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.
144 lines
5.4 KiB
C++
144 lines
5.4 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) 2008 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file ED_uvedit.h
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* \ingroup editors
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*/
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#ifndef __ED_UVEDIT_H__
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#define __ED_UVEDIT_H__
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struct ARegionType;
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struct BMesh;
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struct BMEditMesh;
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struct BMFace;
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struct BMLoop;
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struct Depsgraph;
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struct Image;
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struct ImageUser;
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struct Main;
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struct Object;
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struct Scene;
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struct ViewLayer;
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struct SpaceImage;
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struct bNode;
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struct wmKeyConfig;
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/* uvedit_ops.c */
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void ED_operatortypes_uvedit(void);
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void ED_keymap_uvedit(struct wmKeyConfig *keyconf);
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bool ED_uvedit_minmax(struct Scene *scene, struct Image *ima, struct Object *obedit, float min[2], float max[2]);
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bool ED_uvedit_center(Scene *scene, Image *ima, struct Object *obedit, float cent[2], char mode);
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void ED_uvedit_select_all(struct BMesh *bm);
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bool ED_object_get_active_image(
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struct Object *ob, int mat_nr,
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struct Image **r_ima, struct ImageUser **r_iuser, struct bNode **r_node, struct bNodeTree **r_ntree);
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void ED_object_assign_active_image(struct Main *bmain, struct Object *ob, int mat_nr, struct Image *ima);
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bool ED_uvedit_test(struct Object *obedit);
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/* visibility and selection */
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bool uvedit_face_visible_test(
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struct Scene *scene, struct Object *obedit, struct Image *ima, struct BMFace *efa);
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bool uvedit_face_select_test(
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struct Scene *scene, struct BMFace *efa,
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const int cd_loop_uv_offset);
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bool uvedit_edge_select_test(
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struct Scene *scene, struct BMLoop *l,
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const int cd_loop_uv_offset);
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bool uvedit_uv_select_test(
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struct Scene *scene, struct BMLoop *l,
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const int cd_loop_uv_offset);
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/* uv face */
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bool uvedit_face_select_set(
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struct Scene *scene, struct BMEditMesh *em, struct BMFace *efa, const bool select,
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const bool do_history, const int cd_loop_uv_offset);
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bool uvedit_face_select_enable(
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struct Scene *scene, struct BMEditMesh *em, struct BMFace *efa,
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const bool do_history, const int cd_loop_uv_offset);
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bool uvedit_face_select_disable(
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struct Scene *scene, struct BMEditMesh *em, struct BMFace *efa,
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const int cd_loop_uv_offset);
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/* uv edge */
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void uvedit_edge_select_set(
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struct BMEditMesh *em, struct Scene *scene, struct BMLoop *l, const bool select,
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const bool do_history, const int cd_loop_uv_offset);
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void uvedit_edge_select_enable(
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struct BMEditMesh *em, struct Scene *scene, struct BMLoop *l,
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const bool do_history, const int cd_loop_uv_offset);
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void uvedit_edge_select_disable(
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struct BMEditMesh *em, struct Scene *scene, struct BMLoop *l,
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const int cd_loop_uv_offset);
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/* uv vert */
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void uvedit_uv_select_set(
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struct BMEditMesh *em, struct Scene *scene, struct BMLoop *l, const bool select,
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const bool do_history, const int cd_loop_uv_offset);
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void uvedit_uv_select_enable(
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struct BMEditMesh *em, struct Scene *scene, struct BMLoop *l,
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const bool do_history, const int cd_loop_uv_offset);
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void uvedit_uv_select_disable(
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struct BMEditMesh *em, struct Scene *scene, struct BMLoop *l,
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const int cd_loop_uv_offset);
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bool ED_uvedit_nearest_uv(
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struct Scene *scene, struct Object *obedit, struct Image *ima,
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const float co[2], float r_uv[2]);
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void ED_uvedit_get_aspect(struct Scene *scene, struct Object *ob, struct BMesh *em, float *aspx, float *aspy);
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/* uvedit_unwrap_ops.c */
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void ED_uvedit_live_unwrap_begin(struct Scene *scene, struct Object *obedit);
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void ED_uvedit_live_unwrap_re_solve(void);
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void ED_uvedit_live_unwrap_end(short cancel);
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void ED_uvedit_live_unwrap(struct Scene *scene, struct Object *obedit);
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void ED_uvedit_pack_islands(
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struct Scene *scene, struct Object *ob, struct BMesh *bm, bool selected, bool correct_aspect, bool do_rotate);
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void ED_uvedit_pack_islands_multi(
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struct Scene *scene, struct Object **objects, const uint objects_len,
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bool selected, bool correct_aspect, bool do_rotate);
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void ED_uvedit_unwrap_cube_project(
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struct BMesh *bm, float cube_size, bool use_select, const float center[3]);
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/* single call up unwrap using scene settings, used for edge tag unwrapping */
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void ED_unwrap_lscm(struct Scene *scene, struct Object *obedit, const short sel, const bool pack);
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/* uvedit_draw.c */
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void ED_image_draw_cursor(
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struct ARegion *ar, const float cursor[2]);
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void ED_uvedit_draw_main(
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struct SpaceImage *sima,
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struct ARegion *ar, struct Scene *scene, struct ViewLayer *view_layer,
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struct Object *obedit, struct Object *obact, struct Depsgraph *depsgraph);
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/* uvedit_buttons.c */
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void ED_uvedit_buttons_register(struct ARegionType *art);
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#endif /* __ED_UVEDIT_H__ */
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