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graphics/blender: Changes to adapt to updated dependencies
- Changes needed for blender to work with OSL 1.10.x - Switch to using llvm60 and patch included osl scripts. - Also includes support for opencollada >= 1.6.65 PR: 225942 Submitted by: Shane Ambler <FreeBSD@ShaneWare.Biz>
This commit is contained in:
parent
43dcdab1bd
commit
58e68eee97
Notes:
svn2git
2021-03-31 03:12:20 +00:00
svn path=/head/; revision=486971
@ -24,8 +24,7 @@ RUN_DEPENDS= ${PYNUMPY}
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# libraries are used, if either of the most common options in blender
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# are set. We will pull boost in just to be on the safe side.
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# 10.4 fails to build with clang3.4 so we want to use clang50
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# clang50 is already in place for opengl
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# USES=compiler is needed to support gcc built archs
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USES= cmake:outsource compiler:c++14-lang desktop-file-utils \
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jpeg python:3.5 shebangfix
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USE_XORG= x11 xext xfixes xmu xrender
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@ -69,10 +68,10 @@ CYCLES_CMAKE_BOOL= WITH_CYCLES
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CYCLESOSL_IMPLIES= CYCLES
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CYCLESOSL_CMAKE_BOOL= WITH_CYCLES_OSL WITH_LLVM
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CYCLESOSL_CMAKE_ON= -DLLVM_STATIC:BOOL=OFF \
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-DLLVM_CONFIG:STRING="${LOCALBASE}/bin/llvm-config40"
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CYCLESOSL_BUILD_DEPENDS= llvm-config40:devel/llvm40
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-DLLVM_CONFIG:STRING="${LOCALBASE}/bin/llvm-config60"
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CYCLESOSL_BUILD_DEPENDS= llvm-config60:devel/llvm60
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CYCLESOSL_LIB_DEPENDS= liboslcomp.so:graphics/openshadinglanguage
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CYCLESOSL_RUN_DEPENDS= llvm-config40:devel/llvm40
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CYCLESOSL_RUN_DEPENDS= llvm-config60:devel/llvm60
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DDS_CMAKE_BOOL= WITH_IMAGE_DDS
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FFMPEG_CMAKE_BOOL= WITH_CODEC_FFMPEG
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FFMPEG_LIB_DEPENDS= libavutil.so:multimedia/ffmpeg
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168
graphics/blender/files/patch-osl110
Normal file
168
graphics/blender/files/patch-osl110
Normal file
@ -0,0 +1,168 @@
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--- intern/cycles/kernel/shaders/node_brick_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_brick_texture.osl
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@@ -19,10 +19,10 @@
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/* Brick */
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-float brick_noise(int n) /* fast integer noise */
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+float brick_noise(int ns) /* fast integer noise */
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{
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int nn;
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- n = (n + 1013) & 2147483647;
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+ int n = (ns + 1013) & 2147483647;
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n = (n >> 13) ^ n;
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647;
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return 0.5 * ((float)nn / 1073741824.0);
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@@ -30,7 +30,7 @@ float brick_noise(int n) /* fast integer noise */
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float brick(point p, float mortar_size, float mortar_smooth, float bias,
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float BrickWidth, float row_height, float offset_amount, int offset_frequency,
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- float squash_amount, int squash_frequency, float tint)
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+ float squash_amount, int squash_frequency, output float tint)
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{
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int bricknum, rownum;
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float offset = 0.0;
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--- intern/cycles/kernel/shaders/node_checker_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_checker_texture.osl
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@@ -19,11 +19,12 @@
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/* Checker */
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-float checker(point p)
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+float checker(point ip)
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{
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- p[0] = (p[0] + 0.000001) * 0.999999;
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- p[1] = (p[1] + 0.000001) * 0.999999;
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- p[2] = (p[2] + 0.000001) * 0.999999;
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+ point p;
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+ p[0] = (ip[0] + 0.000001) * 0.999999;
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+ p[1] = (ip[1] + 0.000001) * 0.999999;
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+ p[2] = (ip[2] + 0.000001) * 0.999999;
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int xi = (int)fabs(floor(p[0]));
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int yi = (int)fabs(floor(p[1]));
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--- intern/cycles/kernel/shaders/node_environment_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_environment_texture.osl
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@@ -25,8 +25,9 @@ vector environment_texture_direction_to_equirectangular(vector dir)
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return vector(u, v, 0.0);
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}
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-vector environment_texture_direction_to_mirrorball(vector dir)
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+vector environment_texture_direction_to_mirrorball(vector idir)
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{
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+ vector dir = idir;
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dir[1] -= 1.0;
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float div = 2.0 * sqrt(max(-0.5 * dir[1], 0.0));
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--- intern/cycles/kernel/shaders/node_musgrave_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_musgrave_texture.osl
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@@ -26,13 +26,14 @@
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* from "Texturing and Modelling: A procedural approach"
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*/
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-float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
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+float noise_musgrave_fBm(point ip, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 0.0;
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float pwr = 1.0;
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float pwHL = pow(lacunarity, -H);
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int i;
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+ point p = ip;
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for (i = 0; i < (int)octaves; i++) {
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value += safe_noise(p, "signed") * pwr;
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@@ -54,13 +55,14 @@ float noise_musgrave_fBm(point p, float H, float lacunarity, float octaves)
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* octaves: number of frequencies in the fBm
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*/
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-float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float octaves)
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+float noise_musgrave_multi_fractal(point ip, float H, float lacunarity, float octaves)
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{
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float rmd;
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float value = 1.0;
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float pwr = 1.0;
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float pwHL = pow(lacunarity, -H);
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int i;
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+ point p = ip;
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for (i = 0; i < (int)octaves; i++) {
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value *= (pwr * safe_noise(p, "signed") + 1.0);
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@@ -83,12 +85,13 @@ float noise_musgrave_multi_fractal(point p, float H, float lacunarity, float oct
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* offset: raises the terrain from `sea level'
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*/
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-float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float octaves, float offset)
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+float noise_musgrave_hetero_terrain(point ip, float H, float lacunarity, float octaves, float offset)
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{
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float value, increment, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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+ point p = ip;
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/* first unscaled octave of function; later octaves are scaled */
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value = offset + safe_noise(p, "signed");
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@@ -118,13 +121,14 @@ float noise_musgrave_hetero_terrain(point p, float H, float lacunarity, float oc
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* offset: raises the terrain from `sea level'
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*/
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-float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
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+float noise_musgrave_hybrid_multi_fractal(point ip, float H, float lacunarity,
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float octaves, float offset, float gain)
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{
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float result, signal, weight, rmd;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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+ point p = ip;
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result = safe_noise(p, "signed") + offset;
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weight = gain * result;
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@@ -156,13 +160,14 @@ float noise_musgrave_hybrid_multi_fractal(point p, float H, float lacunarity,
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* offset: raises the terrain from `sea level'
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*/
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-float noise_musgrave_ridged_multi_fractal(point p, float H, float lacunarity,
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+float noise_musgrave_ridged_multi_fractal(point ip, float H, float lacunarity,
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float octaves, float offset, float gain)
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{
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float result, signal, weight;
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float pwHL = pow(lacunarity, -H);
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float pwr = pwHL;
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int i;
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+ point p = ip;
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signal = offset - fabs(safe_noise(p, "signed"));
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signal *= signal;
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--- intern/cycles/kernel/shaders/node_noise_texture.osl.orig 2018-12-03 16:56:43 UTC
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+++ intern/cycles/kernel/shaders/node_noise_texture.osl
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@@ -19,9 +19,10 @@
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/* Noise */
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-float noise(point p, float distortion, float detail, float fac, color Color)
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+float noise(point ip, float distortion, float detail, output color Color)
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{
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point r;
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+ point p = ip;
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int hard = 0;
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if (distortion != 0.0) {
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@@ -32,7 +33,7 @@ float noise(point p, float distortion, float detail, float fac, color Color)
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p += r;
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}
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- fac = noise_turbulence(p, detail, hard);
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+ float fac = noise_turbulence(p, detail, hard);
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Color = color(fac, noise_turbulence(point(p[1], p[0], p[2]), detail, hard),
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noise_turbulence(point(p[1], p[2], p[0]), detail, hard));
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@@ -55,6 +56,6 @@ shader node_noise_texture(
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if (use_mapping)
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p = transform(mapping, p);
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- Fac = noise(p * Scale, Distortion, Detail, Fac, Color);
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+ Fac = noise(p * Scale, Distortion, Detail, Color);
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}
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@ -0,0 +1,14 @@
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--- source/blender/collada/DocumentImporter.cpp.orig 2018-12-03 07:38:07 UTC
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+++ source/blender/collada/DocumentImporter.cpp
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@@ -1340,6 +1340,11 @@ bool DocumentImporter::writeAnimationLis
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return anim_importer.write_animation_list(animationList);
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}
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+bool DocumentImporter::writeAnimationClip(const COLLADAFW::AnimationClip *AnimationClip)
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+{
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+ return true;
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+}
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+
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/** When this method is called, the writer must write the skin controller data.
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* \return The writer should return true, if writing succeeded, false otherwise.*/
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bool DocumentImporter::writeSkinControllerData(const COLLADAFW::SkinControllerData *skin)
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--- source/blender/collada/DocumentImporter.h.orig 2018-12-03 07:38:12 UTC
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+++ source/blender/collada/DocumentImporter.h
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@@ -107,6 +107,8 @@ public:
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bool writeAnimation(const COLLADAFW::Animation*);
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bool writeAnimationList(const COLLADAFW::AnimationList*);
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+
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+ bool writeAnimationClip( const COLLADAFW::AnimationClip* );
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bool writeGeometry(const COLLADAFW::Geometry*);
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