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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/space_view3d/drawanimviz.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/space_view3d/drawanimviz.c')
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c438
1 files changed, 0 insertions, 438 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
deleted file mode 100644
index 9fa85b55362..00000000000
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ /dev/null
@@ -1,438 +0,0 @@
-/*
- * ***** 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,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2009 by the Blender Foundation.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): Joshua Leung
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/editors/space_view3d/drawanimviz.c
- * \ingroup spview3d
- */
-
-
-#include <stdlib.h>
-#include <string.h>
-#include <math.h>
-
-#include "BLI_sys_types.h"
-
-#include "DNA_anim_types.h"
-#include "DNA_armature_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_screen_types.h"
-#include "DNA_view3d_types.h"
-#include "DNA_object_types.h"
-
-#include "BLI_math.h"
-#include "BLI_dlrbTree.h"
-
-#include "BKE_animsys.h"
-#include "BKE_action.h"
-
-#include "GPU_immediate.h"
-#include "GPU_matrix.h"
-
-#include "ED_keyframes_draw.h"
-
-
-#include "UI_resources.h"
-
-#include "view3d_intern.h"
-
-/* ************************************ Motion Paths ************************************* */
-
-/* TODO:
- * - options to draw paths with lines
- * - include support for editing the path verts */
-
-/* Set up drawing environment for drawing motion paths */
-void draw_motion_paths_init(View3D *v3d, ARegion *ar)
-{
- RegionView3D *rv3d = ar->regiondata;
-
- if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
-
- gpuPushMatrix();
- gpuLoadMatrix(rv3d->viewmat);
-}
-
-/* set color
- * - more intense for active/selected bones, less intense for unselected bones
- * - black for before current frame, green for current frame, blue for after current frame
- * - intensity decreases as distance from current frame increases
- *
- * If the user select custom color, the color is replaced for the color selected in UI panel
- * - 75% Darker color is used for previous frames
- * - 50% Darker color for current frame
- * - User selected color for next frames
- */
-static void set_motion_path_color(Scene *scene, bMotionPath *mpath, int i, short sel, int sfra, int efra,
- float prev_color[3], float frame_color[3], float next_color[3], unsigned color)
-{
- int frame = sfra + i;
- int blend_base = (abs(frame - CFRA) == 1) ? TH_CFRAME : TH_BACK; /* "bleed" cframe color to ease color blending */
- unsigned char ubcolor[3];
-
-#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max - min)) + min)
- float intensity; /* how faint */
-
- if (frame < CFRA) {
- if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
- /* Custom color: previous frames color is darker than current frame */
- rgb_float_to_uchar(ubcolor, prev_color);
- }
- else {
- /* black - before cfra */
- if (sel) {
- /* intensity = 0.5f; */
- intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f);
- }
- else {
- /* intensity = 0.8f; */
- intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f);
- }
-
- UI_GetThemeColorBlend3ubv(TH_WIRE, blend_base, intensity, ubcolor);
- }
- }
- else if (frame > CFRA) {
- if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
- /* Custom color: next frames color is equal to user selected color */
- rgb_float_to_uchar(ubcolor, next_color);
- }
- else {
- /* blue - after cfra */
- if (sel) {
- /* intensity = 0.5f; */
- intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f);
- }
- else {
- /* intensity = 0.8f; */
- intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f);
- }
-
- UI_GetThemeColorBlend3ubv(TH_BONE_POSE, blend_base, intensity, ubcolor);
- }
- }
- else {
- if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
- /* Custom color: current frame color is slightly darker than user selected color */
- rgb_float_to_uchar(ubcolor, frame_color);
- }
- else {
- /* green - on cfra */
- if (sel) {
- intensity = 0.5f;
- }
- else {
- intensity = 0.99f;
- }
- UI_GetThemeColorBlendShade3ubv(TH_CFRAME, TH_BACK, intensity, 10, ubcolor);
- }
- }
-
- immAttrib3ubv(color, ubcolor);
-
-#undef SET_INTENSITY
-}
-
-/* Draw the given motion path for an Object or a Bone
- * - assumes that the viewport has already been initialized properly
- * i.e. draw_motion_paths_init() has been called
- */
-void draw_motion_path_instance(Scene *scene,
- Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath)
-{
- //RegionView3D *rv3d = ar->regiondata;
- bMotionPathVert *mpv, *mpv_start;
- int i, stepsize = avs->path_step;
- int sfra, efra, sind, len;
- float prev_color[3];
- float frame_color[3];
- float next_color[3];
-
- /* Custom color - Previous frames: color is darker than current frame */
- prev_color[0] = mpath->color[0] * 0.25f;
- prev_color[1] = mpath->color[1] * 0.25f;
- prev_color[2] = mpath->color[2] * 0.25f;
-
- /* Custom color - Current frame: color is slightly darker than user selected color */
- frame_color[0] = mpath->color[0] * 0.50f;
- frame_color[1] = mpath->color[1] * 0.50f;
- frame_color[2] = mpath->color[2] * 0.50f;
-
- /* Custom color - Next frames: color is equal to user selection */
- next_color[0] = mpath->color[0];
- next_color[1] = mpath->color[1];
- next_color[2] = mpath->color[2];
-
- /* Save old line width */
- GLfloat old_width;
- glGetFloatv(GL_LINE_WIDTH, &old_width);
-
- /* get frame ranges */
- if (avs->path_type == MOTIONPATH_TYPE_ACFRA) {
- /* With "Around Current", we only choose frames from around
- * the current frame to draw.
- */
- sfra = CFRA - avs->path_bc;
- efra = CFRA + avs->path_ac;
- }
- else {
- /* Use the current display range */
- sfra = avs->path_sf;
- efra = avs->path_ef;
- }
-
- /* no matter what, we can only show what is in the cache and no more
- * - abort if whole range is past ends of path
- * - otherwise clamp endpoints to extents of path
- */
- if (sfra < mpath->start_frame) {
- /* start clamp */
- sfra = mpath->start_frame;
- }
- if (efra > mpath->end_frame) {
- /* end clamp */
- efra = mpath->end_frame;
- }
-
- if ((sfra > mpath->end_frame) || (efra < mpath->start_frame)) {
- /* whole path is out of bounds */
- return;
- }
-
- len = efra - sfra;
-
- if ((len <= 0) || (mpath->points == NULL)) {
- return;
- }
-
- /* get pointers to parts of path */
- sind = sfra - mpath->start_frame;
- mpv_start = (mpath->points + sind);
-
- /* draw curve-line of path */
- /* Draw lines only if line drawing option is enabled */
- if (mpath->flag & MOTIONPATH_FLAG_LINES) {
- /* set line thickness */
- glLineWidth(mpath->line_thickness);
-
- Gwn_VertFormat *format = immVertexFormat();
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
- unsigned int color = GWN_vertformat_attr_add(format, "color", GWN_COMP_U8, 3, GWN_FETCH_INT_TO_FLOAT_UNIT);
-
- immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
-
- immBegin(GWN_PRIM_LINE_STRIP, len);
-
- for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
- short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
-
- /* Set color */
- set_motion_path_color(scene, mpath, i, sel, sfra, efra, prev_color, frame_color, next_color, color);
-
- /* draw a vertex with this color */
- immVertex3fv(pos, mpv->co);
- }
-
- immEnd();
-
- immUnbindProgram();
-
- /* back to old line thickness */
- glLineWidth(old_width);
- }
-
- unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
-
- /* Point must be bigger than line thickness */
- glPointSize(mpath->line_thickness + 1.0);
-
- /* draw little black point at each frame */
- immUniformColor3ub(0, 0, 0);
-
- immBegin(GWN_PRIM_POINTS, len);
-
- for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
- immVertex3fv(pos, mpv->co);
- }
-
- immEnd();
-
- /* Draw little white dots at each framestep value or replace with custom color */
- if (mpath->flag & MOTIONPATH_FLAG_CUSTOM) {
- immUniformColor3fv(mpath->color);
- }
- else {
- immUniformThemeColor(TH_TEXT_HI);
- }
-
- immBegin(GWN_PRIM_POINTS, (len + stepsize - 1) / stepsize);
-
- for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
- immVertex3fv(pos, mpv->co);
- }
-
- immEnd();
-
- /* Draw big green dot where the current frame is
- * NOTE: this is only done when keyframes are shown, since this adds similar types of clutter
- */
- if ((avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) &&
- (sfra < CFRA) && (CFRA <= efra))
- {
- glPointSize(mpath->line_thickness + 5.0);
- immUniformThemeColor(TH_CFRAME);
-
- immBegin(GWN_PRIM_POINTS, 1);
-
- mpv = mpv_start + (CFRA - sfra);
- immVertex3fv(pos, mpv->co);
-
- immEnd();
- }
-
- immUnbindProgram();
-
- /* XXX, this isn't up to date but probably should be kept so. */
- invert_m4_m4(ob->imat, ob->obmat);
-
- /* Draw frame numbers at each framestep value */
- if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) {
- unsigned char col[4];
- UI_GetThemeColor3ubv(TH_TEXT_HI, col);
- col[3] = 255;
-
- for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) {
- int frame = sfra + i;
- char numstr[32];
- size_t numstr_len;
- float co[3];
-
- /* only draw framenum if several consecutive highlighted points don't occur on same point */
- if (i == 0) {
- numstr_len = sprintf(numstr, " %d", frame);
- mul_v3_m4v3(co, ob->imat, mpv->co);
- view3d_cached_text_draw_add(co, numstr, numstr_len,
- 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
- }
- else if ((i >= stepsize) && (i < len - stepsize)) {
- bMotionPathVert *mpvP = (mpv - stepsize);
- bMotionPathVert *mpvN = (mpv + stepsize);
-
- if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) {
- numstr_len = sprintf(numstr, " %d", frame);
- mul_v3_m4v3(co, ob->imat, mpv->co);
- view3d_cached_text_draw_add(co, numstr, numstr_len,
- 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
- }
- }
- }
- }
-
- /* Keyframes - dots and numbers */
- if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) {
- unsigned char col[4];
-
- AnimData *adt = BKE_animdata_from_id(&ob->id);
- DLRBT_Tree keys;
-
- /* build list of all keyframes in active action for object or pchan */
- BLI_dlrbTree_init(&keys);
-
- if (adt) {
- /* it is assumed that keyframes for bones are all grouped in a single group
- * unless an option is set to always use the whole action
- */
- if ((pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) {
- bActionGroup *agrp = BKE_action_group_find_name(adt->action, pchan->name);
-
- if (agrp) {
- agroup_to_keylist(adt, agrp, &keys, NULL);
- BLI_dlrbTree_linkedlist_sync(&keys);
- }
- }
- else {
- action_to_keylist(adt, adt->action, &keys, NULL);
- BLI_dlrbTree_linkedlist_sync(&keys);
- }
- }
-
- /* Draw slightly-larger yellow dots at each keyframe */
- UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col);
- col[3] = 255;
-
- /* point must be bigger than line */
- glPointSize(mpath->line_thickness + 3.0);
-
- pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
-
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
- immUniformColor3ubv(col);
-
- immBeginAtMost(GWN_PRIM_POINTS, len);
-
- for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
- int frame = sfra + i;
- float mframe = (float)(frame);
-
- if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
- immVertex3fv(pos, mpv->co);
- }
- }
-
- immEnd();
-
- immUnbindProgram();
-
- /* Draw frame numbers of keyframes */
- if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) {
- float co[3];
- for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
- float mframe = (float)(sfra + i);
-
- if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) {
- char numstr[32];
- size_t numstr_len;
-
- numstr_len = sprintf(numstr, " %d", (sfra + i));
- mul_v3_m4v3(co, ob->imat, mpv->co);
- view3d_cached_text_draw_add(co, numstr, numstr_len,
- 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col);
- }
- }
- }
-
- BLI_dlrbTree_free(&keys);
- }
-}
-
-/* Clean up drawing environment after drawing motion paths */
-void draw_motion_paths_cleanup(View3D *v3d)
-{
- if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
- gpuPopMatrix();
-}