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.
243 lines
8.0 KiB
C++
243 lines
8.0 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) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Lukas Toenne
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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/depsgraph/intern/builder/deg_builder_nodes.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_types.h"
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#include "DEG_depsgraph.h" /* used for DEG_depsgraph_use_copy_on_write() */
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struct Base;
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struct CacheFile;
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struct bGPdata;
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struct ListBase;
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struct GHash;
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struct ID;
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struct Image;
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struct FCurve;
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struct Group;
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struct Key;
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struct LayerCollection;
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struct Main;
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struct Material;
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struct Mask;
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struct MTex;
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struct MovieClip;
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struct bNodeTree;
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struct Object;
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struct ParticleSettings;
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struct Probe;
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struct bPoseChannel;
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struct bConstraint;
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struct Scene;
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struct Tex;
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struct World;
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struct PropertyRNA;
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namespace DEG {
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struct Depsgraph;
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struct DepsNode;
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struct IDDepsNode;
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struct TimeSourceDepsNode;
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struct ComponentDepsNode;
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struct OperationDepsNode;
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struct DepsgraphNodeBuilder {
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one.
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*/
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T>
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T *get_cow_datablock(const T *orig) const {
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T>
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T *get_orig_datablock(const T *cow) const {
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if (DEG_depsgraph_use_copy_on_write()) {
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return (T *)cow->id.orig_id;
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}
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else {
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return (T *)cow;
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}
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}
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void begin_build();
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void end_build();
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IDDepsNode *add_id_node(ID *id);
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IDDepsNode *find_id_node(ID *id);
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TimeSourceDepsNode *add_time_source();
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ComponentDepsNode *add_component_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name = "");
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OperationDepsNode *add_operation_node(ComponentDepsNode *comp_node,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *add_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *ensure_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const DepsEvalOperationCb& op,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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OperationDepsNode *find_operation_node(ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const char *name = "",
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int name_tag = -1);
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void build_id(ID* id);
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void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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void build_group(Group *group);
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void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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void build_object_data(Object *object);
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void build_object_transform(Object *object);
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void build_object_constraints(Object *object);
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void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
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void build_rigidbody(Scene *scene);
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void build_particles(Object *object);
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void build_particle_settings(ParticleSettings *part);
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void build_cloth(Object *object);
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void build_animdata(ID *id);
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void build_driver(ID *id, FCurve *fcurve);
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void build_driver_variables(ID *id, FCurve *fcurve);
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void build_driver_id_property(ID *id, const char *rna_path);
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void build_ik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_splineik_pose(Object *object,
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bPoseChannel *pchan,
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bConstraint *con);
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void build_rig(Object *object);
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void build_proxy_rig(Object *object);
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void build_shapekeys(Key *key);
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void build_obdata_geom(Object *object);
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void build_camera(Object *object);
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void build_lamp(Object *object);
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void build_nodetree(bNodeTree *ntree);
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void build_material(Material *ma);
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void build_texture(Tex *tex);
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void build_image(Image *image);
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void build_world(World *world);
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void build_compositor(Scene *scene);
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void build_gpencil(bGPdata *gpd);
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void build_cachefile(CacheFile *cache_file);
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void build_mask(Mask *mask);
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void build_movieclip(MovieClip *clip);
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void build_lightprobe(Object *object);
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protected:
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struct SavedEntryTag {
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ID *id;
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eDepsNode_Type component_type;
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eDepsOperation_Code opcode;
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};
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vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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int view_layer_index_;
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GHash *cow_id_hash_;
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BuilderMap built_map_;
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};
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} // namespace DEG
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