Compiling LÖVR
EditCompiling the LÖVR code yourself lets you create a custom LÖVR build so you can add your own features or run it on other operating systems. Below is a guide for setting up all the dependencies and compiling the code on various types of systems.
Contents
System Requirements
LÖVR is currently known to work with (and optimized for)
- CPU: 64 bit, little endian, x86 or ARM
- OS: Windows (10+), macOS (11+), Linux (libc 2.31+), Android (10+)
- GPU: supports Vulkan 1.1
Other systems and hardware may work, but are not frequently tested.
Dependencies
LÖVR uses the following libraries. They are included as submodules in the deps
directory of the
repository, so make sure you clone with the --recursive
flag or run
git submodule update --init --recursive
in an existing repository.
- Lua (5.1+) or LuaJIT (2.1+)
- GLFW (3.3+)
- glslang
- OpenXR
- Vulkan SDK
- msdfgen
- ODE
LÖVR requires a C compiler that supports C11. GCC 4.9, clang 3.1, and Windows SDK 2104 support C11.
Windows
From the lovr folder, run these commands to create a build folder and compile the project using CMake:
$ mkdir build
$ cd build
$ cmake ..
$ cmake --build .
The executable will then exist at /path/to/lovr/build/Debug/lovr.exe
. A LÖVR project (a folder
containing a main.lua
script) can then be dropped onto lovr.exe
to run it, or it can be run
via the command line as lovr.exe path/to/project
.
macOS
Build using CMake, as above:
$ mkdir build
$ cd build
$ cmake ..
$ cmake --build .
The lovr executable should exist in lovr/build/bin
now. It's recommended to set up an alias or
symlink so that this executable can be found in your PATH environment variable. Once that's done,
you can run a project like this:
$ lovr /path/to/myGame
Linux
Install a C compiler and CMake, then run:
$ mkdir build
$ cd build
$ cmake ..
$ cmake --build .
LÖVR can use either SteamVR or monado as the VR runtime on Linux.
To use LÖVR with SteamVR on Linux, LÖVR needs to run within the Steam Runtime. To do this, first install Steam. Next, install the Steam udev rules. Then, run LÖVR within the Steam runtime:
$ ~/.local/share/Steam/ubuntu12_32/steam-runtime/run.sh lovr
If you receive errors related to libstdc++
, set the LD_PRELOAD
environment variable when running
the command:
$ LD_PRELOAD='/usr/$LIB/libstdc++.so.6 /usr/$LIB/libgcc_s.so.1' ~/.steam/steam/ubuntu12_32/steam-runtime/run.sh lovr
Android
Here be dragons.
You will need to compile on a macOS or Linux system. Compiling LÖVR APKs on Windows does not currently work (unless all steps are performed in Windows Subsystem for Linux).
First, make sure the Java JDK is installed (version 17 is known to work).
Then, the Android SDK and NDK need to be installed. SDK version 29 should be installed.
The Android command line tools can be found on the Android website or installed using a package
manager. The command line tools contain a tool named sdkmanager
that can be used to install
various versions of Android, the Android build tools, and the NDK:
$ cmdline-tools/bin/sdkmanager --sdk_root=/path/to/android/sdk "build-tools;34.0.0" "cmake;3.22.1" "ndk;21.4.7075529" "platform-tools" "platforms;android-29"
The SDK will be installed to the chosen sdk_root
path. To reduce the SDK size, the emulator
package can be safely uninstalled:
$ cmdline-tools/bin/sdkmanager --sdk_root=/path/to/android/sdk --uninstall emulator
Android Studio isn't required, but can be used to install the SDK, NDK, and Java as well.
Note where the SDK is installed. Some paths in the SDK will need to be specified.
Finally, compiling a LÖVR APK requires a copy of the glslangValidator
tool installed on the
system. Most package managers will offer this as part of a "glslang" or "glslang-tools" package.
CMake or tup can be used to build an APK that can be installed on an Android device.
tup
Add a tup.config
file in the repository root. The config values to fill in are:
- Set
CONFIG_TARGET
toandroid
. - Set
CONFIG_ANDROID_SDK
to the path to the Android SDK. - Set
CONFIG_ANDROID_NDK
to the path to the NDK. - Set
CONFIG_ANDROID_VERSION
to the version of Android to use (e.g. 29). Check thesdk/platforms
folder to see which Android versions are installed. - Set
CONFIG_ANDROID_BUILDTOOLS
to the build tools version. Check thesdk/build-tools
folder to see which versions are installed. - Set
CONFIG_ANDROID_KEYSTORE
to the path to the keystore file. See "Creating a Keystore" below for instructions on how to create a keystore. - Set
CONFIG_ANDROID_KEYSTOREPASS
to the password to the keystore file. It can be provided as a string, file, or environment variable (see keystore section below). - Optional: To use a custom Android manifest XML, set
CONFIG_ANDROID_MANIFEST
. - Optional: To use a different package name instead of
org.lovr.app
, setCONFIG_ANDROID_PACKAGE
. - Optional: To bundle a LÖVR project in the APK, set
CONFIG_ANDROID_PROJECT
to the project folder.
Once all of this is set up, run tup init
if tup hasn't been initialized yet. Then run tup
to
build the APK, output in the bin
folder.
CMake
The following CMake variables need to be set, either using the CMake GUI or by using -D
flags on
the command line:
- Set
CMAKE_TOOLCHAIN_FILE
to the path toandroid.toolchain.cmake
. This is usually atndk-bundle/build/cmake/android.toolchain.cmake
inside the Android SDK. - Set
ANDROID_SDK
to the path to the Android SDK. - Set
ANDROID_ABI
toarm64-v8a
. - Set
ANDROID_NATIVE_API_LEVEL
to the Android version to use (e.g.29
). - Set
ANDROID_BUILD_TOOLS_VERSION
to one of the versions listed in thebuild-tools
folder. - Set
ANDROID_KEYSTORE
to the path to they keystore file. See "Creating a Keystore" below. - Set
ANDROID_KEYSTORE_PASS
to the keystore password. This can be used in multiple ways, described in "Creating a Keystore" below. - Optional: Set
ANDROID_MANIFEST
to use a custom Android manifest XML file. - Optional: Set
ANDROID_ASSETS
to include extra assets (e.g. a project folder) in the APK. - Windows: Make sure you add
-G "Unix Makefiles"
so it doesn't try to use Visual Studio.
The usual CMake incantation with all of the above variables set up should produce lovr.apk
:
$ mkdir build
$ cd build
$ cmake \
-D CMAKE_TOOLCHAIN_FILE=/path/to/ndk/build/cmake/android.toolchain.cmake \
-D ANDROID_SDK=/path/to/android \
-D ANDROID_ABI=arm64-v8a \
-D ANDROID_NATIVE_API_LEVEL=29 \
-D ANDROID_BUILD_TOOLS_VERSION=34.0.0 \
-D ANDROID_KEYSTORE=/path/to/test.keystore \
-D ANDROID_KEYSTORE_PASS=pass:hunter2 \
..
$ cmake --build .
Installing the APK
To install the APK, an Android device needs to be connected. Run
$ adb devices
to ensure that a device is connected, then run
$ adb install lovr.apk
To install the apk. The -r
flag can be used to overwrite an existing apk.
Adding Project Code
To build an apk that runs a LÖVR project, pass the folder path as the ANDROID_ASSETS
option to
either CMake or tup. This will run the LÖVR project when the apk starts, similar to how things work
when fusing a zip to an exe on desktop systems.
Note: By default the Android packager ignores directories that begin with underscores.
Using a Custom Android Manifest
Although LÖVR provides a default AndroidManifest.xml
, you can also use your own by passing its
path as the ANDROID_MANIFEST
option to either CMake or tup. This can be used to request extra
permissions, change the package ID or app name, etc.
Any file named AndroidManifest*.xml
will be ignored in LÖVR's git repository.
Changing the Package ID
LÖVR extracts the package name from the AndroidManifest.xml
file (org.lovr.app
by default). To
use a different package id, edit etc/AndroidManifest.xml
, or set the ANDROID_MANIFEST
CMake
variable to set a custom manifest with a different package id.
Creating a Keystore
A keystore file needs to be generated, which is used to sign the APK after it's built.
To generate a keystore, use Java's keytool
tool:
$ keytool -genkey -keystore <name>.keystore -alias <name> -keyalg RSA -keysize 2048 -validity 10000
When specifying the password for the keystore, it can be done in multiple ways:
pass:<string>
will use<string>
as the password.env:<var>
will use the value of the<var>
environment variable.file:<file>
will use the contents of<file>
as the password.
Troubleshooting
- If you get "CMake no
CMAKE_CXX_COMPILER
found" on Windows, then install Visual Studio and create a blank C++ project, which will prompt you to install the compilers and tools necessary to compile LÖVR. - If you get the "The code execution cannot proceed because VCRUNTIME140_1.dll was not found" popup on Windows, install the Microsoft Visual C++ Redistributable package.
- If you receive an issue about the
<stdalign.h>
header missing on Windows, then the compiler does not support C11, and a newer version of the Windows SDK (at least 2104) needs to be installed.