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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/windowmanager
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/windowmanager')
-rw-r--r--source/blender/windowmanager/intern/wm_files.c15
-rw-r--r--source/blender/windowmanager/intern/wm_files_link.c2
-rw-r--r--source/blender/windowmanager/intern/wm_init_exit.c2
3 files changed, 4 insertions, 15 deletions
diff --git a/source/blender/windowmanager/intern/wm_files.c b/source/blender/windowmanager/intern/wm_files.c
index e138a880b6e..e30028eb3d3 100644
--- a/source/blender/windowmanager/intern/wm_files.c
+++ b/source/blender/windowmanager/intern/wm_files.c
@@ -871,13 +871,6 @@ int wm_homefile_read(
G.main->name[0] = '\0';
- if (use_userdef) {
- /* When loading factory settings, the reset solid OpenGL lights need to be applied. */
- if (!G.background) {
- GPU_default_lights();
- }
- }
-
/* start with save preference untitled.blend */
G.save_over = 0;
@@ -1010,7 +1003,7 @@ static void wm_history_file_update(void)
/* screen can be NULL */
-static ImBuf *blend_file_thumb(const bContext *C, Scene *scene, ViewLayer *view_layer, bScreen *screen, BlendThumbnail **thumb_pt)
+static ImBuf *blend_file_thumb(const bContext *C, Scene *scene, bScreen *screen, BlendThumbnail **thumb_pt)
{
/* will be scaled down, but gives some nice oversampling */
ImBuf *ibuf;
@@ -1049,14 +1042,14 @@ static ImBuf *blend_file_thumb(const bContext *C, Scene *scene, ViewLayer *view_
if (scene->camera) {
ibuf = ED_view3d_draw_offscreen_imbuf_simple(
- depsgraph, scene, view_layer, OB_SOLID, scene->camera,
+ depsgraph, scene, OB_SOLID, scene->camera,
BLEN_THUMB_SIZE * 2, BLEN_THUMB_SIZE * 2,
IB_rect, V3D_OFSDRAW_NONE, R_ALPHAPREMUL, 0, NULL,
NULL, err_out);
}
else {
ibuf = ED_view3d_draw_offscreen_imbuf(
- depsgraph, scene, view_layer, OB_SOLID, v3d, ar,
+ depsgraph, scene, OB_SOLID, v3d, ar,
BLEN_THUMB_SIZE * 2, BLEN_THUMB_SIZE * 2,
IB_rect, V3D_OFSDRAW_NONE, R_ALPHAPREMUL, 0, NULL,
NULL, err_out);
@@ -1152,7 +1145,7 @@ static int wm_file_write(bContext *C, const char *filepath, int fileflags, Repor
/* Main now can store a .blend thumbnail, usefull for background mode or thumbnail customization. */
main_thumb = thumb = CTX_data_main(C)->blen_thumb;
if ((U.flag & USER_SAVE_PREVIEWS) && BLI_thread_is_main()) {
- ibuf_thumb = blend_file_thumb(C, CTX_data_scene(C), CTX_data_view_layer(C), CTX_wm_screen(C), &thumb);
+ ibuf_thumb = blend_file_thumb(C, CTX_data_scene(C), CTX_wm_screen(C), &thumb);
}
/* operator now handles overwrite checks */
diff --git a/source/blender/windowmanager/intern/wm_files_link.c b/source/blender/windowmanager/intern/wm_files_link.c
index a33df1bc1f2..97f738f37da 100644
--- a/source/blender/windowmanager/intern/wm_files_link.c
+++ b/source/blender/windowmanager/intern/wm_files_link.c
@@ -76,8 +76,6 @@
#include "ED_screen.h"
-#include "GPU_material.h"
-
#include "RNA_access.h"
#include "RNA_define.h"
diff --git a/source/blender/windowmanager/intern/wm_init_exit.c b/source/blender/windowmanager/intern/wm_init_exit.c
index 2af478b9470..0317c138e9c 100644
--- a/source/blender/windowmanager/intern/wm_init_exit.c
+++ b/source/blender/windowmanager/intern/wm_init_exit.c
@@ -118,7 +118,6 @@
#include "BLT_lang.h"
#include "GPU_material.h"
-#include "GPU_buffers.h"
#include "GPU_draw.h"
#include "GPU_init_exit.h"
@@ -467,7 +466,6 @@ void WM_exit_ext(bContext *C, const bool do_python)
BKE_subsurf_osd_cleanup();
#endif
- GPU_global_buffer_pool_free();
GPU_free_unused_buffers();
GPU_exit();