History: Building Ogre3D 1.9 Statically in Mac OS X (Yosemite)
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The idea of this tutorial is to help you build Ogre3D 1.9 statically in Mac OS X (Yosemite). Additionally this tutorial will explain you how to run your first application from scratch using CMake and the QtCreator IDE.
{maketoc}
! Prerequisites
*You need to have a basic C++ background.
*Basic knowledge about how to use a terminal in Mac OS X (create folders, list directory contents, run commands, etc.).
*An Internet connection (this sounds obvious, but it’s better to clarify :) ).
*Have the following software installed (there are no specific restrictions regarding the versions used, but it's better to use the latest):
**Xcode.
**Mercurial.
**QtCreator.
**CMake.
*When this tutorial refers to the __terminal__, it's refering to the __Mac OS X Terminal__.
*When entering a command in the terminal, this tutorial refers to the current path location with the following notation:
{CODE(ln=0, wrap="1", colors="c++")}
$> cd /folder1/folder2
/folder1/folder2 $> pwd
/folder1/folder2
{CODE}
---
! Building Ogre
First, create a folder where the whole Ogre3D project will live:
{CODE(wrap="1", colors="c++")}
$> sudo mkdir -p /opt/dev
{CODE}
You can create this folder in another location if you wish. This is not a blocker. The important thing is that you keep in mind where the folder was created to use it from now on.
!! Downloading Ogre3D’s Dependencies
Create the folder where the dependencies will reside:
{CODE(wrap="1", colors="c++")}/opt/dev/ $> mkdir dependencies{CODE}
Go to the following link and download ogre3D’s dependencies:
http://sourceforge.net/projects/ogre/files/ogre-dependencies-mac/1.9/OgreDependencies_OSX_libc%2B%2B_20130610.zip/download
Unzip the file you downloaded. This will contain a folder called __Dependencies__. Copy the content of that folder to the following location:
{CODE(wrap="1", colors="c++")}/opt/dev/dependencies{CODE}
You should have something like this:
{IMG(fileId="2214",rel="box[g]")}{IMG}
These dependencies include:
*__Boost: __It’s a set of open source libraries that extend the functionality of C++.
*__Freeimage:__ it’s an Open Source library project for developers who would like to support popular graphics image formats like PNG, BMP, JPEG, TIFF and others as needed by today's multimedia applications.
*__Freetype:__ It’s is a freely available software library to render fonts.
*__OIS:__ It’s a code library for constructing a human-computer interface with input devices such as a keyboard, mouse or game controller.
*__zlib:__ It’s a software library used for data compression.
*__zziplib:__ it offers the ability to easily extract data from files archived in a single zip file.
The previous downloaded dependencies are static libraries (end up with the extension __.a__). Normally in other platforms when you build a library for 32 and 64 bits you end up with two different library files (one for 32 and other for 64). Here in Mac OS X, you can build for 32 AND 64 bits and you end up with a single file. That single file is what is called a “flat” binary or a “universal” binary. In order to check if a library is for 32 bits or 64 bits or both, just run the following command in a terminal:
{CODE(wrap="1", colors="c++")}/opt/dev/dependencies/lib/Release $> lipo -info libOIS.a
Architectures in the fat file: libOIS.a are: x86_64 i386{CODE}
!!Downloading and Building Ogre3D
it’s always better to use the latest stable version from the project’s repository. To do that you should use Mercurial (Mercurial is a distributed version control system). To validate if Mercurial is installed correctly, in a terminal write:
{CODE(wrap="1", colors="c++")}$> hg
Mercurial Distributed SCM
basic commands:
add add the specified files on the next commit
annotate show changeset information by line for each file
clone make a copy of an existing repository
commit commit the specified files or all outstanding changes
diff diff repository (or selected files)
export dump the header and diffs for one or more changesets
forget forget the specified files on the next commit
init create a new repository in the given directory
log show revision history of entire repository or files
merge merge working directory with another revision
pull pull changes from the specified source
push push changes to the specified destination
remove remove the specified files on the next commit
serve start stand-alone webserver
status show changed files in the working directory
summary summarize working directory state
update update working directory (or switch revisions)
use "hg help" for the full list of commands or "hg -v" for details
{CODE}
To download the Ogre3D's code, write in a terminal:
{CODE(wrap="1", colors="c++")}$> cd /opt/dev
/opt/dev/ $> hg clone https://bitbucket.org/sinbad/ogre ogre3d-1.9.0{CODE}
The last part of the previous command (__ogre3d-1.9.0__) will be the name of the folder where the source code will be downloaded. The download process will take something like 20 minutes (although it depends of your Internet connection).
If everything went okay, the folder should be around 460 MB:
{CODE(wrap="1", colors="c++")}opt/dev/$> du -sh /opt/dev/ogre3d-1.9.0/
461M /opt/dev/ogre3d-1.9.0/{CODE}
Now it's time to build Ogre3D statically (before running the __cmake__ command, validate that your paths are consistent. After that, just build):
{CODE(wrap="1", colors="c++")}/opt/dev/ogre3d-1.9.0 $> mkdir build
/opt/dev/ogre3d-1.9.0 $> cd !$
/opt/dev/ogre3d-1.9.0/build $> cmake -DCMAKE_CXX_FLAGS="${CMAKE_CXX_FLAGS} -v -stdlib=libc++ -std=c++11" -D BOOST_ROOT=/opt/dev/dependencies/include/boost -D BOOST_INCLUDEDIR=/opt/dev/dependencies/include/boost -D BOOST_LIBRARYDIR=/opt/dev/dependencies/lib -D OGRE_DEPENDENCIES_DIR=/opt/dev/dependencies -D OGRE_STATIC=1 -D OGRE_BUILD_SAMPLES=1 -G Xcode ..{CODE}
Here is the explanation for every command:
{FANCYTABLE( head="__Command__|__Description__")}
CMAKE_CXX_FLAGS="${CMAKE_CXX_FLAGS} -v -stdlib=libc++ -std=c++11” | Defines support for C++11.
BOOST_ROOT=/opt/dev/dependencies/include/boost| Defines the location of the Boost base folder.
BOOST_INCLUDEDIR=/opt/dev/dependencies/include/boost|Defines the location of the Boost’s include folder.
BOOST_LIBRARYDIR=/opt/dev/dependencies/lib|Defines the location of the Boost’s library folder.
OGRE_DEPENDENCIES_DIR=/opt/dev/dependencies|Defines the location of the Ogre3D’s dependencies folder.
OGRE_STATIC=1|Defines that Ogre3D will be built statically.
OGRE_BUILD_SAMPLES=1|Defines that the Ogre3D’s samples will be built.
-G Xcode|Specify a makefile generator (Xcode in this case).
..|The couple of dots indicate the location of the CMakeLists.txt file (which is the file that cmake needs to create all the make files).
{FANCYTABLE}
After building Ogre3D you’re going to end with the following files:
{CODE(wrap="1", colors="c++")}/opt/dev/ogre3d-1.9.0/build $> ls -l OGRE.*
OGRE.build:
total 0
drwxr-xr-x 5 USER wheel 170 Dec 8 19:14 Debug
drwxr-xr-x 6 USER wheel 204 Dec 8 19:22 Release
OGRE.xcodeproj:
total 5400
-rw-r--r-- 1 USER wheel 2763182 Dec 8 19:05 project.pbxproj
drwxr-xr-x 4 USER wheel 136 Dec 8 19:14 project.xcworkspace
drwxr-xr-x 3 USER wheel 102 Dec 8 19:14 xcuserdata{CODE}
The OGRE.xcodeproj file is the Xcode project configuration file for the Ogre3D’s construction. Go to Finder and double click over that file. This will open Xcode.
Note: This tutorial will use Xcode only to build Ogre3D. Afterwards you’re not going to use it anymore.
This is what you’re going to see when Xcode opens with the Ogre3D project:
{IMG(fileId="2215",rel="box[g]", thumb="y")}{IMG}