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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_internal.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/intern/raytrace/rayobject_internal.h')
-rw-r--r--source/blender/render/intern/raytrace/rayobject_internal.h157
1 files changed, 0 insertions, 157 deletions
diff --git a/source/blender/render/intern/raytrace/rayobject_internal.h b/source/blender/render/intern/raytrace/rayobject_internal.h
deleted file mode 100644
index 5b8a43eab03..00000000000
--- a/source/blender/render/intern/raytrace/rayobject_internal.h
+++ /dev/null
@@ -1,157 +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 *****
- */
-
-#ifndef __RAYOBJECT_INTERNAL_H__
-#define __RAYOBJECT_INTERNAL_H__
-
-/** \file blender/render/intern/raytrace/rayobject_internal.h
- * \ingroup render
- */
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* RayObjectControl
- *
- * This class is intended as a place holder for control, configuration of the
- * rayobject like:
- * - stop building (TODO maybe when porting build to threads this could be
- * implemented with some thread_cancel function)
- * - max number of threads and threads callback to use during build
- * ...
- */
-
-typedef int (*RE_rayobjectcontrol_test_break_callback)(void *data);
-
-typedef struct RayObjectControl {
- void *data;
- RE_rayobjectcontrol_test_break_callback test_break;
-} RayObjectControl;
-
-/* Returns true if for some reason a heavy processing function should stop
- * (eg.: user asked to stop during a tree a build)
- */
-
-int RE_rayobjectcontrol_test_break(RayObjectControl *c);
-
-/* RayObject
- *
- * A ray object is everything where we can cast rays like:
- * * a face/triangle
- * * an octree
- * * a bvh tree
- * * an octree of bvh's
- * * a bvh of bvh's
- *
- *
- * All types of RayObjects can be created by implementing the
- * callbacks of the RayObject.
- *
- * Due to high computing time evolved with casting on faces
- * there is a special type of RayObject (named RayFace)
- * which won't use callbacks like other generic nodes.
- *
- * In order to allow a mixture of RayFace+RayObjects,
- * all RayObjects must be 4byte aligned, allowing us to use the
- * 2 least significant bits (with the mask 0x03) to define the
- * type of RayObject.
- *
- * This leads to 4 possible types of RayObject:
- *
- * addr&3 - type of object
- * 0 Self (reserved for each structure)
- * 1 RayFace (tri/quad primitive)
- * 2 RayObject (generic with API callbacks)
- * 3 VlakPrimitive
- * (vlak primitive - to be used when we have a vlak describing the data
- * eg.: on render code)
- *
- * 0 means it's reserved and has it own meaning inside each ray acceleration structure
- * (this way each structure can use the align offset to determine if a node represents a
- * RayObject primitive, which can be used to save memory)
- */
-
-/* used to test the type of ray object */
-#define RE_rayobject_isAligned(o) ((((intptr_t)o)&3) == 0)
-#define RE_rayobject_isRayFace(o) ((((intptr_t)o)&3) == 1)
-#define RE_rayobject_isRayAPI(o) ((((intptr_t)o)&3) == 2)
-#define RE_rayobject_isVlakPrimitive(o) ((((intptr_t)o)&3) == 3)
-
-/* used to align a given ray object */
-#define RE_rayobject_align(o) ((RayObject *)(((intptr_t)o)&(~3)))
-
-/* used to unalign a given ray object */
-#define RE_rayobject_unalignRayFace(o) ((RayObject *)(((intptr_t)o)|1))
-#define RE_rayobject_unalignRayAPI(o) ((RayObject *)(((intptr_t)o)|2))
-#define RE_rayobject_unalignVlakPrimitive(o) ((RayObject *)(((intptr_t)o)|3))
-
-/*
- * This rayobject represents a generic object. With it's own callbacks for raytrace operations.
- * It's suitable to implement things like LOD.
- */
-
-struct RayObject {
- struct RayObjectAPI *api;
- struct RayObjectControl control;
-};
-
-typedef int (*RE_rayobject_raycast_callback)(RayObject *, struct Isect *);
-typedef void (*RE_rayobject_add_callback)(RayObject *raytree, RayObject *rayobject);
-typedef void (*RE_rayobject_done_callback)(RayObject *);
-typedef void (*RE_rayobject_free_callback)(RayObject *);
-typedef void (*RE_rayobject_merge_bb_callback)(RayObject *, float min[3], float max[3]);
-typedef float (*RE_rayobject_cost_callback)(RayObject *);
-typedef void (*RE_rayobject_hint_bb_callback)(RayObject *, struct RayHint *, float min[3], float max[3]);
-
-typedef struct RayObjectAPI {
- RE_rayobject_raycast_callback raycast;
- RE_rayobject_add_callback add;
- RE_rayobject_done_callback done;
- RE_rayobject_free_callback free;
- RE_rayobject_merge_bb_callback bb;
- RE_rayobject_cost_callback cost;
- RE_rayobject_hint_bb_callback hint_bb;
-} RayObjectAPI;
-
-/*
- * Returns the expected cost of raycast on this node, primitives have a cost of 1
- */
-float RE_rayobject_cost(RayObject *r);
-
-/*
- * This function differs from RE_rayobject_raycast
- * RE_rayobject_intersect does NOT perform last-hit optimization
- * So this is probably a function to call inside raytrace structures
- */
-int RE_rayobject_intersect(RayObject *r, struct Isect *i);
-
-#ifdef __cplusplus
-}
-#endif
-
-#endif /* __RAYOBJECT_INTERNAL_H__ */