blender/doc/blender-cmake.txt
2010-04-20 15:46:28 +00:00

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$Id$
Blender CMake build system
============================
Contents
---------------
1. Introduction
2. Obtaining CMake
3. Obtaining Dependencies
4. Deciding on a Build Environment
5. Configuring the build for the first time
6. Configuring the build after CVS updates
7. Specify alternate Python library versions and locations
1. Introduction
---------------
This document describes general usage of the new CMake scripts. The
inner workings will be described in blender-cmake-dev.txt (TODO).
2. Obtaining CMake
------------------
CMake for can either be downloaded using your favorite package manager
or is also available from the CMake website at http://www.cmake.org
The website also contains some documentation on CMake usage but I found
the man page alone pretty helpful.
3. Obtaining Dependencies
-------------------------
Check from the page
http://www.blender.org/cms/Getting_Dependencies.135.0.html that you
have all dependencies needed for building Blender. Note that for
windows many of these dependencies already come in the lib/windows
module from CVS.
4. Deciding on a Build Environment
----------------------------------
To build Blender with the CMake scripts you first need to decide which
build environment you feel comfortable with. This decision will also be
influenced by the platform you are developing on. The current implementation
have been successfully used to generate build files for the following
environments:
1. Microsoft Visual Studio 2005. There is a free version available
at http://msdn.microsoft.com/vstudio/express/visualc/.
2. Xcode on Mac OSX
3. Unix Makefiles (On Linux and Mac OSX): CMake actually creates make
files which generates nicely color coded output and a percentage
progress indicator.
5. Configuring the build for the first time
-------------------------------------------
CMake allows one to generate the build project files and binary objects
outside the source tree which can be pretty handy in working and experimenting
with different Blender configurations (Audio/NoAudio, GameEngine/NoGameEngine etc.)
while maintaining a clean source tree. It also makes it possible to generate files
for different build systems on the same source tree. This also has benefits for
general CVS management for the developer as patches and submit logs are much cleaner.
Create a directory outside the blender source tree where you would like to build
Blender (from now on called $BLENDERBUILD). On the commandline you can then run
the cmake command to generate your initial build files. First just run 'cmake' which
will inform you what the available generators are. Thn you can run
'cmake -G generator $BLENDERSOURCE' to generate the build files. Here is an example
of all this for Xcode:
% mkdir $BLENDERBUILD
% cd $BLENDERBUILD
% cmake
...
...
--version [file] = Show program name/version banner and exit.
Generators
The following generators are available on this platform:
KDevelop3 = Generates KDevelop 3 project files.
Unix Makefiles = Generates standard UNIX makefiles.
Xcode = Generate XCode project files.
% cmake -G Xcode $BLENDERSOURCE
...
...
-- Configuring blender
-- Configuring blenderplayer
-- Configuring done
-- Generating done
-- Build files have been written to: $BLENDERBUILD
This will generate the build files with default values. Specific features can
be enabled or disabled by running the ccmake "GUI" from $BLENDERBUILD as follows:
% ccmake $BLENDERSOURCE
A number of options appear which can be changed depending on your needs and
available dependencies (e.g. setting WITH_OPENEXR to OFF will disable support
for OpenEXR). It will also allow you to override default and detected paths
(e.g. Python directories) and compile and link flags. When you are satisfied
used ccmake to re-configure the build files and exit.
It is also possible to use the commandline of 'cmake' to override certain
of these settings.
6. Configuring the build after CVS updates
------------------------------------------
The $BLENDERBUILD directory maintains a file called CMakeCache.txt which
remembers the initial run's settings for subsequent generation runs. After
every CVS update it may be a good idea to rerun the generation before building
Blender again. Just rerun the original 'cmake' run to do this, the settings
will be remembered. For the example above the following will do after every
'cvs up':
% cmake -G Xcode $BLENDERSOURCE
7. Specify alternate Python library versions and locations
----------------------------------------------------------
The commandline can be used to override detected/default settings, e.g:
On Unix:
cmake -D PYTHON_LIB=/usr/local/lib/python3.1/config/libpython3.1.so -D PYTHON_INC=/usr/local/include/python3.1 -G "Unix Makefiles" ../blender
On Macs:
cmake -D PYTHON_INC=/System/Library/Frameworks/Python.framework/Versions/3.1/include/python3.1 -G Xcode ../blender
Mote that this should only be needed once per build directory generation because it will keep the overrides in CMakeCache.txt for subsequent runs.
To be continued...
TODO's
------
1. Get CMake to create proper distribution directories for the various platforms
like scons does.
2. Investigate the viability of using CPack to package installs automatically.
3. Refine this document and write detailed developer's document.
4. Make sure all options (ffmpeg, openexr, quicktime) has proper CMake support
on the various platforms.
/Jacques Beaurain (jbinto)