blender/extern/CMakeLists.txt

71 lines
1.6 KiB
CMake
Raw Normal View History

# $Id$
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
#
# The Original Code is: all of this file.
#
# Contributor(s): Jacques Beaurain.
#
# ***** END GPL LICENSE BLOCK *****
# Otherwise we get warnings here that we cant fix in external projects
remove_strict_flags()
Camera tracking integration =========================== - ColaMD moved from OpenNL to extern/. It'll be needed for libmv. Also, it's a bit updated from year 1999 to 2007. Need to be tested for regressions. - Updated bundling script for libmv. Now it uses fuller subset of this library. - Bundled new libmv. - Request from Keir: add command line argument to toggle logging stuff on. Currently, if Blender is launched with -d argument libmv would start printing logging messages. There's no argument to increase verbosity, but there's API in libmv-capi, so it'll be easy to add. - Finally fixed crash when ibuf is acquiring with user=NULL. - Added ActiveClip property to the scene. This clip is used as default value for new match-moving constraints. - Added some flags to Display panel of View3D. Related on displaying match-moving stuff. - Internal change: bundles data moved inside to MovieTrackingTrack. - Initial implementation of 3d reconstruction. - Added constraint "Camera Solver". This constraint is supposed to be used to make camera follow the reconstructed camera path. - Added "reference" property to "Follow Track" constraint. Now object could be "parented" to 2D track position or to 3D bundle position. The very quick guide: To use reconstruction you should have footage with tracked markers, choose two keyframes in "Tracking settings" panel. There should be quite noticeable parallax effect between this two frames. This is used to initialize reconstruction stuff. Camera data (focal length and optical center) should be filled in "Camera Data" panel. Optical center is often the center of image, so it'll be filled in automatically. You should also set values for undistortion (K1, K2 and K3). Currently, there's no any visualization for this parameters and approach of "change value -> reconstruct -> see what've changed" is the only way for now. Libmv team is working on auto-calibration tool, so it should be easier to gather this coefficients in nearest (i hope) future. There's also no scene orientation stuff. Basic workflow: - Open footage. - Set markers and track them. - Fill in camera data and keyframes. - Hit "Solve Camera" button. - Add "Camera Solver" constraint to camera in scene. - Choose movieclip in that constraint. - To see bundles in 3D viewport active clip should be set in scene buttons.
2011-07-07 17:58:33 +00:00
add_subdirectory(colamd)
if(WITH_BULLET)
add_subdirectory(bullet2)
endif()
if(WITH_MOD_CLOTH_ELTOPO)
add_subdirectory(eltopo)
endif()
if(WITH_BINRELOC)
add_subdirectory(binreloc)
endif()
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
if(WITH_BUILTIN_GLEW)
add_subdirectory(glew)
endif()
Merge of apricot branch game engine changes into trunk, excluding GLSL. GLEW ==== Added the GLEW opengl extension library into extern/, always compiled into Blender now. This is much nicer than doing this kind of extension management manually, and will be used in the game engine, for GLSL, and other opengl extensions. * According to the GLEW website it works on Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris. There might still be platform specific issues due to this commit, so let me know and I'll look into it. * This means also that all extensions will now always be compiled in, regardless of the glext.h on the platform where compilation happens. Game Engine =========== Refactoring of the use of opengl extensions and other drawing code in the game engine, and cleaning up some hacks related to GLSL integration. These changes will be merged into trunk too after this. The game engine graphics demos & apricot level survived my tests, but this could use some good testing of course. For users: please test with the options "Generate Display Lists" and "Vertex Arrays" enabled, these should be the fastest and are supposed to be "unreliable", but if that's the case that's probably due to bugs that can be fixed. * The game engine now also uses GLEW for extensions, replacing the custom opengl extensions code that was there. Removes a lot of #ifdef's, but the runtime checks stay of course. * Removed the WITHOUT_GLEXT environment variable. This was added to work around a specific bug and only disabled multitexturing anyway. It might also have caused a slowdown since it was retrieving the environment variable for every vertex in immediate mode (bug #13680). * Refactored the code to allow drawing skinned meshes with vertex arrays too, removing some specific immediate mode drawing functions for this that only did extra normal calculation. Now it always splits vertices of flat faces instead. * Refactored normal recalculation with some minor optimizations, required for the above change. * Removed some outdated code behind the __NLA_OLDDEFORM #ifdef. * Fixed various bugs in setting of multitexture coordinates and vertex attributes for vertex arrays. These were not being enabled/disabled correct according to the opengl spec, leading to crashes. Also tangent attributes used an immediate mode call for vertex arrays, which can't work. * Fixed use of uninitialized variable in RAS_TexVert. * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes.
2008-06-17 10:27:34 +00:00
if(WITH_GAMEENGINE)
2011-09-10 03:42:45 +00:00
add_subdirectory(recastnavigation)
endif()
if(WITH_IMAGE_OPENJPEG AND (NOT UNIX OR APPLE))
add_subdirectory(libopenjpeg)
endif()
if(WITH_IMAGE_REDCODE)
add_subdirectory(libredcode)
endif()
if(WITH_LZO)
add_subdirectory(lzo)
endif()
if(WITH_LZMA)
add_subdirectory(lzma)
endif()
if(WITH_LIBMV)
add_subdirectory(libmv)
endif()