/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 Vladimír Vondruš Copyright © 2018 Jonathan Hale Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ namespace Magnum { /** @page building Downloading and building @brief Guide how to download and build Magnum on different platforms. @m_keywords{Building Vcpkg Hunter} @m_keyword{ANGLE OpenGL compatibility layer,,} @tableofcontents @m_footernavigation 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** >= 4.8.1, **Clang** >= 3.3 and **MSVC** >= 2015. On Windows you can also use **Clang-CL** or **MinGW-w64**. - **CMake** >= 3.4 - **Corrade** --- Plugin management and utility library. See @ref building-corrade "Corrade download and installation guide" for more information. CMake is not a strict requirement, it's also possible to use (and even build) Magnum with custom buildsystems. See @ref custom-buildsystems for more information. 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-cmake-subproject Using Magnum as a CMake subproject Magnum can be bundled into your project with the @cb{.cmake} add_subdirectory() @ce CMake command. See @ref cmake-subproject for more information. @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-hunter - @ref building-packages-vcpkg - @ref building-packages-arch - @ref building-packages-msys - @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-hunter Hunter package Starting from version 2019.01, stable releases of Magnum are available in the [Hunter](https://hunter.readthedocs.io) CMake-driven package manager. See the [magnum package documentation](https://hunter.readthedocs.io/en/latest/packages/pkg/magnum.html) for details. @subsection building-packages-vcpkg Vcpkg package Magnum is available as a [Vcpkg](https://github.com/Microsoft/vcpkg) package. After setting up Vcpkg as described in their README, it is recommended to set the "default triplet". You can do this by setting the `VCPKG_DEFAULT_TRIPLET` variable, e.g. to `x64-windows` --- refer to the [documentation on triplets](https://vcpkg.readthedocs.io/en/latest/users/triplets/#additional-remarks) for other options. You can then install latest stable version of Magnum with all its dependencies like this: @code{.bat} vcpkg install magnum @endcode @m_class{m-block m-success} @par Installing latest master The `master` is considered stable for production use and often you may want to prefer it over a potentially outdated tagged release. To do so, use the `--head` option, on *both* `corrade` and `magnum`: @par @code{.bat} vcpkg install --head corrade magnum @endcode @par Note that `vcpkg upgrade` doesn't work well with `--head` packages (it will go back to latest tagged version instead of updated master), you have to remove both `corrade` and `magnum` and install `--head` again: @par @code{.bat} vcpkg remove magnum --recurse vcpkg install --head corrade magnum @endcode Not all features are installed by default; only those that are implicitly enabled in @ref building-features together with @ref Platform::Sdl2Application "Sdl2Application". To opt-in or opt-out of additional features, you can use the following syntax; feature names are simply names of CMake `WITH_*` options but lowercase, e.g.: @code{.bat} vcpkg install magnum[glfwapplication,tgaimporter] @endcode To install all features of a package, use `*`, e.g.: @code{.bat} vcpkg install magnum[*] @endcode For more information, see the [documentation on feature packages](https://vcpkg.readthedocs.io/en/latest/specifications/feature-packages/). Packages installed using Vcpkg can be used in Visual Studio straight away --- all you need to do is to @cpp #include @ce the headers you want and the buildsystem will do all needed library linking and setup behind the scenes automatically. (Cool, isn't it?) @note If Visual Studio doesn't find the packages, check its verbose output, it might point to a mismatch of the triplet above or broken Vcpkg integration. In order to make Magnum projects installed using Vcpkg available to CMake-based projects, specify the Vcpkg toolchain file on the command line when invoking CMake in a fresh build directory, for example: @code{.bat} mkdir build && cd build cmake .. -DCMAKE_TOOLCHAIN_FILE=C:/src/vcpkg/scripts/buildsystems/vcpkg.cmake @endcode If you want Vcpkg to pass additional flags to CMake during installation of a package, use the `edit` command, e.g. @cb{.bat} vcpkg edit magnum @ce, and edit `OPTIONS` in @cmake vcpkg_configure_cmake() @ce. There is also a Vcpkg package for @ref building-plugins-packages-vcpkg "Magnum Plugins", @ref building-integration-packages-vcpkg "Magnum Integration" and @ref building-extras-packages-vcpkg "Magnum Extras". @subsection building-packages-arch ArchLinux packages Package for the latest stable release is maintained in the `community` repo. Installing is as simple as this: @code{.sh} sudo pacman -S magnum @endcode 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-msys MSYS2 packages [MSYS2](https://www.msys2.org/) package for the latest stable release is mantained in the official repos. Installing is as simple as this: @code{.sh} pacman -S mingw-w64-x86_64-magnum # or mingw-w64-i686-magnum @endcode Similarly to ArchLinux, there is one package in the `package/msys/magnum` directory, which will download and package latest stable release; and then a development `PKGBUILD` in `package/msys`, allowing you to package and install the currently checked out source tree. Both depend on a corresponding @ref building-corrade-packages-msys "Corrade MSYS2 package". Example usage: @code{.sh} git clone git://github.com/mosra/magnum && cd magnum cd package/msys makepkg -fp PKGBUILD @endcode The above works in a 32/64bit MinGW shell, from a MSYS shell the equivalent command is @code{.sh} makepkg-mingw -fp PKGBUILD @endcode @m_class{m-noindent} which will build both a 32bit and a 64bit version. See the [MSYS2 Wiki](https://github.com/msys2/msys2/wiki/Creating-Packages) for more information. There are also MSYS2 packages for @ref building-plugins-packages-msys "Magnum Plugins" and @ref building-integration-packages-msys "Magnum Integration". @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-9999.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. This will install the latest stable version of Magnum with all its dependencies: @code{.sh} brew install mosra/magnum/magnum @endcode But often you may want to install the latest Git revision of all Magnum projects instead: @code{.sh} brew install --HEAD mosra/magnum/corrade brew install --HEAD mosra/magnum/magnum @endcode When installing from the `*.rb` files you need to install the @ref building-corrade-packages-brew "Corrade Homebrew package" first. 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 @subsection 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 a compressed archive or use the command line: @code{.sh} git clone git://github.com/mosra/magnum.git @endcode Relevant information about CMake usage is described in @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 OSes, the library (for example with support for SDL2 applications) can be built and installed using these four commands: @code{.sh} mkdir build && cd build cmake .. \ -DCMAKE_INSTALL_PREFIX=/usr \ -DWITH_SDL2APPLICATION=ON make make install # sudo may be needed @endcode See @ref building-features "below" for additional configuration options. If you have the dependencies installed in non-standard location (other than `/usr`, e.g. `/home/xyz/projects`), set `CMAKE_PREFIX_PATH` to that directory to help CMake find them. You can enter more different dirs if you separate them with semicolons. Also, if you plan to install the library to non-standard location, you might want to set `CMAKE_INSTALL_RPATH` to `lib/` subdir of given prefix (e.g. `/home/xyz/projects/lib`), so the dynamic libraries can be found at runtime. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-linux "Linux" and @ref platforms-macos "macOS" platform docs for a troubleshooting guide and more information about building your projects for Unix-like systems. @endparblock @subsection building-windows Building on Windows On Windows you can use MSVC, clang-cl or the MinGW-w64 compiler. It's then up to you whether you will use QtCreator, Visual Studio or another 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`). If you have dependencies scattered across multiple locations, enter them into `CMAKE_PREFIX_PATH` separated with semicolons. @subsubsection building-windows-msvc Using Visual Studio 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 Studio to load: @code{.bat} mkdir build && cd build cmake -DCMAKE_INSTALL_PREFIX="C:/Sys" .. cmake --build . cmake --build . --target install @endcode If you want to build and install from Visual Studio, just open the `Magnum.sln` project file generated by CMake in the build directory. @subsubsection building-windows-qtcreator Using QtCreator 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 a new `make install` build rule. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-windows "Windows platform docs" for a troubleshooting guide and more information about building your projects for Windows. @endparblock @subsection building-features Enabling or disabling features 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 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 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 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. Particular platforms have additional requirements when it comes to location of installed files. The following variables are supported: - `LIB_SUFFIX` --- Setting this variable to `64` can be used to tell CMake to install to `lib64/` instead of `lib/`. In most cases this variable is autodetected, so you don't need to set it yourself. - `MAGNUM_DEPLOY_PREFIX` --- Used on @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten" to override location where web demos and utilities (such as @ref magnum-gl-info) are installed, so you can have libraries installed to a system location and utilities to your webserver, for example. Defaults to ``.``. If a relative path is used, it's relative to `CMAKE_INSTALL_PREFIX`. - `MAGNUM_INCLUDE_INSTALL_PREFIX` --- Used on @ref CORRADE_TARGET_ANDROID "Android" to override location where platform-independent include files, CMake scripts and other files are installed. CMake on Android by default searches for binaries in <ndk>/platforms/android-<api>/arch-<arch>/usr based on target API and platform, but looks for headers in a central location at <ndk>/sysroot/usr. Defaults to ``.``. If a relative path is used, it's relative to `CMAKE_INSTALL_PREFIX`. 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 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 the `TARGET_*` CMake options you can target other platforms. Note that some features are available for desktop OpenGL only, see @ref requires-gl. - `TARGET_GL` --- Build libraries with OpenGL interoperability enabled. Enabled by default when `WITH_GL` is enabled. Disabling this will cause other libraries to not depend on the @ref GL library, but doesn't affect the @ref GL library itself. - `TARGET_GLES` --- Target OpenGL ES. Available only when `WITH_GL` is enabled. - `TARGET_GLES2` --- Target OpenGL ES 2.0 instead of 3.0 and later. Available only when `WITH_GL` is set. 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 drivers. Available on Linux and Windows, though might not be supported by all drivers. Available only when `WITH_GL` is enabled. - `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. Available only when `WITH_GL` is enabled. - `TARGET_VK` --- Build libraries with Vulkan interoperability enabled. Enabled by default when `WITH_VK` is enabled. Disabling this will cause libraries to not depend on the @ref Vk library, but doesn't affect the @ref Vk library itself. By default the engine is built in a way that allows having multiple independent thread-local Magnum contents. This is inherited from the @ref CORRADE_BUILD_MULTITHREADED option --- if you are sure that you will never need such feature, disable it when building Corrade itself. Various plugin interfaces by default search for plugins in pre-defined locations. By default those are defined to the installation location and can be overriden using the `MAGNUM_PLUGINS_DIR`, `MAGNUM_PLUGINS_DEBUG_DIR` and `MAGNUM_PLUGINS_RELEASE_DIR` CMake variables --- see also @ref Trade::AbstractImporter::pluginSearchPaths() and equivalent functions in other plugin interfaces. Another option is supplying the plugin search path explicitly on the user side either using the same CMake variables (passed through to preprocessor, see @ref cmake) or via other autodetection means. 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 related info for the Corrade library. By default the engine is built with nearly everything except the @ref Audio and @ref Vk libraries, 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 enabled by default. - `WITH_DEBUGTOOLS` --- Build the @ref DebugTools library. - `WITH_GL` --- Build the @ref GL library. Enabled automatically if `WITH_SHADERS` is enabled. - `WITH_MESHTOOLS` --- Build the @ref MeshTools library. Enables also building of the Trade library. - `WITH_PRIMITIVES` --- Build the @ref Primitives library. Enables also building of the Trade library. - `WITH_SCENEGRAPH` --- Build the @ref SceneGraph library - `WITH_SHADERS` --- Build the @ref Shaders library. Enables also building of the GL library. - `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. - `WITH_TRADE` --- Build the @ref Trade library. - `WITH_VK` --- Build the @ref Vk library. Depends on Vulkan, not enabled by default. There are more involved component dependencies that are not described here (for example the @ref DebugTools has some functionality that gets built only when @ref SceneGraph is enabled, which then makes it dependent on @ref Shaders and 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*, 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. The @ref Platform::Sdl2Application "Sdl2Application" library is a good default choice, as it is the most portable --- and if you're going to build any of the @ref example-index "examples", you'll need it. - `WITH_ANDROIDAPPLICATION` --- Build the @ref Platform::AndroidApplication "AndroidApplication" library. Available only on @ref CORRADE_TARGET_ANDROID "Android". Enables also building of the GL library. - `WITH_EMSCRIPTENAPPLICATION` --- Build the @ref Platform::EmscriptenApplication "EmscriptenApplication" library. Available only on @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten". - `WITH_GLFWAPPLICATION` --- Build the @ref Platform::GlfwApplication "GlfwApplication" library. Depends on [GLFW](http://glfw.org). - `WITH_GLXAPPLICATION` --- Build the @ref Platform::GlxApplication "GlxApplication" library. Depends on **X11**. Requires `TARGET_GL` to be enabled. - `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. Enables also building of the GL library. - `WITH_WINDOWLESSCGLAPPLICATION` --- Build the @ref Platform::WindowlessCglApplication "WindowlessCglApplication" library. Requires `TARGET_GL` to be enabled. - `WITH_WINDOWLESSEGLAPPLICATION` --- Build the @ref Platform::WindowlessEglApplication "WindowlessEglApplication" library. Requires `TARGET_GL` to be enabled. - `WITH_WINDOWLESSGLXAPPLICATION` --- Build the @ref Platform::WindowlessGlxApplication "WindowlessGlxApplication" library. Requires `TARGET_GL` to be enabled. - `WITH_WINDOWLESSIOSAPPLICATION` --- Build the @ref Platform::WindowlessIosApplication "WindowlessIosApplication" library. Requires `TARGET_GL` to be enabled. - `WITH_WINDOWLESSWGLAPPLICATION` --- Build the @ref Platform::WindowlessWglApplication "WindowlessWglApplication" library. Requires `TARGET_GL` to be enabled. - `WITH_WINDOWLESSWINDOWSEGLAPPLICATION` --- Build the @ref Platform::WindowlessWindowsEglApplication "WindowlessWindowsEglApplication" library. Requires `TARGET_GL` to be enabled. 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. Requires `TARGET_GL` to be enabled. - `WITH_EGLCONTEXT` --- Build the EGL context handling library. Requires `TARGET_GL` to be enabled. - `WITH_GLXCONTEXT` --- Build the GLX context handling library. Requires `TARGET_GL` to be enabled. - `WITH_WGLCONTEXT` --- Build the WGL context handling library. Requires `TARGET_GL` to be enabled. There are also extensions to @ref Corrade::TestSuite::Tester for testing GPU code: - `WITH_OPENGLTESTER` --- The @ref GL::OpenGLTester class. Requires `TARGET_GL` to be enabled; 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 a separate plugin repository, see @ref building-plugins for more information. None of the plugins is built by default. - `WITH_ANYAUDIOIMPORTER` --- Build the @ref Audio::AnyImporter "AnyAudioImporter" plugin. Enables also building of the @ref Audio library. - `WITH_ANYIMAGECONVERTER` --- Build the @ref Trade::AnyImageConverter "AnyImageConverter" plugin. Enables also building of the @ref Trade library. - `WITH_ANYIMAGEIMPORTER` --- Build the @ref Trade::AnyImageImporter "AnyImageImporter" plugin. Enables also building of the @ref Trade library. - `WITH_ANYSCENEIMPORTER` --- Build the @ref Trade::AnySceneImporter "AnySceneImporter" plugin. Enables also building of the @ref Trade library. - `WITH_MAGNUMFONT` --- Build the @ref Text::MagnumFont "MagnumFont" plugin. Enables also building of the @ref Text library and the @ref Trade::TgaImporter "TgaImporter" plugin. Requires `TARGET_GL` to be enabled. - `WITH_MAGNUMFONTCONVERTER` --- Build the @ref Text::MagnumFontConverter "MagnumFontConverter" plugin. Enables also building of the @ref Text library and the @ref Trade::TgaImageConverter "TgaImageConverter" plugin. - `WITH_OBJIMPORTER` --- Build the @ref Trade::ObjImporter "ObjImporter" plugin. Enables also building of the @ref Trade library. - `WITH_TGAIMPORTER` --- Build the @ref Trade::TgaImporter "TgaImporter" plugin. Enables also building of the @ref Trade library. - `WITH_TGAIMAGECONVERTER` --- Build the @ref Trade::TgaImageConverter "TgaImageConverter" plugin. Enables also building of the @ref Trade library. - `WITH_WAVAUDIOIMPORTER` --- Build the @ref Audio::WavImporter "WavAudioImporter" plugin. Enables also building of the @ref Audio library. There are also a few command-line utilities, also all disabled by default: - `WITH_GL_INFO` --- Build the @ref magnum-gl-info "magnum-gl-info" executable, which provides information about the engine OpenGL capabilities. Requires `TARGET_GL` to be enabled; 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 the engine 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 the @ref TextureTools library. Available only on desktop GL. Requires `TARGET_GL` to be enabled; 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. Requires `TARGET_GL` to be enabled; 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. Note that each [namespace](namespaces.html) documentation, all @ref Platform library documentation and the @ref GL::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. 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". @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 the build directory. It's not needed to install anything anywhere to run the tests. 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. 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 `ALTest` so they can be also selectively included/excluded when running CTest, e.g.: @code{.sh} ctest -E ALTest # run everything except tests requiring OpenAL context @endcode Platforms which have windowless GL context creation implemented (currently all platforms except @ref CORRADE_TARGET_EMSCRIPTEN "Emscripten", @ref CORRADE_TARGET_WINDOWS_RT "Windows RT" and @ref CORRADE_TARGET_ANDROID "Android") can build also tests for OpenGL functionality. You can enable them with `BUILD_GL_TESTS`. All GL tests are suffixed with `GLTest` so they can be also selectively included/excluded when running CTest, e.g.: @code{.sh} ctest -R GLTest # run only tests requiring OpenGL context @endcode @section building-doc Building documentation 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 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 https://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 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. Alternatively, you can get an up-to-date version from any browser distribution --- both Firefox and all Chromium-based browsers ship with it. Put the `libGLESv2`/`libEGL` libraries 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, switch to 3.0 by disabling `TARGET_GLES2`. @code{.bat} mkdir build-angle && cd build-angle cmake .. ^ -DCMAKE_PREFIX_PATH= ^ -DTARGET_GLES=ON ^ -DTARGET_GLES2=OFF ^ -DWITH_SDL2APPLICATION=ON cmake --build . @endcode See @ref platforms-gl-es-angle for more information about using ANGLE. @section building-cross Cross-compiling For cross-compiling you need to have the toolchains submodule updated. Either run the following command, or, if you build from source archive, download a snapshot of the toolchains 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 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. @anchor building-cross-corrade-rc @m_class{m-block m-primary} @par Native build of corrade-rc For all cross-compilation except the UWP / Windows RT build, you need to have a native version of Corrade installed, because Corrade needs to run the `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, cross-compilation will fail. If `corrade-rc` is not in `PATH`, point CMake to it using `-DCORRADE_RC_EXECUTABLE=/path/to/corrade-rc`. @subsection building-cross-winrt Cross-compiling for UWP / Windows RT 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 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 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 is below: @code{.bat} mkdir build-winrt && cd build-winrt cmake .. ^ -DCMAKE_SYSTEM_NAME=WindowsStore ^ -DCMAKE_SYSTEM_VERSION=10 ^ -DCMAKE_INSTALL_PREFIX="C:/Sys-winrt" ^ -DBUILD_STATIC=ON ^ -DWITH_SDL2APPLICATION=ON ^ -G "Visual Studio 14 2015" .. cmake --build . @endcode Change `WindowsStore` to `WindowsPhone` if you want to build for Windows Phone instead. When done, you can install the package using @cb{.bat} cmake --build . --target install @ce to make it available to depending projects. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-windows "Windows platform docs" for a troubleshooting guide and more information about building your projects for Windows. @endparblock @subsection building-cross-win Cross-compiling for Windows using MinGW-w64 @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 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". 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 cmake .. \ -DCMAKE_TOOLCHAIN_FILE=../toolchains/archlinux/basic-mingw-w64-32.cmake \ -DCMAKE_INSTALL_PREFIX=/usr/i686-w64-mingw32 cmake --build . @endcode @code{.sh} mkdir build-mingw-w64-64 && cd build-mingw-w64-64 cmake .. \ -DCMAKE_TOOLCHAIN_FILE=../toolchains/archlinux/basic-mingw-w64-64.cmake \ -DCMAKE_INSTALL_PREFIX=/usr/x86_64-w64-mingw32 cmake --build . @endcode Then you can install the package using @cb{.sh} cmake --build . --target install @ce to make it available to depending projects. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-windows "Windows platform docs" for a troubleshooting guide and more information about building your projects for Windows. @endparblock @subsection building-cross-emscripten Cross-compiling for Emscripten 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. If you are on Windows, [this blog post](https://blog.squareys.de/magnum-emscripten-on-windows/) may be helpful. There are two toolchain files. The `generic/Emscripten.cmake` is for the 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 `/usr/lib/emscripten`. Emscripten supports dynamic libraries only to simplify porting and they are generally slower, thus `BUILD_STATIC` is implicitly enabled. Then create build directory and run `cmake` and the build command in it. You can omit specifying `CORRADE_RC_EXECUTABLE` if @ref building-cross-corrade-rc "natively-built corrade-rc" is accessible through `PATH`. WebGL 1.0 (GLES 2.0 equivalent) is enabled by default, switch to 2.0 (GLES 3.0 equivalent) by disabling `TARGET_GLES2`. If you enable one of the @ref magnum-gl-info or @ref magnum-al-info utilities, you can override their install location by setting `MAGNUM_DEPLOY_PREFIX` --- putting them for example in your webserver root. @code{.sh} mkdir build-emscripten && cd build-emscripten cmake .. \ -DCMAKE_TOOLCHAIN_FILE="../toolchains/generic/Emscripten.cmake" \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_PREFIX_PATH=/usr/lib/emscripten/system \ -DCMAKE_INSTALL_PREFIX=/usr/lib/emscripten/system \ -DCORRADE_RC_EXECUTABLE=/path/to/corrade-rc \ -DMAGNUM_DEPLOY_PREFIX=/srv/http/magnum \ -DWITH_SDL2APPLICATION=ON cmake --build . @endcode 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 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`, `PKGBUILD-emscripten-noopt`, `PKGBUILD-emscripten-noopt-webgl2`, `PKGBUILD-emscripten-wasm` and `PKGBUILD-emscripten-wasm-webgl2`, see @ref building-packages-arch "above" for more information. The first two are for WebGL 1 / WebGL 2 optimized asm.js build (*slow* to compile), the second for unoptimized build (faster to compile) and the third for WebAssembly build. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-html5 "Emscripten platform docs" for a troubleshooting guide and more information about building your projects for Emscripten. @endparblock @subsection building-cross-ios Cross-compiling for iOS You will need macOS with Xcode installed. 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. You can omit specifying `CORRADE_RC_EXECUTABLE` if @ref building-cross-corrade-rc "natively-built corrade-rc" is accessible through `PATH`. 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 static libraries. Dynamically loaded plugins are not supported on iOS at the moment, thus `BUILD_PLUGINS_STATIC` is implicitly enabled. OpenGL ES 2.0 is enabled by default, switch to 3.0 by disabling `TARGET_GLES2`. @m_class{m-console-wrap} @code{.sh} mkdir build-ios && cd build-ios cmake .. \ -DCMAKE_TOOLCHAIN_FILE=../toolchains/generic/iOS.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 \ -DCORRADE_RC_EXECUTABLE=/path/to/corrade-rc \ -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 @cb{.sh} cmake --build . --target install @ce to make it available to depending projects. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-ios "iOS platform docs" for a troubleshooting guide and more information about building your projects for iOS. @endparblock @subsection building-cross-android Crosscompiling for Android You will need [Android NDK](https://developer.android.com/ndk/) installed and configured and @ref building-corrade-cross-android "Corrade built for Android". At least CMake 3.7 is required, as it has Android support built-in. The supported toolchain is now Clang with libc++, GCC is not supported anymore. Create a build directory and run `cmake` and the build command in it. Set `CMAKE_SYSTEM_NAME` to `Android` to enable the crosscompilation, `CMAKE_ANDROID_NDK_TOOLCHAIN_VERSION` and `CMAKE_ANDROID_STL_TYPE` to use Clang with libc++, `CMAKE_SYSTEM_VERSION` to minimal API version level you wish to use and `CMAKE_ANDROID_ARCH_ABI` to target platform ABI. Check the [CMake Android cross-compiling documentation](https://cmake.org/cmake/help/latest/manual/cmake-toolchains.7.html#cross-compiling-for-android) for further information. You can omit specifying `CORRADE_RC_EXECUTABLE` if @ref building-cross-corrade-rc "natively-built corrade-rc" is accessible through `PATH`. If you set `CMAKE_INSTALL_PREFIX` to `/usr` subdirectory of the particular Android platform sysroot, the package will get found automatically when compiling depending projects. Gradle and other Android buildsystems expect platform-independent includes and other files to be stored in a central location, you can set `MAGNUM_INCLUDE_INSTALL_PREFIX` to `/usr` subdirectory of the global NDK sysroot. Another option is to explicitly set `CMAKE_PREFIX_PATH` to the install location in depending projects. Note that `BUILD_STATIC` is implicitly enabled, because manually loading all depending shared libraries using JNI would be too inconvenient. The engine is built for OpenGL ES 2.0 by default, switch to 3.0 by disabling `TARGET_GLES2`. @code{.sh} mkdir build-android-arm64 && cd build-android-arm64 cmake .. \ -DCMAKE_SYSTEM_NAME=Android \ -DCMAKE_SYSTEM_VERSION=22 \ -DCMAKE_ANDROID_ARCH_ABI=arm64-v8a \ -DCMAKE_ANDROID_NDK_TOOLCHAIN_VERSION=clang \ -DCMAKE_ANDROID_STL_TYPE=c++_static \ -DCMAKE_BUILD_TYPE=Release \ -DCMAKE_INSTALL_PREFIX=/opt/android-ndk/platforms/android-22/arch-arm/usr \ -DCORRADE_RC_EXECUTABLE=/path/to/corrade-rc \ -DMAGNUM_INCLUDE_INSTALL_PREFIX=/opt/android-ndk/sysroot/usr \ -DTARGET_GLES2=OFF \ -DWITH_ANDROIDAPPLICATION=ON cmake --build . @endcode Then you can install the library using @cb{.sh} cmake --build . --target install @ce to make it available to depending projects. For ArchLinux there is also a prepared package file in `package/archlinux/`, named `PKGBUILD-android-arm64`; see @ref building-packages-arch "above" for more information. @m_class{m-note m-default} @par @parblock @m_class{m-noindent} See the @ref platforms-android "Android platform docs" for a troubleshooting guide and more information about building your projects for Android. @endparblock @section building-ci Continuous Integration @subsection building-ci-travis Travis In `package/ci/` there is a `travis.yml` file with Linux GCC 4.8, 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. @subsection building-ci-appveyor AppVeyor In `package/ci/` there is an `appveyor.yml` file with Windows desktop MSVC, MinGW, Windows desktop GLES2/GLES3 and Windows RT GLES2/GLES3 configuration. Online at https://ci.appveyor.com/project/mosra/magnum. @subsection building-ci-coverage Codecov.io Linux, Linux GLES, macOS and Windows MinGW builds contribute to a combined code coverage report, available online at https://codecov.io/gh/mosra/magnum. */ }