERTER` is enabled.
There are more involved component dependencies that are not described here (for
example the @ref DebugTools has some functionality that gets built only when
@ -208,103 +344,138 @@ other things), but the CMake buildsystem takes care of these and only the
relevant toggleable options are shown in CMake GUI or `ccmake`.
None of the @ref Platform "application libraries" is built by default (and you
need at least one). Choose the one which suits your requirements and your
platform best:
- `WITH_ANDROIDAPPLICATION` --- @ref Platform::AndroidApplication "AndroidApplication"
- `WITH_GLFWAPPLICATION` --- @ref Platform::GlfwApplication "GlfwApplication"
- `WITH_GLUTAPPLICATION` --- @ref Platform::GlutApplication "GlutApplication"
- `WITH_GLXAPPLICATION` --- @ref Platform::GlxApplication "GlxApplication"
- `WITH_SDL2APPLICATION` --- @ref Platform::Sdl2Application "Sdl2Application"
- `WITH_XEGLAPPLICATION` --- @ref Platform::XEglApplication "XEglApplication"
- `WITH_WINDOWLESSCGLAPPLICATION` --- @ref Platform::WindowlessCglApplication "WindowlessCglApplication"
- `WITH_WINDOWLESSEGLAPPLICATION` --- @ref Platform::WindowlessEglApplication "WindowlessEglApplication"
- `WITH_WINDOWLESSGLXAPPLICATION` --- @ref Platform::WindowlessGlxApplication "WindowlessGlxApplication"
- `WITH_WINDOWLESSIOSAPPLICATION` --- @ref Platform::WindowlessIosApplication "WindowlessIosApplication"
- `WITH_WINDOWLESSWGLAPPLICATION` --- @ref Platform::WindowlessWglApplication "WindowlessWglApplication"
- `WITH_WINDOWLESSWINDOWSEGLAPPLICATION` --- @ref Platform::WindowlessWindowsEglApplication "WindowlessWindowsEglApplication"
None of the context libraries is built by default. You need them only if you
choose to not use any application library (see @ref platform-custom for more
information):
- `WITH_CGLCONTEXT` --- CGL context
- `WITH_EGLCONTEXT` --- EGL context
- `WITH_GLXCONTEXT` --- GLX context
- `WITH_WGLCONTEXT` --- WGL context
need at least one, unless you are handling platform integration yourself ---
see @ref platform-custom for more information). As they are rather tiny, they
are always built as static. Choose the one that suits your requirements and
your platform best:
- `WITH_ANDROIDAPPLICATION` --- Build the
@ref Platform::AndroidApplication "AndroidApplication" library. Available
only on @ref CORRADE_TARGET_ANDROID "Android".
- `WITH_GLFWAPPLICATION` --- Build the
@ref Platform::GlfwApplication "GlfwApplication" library. Depends on
[GLFW](http://glfw.org).
- `WITH_GLUTAPPLICATION` --- Build the
@ref Platform::GlutApplication "GlutApplication" library. Depends on
[GLUT](http://freeglut.sourceforge.net/).
- `WITH_GLXAPPLICATION` --- Build the
@ref Platform::GlxApplication "GlxApplication" library. Depends on **X11**.
- `WITH_SDL2APPLICATION` --- Build the
@ref Platform::Sdl2Application "Sdl2Application" library. Depends on
[SDL2](http://www.libsdl.org).
- `WITH_XEGLAPPLICATION` --- Build the
@ref Platform::XEglApplication "XEglApplication" library.
- `WITH_WINDOWLESSCGLAPPLICATION` --- Build the
@ref Platform::WindowlessCglApplication "WindowlessCglApplication" library.
- `WITH_WINDOWLESSEGLAPPLICATION` --- Build the
@ref Platform::WindowlessEglApplication "WindowlessEglApplication" library.
- `WITH_WINDOWLESSGLXAPPLICATION` --- Build the
@ref Platform::WindowlessGlxApplication "WindowlessGlxApplication" library.
- `WITH_WINDOWLESSIOSAPPLICATION` --- Build the
@ref Platform::WindowlessIosApplication "WindowlessIosApplication" library.
- `WITH_WINDOWLESSWGLAPPLICATION` --- Build the
@ref Platform::WindowlessWglApplication "WindowlessWglApplication" library.
- `WITH_WINDOWLESSWINDOWSEGLAPPLICATION` --- Build the
@ref Platform::WindowlessWindowsEglApplication "WindowlessWindowsEglApplication"
library.
None of the context libraries is built by default. Similarly to the application
libraries, they are always built as static. You need them only if you chose to
not use any of the application libraries above (see @ref platform-custom for
more information):
- `WITH_CGLCONTEXT` --- Build the CGL context handling library.
- `WITH_EGLCONTEXT` --- Build the EGL context handling library.
- `WITH_GLXCONTEXT` --- Build the GLX context handling library.
- `WITH_WGLCONTEXT` --- Build the WGL context handling library.
There are also extensions to @ref Corrade::TestSuite::Tester for testing GPU
code:
- `WITH_OPENGLTESTER` --- @ref OpenGLTester class. Enables building of one of
`Platform::Windowless*Application` libraries based on platform.
- `WITH_OPENGLTESTER` --- The @ref OpenGLTester class. Enables building of
one of the windowless application libraries based on the target platform.
Magnum also contains a set of dependency-less plugins for importing essential
file formats. Additional plugins are provided in separate plugin repository,
file formats. Additional plugins are provided in a separate plugin repository,
see @ref building-plugins for more information. None of the plugins is built by
default.
- `WITH_MAGNUMFONT` --- @ref Text::MagnumFont "MagnumFont" plugin. Available
only if `WITH_TEXT` is enabled. Enables also building of
- `WITH_MAGNUMFONT` --- Build the @ref Text::MagnumFont "MagnumFont" plugin.
Available only if `WITH_TEXT` is enabled. Enables also building of the
@ref Trade::TgaImporter "TgaImporter" plugin.
- `WITH_MAGNUMFONTCONVERTER` --- @ref Text::MagnumFontConverter "MagnumFontConverter"
plugin. Available only if `WITH_TEXT` is enabled. Enables also building of
- `WITH_MAGNUMFONTCONVERTER` --- Build the
@ref Text::MagnumFontConverter "MagnumFontConverter" plugin. Available only
if `WITH_TEXT` is enabled. Enables also building of their
@ref Trade::TgaImageConverter "TgaImageConverter" plugin.
- `WITH_OBJIMPORTER` --- @ref Trade::ObjImporter "ObjImporter" plugin.
- `WITH_TGAIMPORTER` --- @ref Trade::TgaImporter "TgaImporter" plugin.
- `WITH_TGAIMAGECONVERTER` --- @ref Trade::TgaImageConverter "TgaImageConverter"
- `WITH_OBJIMPORTER` --- Build the @ref Trade::ObjImporter "ObjImporter"
plugin.
- `WITH_WAVAUDIOIMPORTER` --- @ref Audio::WavImporter "WavAudioImporter"
- `WITH_TGAIMPORTER` --- Build the @ref Trade::TgaImporter "TgaImporter"
plugin.
- `WITH_TGAIMAGECONVERTER` --- Build the
@ref Trade::TgaImageConverter "TgaImageConverter" plugin.
- `WITH_WAVAUDIOIMPORTER` --- Build the @ref Audio::WavImporter "WavAudioImporter"
plugin. Available only if `WITH_AUDIO` is enabled.
There are also a few command-line utilities, also disabled by default:
There are also a few command-line utilities, also all disabled by default:
- `WITH_MAGNUMINFO` --- @ref magnum-info "magnum-info" executable, provides
information about the engine and OpenGL capabilities. Depends on some
windowless application library.
- `WITH_AL_INFO` --- @ref magnum-al-info "magnum-al-info" executable,
provides information about OpenAL capabilities.
- `WITH_DISTANCEFIELDCONVERTER` --- @ref magnum-distancefieldconverter "magnum-distancefieldconverter"
- `WITH_MAGNUMINFO` --- Build the @ref magnum-info "magnum-info" executable,
which provides information about the engine and OpenGL capabilities.
Enables building of one of the windowless application libraries based on
the target platform.
- `WITH_AL_INFO` --- Build the @ref magnum-al-info "magnum-al-info"
executable, which provides information about OpenAL capabilities.
- `WITH_DISTANCEFIELDCONVERTER` --- Build the
@ref magnum-distancefieldconverter "magnum-distancefieldconverter"
executable for converting black&white images to distance field textures.
Enables also building of @ref TextureTools library. Available only on
desktop GL, depends on some windowless application library.
- `WITH_FONTCONVERTER` --- @ref magnum-fontconverter "magnum-fontconverter"
executable for converting fonts to raster ones. Enables also building of
@ref Text library. Available only on desktop GL, depends on some windowless
application library.
- `WITH_IMAGECONVERTER` --- @ref magnum-imageconverter "magnum-imageconverter"
Enables also building of the @ref TextureTools library. Available only on
desktop GL. Enables building of one of the windowless application libraries
based on the target platform.
- `WITH_FONTCONVERTER` --- Build the @ref magnum-fontconverter "magnum-fontconverter"
executable for converting fonts of different formats. Enables also building
of the @ref Text library. Available only on desktop GL. Enables building of
one of the windowless application libraries based on the target platform.
- `WITH_IMAGECONVERTER` --- Build the @ref magnum-imageconverter "magnum-imageconverter"
executable for converting images of different formats.
Some of these utilities operate with plugins and they search for them in the
default plugin locations. You can override those locations using
default plugin locations. You can override these locations using the
`MAGNUM_PLUGINS_DIR` and `MAGNUM_PLUGINS_[DEBUG|RELEASE]_DIR` variables, much
like when using Magnum from dependent projects --- see @ref cmake for more
information. In particular, if you specify them as relative paths, the path
will be taken relative to executable location, which is useful for making
relocatable installations.
Note that [each namespace](namespaces.html), all @ref Platform libraries and
the @ref OpenGLTester class contain more detailed information about
dependencies, availability on particular platform and also guide how to enable
given library in build and use it with CMake.
Note that each [namespace](namespaces.html) documentation, all @ref Platform
library documentation and the @ref OpenGLTester class documentation contain
more detailed information about dependencies, availability on particular
platform and also guide how to enable given library for building and how to use
it with CMake.
@subsection building-tests Building and running unit tests
This list covers only the core Magnum features, see also features offered by
@ref building-corrade-features "Corrade",
@ref building-plugins-features "Magnum Plugins",
@ref building-integration-features "Magnum Integration",
@ref building-extras-features "Magnum Extras" and
@ref building-examples-features "Magnum Examples".
If you want to build also unit tests (which are not built by default), enable
`BUILD_TESTS` in CMake. Unit tests use Corrade's @ref Corrade::TestSuite
"TestSuite" framework and can be run either manually (the binaries are located
in `Test/` subdirectories of build directory) or using
@subsection building-tests Building and running tests
If you want to build also the tests (which are not built by default), enable
`BUILD_TESTS` in CMake. The tests use Corrade's
@ref Corrade::TestSuite "TestSuite" framework and can be run either manually
(the binaries are located in `Test/` subdirectories in the build directory) or
using
@code{.sh}
ctest --output-on-failure
@endcode
in build directory. On Windows the tests require the library to be installed
with DLLs accessible through `PATH`. Se e
@ref building-windows "above Windows documentation" for more information.
in the build directory. On Windows the tests require the library to be
installed with DLLs accessible through @cb{.bat} %PATH% @ce. See the abov e
@ref building-windows "Windows documentation" for more information.
The @ref Audio library has tests which require OpenAL to be able to create a
context. That is the case on most platforms, so they are enabled by default.
context. That is the case on most platforms, so they are enabled by default.
In case it's not possible to have OpenAL context (such as when running
@ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" tests under Node.js), you can
disable building of them with `BUILD_AL_TESTS`. The tests are suffixed with
@ -327,86 +498,36 @@ running CTest, e.g.:
ctest -R GLTest # run only tests requiring OpenGL context
@endcode
@subs ection building-doc Building documentation
@section building-doc Building documentation
The documentation (which you are currently reading) is written in **Doxygen**
and additionally uses **LaTeX** for math formulas. Documentation using the
stock HTML theme can be build by running
The documentation (which you are currently reading) is written in
[Doxygen](http://doxygen.org) and additionally uses **LaTeX** for math
formulas. Documentation using the stock HTML theme can be build by running
@code{.sh}
doxygen
@endcode
in root directory (i.e. where `Doxyfile` is). Resulting HTML documentation
will be in `build/doc/` directory. You might need to create `build/` directory
if it doesn't exist yet. If Corrade with generated documentation is placed in
`corrade` directory next to `magnum`, the documentation will be crosslinked
with Corrade's one. If related projects (`magnum-plugins`, `magnum-extras`,
`magnum-integration` and `magnum-examples`, see below) are places along these,
their documentation will be also included in generated output.
The documentation can be also generated using the [m.css Doxygen theme](http://mcss.mosra.cz/doxygen/).
Use `Doxyfile-mcss` for local build, the `Doxyfile-public` is meant for the
publicly available documentation at http://doc.magnum.graphics/magnum/.
@section building-related Related projects
The engine itself is kept as small as possible with only little dependencies.
Additional functionality, often depending on external libraries, is provided in
separate repositories. Various importer plugins for image, audio and 3D model
formats are maintained in @ref building-plugins "Plugins repository",
integration with various external math and physics libraries is provided by
@ref building-integration "Integration libraries" and other extra features are
in the @ref building-extras "Extra libraries". Various examples are provided
by the @ref building-examples "Examples repository".
@section building-packages Prepared packages
@subsection building-packages-arch ArchLinux packages
In `package/archlinux` directory is currently one package for Git development
build. The package is also in AUR under the same name.
There are also a few development PKGBUILDs in `package/archlinux`, which allow
you to build and install the package directly from source tree without
downloading anything. The native PKGBUILDs also contain @cb{.sh} check() @ce
function which will run all unit tests before packaging.
@subsection building-packages-gentoo Gentoo ebuilds
Gentoo Git ebuild is available in `package/gentoo` directory.
@subsection building-packages-deb DEB packages
There is also `package/debian/` directory with all files needed for building
Debian packages. You need to have `corrade-dev` DEB package installed and in
addition also `dpkg-dev` and `debhelper` packages. Building is easy, just
change directory to package root, link or copy `package/debian` directory there
and run `dpkg-buildpackage`:
@code{.sh}
ln -s package/debian .
dpkg-buildpackage
@endcode
This will compile binary and development packages, which will then appear in
parent directory. If you need to modify CMake flags (enabling/disabling some
features, for example), modify the last entry in `debian/rules`.
@subsection building-packages-brew Homebrew formulas
macOS Homebrew formulas are in `package/homebrew` directory. Either use the
`*.rb` files directly or use the tap at https://github.com/mosra/homebrew-magnum :
@code{.sh}
brew install --HEAD mosra/magnum/magnum
@endcode
in the root directory (i.e. where `Doxyfile` is). The resulting HTML
documentation will be in the `build/doc/` directory. You might need to create
the `build/` directory if it doesn't exist yet. If Corrade with generated
documentation is placed in the `corrade` directory next to `magnum`, the
documentation will be crosslinked with Corrade's one. If related projects
(`magnum-plugins`, `magnum-extras`, `magnum-integration` and `magnum-examples`,
see below) are places along these, their documentation will be also included in
generated output.
The documentation can be also generated using the
[m.css Doxygen theme](http://mcss.mosra.cz/doxygen/). Use `Doxyfile-mcss` for a
local build, the `Doxyfile-public` is meant for the publicly available
documentation at http://doc.magnum.graphics/magnum/. The resulting
documentation will be either in `build/doc-mcss/` or `build/doc-public/`.
@section building-windows-angle Building for ANGLE on Windows
Magnum is able to run on ANGLE OpenGL-to-D3D translator. Download the code from
https://github.com/MSOpenTech/angle and use provided Visual Studio solution t o
build it. Put the resulting `libGLESv2`/`libEGL` libraries and
Magnum is able to run on the ANGLE OpenGL-to-D3D translator. Download the code
from https://github.com/MSOpenTech/angle and use the provided Visual Studio
solution to build it. Put the resulting `libGLESv2`/`libEGL` libraries and
`GLES2`/`GLES3`/`EGL` includes to a location where CMake can find them or set
`CMAKE_PREFIX_PATH` accordingly. ANGLE supports only OpenGL ES, thus you need
to enable `TARGET_GLES`. The engine is built for OpenGL ES 2.0 by default,
@ -422,42 +543,44 @@ cmake .. ^
cmake --build .
@endcode
@section building-crosscompiling Crosscompiling
@section building-cross Cross- compiling
For crosscompiling you need to have *both* target and native version of
For cross- compiling you need to have *both* target and native version of
Corrade installed, because Corrade needs to run `corrade-rc` utility on the
host system as part of the build process. If native version of `corrade-rc` is
not found on the system, crosscompilation will fail.
not found on the system, cross- compilation will fail.
You also need to have the toolchains submodule updated. Either run the
following commands , or, if you build from source archive, download snapshot of
toolchains repository from https://github.com/mosra/toolchains and put the
contents in `toolchains/` subdirectory.
following command, or, if you build from source archive, download a snapshot of
the t oolchains repository from https://github.com/mosra/toolchains and put the
contents in the `toolchains/` subdirectory.
@code{.sh}
git submodule update --init
@endcode
Note that CMake for some reason treats `CMAKE_PREFIX_PATH` and
`CMAKE_INSTALL_PREFIX` differently while crosscompiling and you may need to add
dependency paths to both `CMAKE_PREFIX_PATH` and `CMAKE_FIND_ROOT_PATH` to make
it able to find the dependencies.
`CMAKE_INSTALL_PREFIX` differently while cross- compiling and you may need to
add dependency paths to both `CMAKE_PREFIX_PATH` and `CMAKE_FIND_ROOT_PATH` to
make it able to find the dependencies.
@subsection building-cross-winrt Crosscompiling for Windows RT
@subsection building-cross-winrt Cross- compiling for Windows RT
As said above, you need native build of `corrade-rc` executable. The below
As said above, you need a native build of the `corrade-rc` executable and
@ref building-corrade-cross-winrt "Corrade built for Windows RT". The below
script assumes that native Corrade build is installed in `C:/Sys` and the
installation path for WinRT dependencies is in `C:/Sys-winrt`.
You need at least Windows 8.1, Visual Studio 2013 and Windows 8.1 Store/Phone
You need at least Windows 8.1, Visual Studio 2015 and Windows 8.1 Store/Phone
SDK installed. Windows RT applications support OpenGL only through ANGLE, which
is currently limited to OpenGL ES. Download and build ANGLE
@ref building-windows-angle "according to instructions above", but use project
files from the `winrt/` directory instead. Version 2.0.4 of SDL has support for
WinRT applications, download the source from https://www.libsdl.org/download-2.0.php
and use project files from the `VisualC-WinRT` directory. Because WinRT
applications run in a sandbox, it's recommended to build the library as static
so you don't have to bundle all the DLLs. Example:
@ref building-windows-angle "according to the instructions above", but use
project files from the `winrt/` directory instead. Starting with version 2.0.4,
SDL has support for WinRT applications --- download the source from
https://www.libsdl.org/download-2.0.php and use project files from the
`VisualC-WinRT` directory. Because WinRT applications run in a sandbox, it's
recommended to build the library as static so you don't have to bundle all the
DLLs. Example:
@code{.bat}
mkdir build-winrt && cd build-winrt
@ -473,29 +596,29 @@ cmake --build .
@endcode
Change `WindowsStore` to `WindowsPhone` if you want to build for Windows Phone
instead. When done, you can install the package using `cmake --build . --target install`
to make it available for depending projects.
instead. When done, you can install the package using
@cb{.bat} cmake --build . --target install @ce to make it available to
depending projects.
See @ref Platform::Sdl2Application documentation for more information about
building your projects for WinRT.
@subsection building-cross-win Crosscompiling for Windows using MinGW-w64
@subsection building-cross-win Cross- compiling for Windows using MinGW-w64
@note This guide is tailored mainly for crosscompiling from ArchLinux. For
this system there is also prepared `mingw-w64-magnum` development package
@note This guide is tailored mainly for cross- compiling from ArchLinux. For
this system there is also a prepared `mingw-w64-magnum` development package
in `package/archlinux`, named `PKGBUILD-mingw-w64`. See
@ref building-packages-arch "above" for more information.
You will need MinGW-w64 versions of the compiler and all dependent libraries
(Corrade), i.e. these ArchLinux packages:
You will need a MinGW-w64 version of the compiler, i.e. the `mingw-w64-gcc`
ArchLinux package, and also
@ref building-corrade-cross-win "Corrade built for MinGW".
- `mingw-w64-gcc`
- `mingw-w64-corrade`
Then create build directories for 32b/64b build and run cmake and build command
in them. You may need to modify the `basic-mingw-w64-32.cmake`/`basic-mingw-w64-64.cmake`
files and `CMAKE_INSTALL_PREFIX` to suit your distribution filesystem
hierarchy and specify path where Corrade is installed in `CMAKE_PREFIX_PATH`.
Create build directories for 32b/64b build and run `cmake` and the build
command in them. You may need to modify the `basic-mingw-w64-32.cmake` /
`basic-mingw-w64-64.cmake` files and `CMAKE_INSTALL_PREFIX` to suit your
distribution filesystem hierarchy and also specify path where Corrade is
installed in `CMAKE_PREFIX_PATH`.
@code{.sh}
mkdir build-mingw-w64-32 && cd build-mingw-w64-32
@ -513,17 +636,19 @@ cmake .. \
cmake --build .
@endcode
Then you can install the package using `cmake --build . --target install` to
make it available for depending projects.
Then you can install the package using @cb{.sh} cmake --build . --target install @ce
to make it available to depending projects.
@subsection building-cross-emscripten Crosscompiling for Emscripten
@subsection building-cross-emscripten Cross- compiling for Emscripten
You will need [Emscripten](http://kripken.github.io/emscripten-site/docs/getting_started/Tutorial.html)
installed and configured. The toolchains require CMake 3.7 or newer to properly
set compiler and linker flags.
You will need [Emscripten](http://kripken.github.io/emscripten-site/) installed
and configured and
@ref building-corrade-cross-emscripten "Corrade built for Emscripten". The
toolchains require CMake 3.7 or newer to properly set compiler and linker
flags.
There are two toolchain files. The `generic/Emscripten.cmake` is for the
classical (asm.js) build, the `generic/Emscripten-wasm.cmake` is for
classical (asm.js) build, the `generic/Emscripten-wasm.cmake` is for a
WebAssembly build. Don't forget to adapt `EMSCRIPTEN_PREFIX` variable in
`generic/Emscripten*.cmake` to path where Emscripten is installed; you can also
pass it explicitly on command-line using `-DEMSCRIPTEN_PREFIX`. Default is
@ -531,8 +656,9 @@ pass it explicitly on command-line using `-DEMSCRIPTEN_PREFIX`. Default is
porting and they are generally slower, thus `BUILD_STATIC` is implicitly
enabled.
Then create build directory and run cmake and build command in it. Be sure to
set `CMAKE_INSTALL_PREFIX` to path contained in `EMSCRIPTEN_TOOLCHAIN_PATH`.
Then create build directory and run `cmake` and the build command in it. Be
sure to set `CMAKE_INSTALL_PREFIX` to a path contained in
`EMSCRIPTEN_TOOLCHAIN_PATH`.
WebGL 1.0 (GLES 2.0 equivalent) is enabled by default, switch to 2.0 (GLES 3.0
equivalent) by disabling `TARGET_GLES2`.
@ -548,11 +674,11 @@ cmake .. \
cmake --build .
@endcode
Then you can install the library using `cmake --build . --target install` to
make it available for depending projects.
Then you can install the library using @cb{.sh} cmake --build . --target install @ce
to make it available to depending projects.
If you have Node.js installed, you can also build and run unit tests using
`ctest`. See `BUILD_TESTS` above.
`ctest`. See the `BUILD_TESTS` option @ref building-tests " above" .
For ArchLinux there are also prepared package files in `package/archlinux`,
named `PKGBUILD-emscripten`, `PKGBUILD-emscripten-webgl2`,
@ -565,13 +691,14 @@ unoptimized build (faster to compile) and the third for WebAssembly build.
See @ref Platform::Sdl2Application documentation for more information about
building your projects for Emscripten.
@subsection building-cross-ios Crosscompiling for iOS
@subsection building-cross-ios Cross- compiling for iOS
You will need macOS and Xcode installed.
You will need macOS with Xcode installed.
Set `CMAKE_OSX_ROOT` to SDK you want to target and enable all desired
architectures in `CMAKE_OSX_ARCHITECTURES`. Be sure to set `CMAKE_INSTALL_PREFIX`
to prefix where you store other iOS dependencies such as Corrade or SDL2.
Set `CMAKE_OSX_ROOT` to the SDK you want to target and enable all desired
architectures in `CMAKE_OSX_ARCHITECTURES`. Be sure to set
`CMAKE_INSTALL_PREFIX` to prefix where you store other iOS dependencies such as
@ref building-corrade-cross-ios "Corrade built for iOS" or a SDL2 iOS build.
As every application is in its own sandbox, it doesn't make sense to build
shared libraries (although it is supported). Enable `BUILD_STATIC` to build
@ -590,32 +717,33 @@ cmake .. \
-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk \
-DCMAKE_OSX_ARCHITECTURES="arm64;armv7;armv7s" \
-DCMAKE_INSTALL_PREFIX=~/ios-libs \
-DBUILD_STATIC=ON -DBUILD_PLUGINS_STATIC=ON \
-DBUILD_STATIC=ON \
-DBUILD_PLUGINS_STATIC=ON \
-DTARGET_GLES2=OFF \
-DWITH_SDL2APPLICATION=ON \
-G Xcode
cmake --build .
@endcode
Then you can install the library using `cmake --build . --target install` to
make it available for depending projects.
Then you can install the library using @cb{.sh} cmake --build . --target install @ce
to make it available to depending projects.
See @ref Platform::Sdl2Application documentation for more information about
building your projects for iOS.
@subsection building-cross-android Crosscompiling for Android ARM and x86
@subsection building-cross-android Cross- compiling for Android ARM and x86
You will need [Android NDK](https://developer.android.com/tools/sdk/ndk/index.html)
installed and configured.
installed and configured and @ref building-corrade-cross-android "Corrade built for Android" .
Don't forget to adapt `ANDROID_NDK_ROOT` in `generic/Android-*.cmake` to path
Don't forget to adapt `ANDROID_NDK_ROOT` in `generic/Android-*.cmake` to a path
where NDK is installed. Default is `/opt/android-ndk`. Adapt also
`ANDROID_SYSROOT` to your preferred API level. You might also need to update
`ANDROID_TOOLCHAIN_PREFIX` and `ANDROID_TOOLCHAIN_ROOT` to fit your system.
Then create build directory and run cmake and build command in it. Be sure to
set `CMAKE_INSTALL_PREFIX` to `/usr` subdirectory of `ANDROID_SYSROOT` and
specify path where Corrade is installed in `CMAKE_PREFIX_PATH`.
Then create a build directory and run ` cmake` and the build command in it. Be
sure to s et `CMAKE_INSTALL_PREFIX` to `/usr` subdirectory of `ANDROID_SYSROOT`
and specify path where Corrade is installed in `CMAKE_PREFIX_PATH`.
Note that `BUILD_STATIC` is implicitly enabled, because manually loading all
depending shared libraries using JNI would be too inconvenient. The engine is
@ -645,13 +773,26 @@ cmake .. \
cmake --build .
@endcode
Then you can install the library using `cmake --build . --target install` to
make it available for depending projects.
Then you can install the library using @cb{.sh} cmake --build . --target install @ce
to make it available to depending projects.
For ArchLinux there are also prepared package files in `package/archlinux`,
named `PKGBUILD-android-arm` and `PKGBUILD-android-x86`, see
@ref building-packages-arch "above" for more information.
@attention
On Windows it's possible that you get the following CMake error when
configuring the project:
@attention
<blockquote>
CMAKE_SYSTEM_NAME is 'Android' but 'NVIDIA Nsight Tegra Visual Studio
Edition' is not installed.
</blockquote>
@attention
This is because MSVC as the default generator on Windows is not able to
build arbitrary Android projects. To fix it, use a different generator (for
example Ninja, by passing `-G Ninja` to CMake).
See @ref Platform::AndroidApplication documentation for more information about
building your projects for Android.
@ -659,11 +800,11 @@ building your projects for Android.
@subsection building-ci-travis Travis
In `package/ci/` there is a `travis.yml` file with Linux GCC 4.7, macOS Clang,
Linux desktop GLES2/GLES3, iOS GLES2/GLES3, Emscripten WebGL1/WebGL2,
Android GLES2/GLES3, AddressSanitizer and ThreadSanitizer configuration. Online
at https://travis-ci.org/mosra/magnum. The Linux build has code coverage
reports available online at https://coveralls.io/github/mosra/magnum.
In `package/ci/` there is a `travis.yml` file with Linux GCC 4.7, macOS, Linux
desktop GLES2/GLES3, iOS GLES2/GLES3, Emscripten WebGL1/WebGL2, Android
GLES2/GLES3, AddressSanitizer and ThreadSanitizer configuration. Online at
https://travis-ci.org/mosra/magnum. The Linux build has code coverage reports
available online at https://coveralls.io/github/mosra/magnum.
@subsection building-ci-appveyor AppVeyor