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.
203 lines
6.9 KiB
C++
203 lines
6.9 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) 2006 Blender Foundation.
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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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/** \file RE_engine.h
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* \ingroup render
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*/
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#ifndef __RE_ENGINE_H__
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#define __RE_ENGINE_H__
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#include "DNA_listBase.h"
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#include "DNA_scene_types.h"
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#include "RNA_types.h"
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#include "RE_bake.h"
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struct bNode;
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struct bNodeTree;
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struct BakePixel;
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struct Depsgraph;
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struct Depsgraph;
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struct Depsgraph;
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struct IDProperty;
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struct Main;
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struct Object;
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struct Render;
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struct RenderData;
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struct RenderEngine;
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struct RenderEngineType;
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struct RenderLayer;
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struct RenderResult;
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struct ReportList;
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struct Scene;
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struct ViewLayer;
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/* External Engine */
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/* RenderEngineType.flag */
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#define RE_INTERNAL 1
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/* #define RE_FLAG_DEPRECATED 2 */
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#define RE_USE_PREVIEW 4
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#define RE_USE_POSTPROCESS 8
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#define RE_USE_SHADING_NODES 16
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#define RE_USE_EXCLUDE_LAYERS 32
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#define RE_USE_SAVE_BUFFERS 64
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#define RE_USE_TEXTURE_PREVIEW 128
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#define RE_USE_SHADING_NODES_CUSTOM 256
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#define RE_USE_SPHERICAL_STEREO 512
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/* RenderEngine.flag */
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#define RE_ENGINE_ANIMATION 1
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#define RE_ENGINE_PREVIEW 2
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#define RE_ENGINE_DO_DRAW 4
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#define RE_ENGINE_DO_UPDATE 8
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#define RE_ENGINE_RENDERING 16
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#define RE_ENGINE_HIGHLIGHT_TILES 32
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#define RE_ENGINE_USED_FOR_VIEWPORT 64
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/* RenderEngine.update_flag, used by internal now */
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#define RE_ENGINE_UPDATE_MA 1
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#define RE_ENGINE_UPDATE_OTHER 2
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#define RE_ENGINE_UPDATE_DATABASE 4
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extern ListBase R_engines;
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typedef struct RenderEngineType {
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struct RenderEngineType *next, *prev;
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/* type info */
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char idname[64]; // best keep the same size as BKE_ST_MAXNAME
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char name[64];
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int flag;
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void (*update)(struct RenderEngine *engine, struct Main *bmain, struct Scene *scene);
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void (*render_to_image)(struct RenderEngine *engine, struct Depsgraph *depsgraph);
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void (*bake)(struct RenderEngine *engine, struct Depsgraph *depsgraph,
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struct Scene *scene, struct Object *object, const int pass_type,
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const int pass_filter, const int object_id, const struct BakePixel *pixel_array, const int num_pixels,
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const int depth, void *result);
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void (*view_update)(struct RenderEngine *engine, const struct bContext *context);
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void (*render_to_view)(struct RenderEngine *engine, const struct bContext *context);
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void (*update_script_node)(struct RenderEngine *engine, struct bNodeTree *ntree, struct bNode *node);
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void (*update_render_passes)(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer);
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void (*collection_settings_create)(struct RenderEngine *engine, struct IDProperty *props);
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void (*render_settings_create)(struct RenderEngine *engine, struct IDProperty *props);
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struct DrawEngineType *draw_engine;
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/* RNA integration */
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ExtensionRNA ext;
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} RenderEngineType;
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typedef struct RenderEngine {
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RenderEngineType *type;
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void *py_instance;
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int flag;
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struct Object *camera_override;
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unsigned int layer_override;
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int tile_x;
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int tile_y;
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struct Render *re;
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ListBase fullresult;
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char text[512]; /* IMA_MAX_RENDER_TEXT */
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int resolution_x, resolution_y;
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struct ReportList *reports;
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/* Depsgraph */
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struct Depsgraph *depsgraph;
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/* for blender internal only */
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int update_flag;
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int job_update_flag;
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rctf last_viewplane;
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rcti last_disprect;
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float last_viewmat[4][4];
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int last_winx, last_winy;
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} RenderEngine;
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RenderEngine *RE_engine_create(RenderEngineType *type);
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RenderEngine *RE_engine_create_ex(RenderEngineType *type, bool use_for_viewport);
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void RE_engine_free(RenderEngine *engine);
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void RE_layer_load_from_file(struct RenderLayer *layer, struct ReportList *reports, const char *filename, int x, int y);
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void RE_result_load_from_file(struct RenderResult *result, struct ReportList *reports, const char *filename);
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struct RenderResult *RE_engine_begin_result(RenderEngine *engine, int x, int y, int w, int h, const char *layername, const char *viewname);
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void RE_engine_update_result(RenderEngine *engine, struct RenderResult *result);
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void RE_engine_add_pass(RenderEngine *engine, const char *name, int channels, const char *chan_id, const char *layername);
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void RE_engine_end_result(RenderEngine *engine, struct RenderResult *result, int cancel, int highlight, int merge_results);
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struct RenderResult *RE_engine_get_result(struct RenderEngine *engine);
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const char *RE_engine_active_view_get(RenderEngine *engine);
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void RE_engine_active_view_set(RenderEngine *engine, const char *viewname);
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float RE_engine_get_camera_shift_x(RenderEngine *engine, struct Object *camera, int use_spherical_stereo);
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void RE_engine_get_camera_model_matrix(RenderEngine *engine, struct Object *camera, int use_spherical_stereo, float *r_modelmat);
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int RE_engine_get_spherical_stereo(RenderEngine *engine, struct Object *camera);
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int RE_engine_test_break(RenderEngine *engine);
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void RE_engine_update_stats(RenderEngine *engine, const char *stats, const char *info);
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void RE_engine_update_progress(RenderEngine *engine, float progress);
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void RE_engine_update_memory_stats(RenderEngine *engine, float mem_used, float mem_peak);
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void RE_engine_report(RenderEngine *engine, int type, const char *msg);
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void RE_engine_set_error_message(RenderEngine *engine, const char *msg);
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int RE_engine_render(struct Render *re, int do_all);
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bool RE_engine_is_external(struct Render *re);
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void RE_engine_frame_set(struct RenderEngine *engine, int frame, float subframe);
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void RE_engine_register_pass(struct RenderEngine *engine, struct Scene *scene, struct ViewLayer *view_layer,
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const char *name, int channels, const char *chanid, int type);
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/* Engine Types */
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void RE_engines_init(void);
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void RE_engines_exit(void);
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void RE_engines_register(struct Main *bmain, RenderEngineType *render_type);
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bool RE_engine_is_opengl(RenderEngineType *render_type);
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RenderEngineType *RE_engines_find(const char *idname);
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rcti* RE_engine_get_current_tiles(struct Render *re, int *r_total_tiles, bool *r_needs_free);
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struct RenderData *RE_engine_get_render_data(struct Render *re);
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void RE_bake_engine_set_engine_parameters(
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struct Render *re, struct Main *bmain, struct Scene *scene);
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#endif /* __RE_ENGINE_H__ */
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