########################################################################### # Precompiled libraries tips and hints, for find_package(). if(CYCLES_STANDALONE_REPOSITORY) if(APPLE OR WIN32) include(precompiled_libs) endif() endif() ########################################################################### # GLUT if(WITH_CYCLES_STANDALONE AND WITH_CYCLES_STANDALONE_GUI) set(GLUT_ROOT_PATH ${CYCLES_GLUT}) find_package(GLUT) message(STATUS "GLUT_FOUND=${GLUT_FOUND}") include_directories( SYSTEM ${GLUT_INCLUDE_DIR} ) endif() ########################################################################### # GLEW # Workaround for unconventional variable name use in Blender. if(NOT CYCLES_STANDALONE_REPOSITORY) set(GLEW_INCLUDE_DIR "${GLEW_INCLUDE_PATH}") endif() if(WITH_CYCLES_STANDALONE) set(CYCLES_APP_GLEW_LIBRARY ${BLENDER_GLEW_LIBRARIES}) endif() ########################################################################### # CUDA if(WITH_CYCLES_CUDA_BINARIES OR NOT WITH_CUDA_DYNLOAD) find_package(CUDA) # Try to auto locate CUDA toolkit if(CUDA_FOUND) message(STATUS "CUDA nvcc = ${CUDA_NVCC_EXECUTABLE}") else() message(STATUS "CUDA compiler not found, disabling WITH_CYCLES_CUDA_BINARIES") set(WITH_CYCLES_CUDA_BINARIES OFF) if(NOT WITH_CUDA_DYNLOAD) message(STATUS "Additionally falling back to dynamic CUDA load") set(WITH_CUDA_DYNLOAD ON) endif() endif() endif() # Packages which are being found by Blender when building from inside Blender # source code. but which we need to take care of when building Cycles from a # standalone repository if(CYCLES_STANDALONE_REPOSITORY) # PThreads # TODO(sergey): Bloody exception, handled in precompiled_libs.cmake. if(NOT WIN32) set(CMAKE_THREAD_PREFER_PTHREAD TRUE) find_package(Threads REQUIRED) set(PTHREADS_LIBRARIES ${CMAKE_THREAD_LIBS_INIT}) endif() #### # OpenGL # TODO(sergey): We currently re-use the same variable name as we use # in Blender. Ideally we need to make it CYCLES_GL_LIBRARIES. find_package(OpenGL REQUIRED) find_package(GLEW REQUIRED) list(APPEND BLENDER_GL_LIBRARIES "${OPENGL_gl_LIBRARY}" "${OPENGL_glu_LIBRARY}" "${GLEW_LIBRARY}" ) #### # OpenImageIO find_package(OpenImageIO REQUIRED) if(OPENIMAGEIO_PUGIXML_FOUND) set(PUGIXML_INCLUDE_DIR "${OPENIMAGEIO_INCLUDE_DIR/OpenImageIO}") set(PUGIXML_LIBRARIES "") else() find_package(PugiXML REQUIRED) endif() # OIIO usually depends on OpenEXR, so find this library # but don't make it required. find_package(OpenEXR) #### # OpenShadingLanguage if(WITH_CYCLES_OSL) find_package(OpenShadingLanguage REQUIRED) find_package(LLVM REQUIRED) endif() #### # OpenColorIO if(WITH_OPENCOLORIO) find_package(OpenColorIO REQUIRED) endif() #### # Boost set(__boost_packages filesystem regex system thread date_time) if(WITH_CYCLES_NETWORK) list(APPEND __boost_packages serialization) endif() if(WITH_CYCLES_OSL) # TODO(sergey): This is because of the way how our precompiled # libraries works, could be different for someone's else libs.. if(APPLE OR MSVC) list(APPEND __boost_packages wave) elseif(NOT (${OSL_LIBRARY_VERSION_MAJOR} EQUAL "1" AND ${OSL_LIBRARY_VERSION_MINOR} LESS "6")) list(APPEND __boost_packages wave) endif() endif() find_package(Boost 1.48 COMPONENTS ${__boost_packages} REQUIRED) if(NOT Boost_FOUND) # Try to find non-multithreaded if -mt not found, this flag # doesn't matter for us, it has nothing to do with thread # safety, but keep it to not disturb build setups. set(Boost_USE_MULTITHREADED OFF) find_package(Boost 1.48 COMPONENTS ${__boost_packages}) endif() unset(__boost_packages) set(BOOST_INCLUDE_DIR ${Boost_INCLUDE_DIRS}) set(BOOST_LIBRARIES ${Boost_LIBRARIES}) set(BOOST_LIBPATH ${Boost_LIBRARY_DIRS}) set(BOOST_DEFINITIONS "-DBOOST_ALL_NO_LIB") #### # embree if(WITH_CYCLES_EMBREE) find_package(embree 3.8.0 REQUIRED) endif() #### # Logging if(WITH_CYCLES_LOGGING) find_package(Glog REQUIRED) find_package(Gflags REQUIRED) endif() unset(_lib_DIR) else() set(LLVM_LIBRARIES ${LLVM_LIBRARY}) endif()