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.
159 lines
5.2 KiB
C++
159 lines
5.2 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_CAMERA_H__
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#define __BKE_CAMERA_H__
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/** \file BKE_camera.h
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* \ingroup bke
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* \brief Camera datablock and utility functions.
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "DNA_vec_types.h"
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struct Camera;
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struct Depsgraph;
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struct Main;
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struct Object;
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struct RegionView3D;
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struct RenderData;
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struct Scene;
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struct ViewLayer;
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struct rctf;
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struct View3D;
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struct GPUFXSettings;
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/* Camera Datablock */
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void BKE_camera_init(struct Camera *cam);
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void *BKE_camera_add(struct Main *bmain, const char *name);
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void BKE_camera_copy_data(struct Main *bmain, struct Camera *cam_dst, const struct Camera *cam_src, const int flag);
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struct Camera *BKE_camera_copy(struct Main *bmain, const struct Camera *cam);
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void BKE_camera_make_local(struct Main *bmain, struct Camera *cam, const bool lib_local);
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void BKE_camera_free(struct Camera *ca);
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/* Camera Usage */
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float BKE_camera_object_dof_distance(struct Object *ob);
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void BKE_camera_object_mode(struct RenderData *rd, struct Object *ob);
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int BKE_camera_sensor_fit(int sensor_fit, float sizex, float sizey);
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float BKE_camera_sensor_size(int sensor_fit, float sensor_x, float sensor_y);
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/* Camera Parameters:
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*
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* Intermediate struct for storing camera parameters from various sources,
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* to unify computation of viewplane, window matrix, ... */
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typedef struct CameraParams {
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/* lens */
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bool is_ortho;
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float lens;
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float ortho_scale;
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float zoom;
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float shiftx;
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float shifty;
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float offsetx;
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float offsety;
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/* sensor */
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float sensor_x;
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float sensor_y;
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int sensor_fit;
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/* clipping */
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float clipsta;
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float clipend;
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/* computed viewplane */
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float ycor;
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float viewdx;
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float viewdy;
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rctf viewplane;
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/* computed matrix */
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float winmat[4][4];
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} CameraParams;
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/* values for CameraParams.zoom, need to be taken into account for some operations */
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#define CAMERA_PARAM_ZOOM_INIT_CAMOB 1.0f
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#define CAMERA_PARAM_ZOOM_INIT_PERSP 2.0f
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void BKE_camera_params_init(CameraParams *params);
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void BKE_camera_params_from_object(CameraParams *params, const struct Object *camera);
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void BKE_camera_params_from_view3d(CameraParams *params, struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d);
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void BKE_camera_params_compute_viewplane(CameraParams *params, int winx, int winy, float aspx, float aspy);
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void BKE_camera_params_compute_matrix(CameraParams *params);
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/* Camera View Frame */
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void BKE_camera_view_frame_ex(
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const struct Scene *scene, const struct Camera *camera,
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const float drawsize, const bool do_clip, const float scale[3],
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float r_asp[2], float r_shift[2], float *r_drawsize, float r_vec[4][3]);
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void BKE_camera_view_frame(
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const struct Scene *scene, const struct Camera *camera,
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float r_vec[4][3]);
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bool BKE_camera_view_frame_fit_to_scene(
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struct Depsgraph *depsgraph,
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struct Scene *scene, struct ViewLayer *view_layer, struct Object *camera_ob,
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float r_co[3], float *r_scale);
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bool BKE_camera_view_frame_fit_to_coords(
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const struct Scene *scene,
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const float (*cos)[3], int num_cos,
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const struct Object *camera_ob,
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float r_co[3], float *r_scale);
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void BKE_camera_to_gpu_dof(struct Object *camera, struct GPUFXSettings *r_fx_settings);
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/* Camera multi-view API */
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struct Object *BKE_camera_multiview_render(struct Scene *scene, struct Object *camera, const char *viewname);
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void BKE_camera_multiview_view_matrix(struct RenderData *rd, struct Object *camera, const bool is_left, float r_viewmat[4][4]);
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void BKE_camera_multiview_model_matrix(struct RenderData *rd, struct Object *camera, const char *viewname, float r_modelmat[4][4]);
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float BKE_camera_multiview_shift_x(struct RenderData *rd, struct Object *camera, const char *viewname);
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void BKE_camera_multiview_params(struct RenderData *rd, struct CameraParams *params, struct Object *camera, const char *viewname);
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bool BKE_camera_multiview_spherical_stereo(struct RenderData *rd, struct Object *camera);
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/* Camera background image API */
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struct CameraBGImage *BKE_camera_background_image_new(struct Camera *cam);
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void BKE_camera_background_image_remove(struct Camera *cam, struct CameraBGImage *bgpic);
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void BKE_camera_background_image_clear(struct Camera *cam);
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#ifdef __cplusplus
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}
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#endif
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#endif
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