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2020-03-17make deps: Fixes to make OpenXR to work on CentOS Linuxblender
- Harvest to a proper location. - Disable STD's filesystem which is experimental and caused linking errors when OpenXR is usedi n Blender.
2020-03-04Build System: Add OpenXR-SDK dependency and WITH_XR_OPENXR build optionJulian Eisel
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
2020-01-20Merge branch 'blender-v2.82-release'Brecht Van Lommel
2020-01-20Build: upgrade to OpenEXR 2.4.0, OpenVDB 7.0.0 and Boost 1.70.0Brecht Van Lommel
This aligns with the VFX reference platform 2020 along with the decision to stick to Python 3.7, see T68774. Blosc was downgraded to 1.5 as recommended by the OpenVDB documentation. IlmBase and OpenEXR are now built together with CMake rather separately using autoconf. Differential Revision: https://developer.blender.org/D6593
2020-01-18Cleanup/deps: Clean up remnants of old python packaging methodRay Molenkamp
2019-12-13USD: Introducing a simple USD ExporterSybren A. Stüvel
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
2019-11-11Windows: Fix build errors during deps build on windows.Ray Molenkamp
2019-11-08Windows: Switch to the dynamic C runtimeRay Molenkamp
This change switches windows to the dynamic C runtime avoiding issues coming from mixing the static and dynamic runtime like the ones outlined in [1] [1] https://developer.blender.org/D5387#122165 Differential Revision: https://developer.blender.org/D6175 Reviewed by: @Sergey
2019-10-09Deps: Add libraries needed for Software GLSergey Sharybin
Only compiled on Linux.
2019-10-04Add Opus audio library and configure FFmpeg to use itSybren A. Stüvel
Opus support was enabled in 2ddfd51810e0. This commit adds the Opus library and configures FFmpeg to be compiled with Opus support. NOTE: It may be required to run `cmake -U '*FFMPEG_LIBRARIES*' .` in your Blender build directory in order to refresh the `FFMPEG_LIBRARIES` setting and add libopus.
2019-08-30Windows: Move building of blendthumb into the blender codebase.Ray Molenkamp
Previously this was done in the deps builder due to the fact we needed both 32 and 64 bit versions of this dll and CMAKE does not support that in a single build folder. Now that 32 bit support has been dropped, this can be safely moved into the codebase. Reviewers: brecht Differential Revision: https://developer.blender.org/D5633
2019-08-14Compositor: Added denoising nodeBrecht Van Lommel
This node is built on Intel's OpenImageDenoise library. Other denoisers could be integrated, for example Lukas' Cycles denoiser. Compositor: Made OpenImageDenoise optional, added CMake and build_env files to find OIDN Compositor: Fixed some warnings in the denoising operator build_environment: Updated OpenImageDenoise to 0.8.1 build_environment: Updated OpenImageDenoise in `make deps` for macOS Reviewers: sergey, jbakker, brecht Reviewed By: brecht Subscribers: YAFU, LazyDodo, Zen_YS, slumber, samgreen, tjvoll, yeus, ponomarovmax, getrad, coder.kalyan, vitos1k, Yegor, DeepBlender, kumaran7, Darkfie9825, aliasguru, aafra, ace_dragon, juang3d, pandrodor, cdog, lordodin, jtheninja, mavek, marcog, 5k1n2, Atair, rawalanche, 0o00o0oo, filibis, poor, lukasstockner97 Tags: #compositing Differential Revision: https://developer.blender.org/D4304
2019-04-17Cleanup: use 2 space indentation for CMakeCampbell Barton
2019-04-03fix for freetype download link and llvm/clang header harvestingMartin Felke
2019-04-03deps_builder : copy llvm headers to lib folder.Ray Molenkamp
Were not needed previously, but the functions branch needs them.
2019-01-26macOS: add support for OpenMP, making smoke/fluid/cloth simulations faster.Arto Kitula
This bring macOS on par with Windows and Linux. It uses the OpenMP library added to our precompiled libraries. Custom flags are set because FindOpenMP from CMake below 3.12 does not support AppleClang, and more recent versions do not work with our custom directory location either. Differential Revision: https://developer.blender.org/D4257
2019-01-09Build Environment: install clang-format for macOS / Linux.Brecht Van Lommel
It's already there for Windows.
2018-11-08build_environment: add debug libs for embree on windowsRay Molenkamp
2018-11-07Cycles: Added Embree as BVH option for CPU renders.Stefan Werner
Note that this is turned off by default and must be enabled at build time with the CMake WITH_CYCLES_EMBREE flag. Embree must be built as a static library with ray masking turned on, the `make deps` scripts have been updated accordingly. There, Embree is off by default too and must be enabled with the WITH_EMBREE flag. Using Embree allows for much faster rendering of deformation motion blur while reducing the memory footprint. TODO: GPU implementation, deduplication of data, leveraging more of Embrees features (e.g. tessellation cache). Differential Revision: https://developer.blender.org/D3682
2018-09-11Build Environment: updates for macOS.Brecht Van Lommel
Mainly this is following Linux to build own xml2/lzma/ssl/sqlite and linking them all statically. This ensures the Python ssl module uses a recent openssl version rather than a very old one shipped with macOS.
2018-08-30Build environment: Tweak to harvasting scriptSergey Sharybin
The idea is to make find_package() to succeed without any extra tips given. For this, we need header files to be harvasted.
2018-08-26build_environment: cleanup harvest on windowsRay Molenkamp
2018-08-21build_environment: cleanup for osl harvesting on windows.Ray Molenkamp
2018-08-19build_environment: windows harvest cleanup.Ray Molenkamp
remove the commands that have already moved to the individual cmake files.
2018-08-17Build Environment: fixes for Linux after recent updates.Brecht Van Lommel
2018-08-16Build Environment: fix OpenVDB 5.1 build on Linux.Brecht Van Lommel
2018-08-14build_environment: opencollada 1.6.63Ray Molenkamp
2018-08-14build_environment: sdl 2.0.8Ray Molenkamp
2018-08-14build_environment: opensubdiv 3.3.3 with PR975 + TBB 2018_U5Ray Molenkamp
2018-08-13build_environment: iconv 1.15Ray Molenkamp
2018-08-13build_environment: fftw 3.3.8Ray Molenkamp
2018-08-13build_environment: openexr support debug build.Ray Molenkamp
2018-08-13build_environment: alembic 1.7.8Ray Molenkamp
2018-08-13build_environment: ffmpeg 4.0.2Ray Molenkamp
with lame 3.100 ogg 1.3.3 vorbis 1.3.6 flac 1.3.2 vpx 1.7.0 x264 20180811 xvidcore 1.3.5 faad 2.8.8
2018-08-12build_environment: blosc 1.14.4Ray Molenkamp
2018-08-12build_environment: zlib move harvesting to zlib.cmakeRay Molenkamp
2018-08-11build_environment:openal 1.18.2Ray Molenkamp
2018-08-10build_environment: python 3.7.0 + numpy 1.15.0Ray Molenkamp
2018-08-10update image libraries, D3005 with few modsArto Kitula
2018-08-10build_environment: update freetype to 2.9.1Ray Molenkamp
2018-03-28build_deps: disable hdf5 lib supportRay Molenkamp
we do not ship with hdf5 support for alembic on any of the platforms.
2017-11-05Cleanup: indentation, line wrappingCampbell Barton
2017-09-21[cmake_deps/msvc] Move llvm/clang harvest to their individual cmake files.Ray Molenkamp
2017-09-21[cmake_deps/msvc] Move boost harvest to boost.cmakeRay Molenkamp
2017-09-21[cmake/builddeps] update for site-packages on windows to support the new ↵Ray Molenkamp
requests version.
2017-09-20[cmake/depsbuilder/msvc] Update to python 3.6 / numpy 1.13.1Ray Molenkamp
-No more hardcoded python35/36 tokens in the scripts -disabled python module for boost, was not used -Updated patches for python to support building with msvc2013
2017-08-15macOS build: simplify python install for new 10.9 libraries.Brecht Van Lommel
We stop using the .zip file and just have all files now in lib/darwin/python/lib, along with numpy, numpy headers and requests. This makes it consistent with Linux and simplifies code. For old libraries the .zip stays, code for that gets removed when we fully switch to new libraries.
2017-08-08Fix CMake dependencies builder issues on Linux with TBB and Python packages.Brecht Van Lommel
2017-08-07Build: add scripts to build dependencies for Windows and macOS.Brecht Van Lommel
Note these are intended for platform maintainers, we do not intend to support users making their own builds with these. For that precompiled libraries from lib/ should be used. Implemented by Martijn Berger, Ray Molenkamp and Brecht Van Lommel. Differential Revision: https://developer.blender.org/D2753