procedural-3d-engine/BUILD.md
2024-03-04 22:09:21 +01:00

3.5 KiB

Building

The repository contains everything required to compile and build the examples on Windows, Linux, Android and MacOS using a C++ compiler that supports at least C++11. All required dependencies are included. The project uses CMake as the build system.

General CMake options

Asset path setup

Asset (and shader) paths used by the samples can be adjusted using CMake options. By default, paths are absolute and are based on the top level of the current CMake source tree. The following arguments can be used to adjust this:

  • RESOURCE_INSTALL_DIR: Set an absolute path for assets and shaders to which they are installed and from which they are loaded
  • USE_RELATIVE_ASSET_PATH: Use a fixed relative (to the binary) path for loading assets and shaders

Platform specific build instructions

Windows

Use the provided CMakeLists.txt with CMake to generate a build configuration for your favorite IDE or compiler, e.g.:

cmake -G "Visual Studio 16 2019" -A x64

Linux

Use the provided CMakeLists.txt with CMake to generate a build configuration for your favorite IDE or compiler.

Window system integration
  • XCB: Default WSI (if no cmake option is specified)
  • Wayland: Use cmake option USE_WAYLAND_WSI (-DUSE_WAYLAND_WSI=ON)
  • DirectFB: Use cmake option USE_DIRECTFB_WSI (-DUSE_DIRECTFB_WSI=ON)
  • DirectToDisplay: Use cmake option USE_D2D_WSI (-DUSE_D2D_WSI=ON)

Android

Building on Android is done using the Gradle Build Tool:

If you want to build it through command line, set Android SDK/NDK by environment variable ANDROID_SDK_ROOT/ANDROID_NDK_HOME.

On Linux execute:

cd android
./gradlew assembleDebug

This will download gradle locally, build all samples and output the apks to android/examples/bin.

On Windows execute gradlew.bat assembleDebug.

If you want to build and install on a connected device or emulator image, run gradle installDebug instead.

If you want to build it through Android Studio, open project folder android in Android Studio.

iOS and macOS

Note: Running these examples on Mac OS and iOS requires MoltenVK and a device that supports the Metal api.

MacOS

Install Libomp with: -brew install libomp find the path -brew --prefix libomp
use the path from the above command to populate the path in the -DOpenMP_C_FLAGS, -DOpenMP_omp_LIBRARY & -DOpenMP_CXX_FOUND statement below

Download Vulkan SDK and install it note the path as this will need to be configure in Xcode curl -O https://sdk.lunarg.com/sdk/download/latest/mac/vulkan_sdk.dmg

Open vulkan_sdk.dmg and install Vulkan SDK Navigate to the Vulkan SDK folder and run 'python install_vulkan.py'

Use the provided CMakeLists.txt with CMake to generate a build configuration for your favorite IDE or compiler, e.g.:

Example of cmake with libraries defined
cmake -G "Xcode" -DOpenMP_C_FLAGS=/usr/local/opt/libomp -DOpenMP_omp_LIBRARY=/usr/local/opt/libomp -DOpenMP_CXX_FOUND=/usr/local/opt/libomp