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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/intern/raytrace/rayobject_instance.cpp
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/intern/raytrace/rayobject_instance.cpp')
-rw-r--r--source/blender/render/intern/raytrace/rayobject_instance.cpp211
1 files changed, 0 insertions, 211 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_instance.cpp b/source/blender/render/intern/raytrace/rayobject_instance.cpp
deleted file mode 100644
index 349f0fc6844..00000000000
--- a/source/blender/render/intern/raytrace/rayobject_instance.cpp
+++ /dev/null
@@ -1,211 +0,0 @@
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2009 Blender Foundation.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): André Pinto.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/render/intern/raytrace/rayobject_instance.cpp
- * \ingroup render
- */
-
-
-#include <assert.h>
-
-#include "MEM_guardedalloc.h"
-
-#include "BLI_math.h"
-#include "BLI_utildefines.h"
-
-#include "rayintersection.h"
-#include "rayobject.h"
-
-#define RE_COST_INSTANCE (1.0f)
-
-static int RE_rayobject_instance_intersect(RayObject *o, Isect *isec);
-static void RE_rayobject_instance_free(RayObject *o);
-static void RE_rayobject_instance_bb(RayObject *o, float *min, float *max);
-static float RE_rayobject_instance_cost(RayObject *o);
-
-static void RE_rayobject_instance_hint_bb(RayObject *UNUSED(o), RayHint *UNUSED(hint),
- float *UNUSED(min), float *UNUSED(max))
-{}
-
-static RayObjectAPI instance_api =
-{
- RE_rayobject_instance_intersect,
- NULL, //static void RE_rayobject_instance_add(RayObject *o, RayObject *ob);
- NULL, //static void RE_rayobject_instance_done(RayObject *o);
- RE_rayobject_instance_free,
- RE_rayobject_instance_bb,
- RE_rayobject_instance_cost,
- RE_rayobject_instance_hint_bb
-};
-
-typedef struct InstanceRayObject {
- RayObject rayobj;
- RayObject *target;
-
- void *ob; //Object represented by this instance
- void *target_ob; //Object represented by the inner RayObject, needed to handle self-intersection
-
- float global2target[4][4];
- float target2global[4][4];
-
-} InstanceRayObject;
-
-
-RayObject *RE_rayobject_instance_create(RayObject *target, float transform[4][4], void *ob, void *target_ob)
-{
- InstanceRayObject *obj = (InstanceRayObject *)MEM_callocN(sizeof(InstanceRayObject), "InstanceRayObject");
- assert(RE_rayobject_isAligned(obj) ); /* RayObject API assumes real data to be 4-byte aligned */
-
- obj->rayobj.api = &instance_api;
- obj->target = target;
- obj->ob = ob;
- obj->target_ob = target_ob;
-
- copy_m4_m4(obj->target2global, transform);
- invert_m4_m4(obj->global2target, obj->target2global);
-
- return RE_rayobject_unalignRayAPI((RayObject *) obj);
-}
-
-static int RE_rayobject_instance_intersect(RayObject *o, Isect *isec)
-{
- InstanceRayObject *obj = (InstanceRayObject *)o;
- float start[3], dir[3], idot_axis[3], dist;
- int changed = 0, i, res;
-
- // TODO - this is disabling self intersection on instances
- if (isec->orig.ob == obj->ob && obj->ob) {
- changed = 1;
- isec->orig.ob = obj->target_ob;
- }
-
- // backup old values
- copy_v3_v3(start, isec->start);
- copy_v3_v3(dir, isec->dir);
- copy_v3_v3(idot_axis, isec->idot_axis);
- dist = isec->dist;
-
- // transform to target coordinates system
- mul_m4_v3(obj->global2target, isec->start);
- mul_mat3_m4_v3(obj->global2target, isec->dir);
- isec->dist *= normalize_v3(isec->dir);
-
- // update idot_axis and bv_index
- for (i = 0; i < 3; i++) {
- isec->idot_axis[i] = 1.0f / isec->dir[i];
-
- isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
- isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
-
- isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
- isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
- }
-
- // Pre-calculate orientation for watertight intersection checks.
- isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir);
-
- // raycast
- res = RE_rayobject_intersect(obj->target, isec);
-
- // map dist into original coordinate space
- if (res == 0) {
- isec->dist = dist;
- }
- else {
- // note we don't just multiply dist, because of possible
- // non-uniform scaling in the transform matrix
- float vec[3];
-
- mul_v3_v3fl(vec, isec->dir, isec->dist);
- mul_mat3_m4_v3(obj->target2global, vec);
-
- isec->dist = len_v3(vec);
- isec->hit.ob = obj->ob;
-
-#ifdef RT_USE_LAST_HIT
- // TODO support for last hit optimization in instances that can jump
- // directly to the last hit face.
- // For now it jumps directly to the last-hit instance root node.
- isec->last_hit = RE_rayobject_unalignRayAPI((RayObject *) obj);
-#endif
- }
-
- // restore values
- copy_v3_v3(isec->start, start);
- copy_v3_v3(isec->dir, dir);
- copy_v3_v3(isec->idot_axis, idot_axis);
-
- if (changed)
- isec->orig.ob = obj->ob;
-
- // restore bv_index
- for (i = 0; i < 3; i++) {
- isec->bv_index[2 * i] = isec->idot_axis[i] < 0.0f ? 1 : 0;
- isec->bv_index[2 * i + 1] = 1 - isec->bv_index[2 * i];
-
- isec->bv_index[2 * i] = i + 3 * isec->bv_index[2 * i];
- isec->bv_index[2 * i + 1] = i + 3 * isec->bv_index[2 * i + 1];
- }
-
- // Pre-calculate orientation for watertight intersection checks.
- isect_ray_tri_watertight_v3_precalc(&isec->isect_precalc, isec->dir);
-
- return res;
-}
-
-static void RE_rayobject_instance_free(RayObject *o)
-{
- InstanceRayObject *obj = (InstanceRayObject *)o;
- MEM_freeN(obj);
-}
-
-static float RE_rayobject_instance_cost(RayObject *o)
-{
- InstanceRayObject *obj = (InstanceRayObject *)o;
- return RE_rayobject_cost(obj->target) + RE_COST_INSTANCE;
-}
-
-static void RE_rayobject_instance_bb(RayObject *o, float *min, float *max)
-{
- //TODO:
- // *better bb.. calculated without rotations of bb
- // *maybe cache that better-fitted-BB at the InstanceRayObject
- InstanceRayObject *obj = (InstanceRayObject *)o;
-
- float m[3], M[3], t[3];
- int i, j;
- INIT_MINMAX(m, M);
- RE_rayobject_merge_bb(obj->target, m, M);
-
- //There must be a faster way than rotating all the 8 vertexs of the BB
- for (i = 0; i < 8; i++) {
- for (j = 0; j < 3; j++) t[j] = (i & (1 << j)) ? M[j] : m[j];
- mul_m4_v3(obj->target2global, t);
- DO_MINMAX(t, min, max);
- }
-}
-