forked from bartvdbraak/blender
f0d2477484
The particle data used by the Particle Info node was stored in cycles as a list in each object. This is a problem when the particle emitter mesh is hidden: Objects in cycles are only intended as instances of renderable meshes, so when hiding the emitter mesh the particle data doesn't get stored either. Also the particle data can potentially be copied to multiple instances of the same object, which is a waste of texture space. The solution in this patch is to make a completely separate list of particle systems in the Cycles scene data. This way the particle data can be generated even when the emitter object itself is not visible.
70 lines
825 B
CMake
70 lines
825 B
CMake
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set(INC
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.
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../device
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../kernel
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../kernel/svm
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../kernel/osl
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../bvh
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../util
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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attribute.cpp
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background.cpp
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buffers.cpp
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camera.cpp
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film.cpp
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# film_response.cpp (code unused)
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filter.cpp
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graph.cpp
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image.cpp
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integrator.cpp
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light.cpp
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mesh.cpp
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mesh_displace.cpp
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nodes.cpp
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object.cpp
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osl.cpp
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particles.cpp
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scene.cpp
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session.cpp
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shader.cpp
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sobol.cpp
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svm.cpp
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tile.cpp
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)
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set(SRC_HEADERS
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attribute.h
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background.h
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buffers.h
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camera.h
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film.h
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# film_response.h (code unused)
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filter.h
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graph.h
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image.h
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integrator.h
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light.h
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mesh.h
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nodes.h
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object.h
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osl.h
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particles.h
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scene.h
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session.h
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shader.h
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sobol.h
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svm.h
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tile.h
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)
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set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${RTTI_DISABLE_FLAGS}")
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include_directories(${INC})
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add_library(cycles_render ${SRC} ${SRC_HEADERS})
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