blender/source/creator/CMakeLists.txt

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# SPDX-FileCopyrightText: 2006 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
set(INC
../../intern/clog
../blender/blenkernel
../blender/depsgraph
../blender/editors/include
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../blender/gpu
../blender/imbuf
../blender/io/usd
../blender/bmesh
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../blender/makesrna
../blender/render
../blender/windowmanager
)
set(LIB
PRIVATE bf::blenlib
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
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PRIVATE bf::dna
PRIVATE bf::intern::guardedalloc
bf_windowmanager
)
if(HAVE_FEENABLEEXCEPT)
add_definitions(-DHAVE_FEENABLEEXCEPT)
endif()
if(WITH_STRSIZE_DEBUG)
add_definitions(-DWITH_STRSIZE_DEBUG)
endif()
if(WITH_TBB)
# Force TBB libraries to be in front of MKL (part of `OpenImageDenoise`), so
# that it is initialized before MKL and static library initialization order issues are avoided.
#
# This isn't fully robust but seems to work.
list(INSERT LIB 0 ${TBB_LIBRARIES})
list(INSERT LIB 0 bf_blenkernel)
endif()
if(WIN32)
list(APPEND INC ../../intern/utfconv)
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.
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if(WITH_LIBMV)
list(APPEND INC ../../intern/libmv)
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 12:55:18 +00:00
add_definitions(-DWITH_LIBMV)
endif()
if(WITH_CYCLES)
add_definitions(-DWITH_CYCLES)
if(WITH_CYCLES_LOGGING)
list(APPEND INC ../../intern/cycles/blender)
add_definitions(-DWITH_CYCLES_LOGGING)
endif()
endif()
if(WITH_OPENGL_BACKEND)
add_definitions(-DWITH_OPENGL_BACKEND)
endif()
if(WITH_VULKAN_BACKEND)
add_definitions(-DWITH_VULKAN_BACKEND)
endif()
if(WITH_RENDERDOC)
add_definitions(-DWITH_RENDERDOC)
endif()
if(WITH_CODEC_FFMPEG)
add_definitions(-DWITH_FFMPEG)
endif()
if(WITH_TBB)
list(APPEND INC ${TBB_INCLUDE_DIRS})
if(WIN32)
# For `pragma` that links `tbbmalloc_proxy.lib`.
link_directories(${LIBDIR}/tbb/lib)
endif()
endif()
if(WITH_USD)
# USD links libMaterialX, when using pre-compiled libraries
# ensures `usd_ms` can find `MaterialXRender` and friends.
#
# NOTE: This is _only_ needed when linking blender before the install target runs.
# Once MATERIALX libraries have been copied into `TARGETDIR_LIB` then Blender will link.
# Don't rely on this though as failing on a fresh build is no good and the library
# files could get outdated too.
if(DEFINED LIBDIR)
link_directories(${LIBDIR}/materialx/lib)
endif()
endif()
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if(WITH_PYTHON)
list(APPEND INC ../blender/python)
add_definitions(-DWITH_PYTHON)
if(WITH_PYTHON_SECURITY)
add_definitions(-DWITH_PYTHON_SECURITY)
endif()
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endif()
if(WITH_HEADLESS)
add_definitions(-DWITH_HEADLESS)
endif()
if(WITH_SDL)
if(WITH_SDL_DYNLOAD)
list(APPEND INC ../../extern/sdlew/include)
add_definitions(-DWITH_SDL_DYNLOAD)
endif()
add_definitions(-DWITH_SDL)
endif()
if(WITH_BINRELOC)
list(APPEND INC ${BINRELOC_INCLUDE_DIRS})
add_definitions(-DWITH_BINRELOC)
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endif()
if(WITH_FREESTYLE)
list(APPEND INC ../blender/freestyle)
add_definitions(-DWITH_FREESTYLE)
endif()
VR: Initial Virtual Reality support - Milestone 1, Scene Inspection NOTE: While most of the milestone 1 goals are there, a few smaller features and improvements are still to be done. Big picture of this milestone: Initial, OpenXR-based virtual reality support for users and foundation for advanced use cases. Maniphest Task: https://developer.blender.org/T71347 The tasks contains more information about this milestone. To be clear: This is not a feature rich VR implementation, it's focused on the initial scene inspection use case. We intentionally focused on that, further features like controller support are part of the next milestone. - How to use? Instructions on how to use this are here: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test These will be updated and moved to a more official place (likely the manual) soon. Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC headsets don't support the OpenXR standard yet and hence, do not work with this implementation. --------------- This is the C-side implementation of the features added for initial VR support as per milestone 1. A "VR Scene Inspection" Add-on will be committed separately, to expose the VR functionality in the UI. It also adds some further features for milestone 1, namely a landmarking system (stored view locations in the VR space) Main additions/features: * Support for rendering viewports to an HMD, with good performance. * Option to sync the VR view perspective with a fully interactive, regular 3D View (VR-Mirror). * Option to disable positional tracking. Keeps the current position (calculated based on the VR eye center pose) when enabled while a VR session is running. * Some regular viewport settings for the VR view * RNA/Python-API to query and set VR session state information. * WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data * wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU context) * DNA/RNA for management of VR session settings * `--debug-xr` and `--debug-xr-time` commandline options * Utility batch & config file for using the Oculus runtime on Windows. * Most VR data is runtime only. The exception is user settings which are saved to files (`XrSessionSettings`). * VR support can be disabled through the `WITH_XR_OPENXR` compiler flag. For architecture and code documentation, see https://wiki.blender.org/wiki/Source/Interface/XR. --------------- A few thank you's: * A huge shoutout to Ray Molenkamp for his help during the project - it would have not been that successful without him! * Sebastian Koenig and Simeon Conzendorf for testing and feedback! * The reviewers, especially Brecht Van Lommel! * Dalai Felinto for pushing and managing me to get this done ;) * The OpenXR working group for providing an open standard. I think we're the first bigger application to adopt OpenXR. Congratulations to them and ourselves :) This project started as a Google Summer of Code 2019 project - "Core Support of Virtual Reality Headsets through OpenXR" (see https://wiki.blender.org/wiki/User:Severin/GSoC-2019/). Some further information, including ideas for further improvements can be found in the final GSoC report: https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report Differential Revisions: D6193, D7098 Reviewed by: Brecht Van Lommel, Jeroen Bakker
2020-03-17 19:20:55 +00:00
if(WITH_XR_OPENXR)
add_definitions(-DWITH_XR_OPENXR)
endif()
if(WITH_GMP)
list(APPEND INC ${GMP_INCLUDE_DIRS})
add_definitions(-DWITH_GMP)
endif()
if(WITH_OPENCOLORIO)
add_definitions(-DWITH_OCIO)
endif()
# Setup the EXE sources and `buildinfo`.
set(SRC
creator.c
creator_args.c
creator_signals.c
creator_intern.h
)
# MSVC 2010 gives linking errors with the manifest.
if(WIN32 AND NOT UNIX)
add_definitions(
-DBLEN_VER_RC_STR="${BLENDER_VERSION}"
-DBLEN_VER_RC_1=${BLENDER_VERSION_MAJOR}
-DBLEN_VER_RC_2=${BLENDER_VERSION_MINOR}
-DBLEN_VER_RC_3=${BLENDER_VERSION_PATCH}
-DBLEN_VER_RC_4=0
)
list(APPEND SRC
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${CMAKE_SOURCE_DIR}/release/windows/icons/winblender.rc
${CMAKE_BINARY_DIR}/blender.exe.manifest
)
endif()
if(WITH_BUILDINFO)
add_definitions(-DWITH_BUILDINFO)
# --------------------------------------------------------------------------
# These defines could all be moved into the header below
# Write strings into a separate header since we can escape C-strings
# in a way that's not practical when passing defines.
set(BUILD_PLATFORM "${CMAKE_SYSTEM_NAME}")
set(BUILD_TYPE "${CMAKE_BUILD_TYPE}")
set(BUILD_CFLAGS "${CMAKE_C_FLAGS}")
set(BUILD_CXXFLAGS "${CMAKE_CXX_FLAGS}")
set(BUILD_LINKFLAGS "${PLATFORM_LINKFLAGS}")
set(BUILD_SYSTEM "CMake")
if(WITH_COMPILER_SHORT_FILE_MACRO)
# It's not necessary to include path information
# about the system building Blender in the executable.
string(REPLACE "${PLATFORM_CFLAGS_FMACRO_PREFIX_MAP}" " " BUILD_CFLAGS "${BUILD_CFLAGS}")
string(REPLACE "${PLATFORM_CFLAGS_FMACRO_PREFIX_MAP}" " " BUILD_CXXFLAGS "${BUILD_CXXFLAGS}")
endif()
# Use `configure_file` instead of definitions since properly
# escaping the multiple command line arguments which themselves
# contain strings and spaces becomes overly error-prone & complicated.
configure_file(
"${CMAKE_SOURCE_DIR}/build_files/cmake/buildinfo_static.h.in"
"${CMAKE_CURRENT_BINARY_DIR}/buildinfo_static.h"
ESCAPE_QUOTES
@ONLY
)
unset(BUILD_PLATFORM)
unset(BUILD_TYPE)
unset(BUILD_CFLAGS)
unset(BUILD_CXXFLAGS)
unset(BUILD_LINKFLAGS)
unset(BUILD_SYSTEM)
# --------------------------------------------------------------------------
# Write header for values that change each build
#
# NOTE: generated file is in build directory `source/creator`
# except when used as an include path.
add_definitions(-DWITH_BUILDINFO_HEADER)
# Include the output directory, where the `buildinfo.h` file is generated.
include_directories(${CMAKE_CURRENT_BINARY_DIR})
# XXX: `${buildinfo_h_fake}` is used here,
# because we rely on that file being detected as missing
# every build so that the real header `buildinfo.h` is updated.
#
# Keep this until we find a better way to resolve!
set(buildinfo_h_real "${CMAKE_CURRENT_BINARY_DIR}/buildinfo.h")
set(buildinfo_h_fake "${CMAKE_CURRENT_BINARY_DIR}/buildinfo.h_fake")
if(EXISTS ${buildinfo_h_fake})
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message(
FATAL_ERROR
"File \"${buildinfo_h_fake}\" found, this should never be created, remove!"
)
endif()
# From the CMAKE documentation "If the output of the custom command is not actually created as a
# file on disk it should be marked with the SYMBOLIC source file property."
#
# Not doing this leads to build warnings for the not generated file on
# MS-Windows when using `msbuild`.
set_source_files_properties(${buildinfo_h_fake} PROPERTIES SYMBOLIC TRUE)
# a custom target that is always built
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add_custom_target(
buildinfo ALL
DEPENDS ${buildinfo_h_fake}
)
# Creates `buildinfo.h` using CMAKE script.
add_custom_command(
OUTPUT
${buildinfo_h_fake} # ensure we always run
${buildinfo_h_real}
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COMMAND
${CMAKE_COMMAND}
-DSOURCE_DIR=${CMAKE_SOURCE_DIR}
# Overrides only used when non-empty strings.
-DBUILD_DATE=${BUILDINFO_OVERRIDE_DATE}
-DBUILD_TIME=${BUILDINFO_OVERRIDE_TIME}
-P ${CMAKE_SOURCE_DIR}/build_files/cmake/buildinfo.cmake
)
# `buildinfo.h` is a generated file.
set_source_files_properties(
${buildinfo_h_real}
PROPERTIES GENERATED TRUE
HEADER_FILE_ONLY TRUE)
unset(buildinfo_h_real)
unset(buildinfo_h_fake)
# Add dependencies below, after adding Blender
# -------------- done with header values.
list(APPEND SRC
buildinfo.c
)
# make an object library so can load with it in tests
add_library(buildinfoobj OBJECT buildinfo.c)
add_dependencies(buildinfoobj buildinfo)
endif()
add_cc_flags_custom_test(blender)
# message(STATUS "Configuring blender")
if(WITH_PYTHON_MODULE)
add_definitions(-DWITH_PYTHON_MODULE)
# Creates `./bpy/__init__.so` which can be imported as a Python module.
#
# Note that 'SHARED' works on Linux and Windows, but not MACOS which _must_ be 'MODULE'.
add_library(blender MODULE ${SRC})
get_property(GENERATOR_IS_MULTI_CONFIG GLOBAL PROPERTY GENERATOR_IS_MULTI_CONFIG)
if(GENERATOR_IS_MULTI_CONFIG)
set(BPY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin/$<CONFIG>/bpy)
else()
set(BPY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/bin/bpy)
endif()
set_target_properties(
blender
PROPERTIES
PREFIX ""
OUTPUT_NAME __init__
LIBRARY_OUTPUT_DIRECTORY ${BPY_OUTPUT_DIRECTORY}
RUNTIME_OUTPUT_DIRECTORY ${BPY_OUTPUT_DIRECTORY}
)
unset(BPY_OUTPUT_DIRECTORY)
if(APPLE)
set_target_properties(blender PROPERTIES MACOSX_BUNDLE TRUE)
endif()
if(WIN32)
# Python modules use this.
set_target_properties(
blender
PROPERTIES
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SUFFIX ".pyd"
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)
endif()
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else()
add_executable(blender ${EXETYPE} ${SRC})
if(WIN32)
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add_executable(blender-launcher WIN32
blender_launcher_win32.c
${CMAKE_SOURCE_DIR}/release/windows/icons/winblender.rc
${CMAKE_BINARY_DIR}/blender.exe.manifest
)
target_compile_definitions (blender-launcher PRIVATE -D_UNICODE -DUNICODE)
target_link_libraries(blender-launcher Pathcch.lib)
endif()
endif()
if(WITH_BUILDINFO)
# Explicitly say that the executable depends on the `buildinfo`.
add_dependencies(blender buildinfo)
endif()
set(BLENDER_TEXT_FILES
# Generate this file:
# `${CMAKE_SOURCE_DIR}/release/text/readme.html`
)
if(WITH_INSTALL_COPYRIGHT)
list(APPEND BLENDER_TEXT_FILES
${CMAKE_SOURCE_DIR}/release/text/copyright.txt
)
endif()
# -----------------------------------------------------------------------------
# Platform specific target destinations
#
# Setup version directory, libraries, `bpy` & text files.
if(UNIX AND NOT APPLE)
if(WITH_PYTHON_MODULE)
if(WITH_INSTALL_PORTABLE)
set(TARGETDIR_BPY bpy)
set(TARGETDIR_VER bpy/${BLENDER_VERSION})
set(TARGETDIR_LIB bpy/lib)
else()
set(TARGETDIR_BPY ${PYTHON_SITE_PACKAGES}/bpy)
set(TARGETDIR_VER ${PYTHON_SITE_PACKAGES}/bpy/${BLENDER_VERSION})
set(TARGETDIR_LIB ${PYTHON_SITE_PACKAGES}/bpy/lib)
endif()
else()
if(WITH_INSTALL_PORTABLE)
set(TARGETDIR_VER ${BLENDER_VERSION})
set(TARGETDIR_TEXT .)
set(TARGETDIR_LIB lib)
else()
set(TARGETDIR_VER share/blender/${BLENDER_VERSION})
set(TARGETDIR_TEXT share/doc/blender)
endif()
endif()
elseif(WIN32)
if(WITH_PYTHON_MODULE)
set(TARGETDIR_BPY ${CMAKE_INSTALL_PREFIX_WITH_CONFIG}/bpy)
set(TARGETDIR_VER ${CMAKE_INSTALL_PREFIX_WITH_CONFIG}/bpy/${BLENDER_VERSION})
# Important the DLL's are next to `__init__.pyd` otherwise it won't load.
set(TARGETDIR_LIB ${CMAKE_INSTALL_PREFIX_WITH_CONFIG}/bpy)
set(TARGETDIR_EXE ${CMAKE_INSTALL_PREFIX_WITH_CONFIG}/bpy)
else()
set(TARGETDIR_VER ${BLENDER_VERSION})
set(TARGETDIR_TEXT .)
set(TARGETDIR_LIB ./blender.shared)
set(TARGETDIR_EXE .)
endif()
elseif(APPLE)
if(WITH_PYTHON_MODULE)
if(WITH_INSTALL_PORTABLE)
set(TARGETDIR_BPY bpy)
set(TARGETDIR_VER bpy/${BLENDER_VERSION})
set(TARGETDIR_LIB bpy/lib)
else()
# Paths defined in terms of site-packages since the site-packages
# directory can be a symlink (brew for example).
set(TARGETDIR_BPY ${PYTHON_SITE_PACKAGES}/bpy)
set(TARGETDIR_VER ${PYTHON_SITE_PACKAGES}/bpy/${BLENDER_VERSION})
set(TARGETDIR_LIB ${PYTHON_SITE_PACKAGES}/bpy/lib)
endif()
else()
set(TARGETDIR_VER Blender.app/Contents/Resources/${BLENDER_VERSION})
set(TARGETDIR_LIB Blender.app/Contents/Resources/lib)
set(TARGETDIR_TEXT Blender.app/Contents/Resources/text)
endif()
# Skip re-linking on CPACK / install.
set_target_properties(blender PROPERTIES BUILD_WITH_INSTALL_RPATH true)
endif()
# -----------------------------------------------------------------------------
# Install Targets (Generic, All Platforms)
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# Important to make a clean install each time, else old scripts get loaded.
install(
CODE
"file(REMOVE_RECURSE ${TARGETDIR_VER})"
)
if(WITH_PYTHON)
# install(CODE "message(\"copying blender scripts...\")")
# exclude addons_contrib if release branch
if("${BLENDER_VERSION_CYCLE}" STREQUAL "release" OR
"${BLENDER_VERSION_CYCLE}" STREQUAL "rc" OR
"${BLENDER_VERSION_CYCLE}" STREQUAL "beta")
set(ADDON_EXCLUDE_CONDITIONAL "addons_contrib/*")
else()
set(ADDON_EXCLUDE_CONDITIONAL "_addons_contrib/*") # Dummy, won't do anything.
endif()
# do not install freestyle dir if disabled
if(NOT WITH_FREESTYLE)
set(FREESTYLE_EXCLUDE_CONDITIONAL "freestyle/*")
else()
set(FREESTYLE_EXCLUDE_CONDITIONAL "_freestyle/*") # Dummy, won't do anything.
endif()
install(
DIRECTORY ${CMAKE_SOURCE_DIR}/scripts
DESTINATION ${TARGETDIR_VER}
PATTERN ".git" EXCLUDE
PATTERN ".gitignore" EXCLUDE
PATTERN ".gitea" EXCLUDE
PATTERN ".github" EXCLUDE
PATTERN ".arcconfig" EXCLUDE
PATTERN "__pycache__" EXCLUDE
PATTERN "site" EXCLUDE
PATTERN "${ADDON_EXCLUDE_CONDITIONAL}" EXCLUDE
PATTERN "${FREESTYLE_EXCLUDE_CONDITIONAL}" EXCLUDE
)
if(WITH_PYTHON_INSTALL)
if(WIN32)
install(
FILES ${CMAKE_SOURCE_DIR}/scripts/site/sitecustomize.py
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
)
else()
install(
FILES ${CMAKE_SOURCE_DIR}/scripts/site/sitecustomize.py
DESTINATION ${TARGETDIR_VER}/python/lib/python${PYTHON_VERSION}/site-packages
)
endif()
endif()
unset(ADDON_EXCLUDE_CONDITIONAL)
unset(FREESTYLE_EXCLUDE_CONDITIONAL)
endif()
# fonts
install(
DIRECTORY ${CMAKE_SOURCE_DIR}/release/datafiles/fonts
DESTINATION ${TARGETDIR_VER}/datafiles
)
# localization
if(WITH_INTERNATIONAL)
set(_locale_dir "${CMAKE_SOURCE_DIR}/locale")
set(_locale_target_dir ${TARGETDIR_VER}/datafiles/locale)
file(GLOB _po_files "${_locale_dir}/po/*.po")
foreach(_po_file ${_po_files})
msgfmt_simple(${_po_file} _all_mo_files)
endforeach()
# Create a custom target which will compile all `*.po` to `*.mo`.
add_custom_target(
locales
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DEPENDS ${_all_mo_files}
)
add_dependencies(blender locales)
# Generate INSTALL rules.
install(
FILES ${_locale_dir}/languages
DESTINATION ${_locale_target_dir}
)
foreach(_mo_file ${_all_mo_files})
get_filename_component(_locale_name ${_mo_file} NAME_WE)
install(
FILES ${_mo_file}
DESTINATION ${_locale_target_dir}/${_locale_name}/LC_MESSAGES
RENAME blender.mo
)
unset(_locale_name)
endforeach()
unset(_all_mo_files)
unset(_po_files)
unset(_po_file)
unset(_mo_file)
unset(_locale_target_dir)
unset(_locale_dir)
endif()
# Color management.
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
if(WITH_OPENCOLORIO)
install(
DIRECTORY ${CMAKE_SOURCE_DIR}/release/datafiles/colormanagement
DESTINATION ${TARGETDIR_VER}/datafiles
)
endif()
if(WIN32)
if(EXISTS ${LIBDIR}/opencolorio/bin/opencolorio_2_2.dll) # 3.5
windows_install_shared_manifest(
FILES ${LIBDIR}/opencolorio/bin/opencolorio_2_2.dll
RELEASE
)
windows_install_shared_manifest(
FILES ${LIBDIR}/opencolorio/bin/opencolorio_d_2_2.dll
DEBUG
)
install(
FILES ${LIBDIR}/opencolorio/lib/site-packages-debug/PyOpenColorIO_d.pyd
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
CONFIGURATIONS Debug
)
install(
FILES ${LIBDIR}/opencolorio/lib/site-packages/PyOpenColorIO.pyd
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
endif()
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
endif()
# Show helpful tip.
set(_install_cmd "")
if("${CMAKE_GENERATOR}" MATCHES ".*Makefiles.*")
set(_install_cmd "make install")
elseif("${CMAKE_GENERATOR}" MATCHES "Ninja")
set(_install_cmd "ninja install")
endif()
if(NOT ("${_install_cmd}" STREQUAL ""))
# Message to display after building.
get_filename_component(_install_dst ${TARGETDIR_VER} ABSOLUTE BASE_DIR ${CMAKE_INSTALL_PREFIX})
add_custom_command(
TARGET blender POST_BUILD MAIN_DEPENDENCY blender
COMMAND ${CMAKE_COMMAND} -E echo
"Run: \\\"${_install_cmd}\\\" to copy runtime files and scripts to: ${_install_dst}"
)
unset(_install_dst)
endif()
unset(_install_cmd)
# macro to help install files without dragging in unnecessary data.
macro(install_dir from to)
install(
DIRECTORY ${from}
DESTINATION ${to}
# Irrelevant files and caches.
PATTERN ".git" EXCLUDE
PATTERN ".gitignore" EXCLUDE
PATTERN ".gitea" EXCLUDE
PATTERN ".github" EXCLUDE
PATTERN ".svn" EXCLUDE
PATTERN "*.pyc" EXCLUDE
PATTERN "*.pyo" EXCLUDE
PATTERN "*.orig" EXCLUDE
PATTERN "*.rej" EXCLUDE
PATTERN "__pycache__" EXCLUDE
PATTERN "__MACOSX" EXCLUDE
PATTERN ".DS_Store" EXCLUDE
# Unneeded Python files.
PATTERN "config-${PYTHON_VERSION}/*.a" EXCLUDE # static lib
PATTERN "lib2to3" EXCLUDE # ./lib2to3
PATTERN "tkinter" EXCLUDE # ./tkinter
PATTERN "lib-dynload/_tkinter.*" EXCLUDE # ./lib-dynload/_tkinter.co
PATTERN "idlelib" EXCLUDE # ./idlelib
PATTERN "test" EXCLUDE # ./test
PATTERN "turtledemo" EXCLUDE # ./turtledemo
PATTERN "turtle.py" EXCLUDE # ./turtle.py
PATTERN "wininst*.exe" EXCLUDE # from distutils, avoid malware false positive
)
endmacro()
# -----------------------------------------------------------------------------
# Install Targets (Platform Specific)
if(UNIX AND NOT APPLE)
if(PLATFORM_BUNDLED_LIBRARIES AND TARGETDIR_LIB)
install(
FILES ${PLATFORM_BUNDLED_LIBRARIES}
DESTINATION ${TARGETDIR_LIB}
)
endif()
# There are a few differences between portable and system install.
if(WITH_PYTHON_MODULE)
if(WITH_INSTALL_PORTABLE)
install(
TARGETS blender
DESTINATION ${TARGETDIR_BPY}
)
else()
install(
TARGETS blender
LIBRARY DESTINATION ${TARGETDIR_BPY}
)
endif()
# none of the other files are needed currently
elseif(WITH_INSTALL_PORTABLE)
install(
TARGETS blender
DESTINATION "."
)
install(
FILES
${CMAKE_SOURCE_DIR}/release/freedesktop/blender.desktop
${CMAKE_SOURCE_DIR}/release/freedesktop/icons/scalable/apps/blender.svg
${CMAKE_SOURCE_DIR}/release/freedesktop/icons/symbolic/apps/blender-symbolic.svg
DESTINATION "."
)
if(WITH_BLENDER_THUMBNAILER)
install(
TARGETS blender-thumbnailer
DESTINATION "."
)
endif()
# NOTE: there is a bug in CMake 3.25.1 where `LIBDIR` is reported as undefined.
if(NOT DEFINED LIBDIR)
# Pass.
elseif(EXISTS ${LIBDIR}/mesa)
install(DIRECTORY ${LIBDIR}/mesa/lib/ DESTINATION "lib/mesa/")
install(
PROGRAMS
${CMAKE_SOURCE_DIR}/release/bin/blender-launcher
${CMAKE_SOURCE_DIR}/release/bin/blender-softwaregl
DESTINATION "."
)
# Remove from old location, so existing builds don't start with software
# OpenGL now that the lib/ folder is used for other libraries.
install(
2023-01-19 06:07:17 +00:00
CODE "\
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libGL.so)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libGL.so.1)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libGL.so.1.5.0)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libGLU.so)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libGLU.so.1)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libGLU.so.1.3.1)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libglapi.so)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libglapi.so.0)\n
file(REMOVE ${CMAKE_BINARY_DIR}/bin/lib/libglapi.so.0.0.0)\n
"
)
endif()
else()
# main blender binary
install(
TARGETS blender
DESTINATION bin
)
# Misc files.
install(
FILES ${CMAKE_SOURCE_DIR}/release/freedesktop/blender.desktop
DESTINATION share/applications
)
install(
FILES ${CMAKE_SOURCE_DIR}/release/freedesktop/icons/scalable/apps/blender.svg
DESTINATION share/icons/hicolor/scalable/apps
)
install(
FILES ${CMAKE_SOURCE_DIR}/release/freedesktop/icons/symbolic/apps/blender-symbolic.svg
DESTINATION share/icons/hicolor/symbolic/apps
)
if(WITH_BLENDER_THUMBNAILER)
install(
TARGETS blender-thumbnailer
DESTINATION bin
)
endif()
endif()
if(WITH_PYTHON AND WITH_PYTHON_INSTALL)
# Install executable
install(
PROGRAMS ${PYTHON_EXECUTABLE}
DESTINATION ${TARGETDIR_VER}/python/bin
)
if(DEFINED LIBDIR)
# Precompiled libraries, copy over complete lib directory.
install_dir(
${PYTHON_LIBPATH}
${TARGETDIR_VER}/python
)
else()
# System libraries.
install(
2016-02-15 07:45:32 +00:00
PROGRAMS ${PYTHON_EXECUTABLE}
DESTINATION ${TARGETDIR_VER}/python/bin
)
# On some platforms (like openSUSE) Python is linked to be used from `lib64` directory.
# determine this from Python's libraries path.
# Ugh, its possible `lib64` is just a symlink to 'lib' which causes incorrect use of `lib64`.
get_filename_component(_pypath_real ${PYTHON_LIBPATH} REALPATH)
if(${_pypath_real} MATCHES "lib64$")
set(_target_LIB "lib64")
else()
set(_target_LIB "lib")
endif()
unset(_pypath_real)
# Copy the systems python into the install directory:
# install(CODE "message(\"copying a subset of the systems python...\")")
install(
DIRECTORY ${PYTHON_LIBPATH}/python${PYTHON_VERSION}
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "config-${PYTHON_VERSION}/*.a" EXCLUDE # static lib
PATTERN "lib2to3" EXCLUDE # ./lib2to3
PATTERN "site-packages/*" EXCLUDE # ./site-packages/*
PATTERN "tkinter" EXCLUDE # ./tkinter
PATTERN "lib-dynload/_tkinter.*" EXCLUDE # ./lib-dynload/_tkinter.co
PATTERN "idlelib" EXCLUDE # ./idlelib
PATTERN "test" EXCLUDE # ./test
PATTERN "turtledemo" EXCLUDE # ./turtledemo
PATTERN "turtle.py" EXCLUDE # ./turtle.py
PATTERN "wininst*.exe" EXCLUDE # from distutils, avoid malware false positive
)
# Needed for `distutils/pip`.
# Get the last part of the include dir, will be `python{version}{abiflag}`.
get_filename_component(_py_inc_suffix ${PYTHON_INCLUDE_DIR} NAME)
install(
FILES ${PYTHON_INCLUDE_DIR}/pyconfig.h
DESTINATION ${TARGETDIR_VER}/python/include/${_py_inc_suffix}
)
unset(_py_inc_suffix)
if(WITH_PYTHON_INSTALL_NUMPY)
# Install to the same directory as the source, so debian-like
# distributions are happy with their policy.
set(_suffix "site-packages")
if(${PYTHON_NUMPY_PATH} MATCHES "dist-packages")
set(_suffix "dist-packages")
endif()
install(
DIRECTORY ${PYTHON_NUMPY_PATH}/numpy
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
PATTERN "oldnumeric" EXCLUDE # ./oldnumeric
PATTERN "doc" EXCLUDE # ./doc
PATTERN "tests" EXCLUDE # ./tests
PATTERN "f2py" EXCLUDE # ./f2py - fortran/python interface code, not for blender.
PATTERN "include" EXCLUDE # include dirs all over, we won't use NumPy/CAPI
PATTERN "*.h" EXCLUDE # some includes are not in include dirs
PATTERN "*.a" EXCLUDE # ./core/lib/libnpymath.a - for linking, we don't need.
)
install(
DIRECTORY ${PYTHON_NUMPY_PATH}/Cython
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
install(
FILES ${PYTHON_NUMPY_PATH}/cython.py
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
)
unset(_suffix)
endif()
if(WITH_USD)
# Install to the same directory as the source, so debian-like
# distros are happy with their policy.
set(_suffix "site-packages")
if(${PYTHON_USD_PATH} MATCHES "dist-packages")
set(_suffix "dist-packages")
endif()
install(
DIRECTORY ${USD_LIBRARY_DIR}/python/
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
unset(_suffix)
endif()
if(WITH_PYTHON_INSTALL_ZSTANDARD)
# Install to the same directory as the source, so debian-like
# distributions are happy with their policy.
set(_suffix "site-packages")
if(${PYTHON_ZSTANDARD_PATH} MATCHES "dist-packages")
set(_suffix "dist-packages")
endif()
install(
DIRECTORY ${PYTHON_ZSTANDARD_PATH}/zstandard
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
unset(_suffix)
endif()
# Copy requests, we need to generalize site-packages.
if(WITH_PYTHON_INSTALL_REQUESTS)
set(_suffix "site-packages")
if(${PYTHON_REQUESTS_PATH} MATCHES "dist-packages")
set(_suffix "dist-packages")
endif()
install(
DIRECTORY ${PYTHON_REQUESTS_PATH}/requests
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
# On some platforms requests does have extra dependencies.
#
# Either `chardet` or `charset_normalizer` is used, depending on the version of Python.
# The code below silently skips the one that's not available, so we can list both here.
set(_requests_deps "certifi" "chardet" "charset_normalizer" "idna" "urllib3")
foreach(_requests_dep ${_requests_deps})
if(EXISTS ${PYTHON_REQUESTS_PATH}/${_requests_dep})
install(
DIRECTORY ${PYTHON_REQUESTS_PATH}/${_requests_dep}
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
endif()
endforeach()
if(EXISTS ${PYTHON_REQUESTS_PATH}/six.py)
install(
FILES ${PYTHON_REQUESTS_PATH}/six.py
DESTINATION ${TARGETDIR_VER}/python/${_target_LIB}/python${PYTHON_VERSION}/${_suffix}
)
endif()
unset(_requests_dep)
unset(_requests_deps)
unset(_suffix)
endif()
unset(_target_LIB)
endif()
endif()
if(WITH_DRACO)
install(
PROGRAMS $<TARGET_FILE:extern_draco>
DESTINATION ${TARGETDIR_VER}/python/lib/python${PYTHON_VERSION}/site-packages
)
endif()
elseif(WIN32)
windows_install_shared_manifest(
FILES ${LIBDIR}/epoxy/bin/epoxy-0.dll
ALL
)
if(WITH_OPENMP AND MSVC_CLANG)
windows_install_shared_manifest(
2022-08-09 03:36:45 +00:00
FILES ${CLANG_OPENMP_DLL}
ALL
)
endif()
if(EXISTS ${LIBDIR}/fftw3/lib/fftw3.dll)
set(FFTW_DLL ${LIBDIR}/fftw3/lib/fftw3.dll)
else()
set(FFTW_DLL ${LIBDIR}/fftw3/lib/libfftw3-3.dll)
endif()
windows_install_shared_manifest(
FILES ${FFTW_DLL}
ALL
)
if(EXISTS ${LIBDIR}/fftw3/lib/fftw3f-3.dll)
windows_install_shared_manifest(
FILES ${LIBDIR}/fftw3/lib/fftw3f-3.dll
ALL
)
elseif(EXISTS ${LIBDIR}/fftw3/lib/fftw3f.dll)
windows_install_shared_manifest(
FILES ${LIBDIR}/fftw3/lib/fftw3f.dll
ALL
)
endif()
if(MSVC_ASAN)
# The ASAN DLL's can be found in the same folder as the compiler,
# this is the easiest way to find these.
string(REPLACE "cl.exe" "clang_rt.asan_dynamic-x86_64.dll" ASAN_DLL ${CMAKE_C_COMPILER})
string(REPLACE "cl.exe" "clang_rt.asan_dbg_dynamic-x86_64.dll" ASAN_DEBUG_DLL ${CMAKE_C_COMPILER})
if(NOT EXISTS "${ASAN_DLL}")
2022-09-09 01:52:14 +00:00
message(
FATAL_ERROR
"ASAN is enabled, but the ASAN runtime is not detected, "
"this is an optional component during the MSVC install, please install it"
)
endif()
windows_install_shared_manifest(
2022-08-09 03:36:45 +00:00
FILES ${ASAN_DLL}
RELEASE
)
windows_install_shared_manifest(
2022-08-09 03:36:45 +00:00
FILES ${ASAN_DEBUG_DLL}
DEBUG
)
unset(ASAN_DLL)
unset(ASAN_DEBUG_DLL)
endif()
if(EXISTS ${LIBDIR}/openexr/bin/Iex.dll)
windows_install_shared_manifest(
FILES
${LIBDIR}/openexr/bin/Iex.dll
${LIBDIR}/openexr/bin/IlmThread.dll
${LIBDIR}/openexr/bin/OpenEXRCore.dll
${LIBDIR}/openexr/bin/OpenEXRUtil.dll
${LIBDIR}/openexr/bin/OpenEXR.dll
${LIBDIR}/imath/bin/imath.dll
RELEASE
)
windows_install_shared_manifest(
FILES
${LIBDIR}/openexr/bin/Iex_d.dll
${LIBDIR}/openexr/bin/IlmThread_d.dll
${LIBDIR}/openexr/bin/OpenEXRCore_d.dll
${LIBDIR}/openexr/bin/OpenEXRUtil_d.dll
${LIBDIR}/openexr/bin/OpenEXR_d.dll
${LIBDIR}/imath/bin/imath_d.dll
DEBUG
)
endif()
if(EXISTS ${LIBDIR}/openimageio/bin/openimageio.dll)
windows_install_shared_manifest(
FILES
${LIBDIR}/openimageio/bin/openimageio.dll
${LIBDIR}/openimageio/bin/openimageio_util.dll
RELEASE
)
windows_install_shared_manifest(
FILES
${LIBDIR}/openimageio/bin/openimageio_d.dll
${LIBDIR}/openimageio/bin/openimageio_util_d.dll
DEBUG
)
endif()
if(EXISTS ${LIBDIR}/gmp/lib/gmp-10.dll)
set(GMP_DLL ${LIBDIR}/gmp/lib/gmp-10.dll)
else()
set(GMP_DLL ${LIBDIR}/gmp/lib/libgmp-10.dll)
endif()
windows_install_shared_manifest(
FILES ${GMP_DLL}
ALL
)
unset(GMP_DLL)
windows_install_shared_manifest(
FILES ${LIBDIR}/gmp/lib/libgmpxx.dll
RELEASE
)
windows_install_shared_manifest(
FILES ${LIBDIR}/gmp/lib/libgmpxx_d.dll
DEBUG
)
if(WITH_WINDOWS_PDB)
if(WITH_WINDOWS_STRIPPED_PDB)
# Icky hack for older CMAKE from https://stackoverflow.com/a/21198501
# `$<CONFIG>` will work in newer CMAKE but the version currently (3.12)
# on the build-bot does not support this endeavor.
install(
FILES ${CMAKE_CURRENT_BINARY_DIR}/\${CMAKE_INSTALL_CONFIG_NAME}/blender_public.pdb
DESTINATION .
RENAME blender.pdb
)
else()
install(FILES $<TARGET_PDB_FILE:blender> DESTINATION . RENAME blender.pdb)
endif()
endif()
windows_install_shared_manifest(
FILES ${LIBDIR}/openvdb/bin/openvdb.dll
RELEASE
)
windows_install_shared_manifest(
FILES ${LIBDIR}/openvdb/bin/openvdb_d.dll
DEBUG
)
# This will not exist for 3.4 and earlier lib folders
# to ease the transition, support both 3.4 and 3.5 lib
# folders.
if(EXISTS ${LIBDIR}/openvdb/python/pyopenvdb_d.pyd)
install(
FILES ${LIBDIR}/openvdb/python/pyopenvdb_d.pyd
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
CONFIGURATIONS Debug
)
install(
FILES ${LIBDIR}/openvdb/python/pyopenvdb.pyd
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
endif()
windows_install_shared_manifest(
FILES
${LIBDIR}/materialx/bin/MaterialXCore.dll
${LIBDIR}/materialx/bin/MaterialXFormat.dll
${LIBDIR}/materialx/bin/MaterialXGenGlsl.dll
${LIBDIR}/materialx/bin/MaterialXGenMdl.dll
${LIBDIR}/materialx/bin/MaterialXGenOsl.dll
${LIBDIR}/materialx/bin/MaterialXGenShader.dll
RELEASE
)
if(EXISTS ${LIBDIR}/materialx/bin/MaterialXRender.dll) # 3.6+
windows_install_shared_manifest(
FILES
${LIBDIR}/materialx/bin/MaterialXRender.dll
${LIBDIR}/materialx/bin/MaterialXRenderGlsl.dll
${LIBDIR}/materialx/bin/MaterialXRenderHw.dll
${LIBDIR}/materialx/bin/MaterialXRenderOsl.dll
RELEASE
)
windows_install_shared_manifest(
FILES
${LIBDIR}/materialx/bin/MaterialXRender_d.dll
${LIBDIR}/materialx/bin/MaterialXRenderGlsl_d.dll
${LIBDIR}/materialx/bin/MaterialXRenderHw_d.dll
${LIBDIR}/materialx/bin/MaterialXRenderOsl_d.dll
DEBUG
)
endif()
windows_install_shared_manifest(
FILES
${LIBDIR}/materialx/bin/MaterialXCore_d.dll
${LIBDIR}/materialx/bin/MaterialXFormat_d.dll
${LIBDIR}/materialx/bin/MaterialXGenGlsl_d.dll
${LIBDIR}/materialx/bin/MaterialXGenMdl_d.dll
${LIBDIR}/materialx/bin/MaterialXGenOsl_d.dll
${LIBDIR}/materialx/bin/MaterialXGenShader_d.dll
DEBUG
)
if(WITH_PYTHON)
string(REPLACE "." "" _PYTHON_VERSION_NO_DOTS ${PYTHON_VERSION})
if(NOT WITH_PYTHON_MODULE)
if(NOT CMAKE_COMPILER_IS_GNUCC)
install(
FILES
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python${_PYTHON_VERSION_NO_DOTS}.dll
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python3.dll
DESTINATION ${TARGETDIR_EXE}
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
install(
FILES
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python${_PYTHON_VERSION_NO_DOTS}_d.dll
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python3_d.dll
DESTINATION ${TARGETDIR_EXE}
CONFIGURATIONS Debug
)
endif()
endif()
if(WITH_PYTHON_INSTALL)
# NOTE: as far as python is concerned `RelWithDebInfo`
# is not debug since its without debug flags.
install(DIRECTORY DESTINATION ${TARGETDIR_VER}/python)
install(DIRECTORY DESTINATION ${TARGETDIR_VER}/python/lib)
2014-12-01 13:53:12 +00:00
install(
DIRECTORY ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/lib
DESTINATION ${BLENDER_VERSION}/python/
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
PATTERN ".svn" EXCLUDE
PATTERN "*_d.*" EXCLUDE # * debug libraries *
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
2014-12-01 13:53:12 +00:00
)
install(
DIRECTORY ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/lib
DESTINATION ${BLENDER_VERSION}/python/
CONFIGURATIONS Debug
PATTERN ".svn" EXCLUDE
2014-12-01 13:53:12 +00:00
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
2014-12-01 13:53:12 +00:00
)
install(
DIRECTORY ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/DLLs
DESTINATION ${BLENDER_VERSION}/python
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
PATTERN "*.pdb" EXCLUDE
PATTERN "*_d.*" EXCLUDE
)
install(
DIRECTORY ${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/DLLs
DESTINATION ${BLENDER_VERSION}/python
CONFIGURATIONS Debug
)
install(
FILES
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python${_PYTHON_VERSION_NO_DOTS}.dll
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python.exe
DESTINATION ${BLENDER_VERSION}/python/bin
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
install(
FILES
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python${_PYTHON_VERSION_NO_DOTS}_d.dll
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/bin/python_d.exe
DESTINATION ${BLENDER_VERSION}/python/bin
CONFIGURATIONS Debug
)
if(EXISTS ${LIBDIR}/openimageio/lib/python${PYTHON_VERSION}/site-packages) #this will only exist for 3.5+
2023-01-19 06:07:17 +00:00
install(
DIRECTORY ${LIBDIR}/openimageio/lib/python${PYTHON_VERSION}/site-packages/
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages/
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
endif()
if(EXISTS ${LIBDIR}/openimageio/lib/python${PYTHON_VERSION}_debug/site-packages)
install(
DIRECTORY ${LIBDIR}/openimageio/lib/python${PYTHON_VERSION}_debug/site-packages/
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages/
CONFIGURATIONS Debug
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
endif()
# This will not exist for 3.4 and earlier lib folders
# to ease the transition, support both 3.4 and 3.5 lib
# folders.
if(EXISTS ${USD_LIBRARY_DIR}/python/)
install(
DIRECTORY ${USD_LIBRARY_DIR}/python/
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
2022-12-16 12:47:35 +00:00
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
endif()
if(EXISTS ${USD_LIBRARY_DIR}/debug/python/)
install(
DIRECTORY ${USD_LIBRARY_DIR}/debug/python/
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
2022-12-16 12:47:35 +00:00
CONFIGURATIONS Debug
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
endif()
# MaterialX python bindings
install(
DIRECTORY ${LIBDIR}/materialx/python/Release/MaterialX
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages/
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
install(
DIRECTORY ${LIBDIR}/materialx/python/Debug/MaterialX
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages/
CONFIGURATIONS Debug
PATTERN ".svn" EXCLUDE
PATTERN "__pycache__" EXCLUDE # * any cache *
PATTERN "*.pyc" EXCLUDE # * any cache *
PATTERN "*.pyo" EXCLUDE # * any cache *
)
if(WINDOWS_PYTHON_DEBUG)
install(
FILES
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/libs/python${_PYTHON_VERSION_NO_DOTS}.pdb
DESTINATION "."
CONFIGURATIONS Release;RelWithDebInfo;MinSizeRel
)
install(
FILES
${LIBDIR}/python/${_PYTHON_VERSION_NO_DOTS}/libs/python${_PYTHON_VERSION_NO_DOTS}_d.pdb
DESTINATION "."
CONFIGURATIONS Debug
)
endif()
2010-09-15 14:36:32 +00:00
endif()
endif()
# Filenames change slightly between FFMPEG versions check both 6.0 and fallback to 5.0
# to ease the transition between versions.
if(EXISTS "${LIBDIR}/ffmpeg/lib/avcodec-60.dll")
windows_install_shared_manifest(
FILES
${LIBDIR}/ffmpeg/lib/avcodec-60.dll
${LIBDIR}/ffmpeg/lib/avformat-60.dll
${LIBDIR}/ffmpeg/lib/avdevice-60.dll
${LIBDIR}/ffmpeg/lib/avutil-58.dll
${LIBDIR}/ffmpeg/lib/swscale-7.dll
${LIBDIR}/ffmpeg/lib/swresample-4.dll
ALL
)
else()
windows_install_shared_manifest(
FILES
${LIBDIR}/ffmpeg/lib/avcodec-59.dll
${LIBDIR}/ffmpeg/lib/avformat-59.dll
${LIBDIR}/ffmpeg/lib/avdevice-59.dll
${LIBDIR}/ffmpeg/lib/avutil-57.dll
${LIBDIR}/ffmpeg/lib/swscale-6.dll
${LIBDIR}/ffmpeg/lib/swresample-4.dll
ALL
)
endif()
windows_install_shared_manifest(
FILES
${LIBDIR}/tbb/bin/tbb.dll
RELEASE
)
windows_install_shared_manifest(
FILES
${LIBDIR}/tbb/bin/tbb_debug.dll
DEBUG
)
if(WITH_TBB_MALLOC_PROXY)
windows_install_shared_manifest(
FILES
${LIBDIR}/tbb/bin/tbbmalloc.dll
${LIBDIR}/tbb/bin/tbbmalloc_proxy.dll
RELEASE
)
windows_install_shared_manifest(
FILES
${LIBDIR}/tbb/bin/tbbmalloc_debug.dll
${LIBDIR}/tbb/bin/tbbmalloc_proxy_debug.dll
DEBUG
)
list(APPEND LIB ${TBB_MALLOC_LIBRARIES})
endif()
if(EXISTS ${LIBDIR}/sndfile/lib/sndfile.dll)
set(SNDFILE_DLL ${LIBDIR}/sndfile/lib/sndfile.dll)
else()
set(SNDFILE_DLL ${LIBDIR}/sndfile/lib/libsndfile-1.dll)
endif()
windows_install_shared_manifest(
FILES ${SNDFILE_DLL}
ALL
)
unset(SNDFILE_DLL)
windows_install_shared_manifest(
FILES ${LIBDIR}/shaderc/bin/shaderc_shared.dll
RELEASE
)
windows_install_shared_manifest(
FILES ${LIBDIR}/shaderc/bin/shaderc_shared_d.dll
DEBUG
)
windows_install_shared_manifest(
FILES
${LIBDIR}/openal/lib/OpenAL32.dll
ALL
)
windows_install_shared_manifest(
FILES ${LIBDIR}/sdl/lib/SDL2.dll
ALL
)
if(WITH_SYSTEM_AUDASPACE)
install(
FILES
${LIBDIR}/audaspace/lib/audaspace.dll
${LIBDIR}/audaspace/lib/audaspace-c.dll
${LIBDIR}/audaspace/lib/audaspace-py.dll
DESTINATION "."
)
endif()
if(NOT WITH_PYTHON_MODULE)
install(
FILES
${CMAKE_SOURCE_DIR}/release/windows/batch/blender_debug_gpu.cmd
${CMAKE_SOURCE_DIR}/release/windows/batch/blender_debug_gpu_glitchworkaround.cmd
${CMAKE_SOURCE_DIR}/release/windows/batch/blender_debug_log.cmd
${CMAKE_SOURCE_DIR}/release/windows/batch/blender_factory_startup.cmd
${CMAKE_SOURCE_DIR}/release/windows/batch/blender_oculus.cmd
${CMAKE_SOURCE_DIR}/release/windows/batch/oculus.json
DESTINATION ${TARGETDIR_EXE}
)
endif()
if(WITH_BLENDER_THUMBNAILER)
install(
TARGETS BlendThumb
DESTINATION "."
)
endif()
if(WITH_DRACO)
install(
PROGRAMS $<TARGET_FILE:extern_draco>
DESTINATION ${TARGETDIR_VER}/python/lib/site-packages
)
endif()
if(WITH_PYTHON_MODULE AND TARGETDIR_BPY)
install(
TARGETS blender
LIBRARY DESTINATION ${TARGETDIR_BPY}
)
endif()
if(PLATFORM_BUNDLED_LIBRARIES)
windows_process_platform_bundled_libraries("${PLATFORM_BUNDLED_LIBRARIES}")
endif()
elseif(APPLE)
2019-10-21 04:05:56 +00:00
if(NOT WITH_PYTHON_MODULE)
# Uppercase name for app bundle.
set_target_properties(blender PROPERTIES OUTPUT_NAME Blender)
endif()
set(OSX_APP_SOURCEDIR ${CMAKE_SOURCE_DIR}/release/darwin/Blender.app)
# Setup `Info.plist`.
2022-09-09 01:52:14 +00:00
execute_process(
COMMAND date "+%Y-%m-%d"
OUTPUT_VARIABLE BLENDER_DATE
OUTPUT_STRIP_TRAILING_WHITESPACE
)
set_target_properties(blender PROPERTIES
MACOSX_BUNDLE_INFO_PLIST ${OSX_APP_SOURCEDIR}/Contents/Info.plist
MACOSX_BUNDLE_SHORT_VERSION_STRING "${BLENDER_VERSION}.${BLENDER_VERSION_PATCH}"
2022-08-09 03:36:45 +00:00
MACOSX_BUNDLE_LONG_VERSION_STRING "${BLENDER_VERSION}.${BLENDER_VERSION_PATCH} ${BLENDER_DATE}"
)
# Gather the date in finder-style.
2022-09-09 01:52:14 +00:00
execute_process(
COMMAND date "+%m/%d/%Y/%H:%M"
OUTPUT_VARIABLE SETFILE_DATE
OUTPUT_STRIP_TRAILING_WHITESPACE
)
# Give the bundle actual creation/modification date.
#
# Note that the directory might not yet exist, which happens when CMAKE is first run.
if(NOT EXISTS ${EXECUTABLE_OUTPUT_PATH}/Blender.app)
file(MAKE_DIRECTORY ${EXECUTABLE_OUTPUT_PATH}/Blender.app)
endif()
2022-09-09 01:52:14 +00:00
execute_process(
COMMAND SetFile -d ${SETFILE_DATE} -m ${SETFILE_DATE} ${EXECUTABLE_OUTPUT_PATH}/Blender.app
)
install(
TARGETS blender
DESTINATION "."
)
install(
FILES ${OSX_APP_SOURCEDIR}/Contents/PkgInfo
DESTINATION Blender.app/Contents
)
install_dir(
${OSX_APP_SOURCEDIR}/Contents/Resources
Blender.app/Contents/
)
if(WITH_BLENDER_THUMBNAILER)
2022-09-29 02:00:18 +00:00
install(
TARGETS blender-thumbnailer
DESTINATION Blender.app/Contents/MacOS/
)
endif()
if(PLATFORM_BUNDLED_LIBRARIES AND TARGETDIR_LIB)
install(
FILES ${PLATFORM_BUNDLED_LIBRARIES}
DESTINATION ${TARGETDIR_LIB}
)
endif()
if(WITH_VULKAN_BACKEND)
install(
FILES ${VULKAN_LIBRARY} ${MOLTENVK_LIBRARY}
DESTINATION ${TARGETDIR_LIB}
)
endif()
# Python.
if(WITH_PYTHON AND NOT WITH_PYTHON_MODULE AND NOT WITH_PYTHON_FRAMEWORK)
# Copy the python libraries into the install directory.
install_dir(
${PYTHON_LIBPATH}/python${PYTHON_VERSION}
${TARGETDIR_VER}/python/lib
)
# Install Python executable.
install(
PROGRAMS ${PYTHON_EXECUTABLE}
DESTINATION ${TARGETDIR_VER}/python/bin
)
# Needed for `distutils/pip`.
# Get the last part of the include dir, will be `python{version}{abiflag}`.
get_filename_component(_py_inc_suffix ${PYTHON_INCLUDE_DIR} NAME)
install(
FILES ${PYTHON_INCLUDE_DIR}/pyconfig.h
DESTINATION ${TARGETDIR_VER}/python/include/${_py_inc_suffix}
)
unset(_py_inc_suffix)
endif()
if(WITH_PYTHON_MODULE AND TARGETDIR_BPY)
install(
TARGETS blender
LIBRARY DESTINATION ${TARGETDIR_BPY}
)
endif()
if(WITH_DRACO)
install(
PROGRAMS $<TARGET_FILE:extern_draco>
DESTINATION ${TARGETDIR_VER}/python/lib/python${PYTHON_VERSION}/site-packages
)
endif()
endif()
# -----------------------------------------------------------------------------
# Generic Install, for all targets
if(DEFINED TARGETDIR_TEXT)
2022-08-09 03:36:45 +00:00
configure_file(
${CMAKE_SOURCE_DIR}/release/text/readme.html
${CMAKE_BINARY_DIR}/release/text/readme.html
@ONLY
)
list(APPEND BLENDER_TEXT_FILES
${CMAKE_BINARY_DIR}/release/text/readme.html
)
install(
FILES ${BLENDER_TEXT_FILES}
DESTINATION "${TARGETDIR_TEXT}"
)
install(
DIRECTORY ${CMAKE_SOURCE_DIR}/release/license
DESTINATION "${TARGETDIR_TEXT}"
)
endif()
# Install more files specified elsewhere.
delayed_do_install(${TARGETDIR_VER})
unset(BLENDER_TEXT_FILES)
unset(TARGETDIR_TEXT)
# -----------------------------------------------------------------------------
# Geometry Icons
2018-04-24 07:19:28 +00:00
# Geometry icons.
get_property(_icon_names GLOBAL PROPERTY ICON_GEOM_NAMES)
set(_icon_files)
foreach(_f ${_icon_names})
list(APPEND _icon_files
"${CMAKE_SOURCE_DIR}/release/datafiles/icons/${_f}.dat"
)
endforeach()
2018-04-24 07:19:28 +00:00
install(
FILES ${_icon_files}
DESTINATION ${TARGETDIR_VER}/datafiles/icons
2018-04-24 07:19:28 +00:00
)
unset(_icon_names)
unset(_icon_files)
unset(_f)
# -----------------------------------------------------------------------------
# Studio Lights
install(
DIRECTORY ${CMAKE_SOURCE_DIR}/release/datafiles/studiolights
DESTINATION ${TARGETDIR_VER}/datafiles
)
# -----------------------------------------------------------------------------
# Bundle assets
set(ASSET_BUNDLE_DIR ${CMAKE_SOURCE_DIR}/release/datafiles/assets/publish/)
if(NOT EXISTS "${ASSET_BUNDLE_DIR}")
set(ASSET_BUNDLE_DIR ${CMAKE_SOURCE_DIR}/../lib/assets/publish/)
endif()
if(EXISTS "${ASSET_BUNDLE_DIR}")
install(
DIRECTORY ${ASSET_BUNDLE_DIR}
DESTINATION ${TARGETDIR_VER}/datafiles/assets
PATTERN ".svn" EXCLUDE
)
endif()
# -----------------------------------------------------------------------------
# Setup link libraries
add_dependencies(blender makesdna)
target_link_libraries(blender PRIVATE ${LIB})
unset(LIB)
setup_platform_linker_flags(blender)
setup_platform_linker_libs(blender)
if(DEFINED PLATFORM_SYMBOLS_MAP)
set_target_properties(blender PROPERTIES LINK_DEPENDS ${PLATFORM_SYMBOLS_MAP})
endif()
blender_target_include_dirs(blender ${INC})
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 09:27:40 +00:00
# -----------------------------------------------------------------------------
# USD registry.
# USD requires a set of JSON files that define the standard schemas.
# These files are required at runtime.
2019-12-16 02:49:11 +00:00
if(WITH_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 09:27:40 +00:00
add_definitions(-DWITH_USD)
absolute_include_dirs(../blender/io/usd)
endif()
# Always install USD shared library and datafiles regardless if Blender
# itself uses them, the bundled Python module still needs it.
if((DEFINED LIBDIR) AND TARGETDIR_LIB)
# On windows the usd library sits in ./blender.shared copy the files
# relative to the location of the USD dll, if the dll does not exist
# assume we are linking against the static 3.5 lib.
if(WITH_USD)
if(WIN32 AND
(
EXISTS ${LIBDIR}/usd/lib/usd_usd_ms.dll OR # USD 22.03
EXISTS ${LIBDIR}/usd/lib/usd_ms.dll # USD 22.11
)
)
install(DIRECTORY
${USD_LIBRARY_DIR}/usd
DESTINATION ${TARGETDIR_LIB}
)
elseif(USD_PYTHON_SUPPORT)
install(DIRECTORY
${USD_LIBRARY_DIR}/usd
DESTINATION ${TARGETDIR_LIB}
)
else()
install(DIRECTORY
${USD_LIBRARY_DIR}/usd
DESTINATION "${TARGETDIR_VER}/datafiles"
)
endif()
endif()
if(WIN32)
# If this file exists we are building against a 3.5 22.03 library folder
# that needs these dll's installed.
if(EXISTS ${LIBDIR}/usd/lib/usd_usd_ms.dll)
windows_install_shared_manifest(FILES
${LIBDIR}/usd/lib/usd_usd_ms.dll
RELEASE
)
windows_install_shared_manifest(FILES
${LIBDIR}/usd/lib/usd_usd_ms_d.dll
DEBUG
)
endif()
# If this file exists we are building against a 3.5 22.11 library folder
# that needs these dll's installed.
if(EXISTS ${LIBDIR}/usd/lib/usd_ms.dll)
windows_install_shared_manifest(FILES
${LIBDIR}/usd/lib/usd_ms.dll
RELEASE
)
windows_install_shared_manifest(FILES
${LIBDIR}/usd/lib/usd_ms_d.dll
DEBUG
)
endif()
endif()
endif()
# Always install MaterialX files regardless if Blender itself uses them, the
# bundled Python module still needs it.
if((DEFINED LIBDIR) AND TARGETDIR_LIB AND WITH_MATERIALX )
install(
DIRECTORY ${LIBDIR}/materialx/libraries
DESTINATION "${TARGETDIR_LIB}/materialx"
)
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 09:27:40 +00:00
endif()
if(WIN32)
set(BOOST_COMPONENTS atomic chrono date_time filesystem
iostreams locale program_options regex
serialization system thread wave wserialization
python${_PYTHON_VERSION_NO_DOTS} numpy${_PYTHON_VERSION_NO_DOTS}
)
foreach(component ${BOOST_COMPONENTS})
if(EXISTS ${BOOST_LIBPATH}/${BOOST_PREFIX}boost_${component}-${BOOST_POSTFIX}.dll)
windows_install_shared_manifest(
FILES ${BOOST_LIBPATH}/${BOOST_PREFIX}boost_${component}-${BOOST_POSTFIX}.dll
RELEASE
)
windows_install_shared_manifest(
FILES ${BOOST_LIBPATH}/${BOOST_PREFIX}boost_${component}-${BOOST_DEBUG_POSTFIX}.dll
DEBUG
)
endif()
endforeach()
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 09:27:40 +00:00
# `vcpkg` substitutes our libraries with theirs, which will cause issues when you you run
# these builds on other systems due to missing DLL's. So we opt out the use of `vcpkg`.
2019-10-21 04:05:56 +00:00
if(WIN32)
set_target_properties(blender PROPERTIES VS_GLOBAL_VcpkgEnabled "false")
set_target_properties(blender PROPERTIES
PDB_NAME "blender_private"
2022-08-09 03:36:45 +00:00
PDB_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/$<CONFIG>"
)
if(WITH_WINDOWS_PDB AND WITH_WINDOWS_STRIPPED_PDB)
# This is slightly messy, but single target generators like ninja will not have the
# `CMAKE_CFG_INTDIR` variable and multi-target generators like `msbuild` will not have
# `CMAKE_BUILD_TYPE`. This can be simplified by `target_link_options` and the `$<CONFIG>`
2022-08-09 03:36:45 +00:00
# generator expression in newer CMAKE (2.13+) but until that time this fill have suffice.
if(CMAKE_BUILD_TYPE)
set_property(
TARGET blender APPEND_STRING PROPERTY LINK_FLAGS
" /PDBSTRIPPED:${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_BUILD_TYPE}/blender_public.pdb"
)
2022-08-09 03:36:45 +00:00
else()
set_property(
TARGET blender APPEND_STRING PROPERTY LINK_FLAGS
" /PDBSTRIPPED:${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/blender_public.pdb"
)
2022-08-09 03:36:45 +00:00
endif()
endif()
endif()
# -----------------------------------------------------------------------------
# Setup launcher
if(WIN32 AND NOT WITH_PYTHON_MODULE)
install(
TARGETS blender blender-launcher
COMPONENT Blender
DESTINATION "."
)
set_target_properties(
blender
PROPERTIES
VS_USER_PROPS "blender.Cpp.user.props"
)
endif()
# -----------------------------------------------------------------------------
# Windows shared library manifest
if(WIN32)
windows_generate_shared_manifest()
endif()
# -----------------------------------------------------------------------------
# Steps that Run Blender
#
# As executing Blender is needed - it's important this operation runs after the shared
# libraries have been installed to their destination.
if(UNIX AND NOT APPLE)
if(NOT WITH_PYTHON_MODULE)
if(WITH_DOC_MANPAGE)
# Only run the command to generate the man-page when it may be outdated.
# The `IS_NEWER_THAN` checks always run when files are missing.
install(
CODE "\
set(BLENDER_BIN \"${EXECUTABLE_OUTPUT_PATH}/blender\")\n\
set(MANPAGE_GEN \"${CMAKE_SOURCE_DIR}/doc/manpage/blender.1.py\")\n\
set(MANPAGE_OUT \"${CMAKE_CURRENT_BINARY_DIR}/blender.1\")\n\
if(\n\
($\{BLENDER_BIN\} IS_NEWER_THAN $\{MANPAGE_OUT\}) OR\n\
($\{MANPAGE_GEN\} IS_NEWER_THAN $\{MANPAGE_OUT\})\n\
)\n\
set(ENV{ASAN_OPTIONS} \"$ENV{ASAN_OPTIONS}:\
exitcode=0:\
check_initialization_order=0:\
strict_init_order=0:\
detect_leaks=0\"\n\
)\n\
execute_process(\n\
OUTPUT_QUIET\n\
COMMAND $\{BLENDER_BIN\}\n\
--background\n\
--factory-startup\n\
--python $\{MANPAGE_GEN\}\n\
--\n\
--output $\{MANPAGE_OUT\}\n\
)\n\
endif()\n\
"
DEPENDS blender
)
if(WITH_INSTALL_PORTABLE)
install(
FILES ${CMAKE_CURRENT_BINARY_DIR}/blender.1
DESTINATION "."
)
else()
# Manual page (only with `blender` binary).
install(
FILES ${CMAKE_CURRENT_BINARY_DIR}/blender.1
DESTINATION share/man/man1
)
endif()
endif()
endif()
endif()
# -----------------------------------------------------------------------------
# Post-install script
if(POSTINSTALL_SCRIPT)
install(SCRIPT ${POSTINSTALL_SCRIPT})
endif()