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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/makesdna/DNA_lamp_types.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/makesdna/DNA_lamp_types.h')
-rw-r--r--source/blender/makesdna/DNA_lamp_types.h100
1 files changed, 15 insertions, 85 deletions
diff --git a/source/blender/makesdna/DNA_lamp_types.h b/source/blender/makesdna/DNA_lamp_types.h
index 92703fa2d3b..68453e5f189 100644
--- a/source/blender/makesdna/DNA_lamp_types.h
+++ b/source/blender/makesdna/DNA_lamp_types.h
@@ -67,42 +67,17 @@ typedef struct Lamp {
short pad2;
float clipsta, clipend;
- float bias, soft, compressthresh, bleedbias, bleedexp;
+ float bias, soft, bleedbias, bleedexp;
short bufsize, samp, buffers, filtertype;
char bufflag, buftype;
- short ray_samp, ray_sampy, ray_sampz;
- short ray_samp_type;
short area_shape;
float area_size, area_sizey, area_sizez;
- float adapt_thresh;
- short ray_samp_method;
- short shadowmap_type;
/* texact is for buttons */
short texact, shadhalostep;
- /* sun/sky */
- short sun_effect_type;
- short skyblendtype;
- float horizon_brightness;
- float spread;
- float sun_brightness;
- float sun_size;
- float backscattered_light;
- float sun_intensity;
- float atm_turbidity;
- float atm_inscattering_factor;
- float atm_extinction_factor;
- float atm_distance_factor;
- float skyblendfac;
- float sky_exposure;
- float shadow_frustum_size; /* BGE Only */
- short sky_colorspace;
- char pad4[2];
-
struct Ipo *ipo DNA_DEPRECATED; /* old animation system, deprecated for 2.5 */
- struct MTex *mtex[18]; /* MAX_MTEX */
short pr_texture, use_nodes;
char pad6[4];
@@ -139,37 +114,28 @@ typedef struct Lamp {
/* mode */
#define LA_SHAD_BUF (1 << 0)
-#define LA_HALO (1 << 1)
-#define LA_LAYER (1 << 2)
-#define LA_QUAD (1 << 3) /* no longer used */
-#define LA_NEG (1 << 4)
-#define LA_ONLYSHADOW (1 << 5)
-#define LA_SPHERE (1 << 6)
+/* #define LA_HALO (1 << 1) */ /* not used anymore */
+/* #define LA_LAYER (1 << 2) */ /* not used anymore */
+/* #define LA_QUAD (1 << 3) */ /* not used anymore */
+/* #define LA_NEG (1 << 4) */ /* not used anymore */
+/* #define LA_ONLYSHADOW(1 << 5) */ /* not used anymore */
+/* #define LA_SPHERE (1 << 6) */ /* not used anymore */
#define LA_SQUARE (1 << 7)
-#define LA_TEXTURE (1 << 8)
-#define LA_OSATEX (1 << 9)
+/* #define LA_TEXTURE (1 << 8) */ /* not used anymore */
+/* #define LA_OSATEX (1 << 9) */ /* not used anymore */
/* #define LA_DEEP_SHADOW (1 << 10) */ /* not used anywhere */
-#define LA_NO_DIFF (1 << 11)
-#define LA_NO_SPEC (1 << 12)
+/* #define LA_NO_DIFF (1 << 11) */ /* not used anywhere */
+/* #define LA_NO_SPEC (1 << 12) */ /* not used anywhere */
#define LA_SHAD_RAY (1 << 13)
/* yafray: lamp shadowbuffer flag, softlight */
/* Since it is used with LOCAL lamp, can't use LA_SHAD */
-/* #define LA_YF_SOFT (1 << 14) */ /* no longer used */
-#define LA_LAYER_SHADOW (1 << 15)
-#define LA_SHAD_TEX (1 << 16)
+/* #define LA_YF_SOFT (1 << 14) */ /* not used anymore */
+/* #define LA_LAYER_SHADOW (1 << 15) */ /* not used anymore */
+/* #define LA_SHAD_TEX (1 << 16) */ /* not used anymore */
#define LA_SHOW_CONE (1 << 17)
-#define LA_SHOW_SHADOW_BOX (1 << 18)
+/* #define LA_SHOW_SHADOW_BOX (1 << 18) */
#define LA_SHAD_CONTACT (1 << 19)
-/* layer_shadow */
-#define LA_LAYER_SHADOW_BOTH 0
-#define LA_LAYER_SHADOW_CAST 1
-#define LA_LAYER_SHADOW_RECEIVE 2
-
-/* sun effect type*/
-#define LA_SUN_EFFECT_SKY 1
-#define LA_SUN_EFFECT_AP 2
-
/* falloff_type */
#define LA_FALLOFF_CONSTANT 0
#define LA_FALLOFF_INVLINEAR 1
@@ -178,47 +144,11 @@ typedef struct Lamp {
#define LA_FALLOFF_SLIDERS 4
#define LA_FALLOFF_INVCOEFFICIENTS 5
-
-/* buftype, no flag */
-#define LA_SHADBUF_REGULAR 0
-#define LA_SHADBUF_IRREGULAR 1
-#define LA_SHADBUF_HALFWAY 2
-#define LA_SHADBUF_DEEP 3
-
-/* bufflag, auto clipping */
-#define LA_SHADBUF_AUTO_START 1
-#define LA_SHADBUF_AUTO_END 2
-
-/* filtertype */
-#define LA_SHADBUF_BOX 0
-#define LA_SHADBUF_TENT 1
-#define LA_SHADBUF_GAUSS 2
-
/* area shape */
#define LA_AREA_SQUARE 0
#define LA_AREA_RECT 1
#define LA_AREA_CUBE 2
#define LA_AREA_BOX 3
-/* ray_samp_method */
-#define LA_SAMP_CONSTANT 0
-#define LA_SAMP_HALTON 1
-#define LA_SAMP_HAMMERSLEY 2
-
-
-/* ray_samp_type */
-// #define LA_SAMP_ROUND 1 // UNUSED
-#define LA_SAMP_UMBRA 2
-#define LA_SAMP_DITHER 4
-#define LA_SAMP_JITTER 8
-
-/* mapto */
-#define LAMAP_COL 1
-#define LAMAP_SHAD 2
-
-/* shadowmap_type */
-#define LA_SHADMAP_SIMPLE 0
-#define LA_SHADMAP_VARIANCE 1
-
#endif /* __DNA_LAMP_TYPES_H__ */