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.
143 lines
5.1 KiB
C++
143 lines
5.1 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) 2007 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 blender/render/intern/include/render_result.h
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* \ingroup render
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*/
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#ifndef __RENDER_RESULT_H__
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#define __RENDER_RESULT_H__
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#define PASS_VECTOR_MAX 10000.0f
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#define RR_USE_MEM 0
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#define RR_USE_EXR 1
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#define RR_ALL_LAYERS NULL
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#define RR_ALL_VIEWS NULL
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struct ImBuf;
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struct ListBase;
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struct Render;
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struct RenderData;
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struct RenderLayer;
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struct RenderResult;
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struct Scene;
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struct rcti;
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struct ColorManagedDisplaySettings;
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struct ColorManagedViewSettings;
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/* New */
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struct RenderResult *render_result_new(struct Render *re,
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struct rcti *partrct, int crop, int savebuffers, const char *layername, const char *viewname);
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struct RenderResult *render_result_new_from_exr(void *exrhandle, const char *colorspace, bool predivide, int rectx, int recty);
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void render_result_view_new(struct RenderResult *rr, const char *viewname);
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void render_result_views_new(struct RenderResult *rr, struct RenderData *rd);
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/* Merge */
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void render_result_merge(struct RenderResult *rr, struct RenderResult *rrpart);
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/* Add Passes */
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void render_result_clone_passes(struct Render *re, struct RenderResult *rr, const char *viewname);
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void render_result_add_pass(struct RenderResult *rr, const char *name, int channels, const char *chan_id, const char *layername, const char *viewname);
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/* Free */
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void render_result_free(struct RenderResult *rr);
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void render_result_free_list(struct ListBase *lb, struct RenderResult *rr);
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/* Single Layer Render */
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void render_result_single_layer_begin(struct Render *re);
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void render_result_single_layer_end(struct Render *re);
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/* EXR Tile File Render */
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void render_result_save_empty_result_tiles(struct Render *re);
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void render_result_exr_file_begin(struct Render *re);
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void render_result_exr_file_end(struct Render *re);
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/* render pass wrapper for gpencil */
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struct RenderPass *gp_add_pass(struct RenderResult *rr, struct RenderLayer *rl, int channels, const char *name, const char *viewname);
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void render_result_exr_file_merge(struct RenderResult *rr, struct RenderResult *rrpart, const char *viewname);
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void render_result_exr_file_path(struct Scene *scene, const char *layname, int sample, char *filepath);
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int render_result_exr_file_read_sample(struct Render *re, int sample);
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int render_result_exr_file_read_path(struct RenderResult *rr, struct RenderLayer *rl_single, const char *filepath);
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/* EXR cache */
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void render_result_exr_file_cache_write(struct Render *re);
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bool render_result_exr_file_cache_read(struct Render *re);
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/* Combined Pixel Rect */
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struct ImBuf *render_result_rect_to_ibuf(struct RenderResult *rr, struct RenderData *rd, const int view_id);
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void render_result_rect_fill_zero(struct RenderResult *rr, const int view_id);
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void render_result_rect_get_pixels(struct RenderResult *rr,
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unsigned int *rect, int rectx, int recty,
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const struct ColorManagedViewSettings *view_settings,
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const struct ColorManagedDisplaySettings *display_settings,
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const int view_id);
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void render_result_views_shallowcopy(struct RenderResult *dst, struct RenderResult *src);
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void render_result_views_shallowdelete(struct RenderResult *rr);
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bool render_result_has_views(struct RenderResult *rr);
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#define FOREACH_VIEW_LAYER_TO_RENDER_BEGIN(re_, iter_) \
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{ \
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int nr_; \
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ViewLayer *iter_; \
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for (nr_ = 0, iter_ = (re_)->view_layers.first; \
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iter_ != NULL; \
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iter_ = iter_->next, nr_++) \
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{ \
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if ((re_)->r.scemode & R_SINGLE_LAYER) { \
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if (nr_ != re->active_view_layer) { \
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continue; \
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} \
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} \
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else { \
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if ((iter_->flag & VIEW_LAYER_RENDER) == 0) { \
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continue; \
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} \
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}
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#define FOREACH_VIEW_LAYER_TO_RENDER_END \
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} \
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} ((void)0)
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#endif /* __RENDER_RESULT_H__ */
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