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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/render/extern/include/RE_pipeline.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/render/extern/include/RE_pipeline.h')
-rw-r--r--source/blender/render/extern/include/RE_pipeline.h54
1 files changed, 3 insertions, 51 deletions
diff --git a/source/blender/render/extern/include/RE_pipeline.h b/source/blender/render/extern/include/RE_pipeline.h
index e60fc3abad2..022f2a31826 100644
--- a/source/blender/render/extern/include/RE_pipeline.h
+++ b/source/blender/render/extern/include/RE_pipeline.h
@@ -49,7 +49,6 @@ struct RenderResult;
struct ReportList;
struct Scene;
struct ViewLayer;
-struct EnvMap;
struct StampData;
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
@@ -251,10 +250,8 @@ void RE_ChangeModeFlag(struct Render *re, int flag, bool clear);
struct Object *RE_GetCamera(struct Render *re); /* return camera override if set */
void RE_SetOverrideCamera(struct Render *re, struct Object *camera);
void RE_SetCamera(struct Render *re, struct Object *camera);
-void RE_SetEnvmapCamera(struct Render *re, struct Object *cam_ob, float viewscale, float clipsta, float clipend);
void RE_SetWindow(struct Render *re, const rctf *viewplane, float clipsta, float clipend);
void RE_SetOrtho(struct Render *re, const rctf *viewplane, float clipsta, float clipend);
-void RE_SetPixelSize(struct Render *re, float pixsize);
/* option to set viewmatrix before making dbase */
void RE_SetView(struct Render *re, float mat[4][4]);
@@ -264,26 +261,13 @@ void RE_GetView(struct Render *re, float mat[4][4]);
void RE_GetViewPlane(struct Render *re, rctf *r_viewplane, rcti *r_disprect);
/* make or free the dbase */
-void RE_Database_FromScene(
- struct Render *re, struct Main *bmain, struct Scene *scene,
- unsigned int lay, int use_camera_view);
void RE_Database_CameraOnly(
struct Render *re, struct Main *bmain, struct Scene *scene,
unsigned int lay, int use_camera_view);
-void RE_Database_Preprocess(struct Depsgraph *depsgraph, struct Render *re);
-void RE_Database_Free(struct Render *re);
-
-/* project dbase again, when viewplane/perspective changed */
-void RE_DataBase_ApplyWindow(struct Render *re);
-/* rotate scene again, for incremental render */
-void RE_DataBase_IncrementalView(struct Render *re, float viewmat[4][4], int restore);
/* set the render threads based on the commandline and autothreads setting */
void RE_init_threadcount(Render *re);
-/* the main processor, assumes all was set OK! */
-void RE_TileProcessor(struct Render *re);
-
bool RE_WriteRenderViewsImage(
struct ReportList *reports, struct RenderResult *rr, struct Scene *scene, const bool stamp, char *name);
bool RE_WriteRenderViewsMovie(
@@ -318,14 +302,6 @@ bool RE_WriteRenderResult(
struct RenderResult *RE_MultilayerConvert(
void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);
-extern const float default_envmap_layout[];
-bool RE_WriteEnvmapResult(
- struct ReportList *reports, struct Scene *scene, struct EnvMap *env,
- const char *relpath, const char imtype, float layout[12]);
-
-/* do a full sample buffer compo */
-void RE_MergeFullSample(struct Render *re, struct Main *bmain, struct Scene *sce, struct bNodeTree *ntree);
-
/* display and event callbacks */
void RE_display_init_cb (struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
void RE_display_clear_cb(struct Render *re, void *handle, void (*f)(void *handle, RenderResult *rr));
@@ -348,27 +324,10 @@ struct RenderPass *RE_pass_find_by_name(volatile struct RenderLayer *rl, const c
struct RenderPass *RE_pass_find_by_type(volatile struct RenderLayer *rl, int passtype, const char *viewname);
/* shaded view or baking options */
-#define RE_BAKE_LIGHT 0 /* not listed in rna_scene.c -> can't be enabled! */
-#define RE_BAKE_ALL 1
+#define RE_BAKE_NORMALS 0
+#define RE_BAKE_DISPLACEMENT 1
#define RE_BAKE_AO 2
-#define RE_BAKE_NORMALS 3
-#define RE_BAKE_TEXTURE 4
-#define RE_BAKE_DISPLACEMENT 5
-#define RE_BAKE_SHADOW 6
-#define RE_BAKE_SPEC_COLOR 7
-#define RE_BAKE_SPEC_INTENSITY 8
-#define RE_BAKE_MIRROR_COLOR 9
-#define RE_BAKE_MIRROR_INTENSITY 10
-#define RE_BAKE_ALPHA 11
-#define RE_BAKE_EMIT 12
-#define RE_BAKE_DERIVATIVE 13
-#define RE_BAKE_VERTEX_COLORS 14
-
-void RE_Database_Baking(
- struct Render *re, struct Main *bmain, struct Scene *scene, struct ViewLayer *view_layer,
- unsigned int lay, const int type, struct Object *actob);
-
-void RE_DataBase_GetView(struct Render *re, float mat[4][4]);
+
void RE_GetCameraWindow(struct Render *re, struct Object *camera, int frame, float mat[4][4]);
void RE_GetCameraModelMatrix(struct Render *re, struct Object *camera, float r_mat[4][4]);
struct Scene *RE_GetScene(struct Render *re);
@@ -378,13 +337,6 @@ bool RE_is_rendering_allowed(struct Scene *scene, struct Object *camera_override
bool RE_allow_render_generic_object(struct Object *ob);
-/* RE_updateRenderInstances flag */
-enum {
- RE_OBJECT_INSTANCES_UPDATE_VIEW = (1 << 0),
- RE_OBJECT_INSTANCES_UPDATE_OBMAT = (1 << 1)
-};
-void RE_updateRenderInstances(Render *re, int flag);
-
/******* defined in render_result.c *********/
bool RE_HasCombinedLayer(RenderResult *res);