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authorTon Roosendaal <ton@blender.org>2018-04-19 18:34:44 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-19 18:35:25 +0300
commit51b796ff1528c52cc8b4079fab1003671652a4d9 (patch)
tree0dfc2d2dabe5e77959264f5b6667897569290a41 /source/blender/editors/render/render_preview.c
parent785e8a636a293941a4295e669cb5aeecfafae039 (diff)
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
Diffstat (limited to 'source/blender/editors/render/render_preview.c')
-rw-r--r--source/blender/editors/render/render_preview.c203
1 files changed, 32 insertions, 171 deletions
diff --git a/source/blender/editors/render/render_preview.c b/source/blender/editors/render/render_preview.c
index f2f147ab874..9a179ce3b47 100644
--- a/source/blender/editors/render/render_preview.c
+++ b/source/blender/editors/render/render_preview.c
@@ -242,32 +242,6 @@ void ED_preview_free_dbase(void)
BKE_main_free(G_pr_main_cycles);
}
-static int preview_mat_has_sss(Material *mat, bNodeTree *ntree)
-{
- if (mat) {
- if (mat->sss_flag & MA_DIFF_SSS)
- return 1;
- if (mat->nodetree)
- if (preview_mat_has_sss(NULL, mat->nodetree))
- return 1;
- }
- else if (ntree) {
- bNode *node;
- for (node = ntree->nodes.first; node; node = node->next) {
- if (node->type == NODE_GROUP && node->id) {
- if (preview_mat_has_sss(NULL, (bNodeTree *)node->id))
- return 1;
- }
- else if (node->id && ELEM(node->type, SH_NODE_MATERIAL, SH_NODE_MATERIAL_EXT)) {
- mat = (Material *)node->id;
- if (mat->sss_flag & MA_DIFF_SSS)
- return 1;
- }
- }
- }
- return 0;
-}
-
static Scene *preview_get_scene(Main *pr_main)
{
if (pr_main == NULL) return NULL;
@@ -382,7 +356,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
* seems commonly used render engines does not support
* such kind of rendering.
*/
- BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_RENDER, sizeof(sce->r.engine));
+ BLI_strncpy(sce->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(sce->r.engine));
}
else {
BLI_strncpy(sce->r.engine, scene->r.engine, sizeof(sce->r.engine));
@@ -397,83 +371,22 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
sp->matcopy = mat;
BLI_addtail(&pr_main->mat, mat);
- if (!BKE_scene_use_new_shading_nodes(scene)) {
- init_render_material(mat, 0, NULL); /* call that retrieves mode_l */
- end_render_material(mat);
-
- /* un-useful option */
- if (sp->pr_method == PR_ICON_RENDER)
- mat->shade_flag &= ~MA_OBCOLOR;
-
- /* turn on raytracing if needed */
- if (mat->mode_l & MA_RAYMIRROR)
- sce->r.mode |= R_RAYTRACE;
- if (mat->material_type == MA_TYPE_VOLUME)
- sce->r.mode |= R_RAYTRACE;
- if ((mat->mode_l & MA_RAYTRANSP) && (mat->mode_l & MA_TRANSP))
- sce->r.mode |= R_RAYTRACE;
- if (preview_mat_has_sss(mat, NULL))
- sce->r.mode |= R_SSS;
-
- /* turn off fake shadows if needed */
- /* this only works in a specific case where the preview.blend contains
- * an object starting with 'c' which has a material linked to it (not the obdata)
- * and that material has a fake shadow texture in the active texture slot */
- for (Base *base = view_layer->object_bases.first; base; base = base->next) {
- Object *ob = base->object;
- if (ob->id.name[2] == 'c') {
- Material *shadmat = give_current_material(ob, ob->actcol);
- if (shadmat) {
- if (mat->mode2 & MA_CASTSHADOW) {
- shadmat->septex = 0;
- }
- else {
- shadmat->septex |= 1;
- }
- }
- }
- }
-
- /* turn off bounce lights for volume,
- * doesn't make much visual difference and slows it down too */
- for (Base *base = view_layer->object_bases.first; base; base = base->next) {
- Object *ob = base->object;
- if (ob->type == OB_LAMP) {
- /* if doesn't match 'Lamp.002' --> main key light */
- if (!STREQ(ob->id.name + 2, "Lamp.002")) {
- if (mat->material_type == MA_TYPE_VOLUME) {
- base->flag &= ~BASE_VISIBLED;
- }
- else {
- base->flag |= BASE_VISIBLED;
- }
- }
- }
- }
+ /* use current scene world to light sphere */
+ if (mat->pr_type == MA_SPHERE_A && sp->pr_method == PR_BUTS_RENDER) {
+ /* Use current scene world to light sphere. */
+ sce->world = preview_get_localized_world(sp, scene->world);
}
- else {
- /* use current scene world to light sphere */
- if (mat->pr_type == MA_SPHERE_A && sp->pr_method == PR_BUTS_RENDER) {
- /* Use current scene world to light sphere. */
- sce->world = preview_get_localized_world(sp, scene->world);
- }
- else if (sce->world) {
- /* Use a default world color. Using the current
- * scene world can be slow if it has big textures. */
- sce->world->use_nodes = false;
- sce->world->horr = 0.5f;
- sce->world->horg = 0.5f;
- sce->world->horb = 0.5f;
- }
+ else if (sce->world) {
+ /* Use a default world color. Using the current
+ * scene world can be slow if it has big textures. */
+ sce->world->use_nodes = false;
+ sce->world->horr = 0.5f;
+ sce->world->horg = 0.5f;
+ sce->world->horb = 0.5f;
}
if (sp->pr_method == PR_ICON_RENDER) {
- if (mat->material_type == MA_TYPE_HALO) {
- set_preview_layer(view_layer, MA_FLAT);
- }
- else {
- set_preview_layer(view_layer, MA_SPHERE_A);
- }
+ set_preview_layer(view_layer, MA_SPHERE_A);
}
else {
set_preview_layer(view_layer, mat->pr_type);
@@ -486,7 +399,7 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
}
else {
- sce->r.mode &= ~(R_OSA | R_RAYTRACE | R_SSS);
+ sce->r.mode &= ~(R_OSA);
}
@@ -519,29 +432,6 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
}
set_preview_layer(view_layer, MA_TEXTURE);
- for (Base *base = view_layer->object_bases.first; base; base = base->next) {
- if (base->object->id.name[2] == 't') {
- Material *mat = give_current_material(base->object, base->object->actcol);
- if (mat && mat->mtex[0]) {
- mat->mtex[0]->tex = tex;
-
- if (tex && sp->slot)
- mat->mtex[0]->which_output = sp->slot->which_output;
-
- mat->mtex[0]->mapto &= ~MAP_ALPHA;
- mat->alpha = 1.0f;
-
- /* show alpha in this case */
- if (tex == NULL || (tex->flag & TEX_PRV_ALPHA)) {
- if (!(tex && tex->type == TEX_IMAGE && (tex->imaflag & (TEX_USEALPHA | TEX_CALCALPHA)) == 0)) {
- mat->mtex[0]->mapto |= MAP_ALPHA;
- mat->alpha = 0.0f;
- }
- }
- }
- }
- }
-
if (tex && tex->nodetree && sp->pr_method == PR_NODE_RENDER) {
/* two previews, they get copied by wmJob */
BKE_node_preview_init_tree(origtex->nodetree, sp->sizex, sp->sizey, true);
@@ -558,28 +448,14 @@ static Scene *preview_prepare_scene(Main *bmain, Scene *scene, ID *id, int id_ty
BLI_addtail(&pr_main->lamp, la);
}
- if (!BKE_scene_use_new_shading_nodes(scene)) {
- if (la && la->type == LA_SUN && (la->sun_effect_type & LA_SUN_EFFECT_SKY)) {
- set_preview_layer(view_layer, MA_ATMOS);
- sce->world = preview_get_localized_world(sp, scene->world);
- sce->camera = (Object *)BLI_findstring(&pr_main->object, "CameraAtmo", offsetof(ID, name) + 2);
- }
- else {
- sce->world = NULL;
- sce->camera = (Object *)BLI_findstring(&pr_main->object, "Camera", offsetof(ID, name) + 2);
- set_preview_layer(view_layer, MA_LAMP);
- }
- }
- else {
- set_preview_layer(view_layer, MA_LAMP);
+ set_preview_layer(view_layer, MA_LAMP);
- if (sce->world) {
- /* Only use lighting from the lamp. */
- sce->world->use_nodes = false;
- sce->world->horr = 0.0f;
- sce->world->horg = 0.0f;
- sce->world->horb = 0.0f;
- }
+ if (sce->world) {
+ /* Only use lighting from the lamp. */
+ sce->world->use_nodes = false;
+ sce->world->horr = 0.0f;
+ sce->world->horg = 0.0f;
+ sce->world->horb = 0.0f;
}
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
@@ -1132,12 +1008,6 @@ static void icon_preview_startjob(void *customdata, short *stop, short *do_updat
if (idtype == ID_WO) {
set_alpha((char *)sp->pr_rect, sp->sizex, sp->sizey, 255);
}
- else if (idtype == ID_MA) {
- Material *ma = (Material *)id;
-
- if (ma->material_type == MA_TYPE_HALO)
- set_alpha((char *)sp->pr_rect, sp->sizex, sp->sizey, 255);
- }
}
}
}
@@ -1182,7 +1052,6 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
{
IconPreview *ip = (IconPreview *)customdata;
IconPreviewSize *cur_size;
- const bool use_new_shading = BKE_scene_use_new_shading_nodes(ip->scene);
for (cur_size = ip->sizes.first; cur_size; cur_size = cur_size->next) {
PreviewImage *prv = ip->owner;
@@ -1207,19 +1076,14 @@ static void icon_preview_startjob_all_sizes(void *customdata, short *stop, short
if (is_render) {
BLI_assert(ip->id);
- if (use_new_shading) {
- /* texture icon rendering is hardcoded to use BI,
- * so don't even think of using cycle's bmain for
- * texture icons
- */
- if (GS(ip->id->name) != ID_TE)
- sp->pr_main = G_pr_main_cycles;
- else
- sp->pr_main = G_pr_main;
- }
- else {
+ /* texture icon rendering is hardcoded to use the BI scene,
+ * so don't even think of using cycle's bmain for
+ * texture icons
+ */
+ if (GS(ip->id->name) != ID_TE)
+ sp->pr_main = G_pr_main_cycles;
+ else
sp->pr_main = G_pr_main;
- }
}
common_preview_startjob(sp, stop, do_update, progress);
@@ -1344,10 +1208,9 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
short id_type = GS(id->name);
/* Use workspace render only for buttons Window, since the other previews are related to the datablock. */
- bool use_new_shading = BKE_scene_use_new_shading_nodes(scene);
/* Only texture node preview is supported with Cycles. */
- if (use_new_shading && method == PR_NODE_RENDER && id_type != ID_TE) {
+ if (method == PR_NODE_RENDER && id_type != ID_TE) {
return;
}
@@ -1368,9 +1231,9 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
sp->slot = slot;
sp->bmain = CTX_data_main(C);
- /* hardcoded preview .blend for Eevee + cycles/internal, this should be solved
+ /* hardcoded preview .blend for Eevee + Cycles, this should be solved
* once with custom preview .blend path for external engines */
- if ((method != PR_NODE_RENDER) && id_type != ID_TE && use_new_shading) {
+ if ((method != PR_NODE_RENDER) && id_type != ID_TE) {
sp->pr_main = G_pr_main_cycles;
}
else {
@@ -1388,11 +1251,9 @@ void ED_preview_shader_job(const bContext *C, void *owner, ID *id, ID *parent, M
WM_jobs_start(CTX_wm_manager(C), wm_job);
}
-void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain)
+void ED_preview_kill_jobs(wmWindowManager *wm, Main *UNUSED(bmain))
{
if (wm)
WM_jobs_kill(wm, NULL, common_preview_startjob);
-
- ED_viewport_render_kill_jobs(wm, bmain, false);
}