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BUILDING.md

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Building

This quick overview will help you get started developing in the Babylon Native repository. We support development on Windows, macOS, and Linux. This overview is intended for developers familiar with common native development practices.

All Development Platforms

Required Tools: git, CMake, node.js

The first step for all development environments and targets is to clone the repo. Use a git-enabled terminal to follow the steps below.

git clone https://github.com/BabylonJS/BabylonNative.git

Babylon Native's build system is based on CMake, which customarily uses a separate build directory. Build directory location is up to you, but we highly recommend using the build directory from the repository root. The .gitignore file is set up to ignore this build directory.

NOTE: CMake considers what are sometimes called "build flavors" (Win32/x86 versus Win32/x64 versus UWP/x64, etc.) to be entirely different build targets which should have separate build folders. For cross-platform development, we commonly use multiple subfolders inside the build folder, such as build/win32_x86 and build/uwp_x64, to house the builds for different platforms, with each subfolder treated just like the build folder in the instructions below.

Building on Windows 10, Targeting Windows Desktop (Win32)

Follow the steps from All Development Platforms before proceeding.

Required Tools: Visual Studio 2019 with C++ development tools, Python 3.0 or newer (required by dependencies)

For Windows development, CMake will generate a Visual Studio solution. From the root of the repository on the command line, run the following command:

cmake -B build\win32

Note that, by default, this will target the same processor architecture that is being used to build the solution. If your development environment uses a 64-bit CPU, CMake's generated solution will target x64. To manually target specific architectures, tell CMake the intended architecture using the -A flag, as shown below. Supported arguments for using this flag with Babylon Native include Win32 for 32-bit processors and x64 for 64-bit processors.

cmake -B build\win32_x86 -A Win32

CMake will generate a new BabylonNative.sln file in the specified build folder. When CMake is complete, open BabylonNative.sln by double-clicking on it in Windows Explorer or by running the following command:

start build\win32\BabylonNative.sln

By default, the Playground demo app will be set as the Visual Studio start-up project.

Building on Windows 10, Targeting Universal Windows Platform (UWP)

Follow the steps from All Development Platforms before proceeding.

Required Tools: Visual Studio 2019 with C++ and UWP development tools, Python 3.0 or newer (required by dependencies)

For Windows development, CMake will generate a Visual Studio solution. By default it will target Win32. To target UWP (which CMake describes as Windows Store), you must specify a couple CMake variables. From the root of the repository on the command line, run the following command:

cmake -B build/uwp -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0

Note that, by default, this will target the same processor architecture that is being used to build the solution. If your development environment uses a 64-bit CPU, CMake's generated solution will target x64. To manually target specific architectures, tell CMake the intended architecture using the -A flag, as shown below. Supported arguments for using this flag with Babylon Native include Win32 for 32-bit processors, x64 for 64-bit processors, arm for ARM processors, and arm64 for ARM64 processors.

cmake -B build/uwp_arm64 -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0 -A arm64

CMake will generate a new BabylonNative.sln file in the specified build folder. When CMake is complete, open BabylonNative.sln by double-clicking on it in Windows Explorer or by running the following command:

start build\uwp\BabylonNative.sln

By default, the Playground demo app will be set as the Visual Studio start-up project.

Building on Windows 10, Targeting HoloLens 2

Follow the steps from All Development Platforms before proceeding.

Required Tools: Visual Studio 2019 with C++ and UWP development tools, Python 3.0 or newer (required by dependencies)

HoloLens 2 supports arm64 UWP applications. To create a HoloLens 2 Visual Studio solution for a physical device, run the following command from the repository root:

cmake -B build/uwp_arm64 -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0 -A arm64

Additional notes for HoloLens 2 development:

  • At this time, running immersive applications on HoloLens 2 emulators is NOT supported. We are tracking support for HoloLens 2 emulators here.
  • For the Playground app, setting the hololens javascript variable to true in experience.js will configure the experience for HoloLens 2.
  • HoloLens 2 immersive experiences require the Spatial Perception UWP capability. This capability is enabled in the application's Package.appxmanifest. When creating a custom BabylonNative project, one will need to enable the Spatial Perception UWP cability in their app's Package.appxmanifest. For more information on UWP capabilities, see here.
  • HoloLens 2 immersive experiences are built on top of OpenXR. Updates to the OpenXR runtime should automtically be installed on physical HoloLens 2 devices through the Windows Store. If for some reason updates are not automatically installed (custom device configurations, lack of network connectivity, etc), developers may need to manually install updates for the OpenXR runtime through the Windows Store. For more information on installing newer versions of OpenXR, see here.

Building on macOS, Targeting macOS

Required Tools: Xcode 11 or newer, Python 3.0 or newer (required by dependencies)

For macOS development, CMake will generate a Makefile by default. It may be possible to build Babylon Native for macOS using this approach, but only the Xcode method is supported at present. To generate an Xcode project using CMake, you must specify the correct build system generator for CMake to use. Run the following command from the repository root:

cmake -B build/macOS -G Xcode

CMake will generate a new BabylonNative.xcodeproj file in the specified build folder. Open the project by double-clicking on it in Finder or by entering the following command:

open build/macOS/BabylonNative.xcodeproj

To select which project to build with Xcode, select the correct project name in the menu to the right of the greyed-out Stop button adjacent to the Play button in the top-left corner of the Xcode window. For example, to build and run the Playground demo app, click on the project selector and find Playground in the list of possible selections. The Play button will subsequently allow you to build, run, and debug the selected Babylon Native demo app.

Building on macOS, Targeting iOS

Follow the steps from All Development Platforms before proceeding.

Required Tools: Xcode 11 or newer, Python 3.0 or newer (required by dependencies)

For macOS development, CMake will generate a Makefile by default. It may be possible to build Babylon Native for macOS using this approach, but only the Xcode method is supported at present. To generate an Xcode project using CMake, you must specify the correct build system generator for CMake to use. Additionally, you must tell CMake what toolchain to use, which provides additional information about how to generate an iOS Xcode project correctly. Run the following command from the repository root:

cmake -B build/iOS -G Xcode -D IOS=ON

To enable bitcode support, add this option to the cmake command line parameters:

-D ENABLE_BITCODE=ON

CMake will generate a new BabylonNative.xcodeproj file in the specified build folder. Open the project by double-clicking on it in Finder or by entering the following command:

open build/iOS/BabylonNative.xcodeproj

To select which project to build with Xcode, select the correct project name in the menu to the right of the greyed-out Stop button adjacent to the Play button in the top-left corner of the Xcode window. For example, to build and run the Playground demo app, click on the project selector and find Playground in the list of possible selections. The Play button will subsequently allow you to build, run, and debug the selected Babylon Native demo app.

Building on Windows, Targeting Android

Follow the steps from All Development Platforms before proceeding.

Required Tools: Android Studio, Node.js, Ninja

The minimal requirement target is Android 5.0 with an OpenGL ES 3.0 compatible GPU.

Only building with Android Studio is supported. CMake is not used directly. Instead, Gradle is used for building and CMake is automatically invocated for building the native part. An .apk that can be executed on your device or simulator is the output.

First, download the latest release of Ninja, extract the binary, and add it to your system path.

Babylon Native on Android supports two JavaScript engines: V8 and JavaScriptCore. V8 is used by default if no engine is specified. To change the engine to JavaScriptCore, open the file Apps\Playground\Android\gradle.properties and add the following line:

jsEngine=JavaScriptCore

Once the npm packages are installed, open the project located at Apps\Playground\Android with Android Studio. Then in the menu, select Run -> Run 'app'. If you don't have an Android device plugged in or no Android image in the Android emulator, that option will be greyed and inaccessible. Instructions and tips on how to install the emulator are available here.

Building on Ubuntu, Targeting Linux

Follow the steps from All Development Platforms before proceeding.

Required Tools: Clang or GCC

See also: Building on Windows using WSL

The minimal requirement target is an OpenGL 3.3 compatible GPU. Clang 9+ or GCC 9+ are required for building.

First step is to install packages mandatory for building. For example, with Clang-9 toolchain:

sudo apt-get install libgl1-mesa-dev libcurl4-openssl-dev clang-9 libc++-9-dev libc++abi-9-dev lld-9 ninja-build

Depending on the JavaScript engine you want to use, you will have to install the package accordingly:

JavaScriptCore

Install the following package:

sudo apt-get install libjavascriptcoregtk-4.0-dev

Then, run cmake targetting a Ninja make file:

cmake -G Ninja -D JAVASCRIPTCORE_LIBRARY=/usr/lib/x86_64-linux-gnu/libjavascriptcoregtk-4.0.so -D NAPI_JAVASCRIPT_ENGINE=JavaScriptCore

V8

Install the following package:

sudo apt-get install libv8-dev

Then, run cmake targetting a Ninja make file:

cmake -G Ninja -D NAPI_JAVASCRIPT_ENGINE=V8

And finally, for any JavaScript engine, run a build:

ninja

You can switch compiler between GCC and Clang by defining shell variables. And example for clang

export CC=/usr/bin/clang
export CXX=/usr/bin/clang++

and GCC

export CC=/usr/bin/gcc
export CXX=/usr/bin/g++

You will have to run CMake again to take changes into account.

Selecting the Graphics API

For Win32, UWP, Android, and Linux, it's possible to build for different graphics API. With CMake, add this parameter to the command line:

-D GRAPHICS_API=<XXX>

For Win32 and UWP, <XXX> can be D3D11 (default), D3D12, or Vulkan.

For Linux, <XXX> can be OpenGL (default) or Vulkan.

For Android, the switch to Vulkan instead of OpenGL (default) is done with Gradle by adding a command line parameter:

-PGRAPHICS_API=Vulkan

If no GRAPHICS_API is provided, the build will use the default.

Note

  • For Apple devices, Metal is the only possible choice.
  • Vulkan and D3D12 are under development and might not be stable enough for production purposes.