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# ***** 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# The Original Code is Copyright (C) 2006, Blender Foundation
# All rights reserved.
# ***** END GPL LICENSE BLOCK *****
set(INC
.
../blenfont
../blenlib
../blenloader
../blentranslation
2019-04-24 14:39:31 +10:00
../bmesh
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 15:05:57 +05:00
../depsgraph
../draw
../functions
2019-04-24 14:39:31 +10:00
../gpencil_modifiers
../gpu
../ikplugin
../imbuf
../makesdna
../makesrna
../modifiers
../nodes
2020-12-11 15:00:22 +11:00
../render
../sequencer
2019-04-24 14:39:31 +10:00
../shader_fx
2020-08-17 12:40:03 +10:00
../simulation
2021-01-04 13:16:17 +11:00
../../../intern/eigen
../../../intern/ghost
../../../intern/glew-mx
2019-04-24 14:39:31 +10:00
../../../intern/guardedalloc
../../../intern/iksolver/extern
../../../intern/atomic
../../../intern/clog
../../../intern/libmv
../../../intern/mantaflow/extern
2019-04-24 14:39:31 +10:00
../../../intern/memutil
../../../intern/mikktspace
../../../intern/opensubdiv
../../../extern/curve_fit_nd
# dna_type_offsets.h
${CMAKE_CURRENT_BINARY_DIR}/../makesdna/intern
)
set(INC_SYS
${ZLIB_INCLUDE_DIRS}
)
set(SRC
${CMAKE_SOURCE_DIR}/release/datafiles/userdef/userdef_default.c
intern/CCGSubSurf.c
intern/CCGSubSurf_legacy.c
intern/CCGSubSurf_util.c
intern/DerivedMesh.cc
intern/action.c
intern/action_mirror.c
intern/addon.c
intern/anim_data.c
intern/anim_path.c
intern/anim_sys.c
intern/anim_visualization.c
intern/appdir.c
intern/armature.c
intern/armature_deform.c
intern/armature_pose.cc
intern/armature_update.c
intern/asset.cc
intern/attribute.c
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
intern/attribute_access.cc
intern/attribute_math.cc
intern/autoexec.c
intern/blender.c
intern/blender_copybuffer.c
intern/blender_undo.c
intern/blender_user_menu.c
intern/blendfile.c
intern/boids.c
intern/bpath.c
intern/brush.c
intern/bvhutils.c
intern/cachefile.c
intern/callbacks.c
intern/camera.c
intern/cdderivedmesh.c
intern/cloth.c
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
intern/collection.c
intern/collision.c
intern/colorband.c
intern/colortools.c
intern/constraint.c
intern/context.c
intern/crazyspace.c
intern/cryptomatte.cc
intern/curve.c
intern/curve_bevel.c
intern/curve_convert.c
intern/curve_decimate.c
intern/curve_deform.c
intern/curve_eval.cc
intern/curveprofile.c
intern/customdata.c
intern/customdata_file.c
intern/data_transfer.c
intern/deform.c
intern/displist.cc
intern/displist_tangent.c
intern/dynamicpaint.c
intern/editlattice.c
intern/editmesh.c
2013-04-16 05:23:34 +00:00
intern/editmesh_bvh.c
intern/editmesh_cache.c
2017-05-09 08:50:45 +10:00
intern/editmesh_tangent.c
intern/effect.c
intern/fcurve.c
intern/fcurve_cache.c
intern/fcurve_driver.c
2019-12-17 10:07:44 +11:00
intern/fluid.c
intern/fmodifier.c
intern/font.c
intern/freestyle.c
intern/geometry_component_curve.cc
intern/geometry_component_instances.cc
intern/geometry_component_mesh.cc
intern/geometry_component_pointcloud.cc
intern/geometry_component_volume.cc
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
intern/geometry_set.cc
intern/geometry_set_instances.cc
intern/gpencil.c
intern/gpencil_curve.c
intern/gpencil_geom.c
intern/gpencil_modifier.c
intern/hair.c
intern/icons.cc
intern/icons_rasterize.c
intern/idprop.c
intern/idprop_utils.c
intern/idtype.c
intern/image.c
intern/image_gen.c
intern/image_gpu.c
intern/image_save.c
intern/ipo.c
intern/kelvinlet.c
intern/key.c
intern/keyconfig.c
intern/lattice.c
intern/lattice_deform.c
2019-01-25 08:30:33 +11:00
intern/layer.c
intern/layer_utils.c
intern/lib_id.c
intern/lib_id_delete.c
intern/lib_override.c
intern/lib_query.c
intern/lib_remap.c
intern/library.c
2019-02-27 12:34:56 +11:00
intern/light.c
2019-01-25 08:30:33 +11:00
intern/lightprobe.c
intern/linestyle.c
intern/main.c
intern/main_idmap.c
intern/mask.c
intern/mask_evaluate.c
intern/mask_rasterize.c
intern/material.c
intern/mball.c
intern/mball_tessellate.c
intern/mesh.c
intern/mesh_boolean_convert.cc
intern/mesh_convert.c
intern/mesh_evaluate.c
intern/mesh_fair.cc
intern/mesh_iterators.c
2014-01-23 22:34:56 +11:00
intern/mesh_mapping.c
2018-04-25 12:21:07 +02:00
intern/mesh_merge.c
intern/mesh_mirror.c
intern/mesh_remap.c
intern/mesh_remesh_voxel.c
2018-05-08 10:07:21 +02:00
intern/mesh_runtime.c
intern/mesh_sample.cc
intern/mesh_tangent.c
intern/mesh_validate.c
intern/mesh_validate.cc
intern/mesh_wrapper.c
intern/modifier.c
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
intern/movieclip.c
intern/multires.c
intern/multires_reshape.c
intern/multires_reshape_apply_base.c
intern/multires_reshape_ccg.c
intern/multires_reshape_smooth.c
intern/multires_reshape_subdivide.c
intern/multires_reshape_util.c
intern/multires_reshape_vertcos.c
intern/multires_subdiv.c
intern/multires_unsubdivide.c
intern/multires_versioning.c
intern/nla.c
intern/node.cc
intern/node_ui_storage.cc
intern/object.c
intern/object_deform.c
intern/object_dupli.cc
2019-01-25 08:30:33 +11:00
intern/object_facemap.c
intern/object_update.c
intern/ocean.c
intern/ocean_spectrum.c
intern/outliner_treehash.c
intern/packedFile.c
intern/paint.c
intern/paint_toolslots.c
intern/particle.c
intern/particle_child.c
intern/particle_distribute.c
intern/particle_system.c
intern/pbvh.c
intern/pbvh_bmesh.c
intern/pointcache.c
intern/pointcloud.cc
intern/preferences.c
intern/report.c
intern/rigidbody.c
intern/scene.c
intern/screen.c
intern/shader_fx.c
intern/shrinkwrap.c
intern/simulation.cc
intern/softbody.c
intern/sound.c
intern/speaker.c
intern/spline_base.cc
intern/spline_bezier.cc
intern/spline_nurbs.cc
intern/spline_poly.cc
intern/studiolight.c
intern/subdiv.c
intern/subdiv_ccg.c
intern/subdiv_ccg_mask.c
intern/subdiv_ccg_material.c
intern/subdiv_converter.c
intern/subdiv_converter_mesh.c
intern/subdiv_deform.c
intern/subdiv_displacement.c
intern/subdiv_displacement_multires.c
intern/subdiv_eval.c
intern/subdiv_foreach.c
intern/subdiv_mesh.c
intern/subdiv_stats.c
intern/subdiv_topology.c
intern/subsurf_ccg.c
intern/text.c
intern/text_suggestions.c
intern/texture.c
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
intern/tracking.c
intern/tracking_auto.c
intern/tracking_detect.c
intern/tracking_plane_tracker.c
intern/tracking_region_tracker.c
intern/tracking_solver.c
intern/tracking_stabilize.c
intern/tracking_util.c
intern/undo_system.c
intern/unit.c
intern/volume.cc
intern/volume_render.cc
intern/volume_to_mesh.cc
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
intern/workspace.c
intern/world.c
intern/writeavi.c
BKE_DerivedMesh.h
BKE_action.h
BKE_addon.h
BKE_anim_data.h
BKE_anim_path.h
BKE_anim_visualization.h
BKE_animsys.h
BKE_appdir.h
BKE_armature.h
2021-01-04 13:16:17 +11:00
BKE_asset.h
BKE_attribute.h
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
BKE_attribute_access.hh
BKE_attribute_math.hh
BKE_autoexec.h
BKE_blender.h
BKE_blender_copybuffer.h
BKE_blender_undo.h
2018-09-06 21:23:25 +10:00
BKE_blender_user_menu.h
BKE_blender_version.h
BKE_blendfile.h
BKE_boids.h
BKE_bpath.h
BKE_brush.h
BKE_bvhutils.h
BKE_cachefile.h
BKE_callbacks.h
BKE_camera.h
BKE_ccg.h
BKE_cdderivedmesh.h
BKE_cloth.h
Render Layers and Collections (merge from render-layers) Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-07 10:18:38 +01:00
BKE_collection.h
BKE_collision.h
BKE_colorband.h
BKE_colortools.h
BKE_constraint.h
BKE_context.h
BKE_crazyspace.h
BKE_cryptomatte.h
BKE_cryptomatte.hh
BKE_curve.h
BKE_curveprofile.h
BKE_customdata.h
BKE_customdata_file.h
BKE_data_transfer.h
BKE_deform.h
BKE_spline.hh
BKE_displist.h
BKE_displist_tangent.h
BKE_duplilist.h
BKE_dynamicpaint.h
BKE_editlattice.h
BKE_editmesh.h
BKE_editmesh_bvh.h
BKE_editmesh_cache.h
2017-05-09 08:50:45 +10:00
BKE_editmesh_tangent.h
BKE_effect.h
BKE_fcurve.h
BKE_fcurve_driver.h
2019-12-17 10:07:44 +11:00
BKE_fluid.h
BKE_font.h
BKE_freestyle.h
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
2020-12-02 13:25:25 +01:00
BKE_geometry_set.h
BKE_geometry_set.hh
BKE_geometry_set_instances.hh
BKE_global.h
BKE_gpencil.h
BKE_gpencil_curve.h
BKE_gpencil_geom.h
BKE_gpencil_modifier.h
BKE_hair.h
BKE_icons.h
BKE_idprop.h
BKE_idtype.h
BKE_image.h
BKE_image_save.h
BKE_ipo.h
BKE_kelvinlet.h
BKE_key.h
BKE_keyconfig.h
BKE_lattice.h
2019-01-25 08:30:33 +11:00
BKE_layer.h
BKE_lib_id.h
BKE_lib_override.h
BKE_lib_query.h
BKE_lib_remap.h
BKE_library.h
2019-02-27 12:34:56 +11:00
BKE_light.h
2019-01-25 08:30:33 +11:00
BKE_lightprobe.h
BKE_linestyle.h
BKE_main.h
BKE_main_idmap.h
2012-10-14 13:08:19 +00:00
BKE_mask.h
BKE_material.h
BKE_mball.h
BKE_mball_tessellate.h
BKE_mesh.h
BKE_mesh_boolean_convert.hh
BKE_mesh_fair.h
2021-01-04 13:16:17 +11:00
BKE_mesh_iterators.h
2014-01-23 22:34:56 +11:00
BKE_mesh_mapping.h
BKE_mesh_mirror.h
BKE_mesh_remap.h
BKE_mesh_remesh_voxel.h
BKE_mesh_runtime.h
BKE_mesh_sample.hh
BKE_mesh_tangent.h
BKE_mesh_types.h
BKE_mesh_wrapper.h
BKE_modifier.h
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
BKE_movieclip.h
BKE_multires.h
BKE_nla.h
BKE_node.h
BKE_node_ui_storage.hh
BKE_object.h
BKE_object_deform.h
2019-01-25 08:30:33 +11:00
BKE_object_facemap.h
BKE_ocean.h
BKE_outliner_treehash.h
BKE_packedFile.h
BKE_paint.h
BKE_particle.h
BKE_pbvh.h
BKE_pointcache.h
BKE_pointcloud.h
BKE_preferences.h
BKE_report.h
BKE_rigidbody.h
BKE_scene.h
BKE_screen.h
BKE_sequencer_offscreen.h
BKE_shader_fx.h
BKE_shrinkwrap.h
BKE_simulation.h
BKE_softbody.h
BKE_sound.h
BKE_speaker.h
BKE_studiolight.h
BKE_subdiv.h
BKE_subdiv_ccg.h
BKE_subdiv_deform.h
BKE_subdiv_eval.h
BKE_subdiv_foreach.h
BKE_subdiv_mesh.h
BKE_subdiv_topology.h
BKE_subsurf.h
BKE_text.h
BKE_text_suggestions.h
BKE_texture.h
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
BKE_tracking.h
BKE_undo_system.h
BKE_unit.h
BKE_volume.h
BKE_volume_render.h
BKE_volume_to_mesh.hh
Main Workspace Integration This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-06-01 19:56:58 +02:00
BKE_workspace.h
BKE_world.h
BKE_writeavi.h
nla_private.h
particle_private.h
2018-11-29 09:01:03 +11:00
tracking_private.h
intern/CCGSubSurf.h
intern/CCGSubSurf_inline.h
intern/CCGSubSurf_intern.h
intern/attribute_access_intern.hh
intern/data_transfer_intern.h
intern/lib_intern.h
2018-11-29 09:01:03 +11:00
intern/multires_inline.h
intern/multires_reshape.h
intern/multires_unsubdivide.h
intern/ocean_intern.h
intern/pbvh_intern.h
intern/subdiv_converter.h
2018-11-29 09:01:03 +11:00
intern/subdiv_inline.h
)
set(LIB
bf_blenfont
bf_blenlib
bf_blenloader
bf_blentranslation
bf_bmesh
bf_depsgraph
bf_draw
bf_functions
bf_gpencil_modifiers
bf_gpu
bf_ikplugin
bf_imbuf
2019-04-16 08:07:01 +02:00
bf_intern_clog
bf_intern_ghost
bf_intern_guardedalloc
bf_intern_libmv # Uses stub when disabled.
bf_intern_mikktspace
bf_intern_opensubdiv # Uses stub when disabled.
bf_modifiers
bf_nodes
bf_rna
bf_shader_fx
2020-08-17 12:40:03 +10:00
bf_simulation
)
if(WITH_BINRELOC)
list(APPEND INC_SYS
${BINRELOC_INCLUDE_DIRS}
)
2019-04-16 08:07:01 +02:00
list(APPEND LIB
extern_binreloc
)
add_definitions(-DWITH_BINRELOC)
endif()
if(WIN32)
list(APPEND INC
../../../intern/utfconv
)
endif()
if(WITH_AUDASPACE)
add_definitions(-DWITH_AUDASPACE)
list(APPEND INC_SYS
${AUDASPACE_C_INCLUDE_DIRS}
)
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
list(APPEND LIB
${AUDASPACE_C_LIBRARIES}
${AUDASPACE_PY_LIBRARIES}
)
endif()
if(WITH_BULLET)
2012-10-14 08:49:01 +00:00
list(APPEND INC_SYS
${BULLET_INCLUDE_DIRS}
)
2013-01-23 07:26:39 +00:00
list(APPEND INC
../../../intern/rigidbody
2013-01-23 07:26:39 +00:00
)
if(NOT WITH_SYSTEM_BULLET)
list(APPEND LIB
extern_bullet
)
endif()
list(APPEND LIB
bf_intern_rigidbody
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
${BULLET_LIBRARIES}
)
2013-01-23 07:26:39 +00:00
add_definitions(-DWITH_BULLET)
endif()
if(WITH_IMAGE_OPENEXR)
add_definitions(-DWITH_OPENEXR)
endif()
if(WITH_IMAGE_TIFF)
add_definitions(-DWITH_TIFF)
endif()
if(WITH_OPENIMAGEIO)
add_definitions(-DWITH_OPENIMAGEIO)
endif()
if(WITH_IMAGE_OPENJPEG)
add_definitions(-DWITH_OPENJPEG)
endif()
if(WITH_IMAGE_DDS)
add_definitions(-DWITH_DDS)
endif()
if(WITH_IMAGE_CINEON)
add_definitions(-DWITH_CINEON)
endif()
if(WITH_IMAGE_FRAMESERVER)
add_definitions(-DWITH_FRAMESERVER)
endif()
if(WITH_IMAGE_HDR)
add_definitions(-DWITH_HDR)
endif()
if(WITH_CODEC_AVI)
list(APPEND INC
../io/avi
)
add_definitions(-DWITH_AVI)
endif()
if(WITH_CODEC_FFMPEG)
list(APPEND SRC
intern/writeffmpeg.c
BKE_writeffmpeg.h
)
list(APPEND INC
../../../intern/ffmpeg
)
list(APPEND INC_SYS
${FFMPEG_INCLUDE_DIRS}
)
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
list(APPEND LIB
${FFMPEG_LIBRARIES}
)
add_definitions(-DWITH_FFMPEG)
endif()
2008-12-31 05:20:35 +00:00
if(WITH_PYTHON)
list(APPEND INC
../python
)
list(APPEND LIB
bf_python
bf_python_bmesh
)
add_definitions(-DWITH_PYTHON)
if(WITH_PYTHON_SAFETY)
add_definitions(-DWITH_PYTHON_SAFETY)
endif()
if(WITH_PYTHON_SECURITY)
add_definitions(-DWITH_PYTHON_SECURITY)
endif()
2016-04-24 00:16:15 +10:00
if(PYTHON_EXECUTABLE)
get_filename_component(_python_exe_name ${PYTHON_EXECUTABLE} NAME)
add_definitions(-DPYTHON_EXECUTABLE_NAME=${_python_exe_name})
unset(_python_exe_name)
endif()
2008-12-31 05:20:35 +00:00
endif()
if(WITH_MOD_FLUID)
list(APPEND LIB
bf_intern_mantaflow
)
add_definitions(-DWITH_FLUID)
endif()
if(WITH_MOD_OCEANSIM)
add_definitions(-DWITH_OCEANSIM)
endif()
if(WITH_JACK)
add_definitions(-DWITH_JACK)
endif()
if(WITH_LZO)
if(WITH_SYSTEM_LZO)
list(APPEND INC_SYS
${LZO_INCLUDE_DIR}
)
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
list(APPEND LIB
${LZO_LIBRARIES}
)
add_definitions(-DWITH_SYSTEM_LZO)
else()
list(APPEND INC_SYS
../../../extern/lzo/minilzo
)
list(APPEND LIB
extern_minilzo
)
endif()
add_definitions(-DWITH_LZO)
endif()
if(WITH_LZMA)
list(APPEND INC_SYS
../../../extern/lzma
)
list(APPEND LIB
extern_lzma
)
add_definitions(-DWITH_LZMA)
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.
2011-11-07 12:55:18 +00:00
if(WITH_LIBMV)
add_definitions(-DWITH_LIBMV)
endif()
if(WITH_FFTW3)
list(APPEND INC_SYS
${FFTW3_INCLUDE_DIRS}
)
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
list(APPEND LIB
${FFTW3_LIBRARIES}
)
add_definitions(-DFFTW3=1)
endif()
if(WITH_INTERNATIONAL)
add_definitions(-DWITH_INTERNATIONAL)
endif()
if(WITH_FREESTYLE)
add_definitions(-DWITH_FREESTYLE)
endif()
if(WITH_ALEMBIC)
list(APPEND INC
../io/alembic
)
add_definitions(-DWITH_ALEMBIC)
endif()
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 16:08:06 +02:00
if(WITH_OPENSUBDIV)
list(APPEND INC_SYS
${OPENSUBDIV_INCLUDE_DIRS}
)
CMake: Refactor external dependencies handling This is a more correct fix to the issue Brecht was fixing in D6600. While the fix in that patch worked fine for linking it broke ASAN runtime under some circumstances. For example, `make full debug developer` would compile, but trying to start blender will cause assert failure in ASAN (related on check that ASAN is not running already). Top-level idea: leave it to CMake to keep track of dependency graph. The root of the issue comes to the fact that target like "blender" is configured to use a lot of static libraries coming from Blender sources and to use external static libraries. There is nothing which ensures order between blender's and external libraries. Only order of blender libraries is guaranteed. It was possible that due to a cycle or other circumstances some of blender libraries would have been passed to linker after libraries it uses, causing linker errors. For example, this order will likely fail: libbf_blenfont.a libfreetype6.a libbf_blenfont.a This change makes it so blender libraries are explicitly provided their dependencies to an external libraries, which allows CMake to ensure they are always linked against them. General rule here: if bf_foo depends on an external library it is to be provided to LIBS for bf_foo. For example, if bf_blenkernel depends on opensubdiv then LIBS in blenkernel's CMakeLists.txt is to include OPENSUBDIB_LIBRARIES. The change is made based on searching for used include folders such as OPENSUBDIV_INCLUDE_DIRS and adding corresponding libraries to LIBS ion that CMakeLists.txt. Transitive dependencies are not simplified by this approach, but I am not aware of any downside of this: CMake should be smart enough to simplify them on its side. And even if not, this shouldn't affect linking time. Benefit of not relying on transitive dependencies is that build system is more robust towards future changes. For example, if bf_intern_opensubiv is no longer depends on OPENSUBDIV_LIBRARIES and all such code is moved to bf_blenkernel this will not break linking. The not-so-trivial part is change to blender_add_lib (and its version in Cycles). The complexity is caused by libraries being provided as a single list argument which doesn't allow to use different release and debug libraries on Windows. The idea is: - Have every library prefixed as "optimized" or "debug" if separation is needed (non-prefixed libraries will be considered "generic"). - Loop through libraries passed to function and do simple parsing which will look for "optimized" and "debug" words and specify following library to corresponding category. This isn't something particularly great. Alternative would be to use target_link_libraries() directly, which sounds like more code but which is more explicit and allows to have more flexibility and control comparing to wrapper approach. Tested the following configurations on Linux, macOS and Windows: - make full debug developer - make full release developer - make lite debug developer - make lite release developer NOTE: Linux libraries needs to be compiled with D6641 applied, otherwise, depending on configuration, it's possible to run into duplicated zlib symbols error. Differential Revision: https://developer.blender.org/D6642
2020-01-20 18:36:19 +01:00
list(APPEND LIB
${OPENSUBDIV_LIBRARIES}
)
add_definitions(-DWITH_OPENSUBDIV)
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 16:08:06 +02:00
endif()
if(WITH_OPENVDB)
list(APPEND INC
../../../intern/openvdb
)
list(APPEND INC_SYS
${OPENVDB_INCLUDE_DIRS}
)
list(APPEND LIB
bf_intern_openvdb
${OPENVDB_LIBRARIES}
)
add_definitions(-DWITH_OPENVDB ${OPENVDB_DEFINITIONS})
endif()
2019-08-26 18:34:11 +02:00
if(WITH_QUADRIFLOW)
list(APPEND INC
../../../intern/quadriflow
2019-08-26 18:34:11 +02:00
)
list(APPEND LIB
bf_intern_quadriflow
2019-08-26 18:34:11 +02:00
)
add_definitions(-DWITH_QUADRIFLOW)
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 20:20:55 +01:00
if(WITH_XR_OPENXR)
add_definitions(-DWITH_XR_OPENXR)
endif()
if(WITH_TBB)
add_definitions(-DWITH_TBB)
list(APPEND INC_SYS
${TBB_INCLUDE_DIRS}
)
list(APPEND LIB
${TBB_LIBRARIES}
)
endif()
if(WITH_GMP)
add_definitions(-DWITH_GMP)
list(APPEND INC_SYS
${GMP_INCLUDE_DIRS}
)
endif()
# # Warnings as errors, this is too strict!
# if(MSVC)
# string(APPEND CMAKE_C_FLAGS " /WX")
# endif()
blender_add_lib(bf_blenkernel "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
# Needed so we can use dna_type_offsets.h for defaults initialization.
add_dependencies(bf_blenkernel bf_dna)
if(WITH_GTESTS)
set(TEST_SRC
intern/armature_test.cc
intern/cryptomatte_test.cc
intern/fcurve_test.cc
2020-10-26 11:01:18 +01:00
intern/lattice_deform_test.cc
EEVEE: Arbitrary Output Variables This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-12-04 08:13:54 +01:00
intern/layer_test.cc
intern/lib_id_test.cc
2020-12-11 15:00:22 +11:00
intern/tracking_test.cc
)
set(TEST_INC
../editors/include
)
include(GTestTesting)
blender_add_test_lib(bf_blenkernel_tests "${TEST_SRC}" "${INC};${TEST_INC}" "${INC_SYS}" "${LIB}")
endif()