$Id$ Blenders SCons build scripts ============================ Introduction ------------ Since the beginning of 2004 Blender has had the SCons system as a build option. SCons is a Python-based, accurate build system. The scripts that were implemented in the first iteration worked, but the system grew quickly into such a state that maintaining it became a nightmare, and adding new features was just horrible, leading to many hacks without much sense in the overall structure. The rewrite has been waiting for a long time. Jonathan Jacobs provided a first overhaul of the scripts, which I used in the first phase of the rewrite. To make the system as maintainable as possible I made some radical changes, but thanks go to Jonathan for providing me with the patch to get started. This document describes the usage of the new SCons scripts. The inner workings are described in blender-scons-dev.txt. Building Blender ---------------- To build Blender with the SCons scripts you need a full Python install, version 2.3 or later (http://www.python.org) and a SCons installation, version v0.96.1.D001 or later (http://www.scons.org). Check from the page http://www.blender.org/cms/Getting_Dependencies.135.0.html that you have all dependencies needed for building Blender. Note that for windows many of these dependencies already come in the lib/windows module from CVS. In the base directory of the sources (from now on called $BLENDERHOME) you'll see a file named SConstruct. This is the entry point for the SCons build system. In a terminal, change to this directory. To just build, issue the command 'scons': % scons This will start the build process with default values. Depending on your platform you may see colour in your output (non-Windows machines). In the the beginning an overview of targets and arguments from the command-line is given, then all libraries and binaries to build are configured. The build uses BF_BUILDDIR to build into and BF_INSTALLDIR to finally copy all needed files to get a proper setup. These variabbles have default values for every platform in $BLENDERHOME/config/(platform)-config.py. After the build successfully completes, you can find everything you need in BF_INSTALLDIR. Configuring the build --------------------- The default values for your platform can be found in the directory $BLENDERHOME/config. Your platform specific defaults are in (platform)-config.py, where platform is one of: - linux2, for machines running Linux - win32-vc, for Windows machines, compiling with a Microsoft compiler - win32-mingw, for Windows machines, compiling with the MingW compiler - darwin, for OS X machines (TBD: add cygwin, solaris and freebsd support) These files you will normally not change. If you need to override a default value, make a copy of the proper configuration to $BLENDERHOME/user-config.py. This file you can modify to your likings. Any value set here will override the ones from the (platform)-config.py. If you want to quickly test a new setting, you can give the option also on the command-line: % scons BF_BUILDDIR=../mybuilddir WITH_BF_OPENEXR=0 This command sets the build directory to BF_BUILDDIR and disables OpenEXR support. If you need to know what can be set through the command-line, run scons with -h: % scons -h This command will print a long list with settable options and what every option means. Many of the default values will be empty, and from a fresh checkout without a user-config.py the actual values are the defaults as per $BLENDERHOME/config/(platform)-config.py (unless you have overridden any of them in your $BLENDERHOME/user-config.py). Configuring the output ---------------------- This rewrite features a cleaner output during the build process. If you need to see the full command-line for compiles, then you can change that behaviour. Also the use of colours can be changed: % scons BF_FANCY=0 This will disable the use of colours. % scons BF_QUIET=0 This will give the old, noisy output. Every command-line per compile is printed out in its full glory. This is very useful when debugging problems with compiling, because you can see what the included paths are, what defines are given on the command-line, what compiler switches are used, etc. Supported toolset ----------------- WINDOWS * msvc, this is a full install of Microsoft Visual C++. You'll likely have the .NET Framework SDK, Platform SDK and DX9 SDK installed * mstoolkit, this is the free MS VC++ 2003 Toolkit. You need to verify you have also the SDKs installed as mentioned for msvc. * mingw, this is a minimal MingW install. TBD: write proper instructions on getting needed packages. On Windows with all of the three toolset installed you need to specify what toolset to use % scons BF_TOOLSET=msvc % scons BF_TOOLSET=mstoolkit % scons BF_TOOLSET=mingw If you have only the toolkit installed, you will also need to give BF_TOOLSET=mstoolkit on the command-line, to make sure everything is setup properly. Currently there is no good mechanism to automatically determine wether the found 'cl.exe' is from the toolkit or from a complete install. LINUX and OS X Currently only the default toolsets are supported for these platforms, so nothing special needs to be told to SCons when building. The defaults should work fine in most cases. Examples -------- Build Blender with the defaults: % scons Build Blender, but disable OpenEXR support: % scons WITH_BF_OPENEXR=0 Build Blender, enable debug symbols: % scons BF_DEBUG=1 Build Blender, install to different directory: % scons BF_INSTALLDIR=/tmp/testbuild Build Blender in /tmp/obj and install to /usr/local: % scons BF_BUILDDIR=/tmp/obj BF_INSTALLDIR=/usr/local Clean BF_BUILDDIR: % scons clean Clean out the installed files: % scons -c /Nathan Letwory (jesterKing)