diff options
author | Ton Roosendaal <ton@blender.org> | 2018-04-19 18:34:44 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-19 18:35:25 +0300 |
commit | 51b796ff1528c52cc8b4079fab1003671652a4d9 (patch) | |
tree | 0dfc2d2dabe5e77959264f5b6667897569290a41 /source/blender/editors/space_view3d/drawmesh.c | |
parent | 785e8a636a293941a4295e669cb5aeecfafae039 (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/drawmesh.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawmesh.c | 364 |
1 files changed, 0 insertions, 364 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c deleted file mode 100644 index 2b3678c4812..00000000000 --- a/source/blender/editors/space_view3d/drawmesh.c +++ /dev/null @@ -1,364 +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) 2001-2002 by NaN Holding BV. - * All rights reserved. - * - * Contributor(s): Blender Foundation, full update, glsl support - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/editors/space_view3d/drawmesh.c - * \ingroup spview3d - */ - -#include <string.h> -#include <math.h> - -#include "MEM_guardedalloc.h" - -#include "BLI_utildefines.h" -#include "BLI_bitmap.h" -#include "BLI_math.h" - -#include "DNA_material_types.h" -#include "DNA_mesh_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_node_types.h" -#include "DNA_object_types.h" -#include "DNA_scene_types.h" -#include "DNA_screen_types.h" -#include "DNA_view3d_types.h" - -#include "BKE_DerivedMesh.h" -#include "BKE_global.h" -#include "BKE_image.h" -#include "BKE_material.h" -#include "BKE_paint.h" -#include "BKE_editmesh.h" -#include "BKE_scene.h" - -#include "BIF_glutil.h" - -#include "UI_resources.h" - -#include "GPU_draw.h" -#include "GPU_material.h" -#include "GPU_basic_shader.h" -#include "GPU_shader.h" -#include "GPU_matrix.h" - -#include "RE_engine.h" - -#include "ED_uvedit.h" - -#include "view3d_intern.h" /* own include */ - -/* user data structures for derived mesh callbacks */ -typedef struct drawMeshFaceSelect_userData { - Mesh *me; - BLI_bitmap *edge_flags; /* pairs of edge options (visible, select) */ -} drawMeshFaceSelect_userData; - -/**************************** Face Select Mode *******************************/ - -/* mainly to be less confusing */ -BLI_INLINE int edge_vis_index(const int index) { return index * 2; } -BLI_INLINE int edge_sel_index(const int index) { return index * 2 + 1; } - -static BLI_bitmap *get_tface_mesh_marked_edge_info(Mesh *me, bool draw_select_edges) -{ - BLI_bitmap *bitmap_edge_flags = BLI_BITMAP_NEW(me->totedge * 2, __func__); - MPoly *mp; - MLoop *ml; - int i, j; - bool select_set; - - for (i = 0; i < me->totpoly; i++) { - mp = &me->mpoly[i]; - - if (!(mp->flag & ME_HIDE)) { - select_set = (mp->flag & ME_FACE_SEL) != 0; - - ml = me->mloop + mp->loopstart; - for (j = 0; j < mp->totloop; j++, ml++) { - if ((draw_select_edges == false) && - (select_set && BLI_BITMAP_TEST(bitmap_edge_flags, edge_sel_index(ml->e)))) - { - BLI_BITMAP_DISABLE(bitmap_edge_flags, edge_vis_index(ml->e)); - } - else { - BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_vis_index(ml->e)); - if (select_set) { - BLI_BITMAP_ENABLE(bitmap_edge_flags, edge_sel_index(ml->e)); - } - } - } - } - } - - return bitmap_edge_flags; -} - - -static DMDrawOption draw_mesh_face_select__setHiddenOpts(void *userData, int index) -{ - drawMeshFaceSelect_userData *data = userData; - Mesh *me = data->me; - - if (me->drawflag & ME_DRAWEDGES) { - if ((BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index)))) - return DM_DRAW_OPTION_NORMAL; - else - return DM_DRAW_OPTION_SKIP; - } - else if (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)) && - BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))) - { - return DM_DRAW_OPTION_NORMAL; - } - else { - return DM_DRAW_OPTION_SKIP; - } -} - -static DMDrawOption draw_mesh_face_select__setSelectOpts(void *userData, int index) -{ - drawMeshFaceSelect_userData *data = userData; - return (BLI_BITMAP_TEST(data->edge_flags, edge_sel_index(index)) && - BLI_BITMAP_TEST(data->edge_flags, edge_vis_index(index))) ? DM_DRAW_OPTION_NORMAL : DM_DRAW_OPTION_SKIP; -} - -/* draws unselected */ -static DMDrawOption draw_mesh_face_select__drawFaceOptsInv(void *userData, int index) -{ - Mesh *me = (Mesh *)userData; - - MPoly *mpoly = &me->mpoly[index]; - if (!(mpoly->flag & ME_HIDE) && !(mpoly->flag & ME_FACE_SEL)) - return DM_DRAW_OPTION_NORMAL; - else - return DM_DRAW_OPTION_SKIP; -} - -void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm, bool draw_select_edges) -{ - drawMeshFaceSelect_userData data; - - data.me = me; - data.edge_flags = get_tface_mesh_marked_edge_info(me, draw_select_edges); - - glEnable(GL_DEPTH_TEST); - ED_view3d_polygon_offset(rv3d, 1.0); - - /* Draw (Hidden) Edges */ - setlinestyle(1); - UI_ThemeColor(TH_EDGE_FACESEL); - dm->drawMappedEdges(dm, draw_mesh_face_select__setHiddenOpts, &data); - setlinestyle(0); - - /* Draw Selected Faces */ - if (me->drawflag & ME_DRAWFACES) { - glEnable(GL_BLEND); - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); - /* dull unselected faces so as not to get in the way of seeing color */ - glColor4ub(96, 96, 96, 64); - dm->drawMappedFaces(dm, draw_mesh_face_select__drawFaceOptsInv, NULL, NULL, (void *)me, DM_DRAW_SKIP_HIDDEN); - glDisable(GL_BLEND); - } - - ED_view3d_polygon_offset(rv3d, 1.0); - - /* Draw Stippled Outline for selected faces */ - glColor3ub(255, 255, 255); - setlinestyle(1); - dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data); - setlinestyle(0); - - ED_view3d_polygon_offset(rv3d, 0.0); /* resets correctly now, even after calling accumulated offsets */ - - MEM_freeN(data.edge_flags); -} - -/***************************** Texture Drawing ******************************/ - -/* when face select is on, use face hidden flag */ -static DMDrawOption wpaint__setSolidDrawOptions_facemask(void *userData, int index) -{ - Mesh *me = (Mesh *)userData; - MPoly *mp = &me->mpoly[index]; - if (mp->flag & ME_HIDE) - return DM_DRAW_OPTION_SKIP; - return DM_DRAW_OPTION_NORMAL; -} - -/************************** NEW SHADING NODES ********************************/ - -typedef struct TexMatCallback { - Scene *scene; - Object *ob; - Mesh *me; - DerivedMesh *dm; - bool shadeless; - bool two_sided_lighting; -} TexMatCallback; - -void draw_mesh_textured(Scene *scene, ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, - Object *ob, DerivedMesh *dm, const int draw_flags) -{ - UNUSED_VARS(scene, view_layer, v3d, rv3d, ob, dm, draw_flags); - return; -} - -/* Vertex Paint and Weight Paint */ -static void draw_mesh_paint_light_begin(void) -{ - /* get material diffuse color from vertex colors but set default spec */ - const float specular[3] = {0.47f, 0.47f, 0.47f}; - GPU_basic_shader_colors(NULL, specular, 35, 1.0f); - GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); -} - -static void draw_mesh_paint_light_end(void) -{ - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); -} - -void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light, - void *facemask_cb, void *user_data) -{ - DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_object_material_bind : NULL; - int flags = DM_DRAW_USE_COLORS; - - if (use_light) { - draw_mesh_paint_light_begin(); - flags |= DM_DRAW_NEED_NORMALS; - } - - dm->drawMappedFaces(dm, (DMSetDrawOptions)facemask_cb, setMaterial, NULL, user_data, flags); - - if (use_light) { - draw_mesh_paint_light_end(); - } -} - -void draw_mesh_paint_vcolor_faces(DerivedMesh *dm, const bool use_light, - void *facemask_cb, void *user_data, - const Mesh *me) -{ - DMSetMaterial setMaterial = GPU_object_materials_check() ? GPU_object_material_bind : NULL; - int flags = 0; - - if (use_light) { - draw_mesh_paint_light_begin(); - flags |= DM_DRAW_NEED_NORMALS; - } - - if (me->mloopcol) { - dm->drawMappedFaces(dm, facemask_cb, setMaterial, NULL, user_data, - DM_DRAW_USE_COLORS | flags); - } - else { - glColor3f(1.0f, 1.0f, 1.0f); - dm->drawMappedFaces(dm, facemask_cb, setMaterial, NULL, user_data, flags); - } - - if (use_light) { - draw_mesh_paint_light_end(); - } -} - -void draw_mesh_paint_weight_edges(RegionView3D *rv3d, DerivedMesh *dm, - const bool use_depth, const bool use_alpha, - void *edgemask_cb, void *user_data) -{ - /* weight paint in solid mode, special case. focus on making the weights clear - * rather than the shading, this is also forced in wire view */ - - if (use_depth) { - ED_view3d_polygon_offset(rv3d, 1.0); - glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */ - } - else { - glDisable(GL_DEPTH_TEST); - } - - if (use_alpha) { - glEnable(GL_BLEND); - } - - glColor4ub(255, 255, 255, 96); - GPU_basic_shader_bind_enable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE); - GPU_basic_shader_line_stipple(1, 0xAAAA); - - dm->drawMappedEdges(dm, (DMSetDrawOptions)edgemask_cb, user_data); - - if (use_depth) { - ED_view3d_polygon_offset(rv3d, 0.0); - glDepthMask(1); - } - else { - glEnable(GL_DEPTH_TEST); - } - - GPU_basic_shader_bind_disable(GPU_SHADER_LINE | GPU_SHADER_STIPPLE); - - if (use_alpha) { - glDisable(GL_BLEND); - } -} - -void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, - Object *ob, DerivedMesh *dm, const int draw_flags) -{ - DMSetDrawOptions facemask = NULL; - Mesh *me = ob->data; - const bool use_light = (v3d->drawtype >= OB_SOLID); - - /* hide faces in face select mode */ - if (me->editflag & (ME_EDIT_PAINT_VERT_SEL | ME_EDIT_PAINT_FACE_SEL)) - facemask = wpaint__setSolidDrawOptions_facemask; - - if (ob->mode & OB_MODE_WEIGHT_PAINT) { - draw_mesh_paint_weight_faces(dm, use_light, facemask, me); - } - else if (ob->mode & OB_MODE_VERTEX_PAINT) { - draw_mesh_paint_vcolor_faces(dm, use_light, facemask, me, me); - } - - /* draw face selection on top */ - if (draw_flags & DRAW_FACE_SELECT) { - bool draw_select_edges = (ob->mode & OB_MODE_TEXTURE_PAINT) == 0; - draw_mesh_face_select(rv3d, me, dm, draw_select_edges); - } - else if ((use_light == false) || (ob->dtx & OB_DRAWWIRE)) { - const bool use_depth = (v3d->flag & V3D_ZBUF_SELECT) || !(ob->mode & OB_MODE_WEIGHT_PAINT); - const bool use_alpha = (ob->mode & OB_MODE_VERTEX_PAINT) == 0; - - if (use_alpha == false) { - set_inverted_drawing(1); - } - - draw_mesh_paint_weight_edges(rv3d, dm, use_depth, use_alpha, NULL, NULL); - - if (use_alpha == false) { - set_inverted_drawing(0); - } - } -} - |