Commit Graph

122 Commits

Author SHA1 Message Date
lazydodo
8fb9f2dbe9 [Windows] Add support for code signing the final binaries.
The option is controlled with the WITH_WINDOWS_CODESIGN option and needs:

- Signtool must be found on the system, the standard windows sdk folders will be searched for it.
- The path to the pfx file (WINDOWS_CODESIGN_PFX)
- The password for the pfx , this can either be set by the WINDOWS_CODESIGN_PFX_PASSWORD variable but given that ends up in CMakeCache.txt (which might be undesirable) there is a backup option of setting the PFXPASSWORD environment variable on the system.

Reviewers: sergey, juicyfruit

Reviewed By: juicyfruit

Tags: #bf_blender, #platform:_windows

Differential Revision: https://developer.blender.org/D2182
2016-08-31 06:26:23 -06:00
Kévin Dietrich
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
Campbell Barton
103a515043 CMake: per-target CFLAG & CXXFLAG support
Applying cflags globally can be problematic especially with extern, intern libs.

Now flags from target named will be used when defined,
allowing for developers to define flags for modules they maintain.

Convention is CMAKE_CFLAGS_${UPPERCASE_TARGET_NAME}, (CXXFLAGS for C++).

eg: CMAKE_CFLAGS_BF_BLENDER, CMAKE_CFLAGS_MAKESDNA, CMAKE_CXXFLAGS_CYCLES_KERNEL

On Linux run `make help` for full list of names, MSVC shows these in the solution.
2016-07-14 19:17:34 +10:00
Benoit Bolsee
eea89417f4 BGE: DeckLink card support for video capture and streaming.
You can capture and stream video in the BGE using the DeckLink video
   cards from Black Magic Design. You need a card and Desktop Video software
   version 10.4 or above to use these features in the BGE.
   Many thanks to Nuno Estanquiero who tested the patch extensively
   on a variety of Decklink products, it wouldn't have been possible without
   his help.
   You can find a brief summary of the decklink features here: https://wiki.blender.org/index.php/Dev:Source/GameEngine/Decklink
   The full API details and samples are in the Python API documentation.

bge.texture.VideoDeckLink(format, capture=0):

   Use this object to capture a video stream. the format argument describes
   the video and pixel formats and the capture argument the card number.
   This object can be used as a source for bge.texture.Texture so that the frame
   is sent to the GPU, or by itself using the new refresh method to get the video
   frame in a buffer.
   The frames are usually not in RGB but in YUV format (8bit or 10bit); they
   require a shader to extract the RGB components in the GPU. Details and sample
   shaders in the documentation.
   3D video capture is supported: the frames are double height with left and right
   eyes in top-bottom order. The 'eye' uniform (see setUniformEyef) can be used to
   sample the 3D frame when the BGE is also in stereo mode. This allows to composite
   a 3D video stream with a 3D scene and render it in stereo.
   In Windows, and if you have a nVidia Quadro GPU, you can benefit of an additional
   performance boost by using 'GPUDirect': a method to send a video frame to the GPU
   without going through the OGL driver. The 'pinned memory' OGL extension is also
   supported (only on high-end AMD GPU) with the same effect.

bge.texture.DeckLink(cardIdx=0, format=""):

   Use this object to send video frame to a DeckLink card. Only the immediate mode
   is supported, the scheduled mode is not implemented.
   This object is similar to bge.texture.Texture: you need to attach a image source
   and call refresh() to compute and send the frame to the card.
   This object is best suited for video keying: a video stream (not captured) flows
   through the card and the frame you send to the card are displayed above it (the
   card does the compositing automatically based on the alpha channel).
   At the time of this commit, 3D video keying is supported in the BGE but not in the
   DeckLink card due to a color space issue.
2016-06-11 22:26:05 +02:00
Mike Erwin
886349fd98 ndof: build system cleanup
Only Linux needs a lib linked in (libspnav).

ghostndof3dconnexion refers to an obsolete Mac driver shim.
2016-05-24 01:57:17 -04:00
Campbell Barton
8be34580c1 move windows out of source dir 2016-02-07 20:58:58 +11:00
Sergey Sharybin
d978f23f71 CMake: Remove mention of extern_redcode, it was removed 2016-02-06 14:37:29 +01:00
Kévin Dietrich
e9452f909c Implementation of OpenVDB as a possible cache format for smoke
simulations.

This commits implements OpenVDB as an extra cache format in the Point
Cache system for smoke simulations. Compilation with the library is
turned off by default for now, and shall be enabled when the library is
present.

A documentation of its doings is available here: http://
wiki.blender.org/index.php/User:Kevindietrich/OpenVDBSmokeExport.

A guide to compile OpenVDB can be found here (Linux): http://
wiki.blender.org/index.php?title=Dev:Doc/Building_Blender/Linux/
Dependencies_From_Source#OpenVDB

Reviewers: sergey, lukastoenne, brecht, campbellbarton

Reviewed By: brecht, campbellbarton

Subscribers: galenb, Blendify, robocyte, Lapineige, bliblubli,
jtheninja, lukasstockner97, dingto, brecht

Differential Revision: https://developer.blender.org/D1721
2016-01-23 08:39:40 +01:00
Sergey Sharybin
2af7637f20 Cycles: Add option to directly link against CUDA libraries
The main purpose of such linking is to make Blender compatible with
NVidia's debuggers and profilers which are doing some LD_PRELOAD
magic to intercept some function calls. Such magic conflicts with
our CUDA wrangler magic and causes segmentation faults.

The option is disabled by default, so there's no affect on any of
artists.

In order to make Blender linked directly against CUDA library use
the WITH_CUDA_DYNLOAD CMake option (it's marked as advanced).
2016-01-14 12:27:22 +05:00
Sergey Sharybin
0634fd0e97 Remove raskter library
it's no longer used by any of the parts of Blender.
2016-01-08 16:30:30 +05:00
Sergey Sharybin
ba432299cd Move Libmv from extern/ to intern/
Logically it is intern library since being mainly developed by 1.5 blender guys.
2016-01-04 19:39:13 +05:00
Sergey Sharybin
69f4080839 Re-organize structure of GLog/GFlags CMake libraries
The idea is to split them into two separate targets and have dedicated include
directories list for each of them in order to avoid some annoying include header
modifications in comparison with upstream.

Reviewers: campbellbarton, juicyfruit

Differential Revision: https://developer.blender.org/D1706
2016-01-04 19:39:13 +05:00
f9047c3f8c Eigen: fold remaining OpenNL code into intern/eigen.
Differential Revision: https://developer.blender.org/D1662
2015-12-10 01:58:10 +01:00
858b680a50 Eigen: move C API into intern/eigen. 2015-12-10 01:58:06 +01:00
Sergey Sharybin
956bd92a60 Buildbot: Initial work to move linux build environment to CMake
This is so called "seems to work in dry tests" commit which is aimed to switch
linux release environment to CMake.

Some notes:

- There's no special handle of libstdc++, but it wasn't really static for quite
  some time in SCons configuration and nobody really complained.

- It was quite tricky to get OpenMP linked statically with just using some
  configuration so we went ahead and added a special option to CMake now which is
  only exist on Linux and advertised as shouldn't be used.

- Packing is happening manually in slave_pack.py. This is because we have to add
  some really special files to the archive (mesa libraries for example) which we
  can't really handle from CMake/CPack in a nice generic way.

  Don't think it's bad approach, at least crappynness is localized and it's not
  _that_ crappy anyway.

- Windows buildbot should keep working, but needs doublechecing. It's just a
  build folder changed, but you never know what it might imply.

- Some further tweaks are likely needed to ensure all builders are working.

Thanks Campbell for assistance in this patch!
2015-12-02 18:11:58 +05:00
Campbell Barton
2e2dc9b9e3 Refactor translation code out of blenfont
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-18 07:01:26 +10:00
Sergey Sharybin
3d36489672 OpenSubdiv: Commit of OpenSubdiv integration into Blender
This commit contains all the remained parts needed for initial integration of
OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU
backends which works in the following way:

- When SubSurf modifier is the last in the modifiers stack then GPU pipeline
  of OpenSubdiv is used, making viewport performance as fast as possible.

  This also requires graphscard with GLSL 1.5 support. If this requirement is
  not met, then no GPU pipeline is used at all.

- If SubSurf is not a last modifier or if DerivesMesh is being evaluated for
  rendering then CPU limit evaluation API from OpenSubdiv is used. This only
  replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG
  structures exactly the same as they used to be for ages now.

This integration is fully covered with ifdef and not enabled by default
because there are several TODOs to be solved first:

- Face varying data interpolation is not really cleanly implemented for GPU
  in OpenSubdiv 3.0. It is also not implemented for limit evaluation API.

  This basically means we'll have really hard time supporting UVs.

- Limit evaluation only works with adaptivly subdivided meshes so far, which
  basically means all the points of CCG are pushed to the limit. This gives
  different result from old code.

- There are some serious optimizations possible on the topology refiner
  creation, which would speed up initial OpenSubdiv mesh creation.

- There are some hardcoded asumptions in the GPU and DerivedMesh areas which
  could be generalized.

  That's something where Antony and Campbell can help, making it so the code
  is structured in a way which is reusable by all planned viewport projects.

- There are also some workarounds in the dependency graph to make sure OpenGL
  buffers are only freed from the main thread.

Those who'll be wanting to make experiments with this code should grab dev
branch (NOT master) from

  https://github.com/Nazg-Gul/OpenSubdiv/tree/dev

There are some patches applied in there which we're working on on getting
into upstream.
2015-07-20 22:29:26 +02:00
Bastien Montagne
582e7a6347 Add a skeleton of C API for Eigen3.
Title says pretty much everything. For now, only thing available is a solver of eigen
values/vectors for self-adjoint matrices.

We can easily add more when needed.

Thanks to Sergey and Campbell for quick review.
2015-07-13 18:05:38 +02:00
Sergey Sharybin
bac7353801 Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system,
where goal was to replace legacy depsgraph with the new one, supporting loads of
neat features like:

- More granular dependency relation nature, which solves issues with fake cycles
  in the dependencies.

- Move towards all-animatable, by better integration of drivers into the system.

- Lay down some basis for upcoming copy-on-write, overrides and so on.

The new system is living side-by-side with the previous one and disabled by
default, so nothing will become suddenly broken. The way to enable new depsgraph
is to pass `--new-depsgraph` command line argument.

It's a bit early to consider the system production-ready, there are some TODOs
and issues were discovered during the merge period, they'll be addressed ASAP.
But it's important to merge, because it's the only way to attract artists to
really start testing this system.

There are number of assorted documents related on the design of the new system:

* http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents
* http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph

There are also some user-related information online:

* http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/
* http://code.blender.org/2015/03/more-dependency-graph-tricks/

Kudos to everyone who was involved into the project:

- Joshua "Aligorith" Leung -- design specification, initial code
- Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes
- Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the
  project and so
- Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the
  issues and recording/writing documentation.
- Everyone else who i forgot to mention here :)
2015-05-12 16:06:37 +05:00
Lukas Tönne
3b938f3d7f Fix for missing library linking in blenderplayer. 2015-01-20 09:30:08 +01:00
Sergey Sharybin
80d1d624d3 Support dynamic loading of SDL libraries
This is mainly to address old issue when one need to have SDL library installed
in order to use our official builds. Some hip distros already installs SDL,
but it's not quite the same across all the variety of the distros.

We also now switching to SDL-2.0, most of the distros have it in repositories
already, so it shouldn't be huge deal to install it if needed.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D878
2014-11-17 17:43:18 +05:00
Martijn Berger
a28c763b44 Cmake windows. Make sure we install blender player.
Add blenderplayer component so you can speicfy to install this in the
installer
2014-11-15 20:52:10 +01:00
Antony Riakiotakis
72aa0ebe6a Fix cmake install of blenderplayer for linux. 2014-11-13 13:37:27 +01:00
Bastien Montagne
8f1cdc1949 Fix bplayer linking after recent addition of glew_mx. 2014-10-07 23:28:28 +02:00
Jason Wilkins
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
Sergey Sharybin
77b7e1fe9a Deduplicate CUDA and OpenCL wranglers
For now it was mainly about OpenCL wrangler being duplicated
between Cycles and Compositor, but with OpenSubdiv work those
wranglers were gonna to be duplicated just once again.

This commit makes it so Cycles and Compositor uses wranglers
from this repositories:

  - https://github.com/CudaWrangler/cuew
  - https://github.com/OpenCLWrangler/clew

This repositories are based on the wranglers we used before
and they'll be likely continued maintaining by us plus some
more players in the market.

Pretty much straightforward change with some tricks in the
CMake/SCons to make this libs being passed to the linker
after all other libraries in order to make OpenSubdiv linked
against those wranglers in the future.

For those who're worrying about Cycles being less standalone,
it's not truth, it's rather more flexible now and in the future
different wranglers might be used in Cycles. For now it'll
just mean those libs would need to be put into Cycles repository
together with some other libs from Blender such as mikkspace.

This is mainly platform maintenance commit, should not be any
changes to the user space.

Reviewers: juicyfruit, dingto, campbellbarton

Reviewed By: juicyfruit, dingto, campbellbarton

Differential Revision: https://developer.blender.org/D707
2014-08-05 13:57:50 +06:00
Sergey Sharybin
306cbb82ec GTest unit testing framework
Currently covers only small set of functionality.
2014-06-19 02:09:16 +10:00
Sergey Sharybin
7929970bf9 BSP was still hanging around in CMake 2014-02-19 16:07:49 +06:00
Jens Verwiebe
e3a5f0501e Fix cmake/player compile by adding the xtra osx lib, check if this breaks other OS 2013-11-05 18:57:45 +00:00
Dalai Felinto
4abb8fde95 Photoshop PSD support
We now support the combined layer of Photoshop files (stored as layer 0
in the file). This way users can keep their files as multilayer PSD and
Blender always handle them as flat images.

For perfect alpha this requires an OpenImageIO update:
342cc2633f

Photoshop sample files:
https://github.com/OpenImageIO/oiio-images

Brecht has some pending fixes to push for OIIO as well, so we may as
well wait to update our libraries.

What works:
===========
* 8bit images (with or without alpha)
* 16bits images (alpha discarded)
* Photoshop files saved with 'Maximum Compatibility'
* Cycles, Blender internal,  BGE (and player)

Known limitations
(due to OIIO dependency):
=========================
* Images with less than 4 channels show a wrong thumbnail (bug may be in  OIIO)
* Packed images are not supported
* We do not write PSD files.

Note: old Blenders have support for PSD via Quicktime library. But due
to license issues this was discontinued.

Many thanks for Brecht van Lommel for reviewing the patch, suggesting
multiple improvements and to help solving the alpha issue.
2013-10-08 21:17:24 +00:00
Antony Riakiotakis
3e0722328e The usual fix for blenderplayer. I didn't have time to test scons but looks like the missing library on CMake is already present there. 2013-05-13 20:42:18 +00:00
Mitchell Stokes
e5bbf2441a BGE: Tweaking the linking order of the Blenderplayer (CMake) to avoid needing to put BLI code in stubs.c. This fixes an infinite loop with the Edge Split modifier in the Blenderplayer. SCons still has to be tested. 2013-05-13 02:49:18 +00:00
Sergey Sharybin
32faec1a53 Remplace bunch of annoying ifdefs in tracking.c with a libmv-capi_stub.cc
Makes code in tracking.cc much easier to understand and modify,
without worring to breck compulation with Libmv disabled.

It is still possible compilation will break due to libmv-capi
changes, but that's not happening so much often.
2013-05-12 22:17:37 +00:00
Irie Shinsuke
5792e77239 Patch [#34373] Use i18n monospace font in Text editor and Python console
This patch allows Blender to display i18n monospace font in the text
editor and the Python interactive console. Wide characters that occupy
multiple columns such as CJK characters can be displayed correctly.
Furthermore, wrapping, selection, suggestion, cursor drawing, and
syntax highlighting should work.

Also fixes a bug [#34543]: In Text Editor false color in comment on cyrillic

To estimate how many columns each character occupies, this patch uses
wcwidth.c written by Markus Kuhn and distributed under MIT-style license:

  http://www.cl.cam.ac.uk/~mgk25/ucs/wcwidth.c

wcwidth.c is stored in extern/wcwidth and used as a static library.

This patch adds new API to blenfont, blenlib and blenkernel:

BLF_get_unifont_mono()
BLF_free_unifont_mono()
BLF_draw_mono()
BLI_wcwidth()
BLI_wcswidth()
BLI_str_utf8_char_width()
BLI_str_utf8_char_width_safe()
txt_utf8_offset_to_column()
txt_utf8_column_to_offset()
2013-03-12 07:25:53 +00:00
Mitchell Stokes
ed1d215cea BGE: Removing the source files for the PHY interfaces since they just contained virtual destructors. This means we had license and doc blocks for 3 lines of code, which seemed silly. This also means that ge_phys_common no longer needs to be built as a library. I tested this with CMake and SCons using GCC; hopefully this doesn't break other systems. 2013-02-24 07:09:39 +00:00
Sergey Sharybin
4cf9034f6d Remove extern_ssba workaround
SSBA seemed to be working OK last time i've checked it
with MSVC and optimization enabled.

Also, we'll likely replace it with own BA soon, which
works fine with MSVC anyway.
2013-02-22 10:06:54 +00:00
Sergey Sharybin
e55848179a Fix for blenderplayer build after recent motrack changes 2013-02-20 13:03:14 +00:00
Sergey Sharybin
7dc33e3ef8 Move opencl and reigidbody from source/blender/ to intern/
This modules does not depend on any blender-specific data
structures or algorithms and due to our policy better be
placed to intern/

Shall be no functional changes, tested CMake and SCons on
Linux, hopefully other platforms will work as well.

P.S. SVN history shall be preserved for the files.
2013-02-01 06:24:49 +00:00
Sergej Reich
5c85deb285 rigidbody: Add rigidbody module
It's mostly a C API for bullet that interfaces nicely with blender.
It could act as a generic interface for rigid body simulations but right
now it's very specific to bullet.

TODO: Fix building without bullet.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:13 +00:00
Nicholas Bishop
a8811094ea Import the RangeTree library into extern
RangeTree is a simple C++ tree set for storing non-overlapping scalar
ranges. Original source from:
https://github.com/nicholasbishop/RangeTree

Also update the build systems to include RangeTree.
2012-12-30 18:20:52 +00:00
Campbell Barton
d3d5c57c32 move source/darwin into release/darwin since these files are for osx packaging. 2012-11-18 07:41:38 +00:00
Bastien Montagne
5ff3017900 Replacing gettext i18n backend by boost::locale one.
This commit adds a small and simplistic C wrapper around boost's locale library as intern/locale, and heavily simplifies/reduces Blender's own i18n code (under blenfont/ dir). And it adds back UI translation on windows' official builds (with msvc)!

Note to platform maintainers: iconv and gettext (libintl) can now be removed from precompiled libs (not gettext binaries, under windows, of course ;) ).

Note to MinGW32/64 users: boost_locale lib has not yet been uploaded for those build env, please disable WITH_INTERNATIONAL for now (hopefully will be fixed very soon, have contacted psy-fy).
2012-11-11 16:54:26 +00:00
Alexander Pinzon
87108a7bc6 Solved the problem when WITH_PLAYER activated.
blenderplayer had not added the library Opennl, was added to the CMakeLists.txt file.
2012-10-24 19:24:55 +00:00
Campbell Barton
226a5ee834 remove LOD_Decimator (c++ decimator), now replaced by bmesh decimator. also remove CTR c++ classes that are no longer used. 2012-10-22 02:39:26 +00:00
Sergey Sharybin
a73dd3476e 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
Campbell Barton
47e313ec0c cmake option to build without iksolver 2012-08-18 13:36:29 +00:00
Sergey Sharybin
f05257f969 Remove redundant referenced to bf_intern_bop 2012-08-09 09:36:53 +00:00
Sergey Sharybin
1a5998bc4e Remove old boolean operation module
Carve proved it's a way to go, so the time have came to get rid of old
boolean operation module which isn't used anymore.

Still kept BOP interface but move it to BSP module. At some point it
could be cleaned up further (like perhaps removed extra abstraction
level or so) but would be nice to combine such a refactor with making
BSP aware of NGons.

Tested on linux using both cmake and scons, possible regressions on
windows/osx. Would check windoes build just after commit.
2012-08-02 16:42:30 +00:00
Campbell Barton
263be14811 rename WITH_BUILTIN_GLEW, WITH_SYSTEM_GLEW & negate. 2012-06-23 13:42:14 +00:00
Sergey Sharybin
59ef51aa27 Initial Ceres integration into Blender
Currently only put sources of Ceres library into extern/libmv/third_party and
setup CMake and SCons building systems.

Integration details:

- Even CMake build files are not re-used from Ceres's trunk: they're using some
  automatic stuff detection like glog, pthreads, protobuf and so and it's not
  so clear how to re-use that files without modifications.
  And IMO it's easier if build files are getting re-generated automatically to
  match Blender-specific setup rather than keeping changes made locally in
  Blender in sync when re-bundling Ceres library. Especially in case when it's
  already needed to support SCons build system.
- Integrated only actual sources, all tests were stripped. Probably it'll be nice
  to have them, but they'll need clear integration with current module test stuff
  in Blender.
- Suitesparse was disabled. It'll help a lot having it, but there are some difficulties
  making cholmod working fine on windows. Would be added in future
- collections_port.cc was also stripped. It's not used by Ceres's upstream and
  it gives compilation error (undefined uint32 -- looks like namespace issue).
- Currently all schur eliminators are included. Not sure if it makes sense,
  also not sure if it makes sense having them switchable on and off -- IMO better
  to have single configuration which works and does not require special tweaks
  after everything was set up.

To bundle updated version of Ceres:
- Go to extern/libmv/third_party/ceres folder
- Run ./bundle.sh

This will checkout fresh Ceres snapshot of Windows branch (which is currently
most interesting from integration into Blender POV), apply all patches listed
in patches/series and copy needed files into Blender's working copy. This will
also re-generate CMake/SCons build rules.

If you'll need extra files from Ceres repository which are not present in
Blender, you'll need to copy them manually and then run ./mkfiles.sh from
extern/libmv/third_party/ceres folder which will update list of files used
by Blender.

Thanks to Leir Mierle and Sameer Agarwal (and all others who helped developing
Ceres) this library and thanks to Keir Mierle with help integrating it into Blender!
2012-06-10 15:27:41 +00:00