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.
		
			
				
	
	
		
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			91 lines
		
	
	
		
			2.9 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) 2005 Blender Foundation.
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 * All rights reserved.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file ED_render.h
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 *  \ingroup editors
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 */
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#ifndef __ED_RENDER_H__
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#define __ED_RENDER_H__
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#include "DNA_vec_types.h"
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struct bContext;
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struct DEGEditorUpdateContext;
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struct ID;
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struct Main;
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struct MTex;
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struct Render;
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struct Scene;
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struct ScrArea;
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struct wmWindowManager;
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/* render_ops.c */
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void ED_operatortypes_render(void);
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/* render_update.c */
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void ED_render_engine_changed(struct Main *bmain);
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void ED_render_engine_area_exit(struct Main *bmain, struct ScrArea *sa);
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/* Callbacks handling data update events coming from depsgraph. */
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void ED_render_id_flush_update(const struct DEGEditorUpdateContext *update_ctx, struct ID *id);
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void ED_render_scene_update(const struct DEGEditorUpdateContext *update_ctx, int updated);
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struct Scene *ED_render_job_get_scene(const struct bContext *C);
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struct Scene *ED_render_job_get_current_scene(const struct bContext *C);
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/* Render the preview
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 *
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 * pr_method:
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 * - PR_BUTS_RENDER: preview is rendered for buttons window
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 * - PR_ICON_RENDER: preview is rendered for icons. hopefully fast enough for at least 32x32
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 * - PR_NODE_RENDER: preview is rendered for node editor
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 * - PR_ICON_DEFERRED: No render, we just ensure deferred icon data gets generated.
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 */
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enum {
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	PR_BUTS_RENDER   = 0,
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	PR_ICON_RENDER   = 1,
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	PR_NODE_RENDER   = 2,
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	PR_ICON_DEFERRED = 3,
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};
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void ED_preview_ensure_dbase(void);
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void ED_preview_free_dbase(void);
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void ED_preview_shader_job(const struct bContext *C, void *owner, struct ID *id, struct ID *parent, struct MTex *slot, int sizex, int sizey, int method);
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void ED_preview_icon_render(struct Main *bmain, struct Scene *scene, struct ID *id, unsigned int *rect, int sizex, int sizey);
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void ED_preview_icon_job(const struct bContext *C, void *owner, struct ID *id, unsigned int *rect, int sizex, int sizey);
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void ED_preview_kill_jobs(struct wmWindowManager *wm, struct Main *bmain);
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void ED_preview_draw(const struct bContext *C, void *idp, void *parentp, void *slot, rcti *rect);
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void ED_render_clear_mtex_copybuf(void);
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void ED_render_internal_init(void);
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#endif
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