tornavis/extern/CMakeLists.txt

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

111 lines
2.5 KiB
CMake
Raw Normal View History

# SPDX-FileCopyrightText: 2006 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
# Libs that adhere to strict flags
add_subdirectory(curve_fit_nd)
add_subdirectory(fmtlib)
# Otherwise we get warnings here that we cant fix in external projects
remove_strict_flags()
# Not a strict flag, but noisy for code we don't maintain
if(CMAKE_COMPILER_IS_GNUCC)
remove_cc_flag(
"-Wmisleading-indentation"
)
elseif(CMAKE_C_COMPILER_ID MATCHES "Clang")
remove_cc_flag(
"-Weverything"
)
endif()
if(WITH_COMPILER_ASAN AND NOT WITH_COMPILER_ASAN_EXTERN)
# Disable ASAN for extern dependencies, as it can lead to linking issues due to too large binaries.
string(APPEND CMAKE_CXX_FLAGS_RELWITHDEBINFO " -fno-sanitize=all")
string(APPEND CMAKE_C_FLAGS_RELWITHDEBINFO " -fno-sanitize=all")
string(APPEND CMAKE_CXX_FLAGS_DEBUG " -fno-sanitize=all")
string(APPEND CMAKE_C_FLAGS_DEBUG " -fno-sanitize=all")
endif()
add_subdirectory(rangetree)
add_subdirectory(nanosvg)
add_subdirectory(wcwidth)
add_subdirectory(xxhash)
if(WITH_BULLET)
if(NOT WITH_SYSTEM_BULLET)
add_subdirectory(bullet2)
endif()
endif()
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 12:27:34 +02:00
if(WITH_DRACO)
add_subdirectory(draco)
endif()
if(WITH_BINRELOC)
add_subdirectory(binreloc)
2008-01-22 06:34:53 +01:00
endif()
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 12:27:34 +02:00
if(WITH_LZO AND NOT WITH_SYSTEM_LZO)
add_subdirectory(lzo)
endif()
if(WITH_LZMA)
add_subdirectory(lzma)
endif()
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 13:55:18 +01:00
if(WITH_CYCLES OR WITH_OPENSUBDIV)
2021-09-28 19:55:25 +02:00
if((WITH_CYCLES_DEVICE_CUDA OR WITH_CYCLES_DEVICE_OPTIX) AND WITH_CUDA_DYNLOAD)
add_subdirectory(cuew)
endif()
2021-09-28 19:55:25 +02:00
if(WITH_CYCLES_DEVICE_HIP AND WITH_HIP_DYNLOAD)
add_subdirectory(hipew)
endif()
endif()
if(WITH_GHOST_X11 AND WITH_GHOST_XDND)
add_subdirectory(xdnd)
endif()
if(WITH_LIBMV)
add_subdirectory(ceres)
endif()
if(WITH_LIBMV OR WITH_GTESTS OR (WITH_CYCLES AND WITH_CYCLES_LOGGING))
2017-10-30 02:58:44 +01:00
if(NOT WITH_SYSTEM_GFLAGS)
add_subdirectory(gflags)
endif()
add_subdirectory(glog)
endif()
if(WITH_GTESTS)
add_subdirectory(gtest)
add_subdirectory(gmock)
endif()
if(WITH_SDL AND WITH_SDL_DYNLOAD)
add_subdirectory(sdlew)
endif()
if(WITH_AUDASPACE AND NOT WITH_SYSTEM_AUDASPACE)
set(AUDASPACE_CMAKE_CFG ${CMAKE_CURRENT_SOURCE_DIR}/audaspace/blender_config.cmake)
2023-08-17 03:53:56 +02:00
set(LIB_SUFFIX "") # Quiet uninitialized warning.
add_subdirectory(audaspace)
2023-08-17 03:53:56 +02:00
unset(LIB_SUFFIX)
endif()
2019-08-26 18:34:11 +02:00
if(WITH_QUADRIFLOW)
set(QUADRIFLOW_CMAKE_CFG ${CMAKE_CURRENT_SOURCE_DIR}/quadriflow/blender_config.cmake)
add_subdirectory(quadriflow)
endif()
if(WITH_MOD_FLUID)
add_subdirectory(mantaflow)
endif()
if(WITH_VULKAN_BACKEND)
add_subdirectory(vulkan_memory_allocator)
endif()