blender/intern/cycles/doc/CMakeLists.txt
Ton Roosendaal da376e0237 Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:

* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
2011-04-27 11:58:34 +00:00

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CMake

INSTALL(DIRECTORY license DESTINATION ${INSTALL_PATH}/cycles)
SET(doc_sources
index.html
development/build.html
development/bvh.html
development/design.html
development/device_abstraction.html
development/displacement.html
development/feature_todo.html
development/known_issues.html
development/geometric_issues.html
development/ideas.html
development/index.html
development/kernel.html
development/license.html
development/node_guidelines.html
development/optimization.html
development/osl_gpu.html
development/papers.html
development/sobol.html
development/source.html
development/subdivision.html
development/threads.html
development/units_colors.html
reference/camera.html
reference/curve.html
reference/devices.html
reference/film.html
reference/index.html
reference/integrator.html
reference/interactive.html
reference/lamp.html
reference/mesh.html
reference/motion_blur.html
reference/particle.html
reference/subdivision.html
reference/world.html
reference/material/displacement.html
reference/material/index.html
reference/material/surface.html
reference/material/volume.html
reference/shader/background.html
reference/shader/bsdf.html
reference/shader/color_operations.html
reference/shader/custom.html
reference/shader/emission.html
reference/shader/image_textures.html
reference/shader/index.html
reference/shader/input.html
reference/shader/output.html
reference/shader/procedural_textures.html
reference/shader/vector_operations.html
reference/shader/volume.html
reference/shader/volume_textures.html)
SET(doc_extra
development/images/rng_lcg_50_pass.png
development/images/rng_sobol_50_pass.png
development/threads.svg
reference/camera_ortho.svg
reference/camera_persp.svg
reference/material/material.svg
reference/shader/bsdf.svg
style/style.css)
SET(doc_templates
templates/development.html
templates/footer.html
templates/header.html
templates/nodes.html
templates/reference.html)
IF(WITH_DOCS)
MACRO(install_doc_file source_file html_file)
GET_FILENAME_COMPONENT(subdir ${source_file} PATH)
INSTALL(
FILES ${html_file}
DESTINATION ${INSTALL_PATH}/cycles/doc/${subdir})
ENDMACRO()
FOREACH(_file ${doc_sources})
SET(source_file ${_file})
SET(html_file ${CMAKE_CURRENT_BINARY_DIR}/${_file})
ADD_CUSTOM_COMMAND(
OUTPUT ${html_file}
COMMAND python generate.py ${source_file} ${html_file} ${CYCLES_VERSION}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
DEPENDS ${source_file} ${doc_templates} generate.py)
LIST(APPEND html_files ${html_file})
install_doc_file(${source_file} ${html_file})
ENDFOREACH()
FOREACH(_file ${doc_extra})
install_doc_file(${_file} ${_file})
ENDFOREACH()
ADD_CUSTOM_TARGET(doc ALL DEPENDS ${html_files})
ENDIF()