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test2/source/blender/python/intern/CMakeLists.txt

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# SPDX-FileCopyrightText: 2006 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
set(INC
..
../../editors/include
../../imbuf/intern/oiio
../../makesrna
../../../../intern/mantaflow/extern
../../../../intern/opencolorio
# RNA_prototypes.hh
${CMAKE_BINARY_DIR}/source/blender/makesrna
)
set(INC_SYS
${PYTHON_INCLUDE_DIRS}
)
set(SRC
bpy.cc
bpy_app.cc
bpy_app_alembic.cc
bpy_app_build_options.cc
bpy_app_ffmpeg.cc
bpy_app_handlers.cc
bpy_app_icons.cc
bpy_app_ocio.cc
bpy_app_oiio.cc
bpy_app_opensubdiv.cc
bpy_app_openvdb.cc
bpy_app_sdl.cc
bpy_app_timers.cc
bpy_app_translations.cc
bpy_app_usd.cc
bpy_capi_utils.cc
bpy_cli_command.cc
bpy_driver.cc
bpy_gizmo_wrap.cc
bpy_interface.cc
bpy_interface_atexit.cc
bpy_interface_run.cc
bpy_intern_string.cc
bpy_library_load.cc
bpy_library_write.cc
bpy_msgbus.cc
bpy_operator.cc
bpy_operator_wrap.cc
bpy_path.cc
bpy_props.cc
bpy_rna.cc
bpy_rna_anim.cc
bpy_rna_array.cc
bpy_rna_callback.cc
bpy_rna_context.cc
bpy_rna_data.cc
bpy_rna_driver.cc
bpy_rna_gizmo.cc
bpy_rna_id_collection.cc
bpy_rna_operator.cc
bpy_rna_text.cc
bpy_rna_types_capi.cc
bpy_rna_ui.cc
bpy_traceback.cc
bpy_utils_previews.cc
bpy_utils_units.cc
stubs.cc
bpy.hh
bpy_app.hh
bpy_app_alembic.hh
bpy_app_build_options.hh
bpy_app_ffmpeg.hh
bpy_app_handlers.hh
bpy_app_icons.hh
bpy_app_ocio.hh
bpy_app_oiio.hh
bpy_app_opensubdiv.hh
bpy_app_openvdb.hh
bpy_app_sdl.hh
bpy_app_timers.hh
bpy_app_translations.hh
bpy_app_usd.hh
bpy_capi_utils.hh
bpy_cli_command.hh
bpy_driver.hh
bpy_gizmo_wrap.hh
bpy_intern_string.hh
bpy_library.hh
bpy_msgbus.hh
bpy_operator.hh
bpy_operator_wrap.hh
bpy_path.hh
bpy_props.hh
bpy_rna.hh
bpy_rna_anim.hh
bpy_rna_callback.hh
bpy_rna_context.hh
bpy_rna_data.hh
bpy_rna_driver.hh
bpy_rna_gizmo.hh
bpy_rna_id_collection.hh
bpy_rna_operator.hh
bpy_rna_text.hh
bpy_rna_types_capi.hh
bpy_rna_ui.hh
bpy_traceback.hh
bpy_utils_previews.hh
bpy_utils_units.hh
../BPY_extern.hh
../BPY_extern_clog.hh
../BPY_extern_python.hh
../BPY_extern_run.hh
)
set(LIB
PRIVATE bf::blenkernel
PRIVATE bf::blenlib
PRIVATE bf::blenloader
PRIVATE bf::blentranslation
PRIVATE bf::depsgraph
Cleanup: CMake: Modernize bf_dna dependencies There's quite a few libraries that depend on dna_type_offsets.h but had gotten to it by just adding the folder that contains it to their includes INC section without declaring a dependency to bf_dna in the LIB section. which occasionally lead to the lib building before bf_dna and the header being missing, while this generally gets fixed in CMake by adding bf_dna to the LIB section of the lib, however until last week all libraries in the LIB section were linked as INTERFACE so adding it in there did not resolve the build issue. To make things still build, we sprinkled add_dependencies wherever we needed it to force a build order. This diff : Declares public include folders for the bf_dna target so there's no more fudging the INC section required to get to them. Removes all dna related paths from the INC section for all libraries. Adds an alias target bf:dna to signify it has been updated to modern cmake Declares a dependency on bf::dna for all libraries that require it Removes (almost) all calls to add_dependencies for bf_dna Future work: Because of the manual dependency management that was done, there is now some "clutter" with libs depending on bf_dna that realistically don't. Example bf_intern_opencolorio itself has no dependency on bf_dna at all, doesn't need it, doesn't use it. However the dna include folder had been added to it in the past since bf_blenlib uses dna headers in some of its public headers and bf_intern_opencolorio does use those blenlib headers. Given bf_blenlib now correctly declares the dependency on bf_dna as public bf_intern_opencolorio will get the dna header directory automatically from CMake, hence some cleanup could be done for bf_intern_opencolorio Because 99% of the changes in this diff have been automated, this diff does not seek to address these issues as there is no easy way to determine why a certain dependency is in place. A developer will have to make a pass a this at some later point in time. As I'd rather not mix automated and manual labour. There are a few libraries that could not be automatically processed (ie bf_blendthumb) that also will need this manual look-over. Pull Request: https://projects.blender.org/blender/blender/pulls/109835
2023-07-10 15:07:37 +02:00
PRIVATE bf::dna
bf_editor_animation
bf_editor_interface
bf_editor_space_api
PRIVATE bf::gpu
PRIVATE bf::imbuf
PRIVATE bf::intern::clog
PRIVATE bf::intern::guardedalloc
PRIVATE bf::animrig
bf_python_gpu
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
${PYTHON_LINKFLAGS}
${PYTHON_LIBRARIES}
PRIVATE bf::windowmanager
)
2024-09-20 13:14:57 +10:00
# Only to check if `buildinfo` is available.
if(WITH_BUILDINFO)
add_definitions(-DBUILD_DATE)
endif()
if(WITH_INSTALL_PORTABLE)
add_definitions(-DWITH_INSTALL_PORTABLE)
endif()
if(WITH_PYTHON_MODULE)
add_definitions(-DWITH_PYTHON_MODULE)
endif()
# Find the SSL certificate for the portable Blender installation.
# Without this, the absolute path on the builder is used, causing HTTPS access to fail.
# For example `urllib.request.urlopen("https://projects.blender.org")` fails
# (or any other HTTPS site). see: #102300 for details.
# NOTE: that this isn't necessary on WIN32.
if(WITH_PYTHON AND WITH_PYTHON_INSTALL AND (APPLE OR WITH_INSTALL_PORTABLE) AND (NOT WIN32))
# - `PYTHON_SSL_CERT_FILE` absolute path to the PEM file.
find_python_module_file("certifi/cacert.pem" PYTHON_SSL_CERT_FILE _python_ssl_cert_file_relative)
mark_as_advanced(PYTHON_SSL_CERT_FILE)
2024-04-19 15:50:26 +10:00
if(PYTHON_SSL_CERT_FILE)
add_definitions(-DPYTHON_SSL_CERT_FILE="${_python_ssl_cert_file_relative}")
else()
message(WARNING
"Unable to find \"certifi/cacert.pem\" within \"${PYTHON_LIBPATH}\", "
"this build will not be able to use bundled certificates with the \"ssl\" module!"
)
endif()
unset(_python_ssl_cert_file_relative)
endif()
if(WITH_PYTHON_SAFETY)
add_definitions(-DWITH_PYTHON_SAFETY)
endif()
if(WITH_AUDASPACE)
# It's possible to build with AUDASPACE (for file IO) but without the `aud` Python API,
# when building without NUMPY so define both `WITH_AUDASPACE` & `DWITH_AUDASPACE_PY`.
add_definitions(-DWITH_AUDASPACE)
if(WITH_PYTHON_NUMPY)
add_definitions(-DWITH_AUDASPACE_PY)
endif()
endif()
if(WITH_BULLET)
add_definitions(-DWITH_BULLET)
endif()
if(WITH_CODEC_FFMPEG)
list(APPEND INC_SYS
${FFMPEG_INCLUDE_DIRS}
)
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
list(APPEND LIB
${FFMPEG_LIBRARIES}
)
add_definitions(-DWITH_FFMPEG)
endif()
if(WITH_CODEC_SNDFILE)
add_definitions(-DWITH_SNDFILE)
endif()
if(WITH_CYCLES)
list(APPEND INC
../../../../intern/cycles/blender
)
list(APPEND LIB
bf_intern_cycles
)
add_definitions(-DWITH_CYCLES)
endif()
if(WITH_CYCLES_OSL)
add_definitions(-DWITH_CYCLES_OSL)
endif()
if(WITH_CYCLES_EMBREE)
add_definitions(-DWITH_CYCLES_EMBREE)
endif()
if(WITH_FREESTYLE)
list(APPEND INC
../../freestyle/intern/python
)
add_definitions(-DWITH_FREESTYLE)
endif()
if(WITH_IMAGE_CINEON)
add_definitions(-DWITH_CINEON)
endif()
if(WITH_IMAGE_OPENEXR)
add_definitions(-DWITH_OPENEXR)
endif()
if(WITH_IMAGE_OPENJPEG)
add_definitions(-DWITH_OPENJPEG)
endif()
if(WITH_WEBP)
add_definitions(-DWITH_WEBP)
endif()
if(WITH_INPUT_NDOF)
add_definitions(-DWITH_INPUT_NDOF)
endif()
if(WITH_INTERNATIONAL)
add_definitions(-DWITH_INTERNATIONAL)
endif()
if(WITH_OPENAL)
add_definitions(-DWITH_OPENAL)
endif()
if(WITH_OPENSUBDIV)
add_definitions(-DWITH_OPENSUBDIV)
endif()
if(WITH_SDL)
list(APPEND INC_SYS
${SDL_INCLUDE_DIR}
)
list(APPEND LIB
${SDL_LIBRARY}
)
add_definitions(-DWITH_SDL)
endif()
if(WITH_JACK)
add_definitions(-DWITH_JACK)
endif()
if(WITH_COREAUDIO)
add_definitions(-DWITH_COREAUDIO)
endif()
if(WITH_LIBMV)
add_definitions(-DWITH_LIBMV)
endif()
if(WITH_PULSEAUDIO)
add_definitions(-DWITH_PULSEAUDIO)
endif()
if(WITH_WASAPI)
add_definitions(-DWITH_WASAPI)
endif()
if(WITH_MOD_OCEANSIM)
add_definitions(-DWITH_OCEANSIM)
endif()
if(WITH_MOD_REMESH)
add_definitions(-DWITH_MOD_REMESH)
endif()
if(WITH_MOD_FLUID)
add_definitions(-DWITH_FLUID)
endif()
if(WITH_OPENCOLLADA)
add_definitions(-DWITH_COLLADA)
endif()
if(WITH_IO_WAVEFRONT_OBJ)
add_definitions(-DWITH_IO_WAVEFRONT_OBJ)
endif()
if(WITH_IO_PLY)
add_definitions(-DWITH_IO_PLY)
endif()
if(WITH_IO_STL)
add_definitions(-DWITH_IO_STL)
endif()
if(WITH_IO_GREASE_PENCIL)
add_definitions(-DWITH_IO_GREASE_PENCIL)
endif()
if(WITH_ALEMBIC)
add_definitions(-DWITH_ALEMBIC)
endif()
if(WITH_OPENCOLORIO)
add_definitions(-DWITH_OCIO)
endif()
if(WITH_OPENVDB)
add_definitions(-DWITH_OPENVDB)
list(APPEND INC
../../../../intern/openvdb
)
endif()
if(WITH_ALEMBIC)
add_definitions(-DWITH_ALEMBIC)
list(APPEND INC
../../io/alembic
)
endif()
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
if(WITH_USD)
add_definitions(-DWITH_USD)
list(APPEND INC
../../io/usd
)
USD: Introducing a simple USD Exporter This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-12-13 10:27:40 +01:00
endif()
if(WITH_OPENSUBDIV)
add_definitions(-DWITH_OPENSUBDIV)
list(APPEND INC
../../../../intern/opensubdiv
)
endif()
Build System: Add OpenXR-SDK dependency and WITH_XR_OPENXR build option The OpenXR-SDK contains utilities for using the OpenXR standard (https://www.khronos.org/openxr/). Namely C-headers and a so called "loader" to manage runtime linking to OpenXR platforms ("runtimes") installed on the user's system. The WITH_XR_OPENXR build option is disabled by default for now, as there is no code using it yet. On macOS it will remain disabled for now, it's untested and there's no OpenXR runtime in sight for it. Some points on the OpenXR-SDK dependency: * The repository is located at https://github.com/KhronosGroup/OpenXR-SDK (Apache 2). * Notes on updating the dependency: https://wiki.blender.org/wiki/Source/OpenXR_SDK_Dependency * It contains a bunch of generated files, for which the sources are in a separate repository (https://github.com/KhronosGroup/OpenXR-SDK-Source). * We could use that other repo by default, but I'd rather go with the simpler solution and allow people to opt in if they want advanced dev features. * We currently use the OpenXR loader lib from it and the headers. * To use the injected OpenXR API-layers from the SDK (e.g. API validation layers), the SDK needs to be compiled from this other repository. The extra "XR_" prefix in the build option is to avoid mix-ups of OpenXR with OpenEXR. Most of this comes from the 2019 GSoC project, "Core Support of Virtual Reality Headsets through OpenXR" (https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Differential Revision: https://developer.blender.org/D6188 Reviewed by: Campbell Barton, Sergey Sharybin, Bastien Montagne, Ray Molenkamp
2020-03-04 16:39:00 +01:00
if(WITH_XR_OPENXR)
add_definitions(-DWITH_XR_OPENXR)
endif()
if(WITH_POTRACE)
add_definitions(-DWITH_POTRACE)
endif()
if(WITH_PUGIXML)
add_definitions(-DWITH_PUGIXML)
endif()
if(WITH_HARU)
add_definitions(-DWITH_HARU)
endif()
if(WITH_HYDRA)
list(APPEND LIB
bf_render_hydra
)
add_definitions(-DWITH_HYDRA)
endif()
blender_add_lib(bf_python "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
# RNA_prototypes.hh
add_dependencies(bf_python bf_rna)