157 lines
6.1 KiB
Plaintext
157 lines
6.1 KiB
Plaintext
$Id$
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Blender CMake build system
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============================
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Contents
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---------------
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1. Introduction
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2. Obtaining CMake
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3. Obtaining Dependencies
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4. Deciding on a Build Environment
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5. Configuring the build for the first time
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6. Configuring the build after CVS updates
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7. Specify alternate Python library versions and locations
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1. Introduction
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---------------
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This document describes general usage of the new CMake scripts. The
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inner workings will be described in blender-cmake-dev.txt (TODO).
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2. Obtaining CMake
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------------------
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CMake for can either be downloaded using your favorite package manager
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or is also available from the CMake website at http://www.cmake.org
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The website also contains some documentation on CMake usage but I found
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the man page alone pretty helpful.
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3. Obtaining Dependencies
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-------------------------
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Check from the page
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http://www.blender.org/cms/Getting_Dependencies.135.0.html that you
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have all dependencies needed for building Blender. Note that for
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windows many of these dependencies already come in the lib/windows
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module from CVS.
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4. Deciding on a Build Environment
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----------------------------------
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To build Blender with the CMake scripts you first need to decide which
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build environment you feel comfortable with. This decision will also be
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influenced by the platform you are developing on. The current implementation
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have been successfully used to generate build files for the following
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environments:
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1. Microsoft Visual Studio 2005. There is a free version available
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at http://msdn.microsoft.com/vstudio/express/visualc/.
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2. Xcode on Mac OSX
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3. Unix Makefiles (On Linux and Mac OSX): CMake actually creates make
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files which generates nicely color coded output and a percentage
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progress indicator.
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5. Configuring the build for the first time
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-------------------------------------------
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CMake allows one to generate the build project files and binary objects
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outside the source tree which can be pretty handy in working and experimenting
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with different Blender configurations (Audio/NoAudio, GameEngine/NoGameEngine etc.)
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while maintaining a clean source tree. It also makes it possible to generate files
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for different build systems on the same source tree. This also has benefits for
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general CVS management for the developer as patches and submit logs are much cleaner.
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Create a directory outside the blender source tree where you would like to build
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Blender (from now on called $BLENDERBUILD). On the commandline you can then run
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the cmake command to generate your initial build files. First just run 'cmake' which
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will inform you what the available generators are. Thn you can run
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'cmake -G generator $BLENDERSOURCE' to generate the build files. Here is an example
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of all this for Xcode:
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% mkdir $BLENDERBUILD
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% cd $BLENDERBUILD
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% cmake
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...
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...
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--version [file] = Show program name/version banner and exit.
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Generators
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The following generators are available on this platform:
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KDevelop3 = Generates KDevelop 3 project files.
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Unix Makefiles = Generates standard UNIX makefiles.
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Xcode = Generate XCode project files.
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% cmake -G Xcode $BLENDERSOURCE
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...
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...
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-- Configuring blender
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-- Configuring blenderplayer
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-- Configuring done
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-- Generating done
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-- Build files have been written to: $BLENDERBUILD
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This will generate the build files with default values. Specific features can
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be enabled or disabled by running the ccmake "GUI" from $BLENDERBUILD as follows:
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% ccmake $BLENDERSOURCE
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A number of options appear which can be changed depending on your needs and
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available dependencies (e.g. setting WITH_OPENEXR to OFF will disable support
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for OpenEXR). It will also allow you to override default and detected paths
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(e.g. Python directories) and compile and link flags. When you are satisfied
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used ccmake to re-configure the build files and exit.
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It is also possible to use the commandline of 'cmake' to override certain
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of these settings.
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6. Configuring the build after CVS updates
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------------------------------------------
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The $BLENDERBUILD directory maintains a file called CMakeCache.txt which
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remembers the initial run's settings for subsequent generation runs. After
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every CVS update it may be a good idea to rerun the generation before building
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Blender again. Just rerun the original 'cmake' run to do this, the settings
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will be remembered. For the example above the following will do after every
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'cvs up':
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% cmake -G Xcode $BLENDERSOURCE
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7. Specify alternate Python library versions and locations
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----------------------------------------------------------
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The commandline can be used to override detected/default settings, e.g:
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On Unix:
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cmake -D PYTHON_LIB=/usr/local/lib/python2.3/config/libpython2.3.so -D PYTHON_INC=/usr/local/include/python2.3 -D PYTHON_BINARY=/usr/local/bin/python2.3 -G "Unix Makefiles" ../blender
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On Macs:
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cmake -D PYTHON_INC=/System/Library/Frameworks/Python.framework/Versions/2.5/include/python2.5 -D PYTHON_LIBPATH=/System/Library/Frameworks/Python.framework/Versions/2.5/lib/python2.5/config -D PYTHON_BINARY=/System/Library/Frameworks/Python.framework/Versions/2.5/bin/python2.5 -G Xcode ../blender
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Mote that this should only be needed once per build directory generation because it will keep the overrides in CMakeCache.txt for subsequent runs.
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To be continued...
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TODO's
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------
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1. Get CMake to create proper distribution directories for the various platforms
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like scons does.
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2. Investigate the viability of using CPack to package installs automatically.
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3. Refine this document and write detailed developer's document.
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4. Make sure all options (ffmpeg, openexr, quicktime) has proper CMake support
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on the various platforms.
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/Jacques Beaurain (jbinto)
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