.. Copyright 2013 Pixar Licensed under the Apache License, Version 2.0 (the "Apache License") with the following modification; you may not use this file except in compliance with the Apache License and the following modification to it: Section 6. Trademarks. is deleted and replaced with: 6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor and its affiliates, except as required to comply with Section 4(c) of the License and to reproduce the content of the NOTICE file. You may obtain a copy of the Apache License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the Apache License with the above modification is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the Apache License for the specific language governing permissions and limitations under the Apache License. Building with CMake ------------------- .. contents:: :local: :backlinks: none ---- Overview ======== Assuming that you have `cloned `__ the source repository and selected an appropriate release branch, the following instructions will walk you through the CMake and configuration and build process. CMake is a cross-platform, open-source build system. CMake controls the compilation process using platform independent configuration files in order to generate Makefiles and workspaces that are native to the platform of choice. The process involves the following steps: #. Locate & build the requisite dependencies #. Configure & run CMake to generate Makefiles / MSVC solution / XCode project #. Run the build from make / MSVC / XCode ---- Step 1: Dependencies ==================== CMake will adapt the build based on which dependencies have been successfully discovered and will disable certain features and code examples accordingly. Please refer to the documentation of each of the dependency packages for specific build and installation instructions. Required ________ - `CMake `__ version 2.8 Optional ________ - `Ptex `__ (support features for ptex textures and the ptexViewer example) - `Zlib `__ (required for Ptex under Windows) - `GLEW `__ - `CUDA `__ - `TBB `__ - `OpenCL `__ - `DX11 SDK `__ - `GLFW `__ (required for standalone examples and some regression tests) - `Docutils `__ (required for reST-based documentation) - `Python Pygments `__ (required for Docutils reST styling) - `Doxygen `__ ---- Step 2: Configuring CMake ========================= One way to configure CMake is to use the `CMake GUI `__. In many cases CMake can fall back on default standard paths in order to find the packages that OpenSubdiv depends on. For non-standard installations however, a complete set of override variables is available. The following sub-section lists some of these variables. For more specific details, please consult the source of the custom CMake modules in the OpenSubdiv/cmake/ folder. Useful Build Options ____________________ The following configuration arguments can be passed to the CMake command line. .. code:: c++ -DCMAKE_BUILD_TYPE=[Debug|Release] -DCMAKE_INSTALL_PREFIX=[base path to install OpenSubdiv (default: Current directory)] -DCMAKE_LIBDIR_BASE=[library directory basename (default: lib)] -DCUDA_TOOLKIT_ROOT_DIR=[path to CUDA] -DPTEX_LOCATION=[path to Ptex] -DGLEW_LOCATION=[path to GLEW] -DGLFW_LOCATION=[path to GLFW] -DTBB_LOCATION=[path to Intel's TBB] -DICC_LOCATION=[path to Intel's C++ Studio XE] -DNO_LIB=1 // disable the opensubdiv libs build (caveat emptor) -DNO_EXAMPLES=1 // disable examples build -DNO_TUTORIALS=1 // disable tutorials build -DNO_REGRESSION=1 // disable regression tests build -DNO_PTEX=1 // disable PTex support -DNO_DOC=1 // disable documentation build -DNO_OMP=1 // disable OpenMP -DNO_TBB=1 // disable TBB -DNO_CUDA=1 // disable CUDA -DNO_OPENCL=1 // disable OpenCL -DNO_OPENGL=1 // disable OpenGL -DNO_CLEW=1 // disable CLEW wrapper library Environment Variables _____________________ The paths to Ptex, GLFW, GLEW and other dependencies can also be specified through the following environment variables: .. code:: c++ PTEX_LOCATION, GLFW_LOCATION, GLEW_LOCATION Automated Script ________________ The GUI solution will probably become a burden for active developpers who tend to re-run the configuration step fairly often. A scripted solution can save a lot of time. Here is a typical workflow: .. code:: c++ git clone https://github.com/PixarAnimationStudios/OpenSubdiv.git cd mkdir build cd build source ../../cmake_setup Where *cmake_setup* is a configuration script. Here is an example CMake configuration script for a full typical windows-based build that can be run in GitShell : .. code:: c++ #/bin/tcsh # Replace the ".." with a full path to the root of the OpenSubdiv source tree if necessary "c:/Program Files (x86)/CMake 2.8/bin/cmake.exe" \ -G "Visual Studio 10 Win64" \ -D "GLEW_LOCATION:string=c:/Program Files/glew-1.9.0" \ -D "GLFW_LOCATION:string=c:/Program Files/glfw-2.7.7.bin.WIN64" \ -D "OPENCL_INCLUDE_DIRS:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/inc" \ -D "_OPENCL_CPP_INCLUDE_DIRS:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/inc" \ -D "OPENCL_LIBRARIES:string=c:/ProgramData/NVIDIA Corporation/NVIDIA GPU Computing SDK 4.2/OpenCL/common/lib/x64/OpenCL.lib" \ -D "PTEX_LOCATION:string=c:/Users/opensubdiv/demo/src/ptex/x64" \ .. # copy Ptex dependencies (Windows only) mkdir -p bin/{Debug,Release} \cp -f c:/Users/opensubdiv/demo/src/zlib-1.2.7/contrib/vstudio/vc10/x64/ZlibDllRelease/zlibwapi.dll bin/Debug/ \cp -f c:/Users/opensubdiv/demo/src/zlib-1.2.7/contrib/vstudio/vc10/x64/ZlibDllRelease/zlibwapi.dll bin/Release/ \cp -f c:/Users/opensubdiv/demo/src/ptex/x64/lib/Ptex.dll bin/Debug/ \cp -f c:/Users/opensubdiv/demo/src/ptex/x64/lib/Ptex.dll bin/Release/ .. container:: impnotip **Important** Notice that the following scripts start by **recursively removing** the *../build/* and *../inst/* directories. Make sure you modify them to suit your build workflow. Here is a similar script for \*Nix-based platforms: .. code:: c++ echo "*** Removing build" cd ..; rm -rf build/ inst/; mkdir build; cd build; echo "*** Running cmake" cmake -DPTEX_LOCATION=/home/opensubdiv/dev/opensource/ptex/install \ -DGLEW_LOCATION=/home/opensubdiv/dev/opensource/glew/glew-1.9.0 \ -DGLFW_LOCATION=/home/opensubdiv/dev/opensource/glfw/build \ -DDOXYGEN_EXECUTABLE=/home/opensubdiv/dev/opensource/doxygen/inst/bin/doxygen \ -DCMAKE_INSTALL_PREFIX=../inst \ -DCMAKE_BUILD_TYPE=Debug \ .. Here is a similar script for OSX: .. code:: c++ echo "*** Removing build" cd ..; rm -rf build/ inst/; mkdir build; cd build; echo "*** Running cmake" cmake -DOPENGL_INCLUDE_DIR=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework/Headers \ -DGLFW_LOCATION=/Users/opensubdiv/dev/opensource/glfw/inst \ -DNO_OMP=1 -DNO_REGRESSION=0 \ -DCMAKE_INSTALL_PREFIX=../inst \ -DCMAKE_BUILD_TYPE=Debug \ .." Using Intel's C++ Studio XE ___________________________ OpenSubdiv can be also be built with `Intel's C++ compiler `__ (icc). The default compiler can be overriden in CMake with the following configuration options: .. code:: c++ -DCMAKE_CXX_COMPILER=[path to icc executable] -DCMAKE_C_COMPILER=[path to icc executable] The installation location of the C++ Studio XE can be overriden with: .. code:: c++ -DICC_LOCATION=[path to Intel's C++ Studio XE] Using Clang ___________ CMake can also be overriden to use the `clang `__ compilers by configuring the following options: .. code:: c++ -DCMAKE_CXX_COMPILER=clang++ \ -DCMAKE_C_COMPILER=clang \ ---- Step 3: Building ================ CMake provides a cross-platform command-line build: .. code:: c++ cmake --build . --target install --config Release Alternatively, you can use native toolkits to launch the build. The steps differ for each OS: * *Windows* : launch VC++ with the solution generated by CMake in your build directory. * *OSX* : run *make* in the build directory * *\*Nix* : | run *make* in your build directory | - use the *clean* target to remove previous build results | - use *VERBOSE=1* for verbose build output .. container:: notebox **Note** We recommend against using CMake's Xcode project generator (-G "Xcode") on OSX, as it seems to generate some dependencies incorrectly. We recommend instead reverting to Makefiles on OSX, and launching *make*, instead of *xcodebuild* to execute the build (make sure to install the command line tools in Xcode) ---- Build Targets _____________ Makefile-based builds allow the use of named target. Here are some of the more useful target names: *osd_\_\* | The core components of the OpenSubdiv libraries | *\* | Builds specific code examples by name (glViewer, ptexViewer...) | *doc* | Builds ReST and doxygen documentation | *doc_html* | Builds ReST documentation | *doc_doxy* | Builds Doxygen documentation | ---- Compiling & Linking an OpenSubdiv Application ============================================= Here are example commands for building an OpenSubdiv application on several architectures: **Linux** :: g++ -I$OPENSUBDIV/include -c myapp.cpp g++ myapp.o -L$OPENSUBDIV/lib -losdCPU -losdGPU -o myapp **Mac OS-X** :: g++ -I$OPENSUBDIV/include -c myapp.cpp g++ myapp.o -L$OPENSUBDIV/lib -losdCPU -losdGPU -o myapp install_name_tool -add_rpath $OPENSUBDIV/lib myapp (On 64-bit OS-X: add ``-m64`` after each ``g++``.) **Windows** :: cl /nologo /MT /TP /DWIN32 /I"%OPENSUBDIV%\include" -c myapp.cpp link /nologo /out:myapp.exe /LIBPATH:"%OPENSUBDIV%\lib" libosdCPU.lib libosdGPU.lib myapp.obj .. container:: impnotip **Note:** HBR uses the offsetof macro on a templated struct, which appears to spurriously set off a warning in both gcc and Clang. It is recommended to turn the warning off with the *-Wno-invalid-offsetof* flag.