Object sockets work now, but only the new Object Transforms and the Particle Mesh Emitter node use it. The emitter does not actually use the mesh surface yet. Instead, new particles are just emitted around the origin of the object. Internally, handles to object data blocks are passed around in the network, instead of raw object pointers. Using handles has a couple of benefits: * The caller of the function has control over which handles can be resolved and therefore limit access to specific data. The set of data blocks that is accessed by a node tree should be known statically. This is necessary for a proper integration with the dependency graph. * When the pointer to an object changes (e.g. after restarting Blender), all handles are still valid. * When an object is deleted, the handle is invalidated without causing crashes. * The handle is just an integer that can be stored per particle and can be cached easily. The mapping between handles and their corresponding data blocks is stored in the Simulation data block.
348 lines
12 KiB
CMake
348 lines
12 KiB
CMake
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# The Original Code is Copyright (C) 2006, Blender Foundation
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# All rights reserved.
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# ***** END GPL LICENSE BLOCK *****
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set(INC
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.
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composite
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function
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intern
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shader
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simulation
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texture
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../blenkernel
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../blenlib
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../blentranslation
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../depsgraph
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../functions
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../gpu
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../imbuf
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../makesdna
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../makesrna
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../render/extern/include
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../../../intern/glew-mx
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../../../intern/guardedalloc
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../../../intern/sky/include
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)
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set(INC_SYS
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${GLEW_INCLUDE_PATH}
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)
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set(SRC
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composite/nodes/node_composite_alphaOver.c
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composite/nodes/node_composite_bilateralblur.c
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composite/nodes/node_composite_blur.c
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composite/nodes/node_composite_bokehblur.c
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composite/nodes/node_composite_bokehimage.c
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composite/nodes/node_composite_boxmask.c
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composite/nodes/node_composite_brightness.c
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composite/nodes/node_composite_channelMatte.c
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composite/nodes/node_composite_chromaMatte.c
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composite/nodes/node_composite_colorMatte.c
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composite/nodes/node_composite_colorSpill.c
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composite/nodes/node_composite_colorbalance.c
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composite/nodes/node_composite_colorcorrection.c
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composite/nodes/node_composite_common.c
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composite/nodes/node_composite_composite.c
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composite/nodes/node_composite_cornerpin.c
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composite/nodes/node_composite_crop.c
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composite/nodes/node_composite_cryptomatte.c
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composite/nodes/node_composite_curves.c
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composite/nodes/node_composite_defocus.c
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composite/nodes/node_composite_denoise.c
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composite/nodes/node_composite_despeckle.c
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composite/nodes/node_composite_diffMatte.c
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composite/nodes/node_composite_dilate.c
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composite/nodes/node_composite_directionalblur.c
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composite/nodes/node_composite_displace.c
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composite/nodes/node_composite_distanceMatte.c
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composite/nodes/node_composite_doubleEdgeMask.c
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composite/nodes/node_composite_ellipsemask.c
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composite/nodes/node_composite_filter.c
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composite/nodes/node_composite_flip.c
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composite/nodes/node_composite_gamma.c
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composite/nodes/node_composite_glare.c
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composite/nodes/node_composite_hueSatVal.c
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composite/nodes/node_composite_huecorrect.c
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composite/nodes/node_composite_idMask.c
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composite/nodes/node_composite_image.c
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composite/nodes/node_composite_inpaint.c
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composite/nodes/node_composite_invert.c
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composite/nodes/node_composite_keying.c
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composite/nodes/node_composite_keyingscreen.c
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composite/nodes/node_composite_lensdist.c
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composite/nodes/node_composite_levels.c
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composite/nodes/node_composite_lummaMatte.c
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composite/nodes/node_composite_mapRange.c
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composite/nodes/node_composite_mapUV.c
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composite/nodes/node_composite_mapValue.c
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composite/nodes/node_composite_mask.c
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composite/nodes/node_composite_math.c
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composite/nodes/node_composite_mixrgb.c
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composite/nodes/node_composite_movieclip.c
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composite/nodes/node_composite_moviedistortion.c
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composite/nodes/node_composite_normal.c
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composite/nodes/node_composite_normalize.c
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composite/nodes/node_composite_outputFile.c
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composite/nodes/node_composite_pixelate.c
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composite/nodes/node_composite_planetrackdeform.c
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composite/nodes/node_composite_premulkey.c
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composite/nodes/node_composite_rgb.c
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composite/nodes/node_composite_rotate.c
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composite/nodes/node_composite_scale.c
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composite/nodes/node_composite_sepcombHSVA.c
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composite/nodes/node_composite_sepcombRGBA.c
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composite/nodes/node_composite_sepcombYCCA.c
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composite/nodes/node_composite_sepcombYUVA.c
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composite/nodes/node_composite_setalpha.c
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composite/nodes/node_composite_splitViewer.c
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composite/nodes/node_composite_stabilize2d.c
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composite/nodes/node_composite_sunbeams.c
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composite/nodes/node_composite_switch.c
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composite/nodes/node_composite_switchview.c
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composite/nodes/node_composite_texture.c
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composite/nodes/node_composite_tonemap.c
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composite/nodes/node_composite_trackpos.c
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composite/nodes/node_composite_transform.c
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composite/nodes/node_composite_translate.c
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composite/nodes/node_composite_valToRgb.c
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composite/nodes/node_composite_value.c
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composite/nodes/node_composite_vecBlur.c
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composite/nodes/node_composite_viewer.c
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composite/nodes/node_composite_zcombine.c
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composite/node_composite_tree.c
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composite/node_composite_util.c
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function/nodes/node_fn_boolean_math.cc
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function/nodes/node_fn_combine_strings.cc
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function/nodes/node_fn_float_compare.cc
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function/nodes/node_fn_group_instance_id.cc
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function/nodes/node_fn_object_transforms.cc
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function/nodes/node_fn_switch.cc
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function/node_function_util.cc
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shader/nodes/node_shader_add_shader.c
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shader/nodes/node_shader_ambient_occlusion.c
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shader/nodes/node_shader_attribute.c
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shader/nodes/node_shader_background.c
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shader/nodes/node_shader_bevel.c
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shader/nodes/node_shader_blackbody.c
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shader/nodes/node_shader_brightness.c
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shader/nodes/node_shader_bsdf_anisotropic.c
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shader/nodes/node_shader_bsdf_diffuse.c
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shader/nodes/node_shader_bsdf_glass.c
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shader/nodes/node_shader_bsdf_glossy.c
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shader/nodes/node_shader_bsdf_hair.c
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shader/nodes/node_shader_bsdf_hair_principled.c
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shader/nodes/node_shader_bsdf_principled.c
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shader/nodes/node_shader_bsdf_refraction.c
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shader/nodes/node_shader_bsdf_toon.c
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shader/nodes/node_shader_bsdf_translucent.c
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shader/nodes/node_shader_bsdf_transparent.c
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shader/nodes/node_shader_bsdf_velvet.c
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shader/nodes/node_shader_bump.c
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shader/nodes/node_shader_camera.c
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shader/nodes/node_shader_clamp.c
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shader/nodes/node_shader_common.c
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shader/nodes/node_shader_curves.c
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shader/nodes/node_shader_displacement.c
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shader/nodes/node_shader_eevee_specular.c
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shader/nodes/node_shader_emission.c
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shader/nodes/node_shader_fresnel.c
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shader/nodes/node_shader_gamma.c
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shader/nodes/node_shader_geometry.c
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shader/nodes/node_shader_hair_info.c
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shader/nodes/node_shader_holdout.c
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shader/nodes/node_shader_hueSatVal.c
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shader/nodes/node_shader_ies_light.c
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shader/nodes/node_shader_invert.c
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shader/nodes/node_shader_layer_weight.c
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shader/nodes/node_shader_light_falloff.c
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shader/nodes/node_shader_light_path.c
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shader/nodes/node_shader_map_range.cc
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shader/nodes/node_shader_mapping.c
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shader/nodes/node_shader_math.cc
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shader/nodes/node_shader_mixRgb.c
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shader/nodes/node_shader_mix_shader.c
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shader/nodes/node_shader_normal.c
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shader/nodes/node_shader_normal_map.c
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shader/nodes/node_shader_object_info.c
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shader/nodes/node_shader_output_aov.c
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shader/nodes/node_shader_output_light.c
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shader/nodes/node_shader_output_linestyle.c
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shader/nodes/node_shader_output_material.c
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shader/nodes/node_shader_output_world.c
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shader/nodes/node_shader_particle_info.c
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shader/nodes/node_shader_rgb.c
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shader/nodes/node_shader_script.c
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shader/nodes/node_shader_sepcombHSV.c
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shader/nodes/node_shader_sepcombRGB.cc
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shader/nodes/node_shader_sepcombXYZ.cc
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shader/nodes/node_shader_shaderToRgb.c
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shader/nodes/node_shader_squeeze.c
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shader/nodes/node_shader_subsurface_scattering.c
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shader/nodes/node_shader_tangent.c
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shader/nodes/node_shader_tex_brick.c
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shader/nodes/node_shader_tex_checker.c
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shader/nodes/node_shader_tex_coord.c
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shader/nodes/node_shader_tex_environment.c
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shader/nodes/node_shader_tex_gradient.c
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shader/nodes/node_shader_tex_image.c
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shader/nodes/node_shader_tex_magic.c
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shader/nodes/node_shader_tex_musgrave.c
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shader/nodes/node_shader_tex_noise.c
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shader/nodes/node_shader_tex_pointdensity.c
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shader/nodes/node_shader_tex_sky.c
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shader/nodes/node_shader_tex_voronoi.c
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shader/nodes/node_shader_tex_wave.c
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shader/nodes/node_shader_tex_white_noise.c
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shader/nodes/node_shader_uvAlongStroke.c
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shader/nodes/node_shader_uvmap.c
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shader/nodes/node_shader_valToRgb.cc
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shader/nodes/node_shader_value.cc
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shader/nodes/node_shader_vectTransform.c
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shader/nodes/node_shader_vector_displacement.c
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shader/nodes/node_shader_vector_math.cc
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shader/nodes/node_shader_vector_rotate.c
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shader/nodes/node_shader_vertex_color.c
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shader/nodes/node_shader_volume_absorption.c
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shader/nodes/node_shader_volume_info.c
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shader/nodes/node_shader_volume_principled.c
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shader/nodes/node_shader_volume_scatter.c
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shader/nodes/node_shader_wavelength.c
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shader/nodes/node_shader_wireframe.c
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shader/node_shader_tree.c
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shader/node_shader_util.c
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simulation/nodes/node_sim_common.cc
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simulation/nodes/node_sim_emit_particles.cc
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simulation/nodes/node_sim_execute_condition.cc
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simulation/nodes/node_sim_force.cc
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simulation/nodes/node_sim_multi_execute.cc
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simulation/nodes/node_sim_particle_attribute.cc
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simulation/nodes/node_sim_particle_birth_event.cc
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simulation/nodes/node_sim_particle_mesh_collision_event.cc
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simulation/nodes/node_sim_particle_mesh_emitter.cc
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simulation/nodes/node_sim_particle_simulation.cc
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simulation/nodes/node_sim_particle_time_step_event.cc
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simulation/nodes/node_sim_set_particle_attribute.cc
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simulation/nodes/node_sim_simulation_time.cc
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simulation/node_simulation_tree.cc
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simulation/node_simulation_util.cc
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texture/nodes/node_texture_at.c
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texture/nodes/node_texture_bricks.c
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texture/nodes/node_texture_checker.c
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texture/nodes/node_texture_common.c
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texture/nodes/node_texture_compose.c
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texture/nodes/node_texture_coord.c
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texture/nodes/node_texture_curves.c
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texture/nodes/node_texture_decompose.c
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texture/nodes/node_texture_distance.c
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texture/nodes/node_texture_hueSatVal.c
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texture/nodes/node_texture_image.c
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texture/nodes/node_texture_invert.c
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texture/nodes/node_texture_math.c
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texture/nodes/node_texture_mixRgb.c
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texture/nodes/node_texture_output.c
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texture/nodes/node_texture_proc.c
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texture/nodes/node_texture_rotate.c
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texture/nodes/node_texture_scale.c
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texture/nodes/node_texture_texture.c
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texture/nodes/node_texture_translate.c
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texture/nodes/node_texture_valToNor.c
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texture/nodes/node_texture_valToRgb.c
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texture/nodes/node_texture_viewer.c
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texture/node_texture_tree.c
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texture/node_texture_util.c
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intern/derived_node_tree.cc
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intern/node_common.c
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intern/node_exec.c
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intern/node_socket.cc
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intern/node_tree_multi_function.cc
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intern/node_tree_ref.cc
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intern/node_util.c
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composite/node_composite_util.h
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function/node_function_util.hh
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shader/node_shader_util.h
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simulation/node_simulation_util.h
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texture/node_texture_util.h
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NOD_common.h
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NOD_composite.h
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NOD_derived_node_tree.hh
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NOD_function.h
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NOD_node_tree_multi_function.hh
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NOD_node_tree_ref.hh
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NOD_shader.h
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NOD_simulation.h
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NOD_socket.h
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NOD_static_types.h
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NOD_texture.h
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intern/node_common.h
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intern/node_exec.h
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intern/node_util.h
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)
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set(LIB
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bf_functions
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bf_intern_sky
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)
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if(WITH_PYTHON)
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list(APPEND INC
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../python
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)
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list(APPEND INC_SYS
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${PYTHON_INCLUDE_DIRS}
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)
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list(APPEND LIB
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${PYTHON_LINKFLAGS}
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${PYTHON_LIBRARIES}
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)
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add_definitions(-DWITH_PYTHON)
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endif()
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if(WITH_INTERNATIONAL)
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add_definitions(-DWITH_INTERNATIONAL)
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endif()
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if(WITH_IMAGE_OPENEXR)
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add_definitions(-DWITH_OPENEXR)
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endif()
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if(WITH_COMPOSITOR)
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list(APPEND INC
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../compositor
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)
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add_definitions(-DWITH_COMPOSITOR)
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endif()
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add_definitions(${GL_DEFINITIONS})
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if(WITH_FREESTYLE)
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add_definitions(-DWITH_FREESTYLE)
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endif()
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blender_add_lib(bf_nodes "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
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