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.
This commit is contained in:
2018-04-19 17:34:44 +02:00
committed by Brecht Van Lommel
parent 785e8a636a
commit 51b796ff15
309 changed files with 1326 additions and 83714 deletions

View File

@@ -780,7 +780,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, ";\n");
}
static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output, bool use_new_shading)
static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUOutput *output)
{
DynStr *ds = BLI_dynstr_new();
char *code;
@@ -806,38 +806,20 @@ static char *code_generate_fragment(GPUMaterial *material, ListBase *nodes, GPUO
BLI_dynstr_append(ds, "Closure nodetree_exec(void)\n{\n");
if (use_new_shading) {
if (builtins & GPU_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
if (builtins & GPU_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
}
else {
if (builtins & GPU_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewmat = unfviewmat;\n");
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = unfcameratexfactors;\n");
if (builtins & GPU_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objmat = unfobmat;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = unfinvobmat;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewinv = unfinvviewmat;\n");
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? varnormal: -varnormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = varposition;\n");
}
if (builtins & GPU_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewmat = ViewMatrix;\n");
if (builtins & GPU_CAMERA_TEXCO_FACTORS)
BLI_dynstr_append(ds, "\tvec4 camtexfac = CameraTexCoFactors;\n");
if (builtins & GPU_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objmat = ModelMatrix;\n");
if (builtins & GPU_INVERSE_OBJECT_MATRIX)
BLI_dynstr_append(ds, "\tmat4 objinv = ModelMatrixInverse;\n");
if (builtins & GPU_INVERSE_VIEW_MATRIX)
BLI_dynstr_append(ds, "\tmat4 viewinv = ViewMatrixInverse;\n");
if (builtins & GPU_VIEW_NORMAL)
BLI_dynstr_append(ds, "\tvec3 facingnormal = gl_FrontFacing? viewNormal: -viewNormal;\n");
if (builtins & GPU_VIEW_POSITION)
BLI_dynstr_append(ds, "\tvec3 viewposition = viewPosition;\n");
/* Calculate tangent space. */
#ifdef WITH_OPENSUBDIV
@@ -906,7 +888,7 @@ static const char *attrib_prefix_get(CustomDataType type)
}
}
static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code, bool use_geom)
static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool use_geom)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
@@ -983,115 +965,7 @@ static char *code_generate_vertex_new(ListBase *nodes, const char *vert_code, bo
return code;
}
static char *code_generate_vertex(ListBase *nodes, const GPUMatType type)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
char *vertcode = NULL;
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
#ifdef WITH_OPENSUBDIV
bool skip_opensubdiv = ELEM(input->attribtype, CD_MTFACE, CD_TANGENT);
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
}
#endif
BLI_dynstr_appendf(ds, "%s %s att%d;\n",
GLEW_VERSION_3_0 ? "in" : "attribute",
GPU_DATATYPE_STR[input->type], input->attribid);
BLI_dynstr_appendf(ds, "uniform int att%d_info;\n", input->attribid);
BLI_dynstr_appendf(ds, "%s %s var%d;\n",
GLEW_VERSION_3_0 ? "out" : "varying",
GPU_DATATYPE_STR[input->type], input->attribid);
#ifdef WITH_OPENSUBDIV
if (skip_opensubdiv) {
BLI_dynstr_appendf(ds, "#endif\n");
}
#endif
}
}
}
BLI_dynstr_append(ds, "\n");
switch (type) {
case GPU_MATERIAL_TYPE_MESH:
vertcode = datatoc_gpu_shader_vertex_glsl;
break;
case GPU_MATERIAL_TYPE_WORLD:
vertcode = datatoc_gpu_shader_vertex_world_glsl;
break;
default:
fprintf(stderr, "invalid material type, set one after GPU_material_construct_begin\n");
break;
}
BLI_dynstr_append(ds, vertcode);
for (node = nodes->first; node; node = node->next)
for (input = node->inputs.first; input; input = input->next)
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_TANGENT) { /* silly exception */
#ifdef WITH_OPENSUBDIV
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
#endif
BLI_dynstr_appendf(
ds, "\tvar%d.xyz = normalize(NormalMatrix * att%d.xyz);\n",
input->attribid, input->attribid);
BLI_dynstr_appendf(
ds, "\tvar%d.w = att%d.w;\n",
input->attribid, input->attribid);
#ifdef WITH_OPENSUBDIV
BLI_dynstr_appendf(ds, "#endif\n");
#endif
}
else {
#ifdef WITH_OPENSUBDIV
bool is_mtface = input->attribtype == CD_MTFACE;
if (is_mtface) {
BLI_dynstr_appendf(ds, "#ifndef USE_OPENSUBDIV\n");
}
#endif
BLI_dynstr_appendf(ds, "\tset_var_from_attr(att%d, att%d_info, var%d);\n",
input->attribid, input->attribid, input->attribid);
#ifdef WITH_OPENSUBDIV
if (is_mtface) {
BLI_dynstr_appendf(ds, "#endif\n");
}
#endif
}
}
/* unfortunately special handling is needed here because we abuse gl_Color/gl_SecondaryColor flat shading */
else if (input->source == GPU_SOURCE_OPENGL_BUILTIN) {
if (input->oglbuiltin == GPU_MATCAP_NORMAL) {
/* remap to 0.0 - 1.0 range. This is done because OpenGL 2.0 clamps colors
* between shader stages and we want the full range of the normal */
BLI_dynstr_appendf(ds, "\tvec3 matcapcol = vec3(0.5) * varnormal + vec3(0.5);\n");
BLI_dynstr_appendf(ds, "\tgl_FrontSecondaryColor = vec4(matcapcol, 1.0);\n");
}
else if (input->oglbuiltin == GPU_COLOR) {
BLI_dynstr_appendf(ds, "\tgl_FrontColor = gl_Color;\n");
}
}
BLI_dynstr_append(ds, "}\n");
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
#if 0
if (G.debug & G_DEBUG) printf("%s\n", code);
#endif
return code;
}
static char *code_generate_geometry_new(ListBase *nodes, const char *geom_code)
static char *code_generate_geometry(ListBase *nodes, const char *geom_code)
{
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
@@ -1136,67 +1010,6 @@ static char *code_generate_geometry_new(ListBase *nodes, const char *geom_code)
return code;
}
static char *code_generate_geometry(ListBase *nodes, bool use_opensubdiv)
{
#ifdef WITH_OPENSUBDIV
if (use_opensubdiv) {
DynStr *ds = BLI_dynstr_new();
GPUNode *node;
GPUInput *input;
char *code;
/* Generate varying declarations. */
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_MTFACE) {
/* NOTE: For now we are using varying on purpose,
* otherwise we are not able to write to the varying.
*/
BLI_dynstr_appendf(ds, "%s %s var%d%s;\n",
"varying",
GPU_DATATYPE_STR[input->type],
input->attribid,
"");
BLI_dynstr_appendf(ds, "uniform int fvar%d_offset;\n",
input->attribid);
}
}
}
}
BLI_dynstr_append(ds, datatoc_gpu_shader_geometry_glsl);
/* Generate varying assignments. */
for (node = nodes->first; node; node = node->next) {
for (input = node->inputs.first; input; input = input->next) {
if (input->source == GPU_SOURCE_ATTRIB && input->attribfirst) {
if (input->attribtype == CD_MTFACE) {
BLI_dynstr_appendf(
ds,
"\tINTERP_FACE_VARYING_ATT_2(var%d, "
"int(texelFetch(FVarDataOffsetBuffer, fvar%d_offset).r), st);\n",
input->attribid,
input->attribid);
}
}
}
}
BLI_dynstr_append(ds, "}\n");
code = BLI_dynstr_get_cstring(ds);
BLI_dynstr_free(ds);
//if (G.debug & G_DEBUG) printf("%s\n", code);
return code;
}
#else
UNUSED_VARS(nodes, use_opensubdiv);
#endif
return NULL;
}
void GPU_code_generate_glsl_lib(void)
{
DynStr *ds;
@@ -1223,65 +1036,6 @@ GPUShader *GPU_pass_shader(GPUPass *pass)
return pass->shader;
}
static void gpu_nodes_extract_dynamic_inputs_new(GPUShader *shader, ListBase *inputs, ListBase *nodes)
{
GPUNode *node;
GPUInput *next, *input;
int extract, z;
BLI_listbase_clear(inputs);
if (!shader)
return;
GPU_shader_bind(shader);
for (node = nodes->first; node; node = node->next) {
z = 0;
for (input = node->inputs.first; input; input = next, z++) {
next = input->next;
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
if (input->source == GPU_SOURCE_ATTRIB) {
continue;
}
if (input->source == GPU_SOURCE_BUILTIN ||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
{
continue;
}
if (input->ima || input->tex || input->prv)
BLI_snprintf(input->shadername, sizeof(input->shadername), "samp%d", input->texid);
else
BLI_snprintf(input->shadername, sizeof(input->shadername), "unf%d", input->id);
/* pass non-dynamic uniforms to opengl */
extract = 0;
if (input->ima || input->tex || input->prv) {
if (input->bindtex)
extract = 1;
}
else if (input->dynamicvec)
extract = 1;
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
BLI_addtail(inputs, input);
}
}
}
GPU_shader_unbind();
}
static void gpu_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListBase *nodes)
{
GPUNode *node;
@@ -1303,26 +1057,9 @@ static void gpu_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs
/* attributes don't need to be bound, they already have
* an id that the drawing functions will use */
if (input->source == GPU_SOURCE_ATTRIB) {
#ifdef WITH_OPENSUBDIV
/* We do need mtface attributes for later, so we can
* update face-varuing variables offset in the texture
* buffer for proper sampling from the shader.
*
* We don't do anything about attribute itself, we
* only use it to learn which uniform name is to be
* updated.
*
* TODO(sergey): We can add ad extra uniform input
* for the offset, which will be purely internal and
* which would avoid having such an exceptions.
*/
if (input->attribtype != CD_MTFACE) {
continue;
}
#else
continue;
#endif
}
if (input->source == GPU_SOURCE_BUILTIN ||
input->source == GPU_SOURCE_OPENGL_BUILTIN)
{
@@ -1347,14 +1084,6 @@ static void gpu_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs
if (extract)
input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
#ifdef WITH_OPENSUBDIV
if (input->source == GPU_SOURCE_ATTRIB &&
input->attribtype == CD_MTFACE)
{
extract = 1;
}
#endif
/* extract nodes */
if (extract) {
BLI_remlink(&node->inputs, input);
@@ -1802,19 +1531,6 @@ void GPU_nodes_get_vertex_attributes(ListBase *nodes, GPUVertexAttribs *attribs)
}
}
static void gpu_nodes_get_builtin_flag(ListBase *nodes, int *builtin)
{
GPUNode *node;
GPUInput *input;
*builtin = 0;
for (node = nodes->first; node; node = node->next)
for (input = node->inputs.first; input; input = input->next)
if (input->source == GPU_SOURCE_BUILTIN)
*builtin |= input->builtin;
}
/* varargs linking */
GPUNodeLink *GPU_attribute(const CustomDataType type, const char *name)
@@ -2129,11 +1845,11 @@ GPUPass *GPU_generate_pass_new(
GPU_nodes_get_vertex_attributes(nodes, attribs);
/* generate code */
char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output, true);
char *fragmentgen = code_generate_fragment(material, nodes, frag_outlink->output);
char *tmp = BLI_strdupcat(frag_lib, glsl_material_library);
vertexcode = code_generate_vertex_new(nodes, vert_code, (geom_code != NULL));
geometrycode = (geom_code) ? code_generate_geometry_new(nodes, geom_code) : NULL;
vertexcode = code_generate_vertex(nodes, vert_code, (geom_code != NULL));
geometrycode = (geom_code) ? code_generate_geometry(nodes, geom_code) : NULL;
fragmentcode = BLI_strdupcat(tmp, fragmentgen);
MEM_freeN(fragmentgen);
@@ -2182,85 +1898,11 @@ GPUPass *GPU_generate_pass_new(
return NULL;
}
else {
gpu_nodes_extract_dynamic_inputs_new(shader, inputs, nodes);
gpu_nodes_extract_dynamic_inputs(shader, inputs, nodes);
return pass;
}
}
/* TODO(fclem) Remove for 2.8 */
GPUPass *GPU_generate_pass(
ListBase *nodes, ListBase *inputs, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
const GPUMatType type, const char *UNUSED(name),
const bool use_opensubdiv,
const bool use_new_shading)
{
GPUShader *shader;
GPUPass *pass;
char *vertexcode, *geometrycode, *fragmentcode;
#if 0
if (!FUNCTION_LIB) {
GPU_nodes_free(nodes);
return NULL;
}
#endif
/* prune unused nodes */
GPU_nodes_prune(nodes, outlink);
GPU_nodes_get_vertex_attributes(nodes, attribs);
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(NULL, nodes, outlink->output, false);
vertexcode = code_generate_vertex(nodes, type);
geometrycode = code_generate_geometry(nodes, use_opensubdiv);
int flags = GPU_SHADER_FLAGS_NONE;
if (use_opensubdiv) {
flags |= GPU_SHADER_FLAGS_SPECIAL_OPENSUBDIV;
}
if (use_new_shading) {
flags |= GPU_SHADER_FLAGS_NEW_SHADING;
}
shader = GPU_shader_create_ex(vertexcode,
fragmentcode,
geometrycode,
glsl_material_library,
NULL,
flags);
/* failed? */
if (!shader) {
if (fragmentcode)
MEM_freeN(fragmentcode);
if (vertexcode)
MEM_freeN(vertexcode);
memset(attribs, 0, sizeof(*attribs));
memset(builtins, 0, sizeof(*builtins));
gpu_nodes_free(nodes);
return NULL;
}
/* create pass */
pass = MEM_callocN(sizeof(GPUPass), "GPUPass");
pass->refcount = 1;
pass->shader = shader;
pass->fragmentcode = fragmentcode;
pass->geometrycode = geometrycode;
pass->vertexcode = vertexcode;
pass->libcode = glsl_material_library;
BLI_linklist_prepend(&pass_cache, pass);
/* extract dynamic inputs and throw away nodes */
gpu_nodes_extract_dynamic_inputs(shader, inputs, nodes);
gpu_nodes_free(nodes);
return pass;
}
void GPU_pass_release(GPUPass *pass)
{
BLI_assert(pass->refcount > 0);