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Building libprojectM
The following build instructions apply to the most recently released projectM sources.
Older projectM releases (up to 3.1.12, released in 2020) used autoconf/automake or native project files for building. This is no longer supported and all build files have been replaced with CMake build scripts that can be used on all platforms. If you need to build one of these old releases, please refer to the build instructions included in the top-level dir of the respective source release. This page is only valid for releases of lipbprojectM 4.0 or later.
For more detailed instructions and other operating systems, skip below the Linux quick start guide.
Mandatory packages:
sudo apt install build-essential cmake libgl1-mesa-dev mesa-common-dev libglm-dev
Optional packages for additional features:
sudo apt install libsdl2-dev # for building the integrated developer test UI
sudo apt install llvm-dev # for using the experimental LLVM Jit
If you want to use a stable version of projectM, download the latest release from the Releases page on GitHub and unpack it. You can then skip to the next step.
If you prefer a bleeding-edge version or want to modify the code, clone the Git repository:
sudo apt install git # Probably already installed
git clone https://github.com/projectM-visualizer/projectm.git /path/to/local/repo
cd /path/to/local/repo
git fetch --all --tags
libprojectM has some external dependencies added as submodules, so after a fresh clone, remember to also download those:
git submodule init
git submodule update
Replace /usr/local
with your preferred installation prefix.
sudo apt install cmake
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/usr/local ..
To generate Ninja scripts instead of Makefiles, add -GNinja
to the above command.
These commands will build projectM and install it to /usr/local or the configured installation prefix set in the step before:
cmake --build . --parallel && sudo cmake --build . --target install
Note: You won't need to use sudo
if the install prefix is writeable by your non-privileged user.
You can't directly run libprojectM on its own. For development testing, the old pre-4.0 SDL UI is still available and
can be enabled using -DENABLE_SDL_UI=ON
via the CMake configuration command.
After building, you can run the SDL test UI directly from your build tree. It will not be installed alongside the library and headers. All end-user applications are available in separate repositories.
Depending on the OS/distribution and packaging system, libraries might be split into separate packages with binaries and development files. To build projectM, both binaries and development files need to be installed.
- A working build toolchain.
- CMake: Used to generate platform-specific build files.
- OpenGL: 3D graphics library. Used to render the visualizations.
- or GLES3: OpenGL libraries for embedded systems, version 3. Required to build projectM on Android devices, Raspberry Pi, Emscripten and the Universal Windows Platform.
- glm: OpenGL Mathematics library. Optional, will use a bundled version with autotools or if not installed.
-
SDL2: Simple Directmedia Layer. Version 2.0.5 or higher is only required to
build the test UI (configured with
-DENABLE_SDL_UI=ON
). - LLVM: Low-Level Virtual Machine. Optional and experimental, used to speed up preset execution by leveraging the LLVM JIT compiler. Due to frequent LLVM API changes, it will most probably fail to build.
- vcpkg: C++ Library Manager for Windows. Optional, but recommended to install the aforementioned library dependencies.
- GLEW: The OpenGL Extension Wrangler Library. Used to wrap and load OpenGL functions.
NuGet is no longer supported as Microsoft has dropped C++ support for this package manager some time ago.
- Linux distributions will have packages available for most (if not all) required libraries. The package names and commands to install them vary widely between distributions (and even versions of the same distribution). Please refer to the documentation of your build OS on how to find and install the required libraries.
- On *BSD, install the appropriate Ports with
pkg install
. - On macOS, using Homebrew is the recommended way of installing any dependencies not supplied by Xcode. If you want to build universal binaries of projectM, homebrew cannot be used as it only supports the native OS architecture.
❗ IMPORTANT NOTE: Currently, CMake build support is still in active development and considered unfinished. It is working and produces running binaries, but there are still some features, build internals and whole targets missing. While testing the CMake build files on any platform and feedback on this is strongly encouraged, CMake-based builds should not yet be used in any production environment until this message is gone.
The steps documented below are a bare minimum quickstart guide on how to build and install the project. If you want to configure the build to your needs, require more in-depth information about the build process and available tweaks, or on how to use libprojectM in your own CMake-based projects, see BUILDING-cmake.md.
Using CMake is the recommended and future-proof way of building projectM. CMake is a platform-independent tool that is able to generate files for multiple build systems and toolsets while using only a single set of build instructions. CMake support is still new and in development, but will replace the other project files (automake/autoconf scripts, Visual Studio solutions and Xcode projects) in this repository once mature and stable.
Building the project with CMake requires two steps:
- Configure the build and generate project files.
- Build and install the project using the selected build tools.
Note: When building with CMake, the build directory should always be separate from the source directory. Generating
the build files directly inside the source tree is possible, but strongly discouraged. Using a subdirectory,
e.g. cmake-build
inside the source directory is fine though.
This documentation only covers project-specific information. CMake is way too versatile and feature-rich to cover any possible platform- and toolset-specific configuration details here. If you are not experienced in using CMake, please first read the official CMake documentation (at least the User Interaction Guide) for basic usage instructions.
Configuring a non-debug build with default options and install prefix (/usr/local
) can be done with these commands,
building in a subdirectory inside the source directory:
cd /path/to/source
mkdir cmake-build
cd cmake-build
cmake -DCMAKE_BUILD_TYPE=Release ..
CMake will check all required dependencies and display any errors. If configuration was successful, a summary of the
build configuration is printed and CMake should display a Generating done
line. The project is now ready to build.
Depending on your generator choice, you can use your selected toolset as usual to build and install projectM:
- With
Unix Makefiles
, runmake && sudo make install
. - With
Ninja
, runninja && sudo ninja install
. - With
Xcode
, select the appropriate target and configuration in Xcode and build it, orINSTALL
to install the project.
You can also use CMake's build mode to run the selected toolset and build any specified target. CMake knows which
command to call and which parameters to pass, so the syntax works on all platforms with all generators. If you've
already set the top-level build directory as working directory, simply pass .
as /path/to/build/dir
:
cmake --build /path/to/build/dir --config Release
sudo cmake --build /path/to/build/dir --config Release --target install
If you don't need root permissions to install running the second command without sudo
is sufficient.
If you want to provide arguments directly to the toolset command, add --
at the end of the CMake command line followed
by any additional arguments. CMake will pass these unchanged and unchecked to the subcommand:
cmake --build /path/to/build/dir --config Release --parallel
To build the projectM library and the SDL-based standalone application, CMake must be used to create the project files first. Using vcpkg to pull in the build dependencies is highly recommended, as CMake can't use NuGet (NuGet pulls in dependencies using the project files, while CMake requires the libraries before creating the project files).
As stated above, using vcpkg is the easiest way to get the required dependencies. First, install vcpkg from GitHub by following the official guide. Then install the following packages for your desired architecture (called "triplet"):
glew
-
sdl2
(Optional. Only required if you want to build the test UI)
The glew
package will also pull in the opengl
libraries.
Example to install the libraries for the x64 architecture, run from a Visual Studio command prompt:
vcpkg install glew:x64-windows sdl2:x64-windows
CMake provides separate generators for different Visual Studio versions. Newer CMake versions will support recent Visual
Studio releases, but may remove generators for older ones. To get a list of available generators from the command line,
use the -G
switch without an argument. The CMake GUI will present you a dropdown list you can easily select from.
To set the build architecture in Visual Studio builds, use the -A
switch and specify either Win32
or X64
as the
argument. If you want to build for both architectures, create separate build directories and configure them accordingly.
To make CMake aware of the installed vcpkg packages, simply use the provided toolchain file when configuring the
projectM build by
pointing CMAKE_TOOLCHAIN_FILE
to it.
Here is a full command line example to create a Visual Studio 2019 solution for X64:
cmake -G "Visual Studio 16 2019" -A "X64" -DCMAKE_TOOLCHAIN_FILE="<path to vcpkg>/scripts/buildsystems/vcpkg.cmake" -S "<path to source dir>" -B "<path to build dir>"
If you use the CMake GUI, check the "Specify toolchain file for cross-compiling" option in the first page of the
configuration assistant, then select the above vcpkg.cmake
file on the second page.
Another option is to open the project folder in a recent Visual Studio version as a CMake project and configure CMake using Visual Studio's JSON-based settings file.
Depending on how you will build/link libprojectM, you also need to specify the vcpkg triplet and the MSVC runtime to use when building the project.
To specify the vcpkg triplet you want to use, matching the one you've given while installing the dependencies, can be
specified vis the VCPKG_TARGET_TRIPLET
CMake option. To use the x64-windows-static
triplet,
add -DVCPKG_TARGET_TRIPLET=x64-windows-static
to the CMake command above.
You also have to specify the MSVC runtime library variant (MultiThreaded or MultiThreadedDLL for either Release or Debug) when building the library. To do so, add the following CMake parameters for the variant you need:
- To use the static runtime (
/MT
and/MTd
):-DCMAKE_MSVC_RUNTIME_LIBRARY="MultiThreaded$<$<CONFIG:Debug>:Debug>"
- To use the shared library runtime (
/MD
and/MDd
):-DCMAKE_MSVC_RUNTIME_LIBRARY="MultiThreaded$<$<CONFIG:Debug>:Debug>DLL"
Also be aware that if you use libprojectM with CMake build types it wasn't built for (e.g. a Release
build of
libprojecTM in a project that is being built with RelWithDbgInfo
), you have to tell CMake to map the configuration
types for imported libraries. This can be done via
the MAP_IMPORTED_CONFIG_<CONFIG>
variables. Ideally, build libprojectM with the same configuration types as your application.
To build the project, open the generated solution in Visual Studio and build it like any other solution. Each time the CMake files are changed, Visual Studio will automatically regenerate the CMake build files and reload the solution before continuing the build. Be aware that in old Visual Studio versions (2015 and earlier) the reload-and-continue might not work properly.
You can also build the solution with msbuild via the command line, or use CMake's build wrapper to do that for you:
cmake --build "<path to build dir>" --config Release
The Ninja build system is shipped with Visual Studio since version 2019 and used by default if loading a CMake project directly from within the IDE. Ninja can also be installed separately.
To configure the build directory for Ninja, pass Ninja
or Ninja Multi-Config
as the argument for the -G
switch.
The difference between both generators is that the former uses CMAKE_BUILD_TYPE
to specify the configuration (
e.g. Debug
or Release
) while the latter supports all configurations in a single build directory, specified during
build time.
The architecture is determined from the toolset, so make sure to run the commands in the correct Visual Studio command prompt, e.g. "Native Tools for X64".
Configure and build for a single-configuration Release build with vcpkg:
cmake -G "Ninja" -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE="<path to vcpkg>/scripts/buildsystems/vcpkg.cmake" -S "<path to source dir>" -B "<path to build dir>"
cmake --build "<path to build dir>"
Same, but using the multi-configuration generator:
cmake -G "Ninja Multi-Config" -DCMAKE_TOOLCHAIN_FILE="<path to vcpkg>/scripts/buildsystems/vcpkg.cmake" -S "<path to source dir>" -B "<path to build dir>"
cmake --build "<path to build dir>" --config Release
To build on the Raspberry Pi, ENABLE_GLES
must be set to ON
. Using the latest Raspberry OS is also recommended.
To build projectM for Android, please refer to the official NDK docs:
It is highly recommended using the latest NDK and CMake >= 3.23 for building. While configuring CMake, add the following additional parameters:
-
-DCMAKE_TOOLCHAIN_FILE="<ANDROID_NDK_ROOT>/build/cmake/android.toolchain.cmake"
Replace<ANDROID_NDK_ROOT>
with your NDK root dir (or the proper environment variable, if set). This will use the Android NDK CMake file, which takes care of setting all the build parameters, compiler and include paths etc. for the build. It will also setCMAKE_SYSTEM_NAME
toAndroid
. -
-DANDROID_PLATFORM=<Platform ID>
Set this to your target API/SDK version, e.g.25
orandroid-N-MR1
. -
-DANDROID_ABI=<ABI>
Replace<ABI>
with your target CPU architecture you're building for. In most cases, this will bearm64-v8a
orx64_64
. -
-DBUILD_TESTING=NO -DENABLE_SDL_UI=OFF
These two aren't necessarily required, but have to be set to the given values. This will skip the Google Test and SDL2 dependencies entirely.
If you don't directly use projectM from other C/C++ code, writing a JNI wrapper is required to call the projectM functions from Java or Kotlin.
The libprojectM repository does no longer contain any additional assets like presets and textures. These have been outsourced into separate repositories to make it easier to select certain preset packs to be packaged in applications and to reduce the size and scope of the libprojectM repository.
If you require more in-depth information about the CMake build scripts, you will find more information below.
To specify a CMake generator, use the -G
switch, followed by the generator name. Some newer generators take an
additional architecture using the -A
switch. To list all available generators available on your current platform,
leave out the generator name:
cmake -G
Additional information on the supported generators can be found in the CMake documentation.
By default, CMake will use the Unix Makefiles
generator on Linux and macOS, which is a good choice and should work. Yet in some circumstances, you might want to
generate project files for a specific build tool or IDE:
cmake -G "Unix Makefiles" -S /path/to/source/dir -B /path/to/build/dir
A common alternative is the Ninja
generator, which
requires ninja
to be installed. It is mostly a make
replacement with less overhead and should work equally well. It is supported on all major platforms, including Windows:
cmake -G Ninja -S /path/to/source/dir -B /path/to/build/dir
On macOS, CMake also supports the Xcode
generator. It will
create an .xcodeproj
bundle which you can open in Xcode. It also adds support for automatic code signing, which might
be required if your application using projectM needs to be notarized for store deployment.
cmake -G Xcode -S /path/to/source/dir -B /path/to/build/dir
If you develop on Windows, you will possibly use Visual Studio. While recent visual Studio versions have CMake support
built-in, you can still pre-generate the solution and project files and open the .sln
file from the build directory.
CMake provides a separate generator for each Visual Studio release. For Visual Studio 2019 you would use
the Visual Studio 16 2019
generator
and provide an additional architecture parameter:
cmake -G "Visual Studio 16 2019" -A "X64" -S /path/to/source/dir -B /path/to/build/dir
It is not possible to generate multi-arch solutions with CMake though. You need to create separate build directories and
use the respective -A
switch for each.
CMake has no built-in way of printing all available configuration options. You can either refer to the
top-level CMakeLists.txt
which contains a block of option
and cmake_dependent_option
commands, or use one of the
available CMake UIs which will display the options after configuring the project once.
The following table also gives you an overview of important build options and their defaults. All options accept a
boolean
value (YES
/NO
, TRUE
/FALSE
, ON
/OFF
or 1
/0
) and can be provided on the configuration-phase command line
using the -D
switch.
CMake option | Default | Required dependencies | Description |
---|---|---|---|
BUILD_TESTING |
OFF |
Builds the unit tests. | |
BUILD_SHARED_LIBS |
ON |
Build projectM as shared libraries. If OFF , build static libraries. |
|
ENABLE_PLAYLIST |
ON |
Builds and installs the playlist library. | |
ENABLE_EMSCRIPTEN |
OFF |
Emscripten |
Build for the web using Emscripten. Only supports build as a static library and using GLES. |
ENABLE_GLES |
OFF |
GLES 3 |
Use OpenGL ES 3 profile for rendering instead of the Core profile. |
Note that ENABLE_GLES
will be forcibly set to ON
for Emscripten and Android builds, making it mandatory.
The following table contains a list of build options which are only useful in special circumstances, e.g. when developing libprojectM, trying experimental features or building the library for a special use-case/environment.
CMake option | Default | Required dependencies | Description |
---|---|---|---|
ENABLE_SDL_UI |
ON |
SDL2 |
Builds the SDL-based test application. Only used for development testing, will not be installed. |
ENABLE_THREADING |
ON |
Enable multithreading support for preset loading if available. | |
ENABLE_DEBUG_POSTFIX |
ON |
Adds d (by default) to the name of any binary file in debug builds. |
|
ENABLE_SYSTEM_GLM |
OFF |
Builds against a system-installed GLM library. | |
ENABLE_CXX_INTERFACE |
OFF |
Exports symbols for the ProjectM and PCM C++ classes and installs the additional the headers. Using the C++ interface is not recommended and unsupported. |
There are also a few textual parameters that can be used to fine-tune the installation directories. Relative paths in
the following options are appended to the value
of CMAKE_INSTALL_PREFIX
(which, on most UNIX
platforms, defaults to /usr/local
):
CMake option | Default | Description |
---|---|---|
CMAKE_INSTALL_PREFIX |
(OS dependent) | Base directory where the projectM libraries, includes and support files will be installed. |
PROJECTM_BIN_DIR |
bin |
Directory where executables (e.g. the SDL standalone application) are installed. |
PROJECTM_LIB_DIR |
lib[64] |
Directory where libprojectM is installed. |
PROJECTM_INCLUDE_DIR |
include |
Directory where the libprojectM include files will be installed under. |
Various other options for specific needs.
CMake option | Default | Description |
---|---|---|
CMAKE_DEBUG_POSTFIX |
d (if ENABLE_DEBUG_POSTFIX is set) |
Postfix appended to debug libraries. |
CMAKE_INSTALL_BINDIR |
bin |
Another way to specify the binary installation directory. Used as default value for PROJECTM_BIN_DIR . |
CMAKE_INSTALL_LIBDIR |
lib or lib64
|
Another way to specify the library installation directory. Used as default value for PROJECTM_LIB_DIR . |
CMAKE_INSTALL_INCLUDEDIR |
include |
Another way to specify the include file installation directory. Used as default value for PROJECTM_INCLUDE_DIR . |
Currently, the projectM repository cannot be built as a subproject in an existing CMake project, e.g. adding it
via add_subdirectory()
. While this may change in future releases, we currently recommend integrating it using one of
those options:
- Build and install libprojectM separately, then add it via the standard
find_package()
/CMAKE_PREFIX_PATH
method to your project. - Build libprojectM using CMake's ExternalProject module. This method might be preferable if you need to build very specific versions of libprojectM or use build-specific settings which would make pre-building and resolving the correct version an expensive task.
Most classic IDEs and build systems directly make use of the source tree and create project files, temporary build artifacts (e.g. object files) and the final binaries in the same directory structure as the source files. An advantage of this approach is that you can find all compiled binaries side-by-side with their sources and generated headers are already in the same directories as the source files including them. This approach has some drawbacks though:
- Only a single build configuration is supported as files are overwritten in-place.
- A lot of noise is created in the source directory, making it hard to distinguish between generated and original source files.
- A very large
.gitignore
file is required to cover all unwanted files. - Mistakes in the build scripts can overwrite source files, causing errors and destroy uncommitted work.
Some of these can be mitigated by providing additional targets (make clean
and make distclean
) or creating
subdirectories for Debug/Release build configurations.
While CMake also supports in-tree builds, it is "discouraged" in the official documentation, for the above reasons. Building out-of-tree allows it to create multiple build directories with different configurations which do not influence each other in any way. If a build directory contains unwanted artifacts, and you want to start fresh, simply delete and recreate the whole directory - no work is lost.
This project follow this principle by treating the original source tree as read-only and avoiding potential conflicts:
- Everything under
CMAKE_SOURCE_DIR
must only be read, never changed or written to. - Everything under
CMAKE_BINARY_DIR
is temporary and related to the current build configuration. - When generating configuration-dependent files,
use
CMAKE_CONFIGURATION_TYPES
andCMAKE_BUILD_TYPE
to create non-conflicting files in the build tree.
While this project will not force you to build out-of-tree, there is no mechanism to clean up the generated files after running cmake in-tree.
If you are new to CMake, the way of how CMake creates the build directory and where it creates the build targets might be confusing. Here is a summary of what's in the build directory and how it is structured in general.
It is generally not good practice to directly take binaries and other files from the build tree for packaging, for several reasons:
- The directory structure is generated by CMake and depends on the generator used. The layout might change between CMake versions, even for the same generator.
- On platforms with RPATH support, CMake will store absolute paths in executables and shared libraries which point to the absolute paths of any linked dependencies, either from the build tree or external libraries as well. These binaries are not relocatable and will most certainly not work if run on any other computer (or even on the same after deleting the build directory).
- For some configurations, even Release build artifacts may contain debug symbols until they are installed.
It is fine to build and run executables from the build directory for development and debugging. For packaging or using
libprojectM in other projects, always use the install
target and copy files from there.
In the top-level build directory, CMake creates a few files that are present on any platform:
-
CMakeCache.txt
: This file contains all variables and build settings CMake needs to remember from the first configuration run. This file can be edited on demand either manually or using a CMake UI to change any values. On the next build, CMake will regenerate the project files if this file has been modified. -
cmake_install.cmake
: Contains generated install-related settings. -
install_manifest.txt
: After installing the project, this file contains a list with absolute filenames of all installed files. It can be used for packaging or deleting installed files as CMake doesn't define anuninstall
target. - The top-level project file for use with the selected build toolset, e.g.
Makefile
,build.ninja
,projectm.sln
orprojectm.xcodeproj
, plus additional toolset-specific files.
The projectM build files generate additional files used in the build and install phases. These are scattered over the build tree, but installed into the proper directories. Do not try and gather these files yourself from the build tree.
The rest of the directory structure generally resembles the source tree. Source directories containing
a CMakeLists.txt
file will also be created in the build tree with the same relative path. Each of these subdirectories
contains a CMakeFiles
directory with CMake-internal data, generated project files for the select toolset, e.g.
makefiles and any temporary compile artifacts.
The directory structure is created by CMake and may change depending on the generator and CMake version used.
Build targets - shared/static libraries and executables - are created in the same subdirectory in the build tree as
the CMakeLists.txt
file that defines the target in the source tree (which, in most cases, resides in the same
directory as the source files). Depending on the generator used, the binaries are created directly in the directory for
single-configuration generators (like Unix Makefiles
or Ninja
) and in a subdirectory with the configuration name,
e.g. Debug
or Release
, for multi-configuration generators like Xcode
or Visual Studio 16 2019
.
You may also find additional files and symbolic links in the same location depending on the platform, e.g. .pdb
files
on Windows.
The projectM library can be used as a static library or shared library in other CMake-based projects to provide embedded audio visualization. It is highly recommended to build projectM as shared libraries for maximum compatibility and LGPL compliance.
The build directory is not structured in a way that other projects can make use of it. Use the install
target to copy
all required files to the configured installation prefix. You can customize the subdirectories for libraries, includes
and binaries using the PROJECTM_<X>>_DIR
variables when configuring the CMake project.
This approach is not recommended, but can be useful for projects that either require more in-depth access to the projectM library files, especially to headers that are not installed as part of the public API. This might cause issues if the internal headers change, but gives a broader set of features and more control to the developer.
Please refer to the ExternalProject
CMake module
documentation on how to set up the libprojectM build system for use in another project.
This is the recommended and supported way of importing libprojectM in your project. This project installs a set of CMake
files in <PREFIX>/<LIBDIR>/cmake/libprojectM
, containing target definitions, version and dependency checks as well as
any additional libraries required for linking. Other projects then use CMake's find_package
command to search for
these files in different locations.
In the case projectM libraries and headers are not installed in any system search path, you need to add either the
install prefix path (the top-level install dir) or the directory containing the libraries (the lib
dir by default) to
the CMAKE_PREFIX_PATH
list.
If the package was found, you can then link against libprojectM by using the libprojectM::projectM
target.
Depending on how the package was built, targets might be available for multiple configurations or only Release
. CMake
will automatically select the most appropriate one to link.
Include dirs, additional link dependencies and possible compiler options will be propagated to any target the library is linked to.
If you want to use the optional playlist library, you need to specifically request it as a component:
find_package(libprojectM COMPONENTS Playlist)
You can either use REQUIRED
to force a fatal error if the component cannot be found or check if the target exists
using:
if (TARGET libprojectM::playlist)
# ...
endif ()
If you link the playlist library, the main libprojectM::projectM
target will be linked automatically as a dependency.
Searches for projectM and the playlist library and links both to the application:
find_package(libprojectM REQUIRED COMPONENTS Playlist)
add_executable(MyApp main.cpp)
target_link_libraries(MyApp PRIVATE
libprojectM::Playlist
)