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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/uvedit
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/uvedit')
-rw-r--r--source/blender/editors/uvedit/uvedit_draw.c70
-rw-r--r--source/blender/editors/uvedit/uvedit_ops.c90
-rw-r--r--source/blender/editors/uvedit/uvedit_unwrap_ops.c15
3 files changed, 14 insertions, 161 deletions
diff --git a/source/blender/editors/uvedit/uvedit_draw.c b/source/blender/editors/uvedit/uvedit_draw.c
index bcdc8193137..945d30eabb5 100644
--- a/source/blender/editors/uvedit/uvedit_draw.c
+++ b/source/blender/editors/uvedit/uvedit_draw.c
@@ -436,43 +436,8 @@ static void draw_uvs_lineloop_mpoly(Mesh *me, MPoly *mpoly, unsigned int pos)
immEnd();
}
-static void draw_uvs_other_mesh_texface(Object *ob, const Image *curimage, const int other_uv_filter, unsigned int pos)
-{
- Mesh *me = ob->data;
- MPoly *mpoly = me->mpoly;
- int a;
-
- if (me->mloopuv == NULL) {
- return;
- }
-
- Image **image_array = NULL;
-
- if (other_uv_filter == SI_FILTER_SAME_IMAGE) {
- image_array = BKE_object_material_edit_image_get_array(ob);
- }
-
- for (a = me->totpoly; a != 0; a--, mpoly++) {
- if (other_uv_filter == SI_FILTER_ALL) {
- /* Nothing to compare, all UV faces are visible. */
- }
- else if (other_uv_filter == SI_FILTER_SAME_IMAGE) {
- if (mpoly[a].mat_nr >= ob->totcol) {
- continue;
- }
- if (image_array[mpoly[a].mat_nr] != curimage) {
- continue;
- }
- }
-
- draw_uvs_lineloop_mpoly(me, mpoly, pos);
- }
-
- if (image_array) {
- MEM_freeN(image_array);
- }
-}
-static void draw_uvs_other_mesh_new_shading(Object *ob, const Image *curimage, const int other_uv_filter, unsigned int pos)
+static void draw_uvs_other_mesh(Object *ob, const Image *curimage,
+ const int other_uv_filter, unsigned int pos)
{
Mesh *me = ob->data;
MPoly *mpoly = me->mpoly;
@@ -527,18 +492,8 @@ static void draw_uvs_other_mesh_new_shading(Object *ob, const Image *curimage, c
draw_uvs_lineloop_mpoly(me, mpoly, pos);
}
}
-static void draw_uvs_other_mesh(Object *ob, const Image *curimage, const bool new_shading_nodes,
- const int other_uv_filter, unsigned int pos)
-{
- if (new_shading_nodes) {
- draw_uvs_other_mesh_new_shading(ob, curimage, other_uv_filter, pos);
- }
- else {
- draw_uvs_other_mesh_texface(ob, curimage, other_uv_filter, pos);
- }
-}
-static void draw_uvs_other(ViewLayer *view_layer, Object *obedit, const Image *curimage, const bool new_shading_nodes,
+static void draw_uvs_other(ViewLayer *view_layer, Object *obedit, const Image *curimage,
const int other_uv_filter)
{
unsigned int pos = GWN_vertformat_attr_add(immVertexFormat(), "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
@@ -553,7 +508,7 @@ static void draw_uvs_other(ViewLayer *view_layer, Object *obedit, const Image *c
{
Object *ob = base->object;
if ((ob->type == OB_MESH) && (ob != obedit) && ((Mesh *)ob->data)->mloopuv) {
- draw_uvs_other_mesh(ob, curimage, new_shading_nodes, other_uv_filter, pos);
+ draw_uvs_other_mesh(ob, curimage, other_uv_filter, pos);
}
}
}
@@ -562,13 +517,12 @@ static void draw_uvs_other(ViewLayer *view_layer, Object *obedit, const Image *c
static void draw_uvs_texpaint(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Object *ob)
{
- const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
Image *curimage = ED_space_image(sima);
Mesh *me = ob->data;
Material *ma;
if (sima->flag & SI_DRAW_OTHER) {
- draw_uvs_other(view_layer, ob, curimage, new_shading_nodes, sima->other_uv_filter);
+ draw_uvs_other(view_layer, ob, curimage, sima->other_uv_filter);
}
ma = give_current_material(ob, ob->actcol);
@@ -627,7 +581,6 @@ static void draw_uvs_looptri(BMEditMesh *em, unsigned int *r_loop_index, const i
/* draws uv's in the image space */
static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Object *obedit, Depsgraph *depsgraph)
{
- const bool new_shading_nodes = BKE_scene_use_new_shading_nodes(scene);
ToolSettings *ts;
Mesh *me = obedit->data;
BMEditMesh *em = me->edit_btmesh;
@@ -658,19 +611,14 @@ static void draw_uvs(SpaceImage *sima, Scene *scene, ViewLayer *view_layer, Obje
if (sima->flag & SI_DRAW_OTHER) {
Image *curimage;
- if (new_shading_nodes) {
- if (efa_act) {
- ED_object_get_active_image(obedit, efa_act->mat_nr + 1, &curimage, NULL, NULL, NULL);
- }
- else {
- curimage = ima;
- }
+ if (efa_act) {
+ ED_object_get_active_image(obedit, efa_act->mat_nr + 1, &curimage, NULL, NULL, NULL);
}
else {
- curimage = (efa_act) ? BKE_object_material_edit_image_get(obedit, efa_act->mat_nr) : ima;
+ curimage = ima;
}
- draw_uvs_other(view_layer, obedit, curimage, new_shading_nodes, sima->other_uv_filter);
+ draw_uvs_other(view_layer, obedit, curimage, sima->other_uv_filter);
}
/* 1. draw shadow mesh */
diff --git a/source/blender/editors/uvedit/uvedit_ops.c b/source/blender/editors/uvedit/uvedit_ops.c
index 06b408a04ae..6fa75b0a2b3 100644
--- a/source/blender/editors/uvedit/uvedit_ops.c
+++ b/source/blender/editors/uvedit/uvedit_ops.c
@@ -195,93 +195,6 @@ void ED_object_assign_active_image(Main *bmain, Object *ob, int mat_nr, Image *i
//#define USE_SWITCH_ASPECT
-void ED_uvedit_assign_image(Main *UNUSED(bmain), Scene *scene, Object *obedit, Image *ima, Image *previma)
-{
- BMEditMesh *em;
- BMIter iter;
- bool update = false;
- const bool selected = !(scene->toolsettings->uv_flag & UV_SYNC_SELECTION);
-
- /* skip assigning these procedural images... */
- if (ima && (ima->type == IMA_TYPE_R_RESULT || ima->type == IMA_TYPE_COMPOSITE))
- return;
-
- /* verify we have a mesh we can work with */
- if (!obedit || (obedit->type != OB_MESH))
- return;
-
- em = BKE_editmesh_from_object(obedit);
- if (!em || !em->bm->totface) {
- return;
- }
-
- if (BKE_scene_use_new_shading_nodes(scene)) {
- /* new shading system, do not assign anything */
- }
- else {
- BMFace *efa;
-
- int cd_loop_uv_offset;
- /* old shading system, assign image to selected faces */
-#ifdef USE_SWITCH_ASPECT
- float prev_aspect[2], fprev_aspect;
- float aspect[2], faspect;
-
- ED_image_get_uv_aspect(previma, prev_aspect, prev_aspect + 1);
- ED_image_get_uv_aspect(ima, aspect, aspect + 1);
-
- fprev_aspect = prev_aspect[0] / prev_aspect[1];
- faspect = aspect[0] / aspect[1];
-#endif
-
- /* ensure we have a uv map */
- if (!CustomData_has_layer(&em->bm->ldata, CD_MLOOPUV)) {
- BM_data_layer_add(em->bm, &em->bm->ldata, CD_MLOOPUV);
- /* make UVs all nice 0-1 */
- ED_mesh_uv_loop_reset_ex(obedit->data, CustomData_get_active_layer(&em->bm->ldata, CD_MLOOPUV));
- update = true;
- }
-
- cd_loop_uv_offset = CustomData_get_offset(&em->bm->ldata, CD_MLOOPUV);
-
- /* now assign to all visible faces */
- BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
- if (uvedit_face_visible_test(scene, obedit, previma, efa) &&
- (selected == true || uvedit_face_select_test(scene, efa, cd_loop_uv_offset)))
- {
-#ifdef USE_SWITCH_ASPECT
- if (ima) {
- /* we also need to correct the aspect of uvs */
- if (scene->toolsettings->uvcalc_flag & UVCALC_NO_ASPECT_CORRECT) {
- /* do nothing */
- }
- else {
- BMIter liter;
- BMLoop *l;
-
- BM_ITER_ELEM (l, &liter, efa, BM_LOOPS_OF_FACE) {
- MLoopUV *luv = BM_ELEM_CD_GET_VOID_P(l, cd_loop_uv_offset);
-
- luv->uv[0] *= fprev_aspect;
- luv->uv[0] /= faspect;
- }
- }
- }
-#endif
- BKE_object_material_edit_image_set(obedit, efa->mat_nr, ima);
-
- update = true;
- }
- }
-
- /* and update depdency graph */
- if (update) {
- DEG_id_tag_update(obedit->data, 0);
- }
- }
-
-}
-
/** \} */
/* -------------------------------------------------------------------- */
@@ -340,7 +253,8 @@ bool uvedit_face_visible_test(Scene *scene, Object *obedit, Image *ima, BMFace *
ToolSettings *ts = scene->toolsettings;
if (ts->uv_flag & UV_SHOW_SAME_IMAGE) {
- const Image *face_image = BKE_object_material_edit_image_get(obedit, efa->mat_nr);
+ Image *face_image;
+ ED_object_get_active_image(obedit, efa->mat_nr + 1, &face_image, NULL, NULL, NULL);
return (face_image == ima) ? uvedit_face_visible_nolocal(scene, efa) : false;
}
else {
diff --git a/source/blender/editors/uvedit/uvedit_unwrap_ops.c b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
index 7c87905775b..1442266a3aa 100644
--- a/source/blender/editors/uvedit/uvedit_unwrap_ops.c
+++ b/source/blender/editors/uvedit/uvedit_unwrap_ops.c
@@ -103,9 +103,8 @@ static void modifier_unwrap_state(Object *obedit, Scene *scene, bool *r_use_subs
*r_use_subsurf = subsurf;
}
-static bool ED_uvedit_ensure_uvs(bContext *C, Scene *scene, Object *obedit)
+static bool ED_uvedit_ensure_uvs(bContext *C, Scene *UNUSED(scene), Object *obedit)
{
- Main *bmain = CTX_data_main(C);
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BMFace *efa;
BMIter iter;
@@ -149,9 +148,6 @@ static bool ED_uvedit_ensure_uvs(bContext *C, Scene *scene, Object *obedit)
}
}
- if (ima)
- ED_uvedit_assign_image(bmain, scene, obedit, ima, NULL);
-
/* select new UV's (ignore UV_SYNC_SELECTION in this case) */
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
BMIter liter;
@@ -218,7 +214,7 @@ static bool uvedit_have_selection_multi(
return have_select;
}
-void ED_uvedit_get_aspect(Scene *scene, Object *ob, BMesh *bm, float *aspx, float *aspy)
+void ED_uvedit_get_aspect(Scene *UNUSED(scene), Object *ob, BMesh *bm, float *aspx, float *aspy)
{
bool sloppy = true;
bool selected = false;
@@ -228,12 +224,7 @@ void ED_uvedit_get_aspect(Scene *scene, Object *ob, BMesh *bm, float *aspx, floa
efa = BM_mesh_active_face_get(bm, sloppy, selected);
if (efa) {
- if (BKE_scene_use_new_shading_nodes(scene)) {
- ED_object_get_active_image(ob, efa->mat_nr + 1, &ima, NULL, NULL, NULL);
- }
- else {
- ima = BKE_object_material_edit_image_get(ob, efa->mat_nr);
- }
+ ED_object_get_active_image(ob, efa->mat_nr + 1, &ima, NULL, NULL, NULL);
ED_image_get_uv_aspect(ima, NULL, aspx, aspy);
}