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:
@@ -55,7 +55,7 @@
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#define PY_MODULE_ADD_CONSTANT(module, name) PyModule_AddIntConstant(module, # name, name)
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PyDoc_STRVAR(M_gpu_doc,
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"This module provides access to the GLSL shader and Offscreen rendering functionalities."
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"This module provides access to GPU offscreen rendering, matrix stacks and selection."
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);
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static struct PyModuleDef gpumodule = {
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PyModuleDef_HEAD_INIT,
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@@ -74,251 +74,10 @@ static PyObject *PyInit_gpu(void)
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if (m == NULL)
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return NULL;
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/* Take care to update docs when editing: 'doc/python_api/rst/gpu.rst' */
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/* -------------------------------------------------------------------- */
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/* GPUDynamicType */
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/* device constant groups */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MISC);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_LAMP);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_OBJECT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_SAMPLER);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MIST);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_WORLD);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_GROUP_MAT);
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/* device constants */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_NONE);
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/* GPU_DYNAMIC_GROUP_OBJECT */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_LOCTOVIEWIMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE);
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/* GPU_DYNAMIC_GROUP_LAMP */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNVEC);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCO);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNIMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNPERSMAT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNENERGY);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCOL);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_ATT1);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_ATT2);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DISTANCE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTSIZE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTBLEND);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_SPOTSCALE);
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/* GPU_DYNAMIC_GROUP_SAMPLER */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DBUFFER);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DIMAGE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DSHADOW);
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/* GPU_DYNAMIC_GROUP_MIST */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_ENABLE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_START);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_DISTANCE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_INTENSITY);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_TYPE);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MIST_COLOR);
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/* GPU_DYNAMIC_GROUP_WORLD */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_HORIZON_COLOR);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_AMBIENT_COLOR);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_ZENITH_COLOR);
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/* GPU_DYNAMIC_GROUP_MAT */
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_DIFFRGB);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_REF);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_SPECRGB);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_SPEC);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_HARD);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_EMIT);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_AMB);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_ALPHA);
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PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_MAT_MIR);
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/* -------------------------------------------------------------------- */
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/* GPUDataType */
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1I);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_2F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_3F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_9F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_16F);
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PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4UB);
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/* -------------------------------------------------------------------- */
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/* CustomDataType
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*
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* Intentionally only include the subset used by the GPU API.
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*/
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PY_MODULE_ADD_CONSTANT(m, CD_MTFACE);
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PY_MODULE_ADD_CONSTANT(m, CD_ORCO);
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PY_MODULE_ADD_CONSTANT(m, CD_TANGENT);
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PY_MODULE_ADD_CONSTANT(m, CD_MCOL);
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return m;
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}
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#define PY_DICT_ADD_STRING(d, s, f) \
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val = PyUnicode_FromString(s->f); \
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PyDict_SetItemString(d, # f, val); \
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Py_DECREF(val)
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#define PY_DICT_ADD_LONG(d, s, f) \
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val = PyLong_FromLong(s->f); \
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PyDict_SetItemString(d, # f, val); \
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Py_DECREF(val)
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#define PY_DICT_ADD_ID(d, s, f) \
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RNA_id_pointer_create((struct ID *)s->f, &tptr); \
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val = pyrna_struct_CreatePyObject(&tptr); \
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PyDict_SetItemString(d, # f, val); \
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Py_DECREF(val)
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#if 0 /* UNUSED */
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#define PY_OBJ_ADD_ID(d, s, f) \
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val = PyUnicode_FromString(&s->f->id.name[2]); \
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PyObject_SetAttrString(d, # f, val); \
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Py_DECREF(val)
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#define PY_OBJ_ADD_LONG(d, s, f) \
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val = PyLong_FromLong(s->f); \
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PyObject_SetAttrString(d, # f, val); \
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Py_DECREF(val)
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#define PY_OBJ_ADD_STRING(d, s, f) \
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val = PyUnicode_FromString(s->f); \
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PyObject_SetAttrString(d, # f, val); \
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Py_DECREF(val)
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#endif
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PyDoc_STRVAR(GPU_export_shader_doc,
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"export_shader(scene, material)\n"
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"\n"
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" Returns the GLSL shader that produces the visual effect of material in scene.\n"
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"\n"
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" :return: Dictionary defining the shader, uniforms and attributes.\n"
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" :rtype: Dict"
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);
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static PyObject *GPU_export_shader(PyObject *UNUSED(self), PyObject *args, PyObject *kw)
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{
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PyObject *pyscene;
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PyObject *pymat;
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PyObject *result;
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PyObject *dict;
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PyObject *val;
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PyObject *seq;
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int i;
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Scene *scene;
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PointerRNA tptr;
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Material *material;
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GPUShaderExport *shader;
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GPUInputUniform *uniform;
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GPUInputAttribute *attribute;
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static const char *_keywords[] = {"scene", "material", NULL};
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static _PyArg_Parser _parser = {"OO:export_shader", _keywords, 0};
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if (!_PyArg_ParseTupleAndKeywordsFast(
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args, kw, &_parser,
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&pyscene, &pymat))
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{
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return NULL;
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}
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scene = (Scene *)PyC_RNA_AsPointer(pyscene, "Scene");
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if (scene == NULL) {
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return NULL;
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}
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material = (Material *)PyC_RNA_AsPointer(pymat, "Material");
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if (material == NULL) {
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return NULL;
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}
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/* we can call our internal function at last: */
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shader = GPU_shader_export(scene, material);
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if (!shader) {
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PyErr_SetString(PyExc_RuntimeError, "cannot export shader");
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return NULL;
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}
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/* build a dictionary */
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result = PyDict_New();
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if (shader->fragment) {
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PY_DICT_ADD_STRING(result, shader, fragment);
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}
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if (shader->vertex) {
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PY_DICT_ADD_STRING(result, shader, vertex);
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}
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seq = PyList_New(BLI_listbase_count(&shader->uniforms));
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for (i = 0, uniform = shader->uniforms.first; uniform; uniform = uniform->next, i++) {
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dict = PyDict_New();
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PY_DICT_ADD_STRING(dict, uniform, varname);
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PY_DICT_ADD_LONG(dict, uniform, datatype);
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PY_DICT_ADD_LONG(dict, uniform, type);
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if (uniform->lamp) {
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PY_DICT_ADD_ID(dict, uniform, lamp);
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}
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if (uniform->material) {
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PY_DICT_ADD_ID(dict, uniform, material);
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}
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if (uniform->image) {
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PY_DICT_ADD_ID(dict, uniform, image);
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}
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if (uniform->type == GPU_DYNAMIC_SAMPLER_2DBUFFER ||
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uniform->type == GPU_DYNAMIC_SAMPLER_2DIMAGE ||
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uniform->type == GPU_DYNAMIC_SAMPLER_2DSHADOW)
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{
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PY_DICT_ADD_LONG(dict, uniform, texnumber);
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}
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if (uniform->texpixels) {
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val = PyByteArray_FromStringAndSize((const char *)uniform->texpixels, uniform->texsize * 4);
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PyDict_SetItemString(dict, "texpixels", val);
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Py_DECREF(val);
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PY_DICT_ADD_LONG(dict, uniform, texsize);
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}
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PyList_SET_ITEM(seq, i, dict);
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}
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PyDict_SetItemString(result, "uniforms", seq);
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Py_DECREF(seq);
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seq = PyList_New(BLI_listbase_count(&shader->attributes));
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for (i = 0, attribute = shader->attributes.first; attribute; attribute = attribute->next, i++) {
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dict = PyDict_New();
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PY_DICT_ADD_STRING(dict, attribute, varname);
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PY_DICT_ADD_LONG(dict, attribute, datatype);
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PY_DICT_ADD_LONG(dict, attribute, type);
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PY_DICT_ADD_LONG(dict, attribute, number);
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if (attribute->name) {
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if (attribute->name[0] != 0) {
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PY_DICT_ADD_STRING(dict, attribute, name);
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}
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else {
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val = PyLong_FromLong(0);
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PyDict_SetItemString(dict, "name", val);
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Py_DECREF(val);
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}
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}
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PyList_SET_ITEM(seq, i, dict);
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}
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PyDict_SetItemString(result, "attributes", seq);
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Py_DECREF(seq);
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GPU_free_shader_export(shader);
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return result;
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}
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static PyMethodDef meth_export_shader[] = {
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{"export_shader", (PyCFunction)GPU_export_shader, METH_VARARGS | METH_KEYWORDS, GPU_export_shader_doc}
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};
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/* -------------------------------------------------------------------- */
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/* Initialize Module */
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@@ -330,8 +89,6 @@ PyObject *GPU_initPython(void)
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module = PyInit_gpu();
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PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
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/* gpu.offscreen */
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PyModule_AddObject(module, "offscreen", (submodule = BPyInit_gpu_offscreen()));
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PyDict_SetItem(sys_modules, PyModule_GetNameObject(submodule), submodule);
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