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BUILDING.md

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Building projectM from source

Dependencies

Relevant for Linux distributions, FreeBSD, macOS:

  • autotools autoconf
  • libtool, or at least pkg-config
  • which

Main build options & their requirements:

Configure flag Required dependency Produced binary
--enable-sdl libsdl2-dev projectMSDL
--enable-pulseaudio qt5-default qtdeclarative5-dev libpulse-dev libqt5opengl5-dev projectM-pulseaudio
--enable-jack libjack2-devORlibjack1-dev; qt5-default qtdeclarative5-dev libqt5opengl5-dev projectM-jack

Additional information on dependencies

  • libglm (headers only) for matrix math is required. lives in vendor/glm.
  • A modified version of hlslparser is included in Renderer and used to transpile HLSL shaders to GLSL
  • OpenGL 3+ or OpenGLES is required
  • libsdl >= 2.0.5 is required for the SDL and emscripten apps. src/projectM-sdl is the current reference application implementation. maybe try getting that to build and run as your testbench.

If extra information needed - you can refere to configure.ac and the assorted Makefile.am files.

Building process under *nix systems

./autogen.sh
./configure --enable-sdl    # supply additional options here, info in Dependencies

make
sudo make install

Debian/Ubuntu/Mint

sudo apt install clang libsdl2-dev libgl1-mesa-dev qt5-default qtdeclarative5-dev libqt5opengl5-dev libjack-dev libpulse-dev
./configure && make -j4 && sudo make install

OpenGL ES

projectM supports OpenGL ES 3 for embedded systems. Be sure to configure with the --enable-gles flag.

Raspberry Pi (and other embedded systems)

Building on Windows

Windows build bypasses the autogen/configure pipeline and uses the Visual Studio/MSVC files in msvc/. See .appveyor.yml for command line building.

Some dependencies are included verbatim (glew), while others leverage the NuGet ecosystem and are downloaded automatically (sdl2).

Build using NDK for Android

Install Android Studio, launch SDK Manager and install NDK

./autogen.sh
./configure-ndk
make && make install-strip

Now you should be able to copy ./src/libprojectM/.libs/libprojectM.so and appropriate headers to projectm-android, and build it using Android Studio

LLVM JIT

There are some optmizations for parsing preset equations that leverage the LLVM JIT. You can try ./compile --enable--llvm to enable them. They may not work with newer version of LLVM (#360)

libprojectM

libprojectM is the core library. It is made up of three sub-libraries:

Renderer

Made up of everything in src/libprojectM/Renderer. These files compose the libRenderer sub-library.

MilkdropPresetFactory / NativePresetFactory

From their respective folders. Native presets are visualizations that are implemented in C++ instead of .milk preset files. They are completely optional. Milkdrop presets are technically optional but the whole thing is basically useless without them.

If you don't want native presets, and you probably don't, don't bother with them. Ideally there should be a configure option to disable them, probably on by default (at this time this is needed for autoconf: #99).

Assets

libprojectM can either have a configuration hard-coded or load from a configuration file. It's up to each application to decide how to load the config file. The config file can have paths defined specifying where to load fonts and presets from.

You will want to install the config file and presets somewhere, and then define that path for the application you're trying to build.