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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/gpu/GPU_draw.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/gpu/GPU_draw.h')
-rw-r--r--source/blender/gpu/GPU_draw.h40
1 files changed, 0 insertions, 40 deletions
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 2dbb1b1e90c..e26d973142b 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -65,41 +65,6 @@ void GPU_state_init(void);
void GPU_enable_program_point_size(void);
void GPU_disable_program_point_size(void);
-/* Material drawing
- * - first the state is initialized by a particular object and
- * it's materials
- * - after this, materials can be quickly enabled by their number,
- * GPU_object_material_bind returns 0 if drawing should be skipped
- * - after drawing, the material must be disabled again */
-
-void GPU_begin_object_materials(
- struct View3D *v3d, struct RegionView3D *rv3d,
- struct Scene *scene, struct ViewLayer *view_layer,
- struct Object *ob, bool glsl, bool *do_alpha_after);
-void GPU_end_object_materials(void);
-bool GPU_object_materials_check(void);
-
-int GPU_object_material_bind(int nr, void *attribs);
-void GPU_object_material_unbind(void);
-int GPU_object_material_visible(int nr, void *attribs);
-
-void GPU_begin_dupli_object(struct DupliObject *dob);
-void GPU_end_dupli_object(void);
-
-void GPU_material_diffuse_get(int nr, float diff[4]);
-bool GPU_material_use_matcaps_get(void);
-
-void GPU_set_material_alpha_blend(int alphablend);
-int GPU_get_material_alpha_blend(void);
-
-/* Lights
- * - returns how many lights were enabled
- * - this affects fixed functions materials and texface, not glsl */
-
-int GPU_default_lights(void);
-int GPU_scene_object_lights(
- struct ViewLayer *view_layer, float viewmat[4][4], int ortho);
-
/* Mipmap settings
* - these will free textures on changes */
@@ -143,11 +108,6 @@ void GPU_create_smoke(struct SmokeModifierData *smd, int highres);
/* Delayed free of OpenGL buffers by main thread */
void GPU_free_unused_buffers(void);
-#ifdef WITH_OPENSUBDIV
-struct DerivedMesh;
-void GPU_draw_update_fvar_offset(struct DerivedMesh *dm);
-#endif
-
/* utilities */
void GPU_select_index_set(int index);
void GPU_select_index_get(int index, int *r_col);