tornavis/build_files/cmake/config/blender_full.cmake

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# SPDX-FileCopyrightText: 2014-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
# Turn everything ON that's expected for an official release builds.
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#
# Example usage:
# cmake -C../blender/build_files/cmake/config/blender_full.cmake ../blender
#
set(WITH_ALEMBIC ON CACHE BOOL "" FORCE)
set(WITH_AUDASPACE ON CACHE BOOL "" FORCE)
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set(WITH_BUILDINFO ON CACHE BOOL "" FORCE)
set(WITH_BULLET ON CACHE BOOL "" FORCE)
set(WITH_CODEC_FFMPEG ON CACHE BOOL "" FORCE)
set(WITH_CODEC_SNDFILE ON CACHE BOOL "" FORCE)
set(WITH_COMPOSITOR_CPU ON CACHE BOOL "" FORCE)
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set(WITH_CYCLES ON CACHE BOOL "" FORCE)
set(WITH_CYCLES_EMBREE ON CACHE BOOL "" FORCE)
set(WITH_CYCLES_OSL ON CACHE BOOL "" FORCE)
set(WITH_CYCLES_PATH_GUIDING ON CACHE BOOL "" FORCE)
set(WITH_DRACO ON CACHE BOOL "" FORCE)
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set(WITH_FFTW3 ON CACHE BOOL "" FORCE)
set(WITH_FREESTYLE ON CACHE BOOL "" FORCE)
set(WITH_GMP ON CACHE BOOL "" FORCE)
set(WITH_HARU ON CACHE BOOL "" FORCE)
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set(WITH_IK_ITASC ON CACHE BOOL "" FORCE)
set(WITH_IK_SOLVER ON CACHE BOOL "" FORCE)
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set(WITH_IMAGE_CINEON ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_OPENEXR ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_OPENJPEG ON CACHE BOOL "" FORCE)
set(WITH_IMAGE_WEBP ON CACHE BOOL "" FORCE)
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set(WITH_INPUT_NDOF ON CACHE BOOL "" FORCE)
set(WITH_INPUT_IME ON CACHE BOOL "" FORCE)
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set(WITH_INTERNATIONAL ON CACHE BOOL "" FORCE)
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
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set(WITH_LZMA ON CACHE BOOL "" FORCE)
set(WITH_LZO ON CACHE BOOL "" FORCE)
set(WITH_MOD_FLUID ON CACHE BOOL "" FORCE)
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set(WITH_MOD_OCEANSIM ON CACHE BOOL "" FORCE)
set(WITH_MOD_REMESH ON CACHE BOOL "" FORCE)
set(WITH_NANOVDB ON CACHE BOOL "" FORCE)
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set(WITH_OPENAL ON CACHE BOOL "" FORCE)
set(WITH_OPENCOLLADA ON CACHE BOOL "" FORCE)
set(WITH_OPENCOLORIO ON CACHE BOOL "" FORCE)
set(WITH_OPENIMAGEDENOISE ON CACHE BOOL "" FORCE)
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set(WITH_OPENMP ON CACHE BOOL "" FORCE)
set(WITH_OPENSUBDIV ON CACHE BOOL "" FORCE)
set(WITH_OPENVDB ON CACHE BOOL "" FORCE)
set(WITH_OPENVDB_BLOSC ON CACHE BOOL "" FORCE)
set(WITH_POTRACE ON CACHE BOOL "" FORCE)
set(WITH_PUGIXML ON CACHE BOOL "" FORCE)
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set(WITH_PYTHON_INSTALL ON CACHE BOOL "" FORCE)
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set(WITH_QUADRIFLOW ON CACHE BOOL "" FORCE)
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set(WITH_SDL ON CACHE BOOL "" FORCE)
set(WITH_TBB ON CACHE BOOL "" FORCE)
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
set(WITH_USD ON CACHE BOOL "" FORCE)
set(WITH_MATERIALX ON CACHE BOOL "" FORCE)
set(WITH_HYDRA ON CACHE BOOL "" FORCE)
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set(WITH_MEM_JEMALLOC ON CACHE BOOL "" FORCE)
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# platform dependent options
if(APPLE)
set(WITH_COREAUDIO ON CACHE BOOL "" FORCE)
endif()
if(WIN32)
set(WITH_WASAPI ON CACHE BOOL "" FORCE)
endif()
if(UNIX AND NOT APPLE)
set(WITH_JACK ON CACHE BOOL "" FORCE)
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set(WITH_DOC_MANPAGE ON CACHE BOOL "" FORCE)
set(WITH_GHOST_XDND ON CACHE BOOL "" FORCE)
set(WITH_PULSEAUDIO ON CACHE BOOL "" FORCE)
set(WITH_X11_XINPUT ON CACHE BOOL "" FORCE)
set(WITH_X11_XF86VMODE ON CACHE BOOL "" FORCE)
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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(NOT APPLE)
set(WITH_XR_OPENXR ON CACHE BOOL "" FORCE)
endif()