Update build system for Linux
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README.md
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README.md
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@ -1,9 +1,41 @@
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CARLA UE4 Plugin
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================
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To build within a project [CarlaServer](Source/CarlaServer/README.md) needs to
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be built first.
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Plugin for Unreal Engine 4.
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See [carla-ue4](https://bitbucket.org/carla-cvc/carla-ue4).
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Compiling a UE4 project with CARLA plugin
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-----------------------------------------
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Clone or copy the files of this repository under the folder
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`<project-root>/Plugins/Carla`.
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Build CarlaServer located at `<project-root>/Plugins/Carla/Source/CarlaServer`,
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follow the instructions [here](Source/CarlaServer/README.md) to build all the
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necessary dependencies too.
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Now compile the Unreal project.
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#### Linux
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Opening the .uproject file with UE4Editor usually triggers a recompile. If not
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you can follow the next steps to do it manually.
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Generate project files
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$ <unreal-installation-path>/GenerateProjectFiles.sh -project="<full-path-to-the-project-root-folder>/<project-name>.uproject" -game -engine
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Build project in the in-editor configuration
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$ cd <project-root-folder>
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$ make <project-name>Editor
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Now you can launch the editor.
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#### Windows
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Usually double-clicking the .uproject file triggers a recompile.
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To build from Visual Studio, right-click the project file and select "Generate
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Visual Studio Files". Open the generated solution (.sln) and compile. You can
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change the build configuration to development/debug both in-editor and
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standalone game.
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@ -127,7 +127,12 @@ public class Carla : ModuleRules
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{
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if (Target.Platform == UnrealTargetPlatform.Linux)
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{
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PublicAdditionalLibraries.Add("turbojpeg");
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string TurboJPEGLibPath = System.Environment.GetEnvironmentVariable("TURBOJPEG_LIB_PATH");
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if (string.IsNullOrEmpty(TurboJPEGLibPath) || !System.IO.Directory.Exists(TurboJPEGLibPath))
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{
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throw new System.Exception("TURBOJPEG_LIB_PATH is not defined, or points to a non-existant directory, please set this environment variable.");
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}
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PublicAdditionalLibraries.Add(Path.Combine(TurboJPEGLibPath, "libturbojpeg.a"));
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}
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}
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@ -90,8 +90,12 @@ endif (UNIX)
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if (UNIX)
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set(TurboJPEG_LIBRARIES ${TurboJPEG_LIBRARIES} turbojpeg)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DWITH_TURBOJPEG")
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if (EXISTS $ENV{TURBOJPEG_LIB_PATH})
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set(TurboJPEG_LIBRARIES ${TurboJPEG_LIBRARIES} $ENV{TURBOJPEG_LIB_PATH}/libturbojpeg.a)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DWITH_TURBOJPEG")
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else (EXISTS $ENV{TURBOJPEG_LIB_PATH})
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message(FATAL_ERROR "TURBOJPEG_LIB_PATH is not defined, or points to a non-existant directory, please set this environment variable.")
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endif (EXISTS $ENV{TURBOJPEG_LIB_PATH})
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elseif (WIN32)
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@ -12,19 +12,27 @@ Install boost, protobuf, cmake and ninja.
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$ sudo apt-get install libprotobuf-dev protobuf-compiler libboost-all-dev cmake ninja-build
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Run make
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$ make
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Requires to manually compile
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[TurboJPEG](https://github.com/libjpeg-turbo/libjpeg-turbo).
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Follow the instructions
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[here](https://github.com/libjpeg-turbo/libjpeg-turbo/blob/master/BUILDING.md).
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At the configure step add PIC compile option
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[here](https://github.com/libjpeg-turbo/libjpeg-turbo/blob/master/BUILDING.md),
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but at the configure step make sure to use the compile option -fPIC otherwise
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Unreal is not able to link
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$ {source_directory}/configure CFLAGS='-fPIC'
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$ make
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Most probably libraries are generated under `.lib` folder.
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Set the environment variable `TURBOJPEG_LIB_PATH` to a folder containing the
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generated `libturbojpeg.a` (e.g., add
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`export TURBOJPEG_LIB_PATH=<path-to-the-folder>` to your `~/.bashrc`). This way
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we can find the right version of the library from Unreal Build Tool.
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Back to CarlaServer folder, run make
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$ make
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#### Windows
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Note: JPEG compression is not implemented on Windows, the server won't send any
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