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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/view3d_intern.h
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/view3d_intern.h')
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h107
1 files changed, 0 insertions, 107 deletions
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index 64927ff55c7..58bf05299ea 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -63,12 +63,6 @@ enum {
DRAW_SCENESET = (1 << 2)
};
-/* draw_mesh_fancy/draw_mesh_textured draw_flags */
-enum {
- DRAW_MODIFIERS_PREVIEW = (1 << 0),
- DRAW_FACE_SELECT = (1 << 1)
-};
-
/* view3d_header.c */
void VIEW3D_OT_layers(struct wmOperatorType *ot);
@@ -138,84 +132,11 @@ void VIEW3D_OT_walk(struct wmOperatorType *ot);
/* view3d_ruler.c */
void VIEW3D_OT_ruler(struct wmOperatorType *ot);
-/* drawanim.c */
-void draw_motion_paths_init(View3D *v3d, struct ARegion *ar);
-void draw_motion_path_instance(Scene *scene,
- struct Object *ob, struct bPoseChannel *pchan,
- struct bAnimVizSettings *avs, struct bMotionPath *mpath);
-void draw_motion_paths_cleanup(View3D *v3d);
-
-
-
/* drawobject.c */
-void draw_object(
- struct Depsgraph *depsgraph, Scene *scene, struct ViewLayer *view_layer, struct ARegion *ar, View3D *v3d,
- struct Base *base, const short dflag);
-void draw_object_select(
- struct Depsgraph *depsgraph, Scene *scene, struct ViewLayer *view_layer, struct ARegion *ar, View3D *v3d,
- Base *base, const short dflag);
-
-void draw_mesh_object_outline(View3D *v3d, struct Object *ob, struct DerivedMesh *dm, const unsigned char ob_wire_col[4]);
-
-bool draw_glsl_material(Scene *scene, struct ViewLayer *view_layer, struct Object *ob, View3D *v3d, const char dt);
-void draw_object_instance(struct Depsgraph *depsgraph, Scene *scene, struct ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline, const float wire_col[4]);
void draw_object_backbufsel(struct Depsgraph *depsgraph, Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
-void draw_object_wire_color(struct ViewLayer *, Base *base, unsigned char r_ob_wire_col[4]);
-void drawaxes(const float viewmat_local[4][4], float size, char drawtype, const unsigned char color[4]);
-void drawlamp(View3D *v3d, RegionView3D *rv3d, Base *base,
- const char dt, const short dflag, const unsigned char ob_wire_col[4],
- const bool is_obact);
-void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
- const short dflag, const unsigned char ob_wire_col[4]);
-void drawspeaker(const unsigned char ob_wire_col[3]);
-void draw_bounding_volume(struct Object *ob, char type, const unsigned char ob_wire_col[4]);
-void draw_rigidbody_shape(struct Object *ob, const unsigned char ob_wire_col[4]);
-
-void view3d_cached_text_draw_begin(void);
-void view3d_cached_text_draw_add(const float co[3],
- const char *str, const size_t str_len,
- short xoffs, short flag, const unsigned char col[4]);
-void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write);
-
-bool check_object_draw_texture(struct Scene *scene, struct View3D *v3d, const char drawtype);
-
-enum {
- V3D_CACHE_TEXT_ZBUF = (1 << 0),
- V3D_CACHE_TEXT_WORLDSPACE = (1 << 1),
- V3D_CACHE_TEXT_ASCII = (1 << 2),
- V3D_CACHE_TEXT_GLOBALSPACE = (1 << 3),
- V3D_CACHE_TEXT_LOCALCLIP = (1 << 4)
-};
-
int view3d_effective_drawtype(const struct View3D *v3d);
-/* drawarmature.c */
-bool draw_armature(
- struct Depsgraph *depsgraph, Scene *scene, struct ViewLayer *view_layer, View3D *v3d, ARegion *ar, Base *base,
- const short dt, const short dflag, const unsigned char ob_wire_col[4],
- const bool is_outline);
-
-/* drawmesh.c */
-void draw_mesh_textured(Scene *scene, struct ViewLayer *view_layer, View3D *v3d, RegionView3D *rv3d,
- struct Object *ob, struct DerivedMesh *dm, const int draw_flags);
-void draw_mesh_face_select(
- struct RegionView3D *rv3d, struct Mesh *me, struct DerivedMesh *dm,
- bool draw_select_edges);
-void draw_mesh_paint_weight_faces(struct DerivedMesh *dm, const bool do_light,
- void *facemask_cb, void *user_data);
-void draw_mesh_paint_vcolor_faces(struct DerivedMesh *dm, const bool use_light,
- void *facemask_cb, void *user_data,
- const struct Mesh *me);
-void draw_mesh_paint_weight_edges(RegionView3D *rv3d, struct DerivedMesh *dm,
- const bool use_depth, const bool use_alpha,
- void *edgemask_cb, void *user_data);
-void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d,
- struct Object *ob, struct DerivedMesh *dm, const int draw_flags);
-
-/* drawsimdebug.c */
-void draw_sim_debug_data(Scene *scene, View3D *v3d, ARegion *ar);
-
/* view3d_draw.c */
void view3d_main_region_draw(const struct bContext *C, struct ARegion *ar);
void view3d_draw_region_info(const struct bContext *C, struct ARegion *ar, const int offset);
@@ -225,7 +146,6 @@ void ED_view3d_draw_depth(
struct ARegion *ar, View3D *v3d, bool alphaoverride);
/* view3d_draw_legacy.c */
-void view3d_main_region_draw_legacy(const struct bContext *C, struct ARegion *ar);
void ED_view3d_draw_depth_gpencil(struct Depsgraph *depsgraph, Scene *scene, ARegion *ar, View3D *v3d);
void ED_view3d_draw_select_loop(
@@ -365,31 +285,4 @@ extern unsigned char view3d_camera_border_hack_col[3];
extern bool view3d_camera_border_hack_test;
#endif
-/* temporary for legacy viewport to work */
-void VP_legacy_drawcursor(Scene *scene, struct ViewLayer *view_layer, ARegion *ar, View3D *v3d);
-void VP_legacy_draw_view_axis(RegionView3D *rv3d, const rcti *rect);
-void VP_legacy_draw_viewport_name(ARegion *ar, View3D *v3d, const rcti *rect);
-void VP_legacy_draw_selected_name(Scene *scene, struct Object *ob, rcti *rect);
-void VP_legacy_drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **grid_unit);
-void VP_legacy_drawfloor(Scene *scene, View3D *v3d, const char **grid_unit, bool write_depth);
-void VP_legacy_view3d_main_region_setup_view(struct Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar, float viewmat[4][4], float winmat[4][4]);
-bool VP_legacy_view3d_stereo3d_active(struct wmWindow *win, Scene *scene, View3D *v3d, RegionView3D *rv3d);
-void VP_legacy_view3d_stereo3d_setup(struct Depsgraph *depsgraph, Scene *scene, View3D *v3d, ARegion *ar);
-void draw_dupli_objects(struct Depsgraph *depsgraph, Scene *scene, ViewLayer *view_layer, ARegion *ar, View3D *v3d, Base *base);
-bool VP_legacy_use_depth(View3D *v3d, struct Object *obedit);
-void VP_drawviewborder(Scene *scene, struct Depsgraph *depsgraph, ARegion *ar, View3D *v3d);
-void VP_drawrenderborder(ARegion *ar, View3D *v3d);
-void VP_view3d_draw_background_none(void);
-void VP_view3d_draw_background_world(Scene *scene, RegionView3D *rv3d);
-void VP_view3d_main_region_clear(Scene *scene, View3D *v3d, ARegion *ar);
-
-/* temporary legacy calls, only when there is a switch between new/old draw calls */
-void VP_deprecated_gpu_update_lamps_shadows_world(struct Depsgraph *depsgraph, Scene *scene, View3D *v3d);
-void VP_deprecated_view3d_draw_objects(
- const struct bContext *C,
- struct Depsgraph *depsgraph,
- Scene *scene, View3D *v3d, ARegion *ar,
- const char **grid_unit,
- const bool do_bgpic, const bool draw_offscreen);
-
#endif /* __VIEW3D_INTERN_H__ */