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.
119 lines
4.2 KiB
C
119 lines
4.2 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) 2001-2002 by NaN Holding BV.
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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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#ifndef __BKE_MATERIAL_H__
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#define __BKE_MATERIAL_H__
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/** \file BKE_material.h
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* \ingroup bke
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* \brief General operations, lookup, etc. for materials.
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*/
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Main;
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struct Material;
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struct ID;
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struct Object;
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struct Scene;
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/* materials */
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void init_def_material(void);
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void BKE_material_free(struct Material *ma);
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void BKE_material_free_ex(struct Material *ma, bool do_id_user);
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void test_object_materials(struct Object *ob, struct ID *id);
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void test_all_objects_materials(struct Main *bmain, struct ID *id);
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void BKE_material_resize_object(struct Main *bmain, struct Object *ob, const short totcol, bool do_id_user);
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void BKE_material_init(struct Material *ma);
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void BKE_material_remap_object(struct Object *ob, const unsigned int *remap);
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void BKE_material_remap_object_calc(struct Object *ob_dst, struct Object *ob_src, short *remap_src_to_dst);
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struct Material *BKE_material_add(struct Main *bmain, const char *name);
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void BKE_material_copy_data(struct Main *bmain, struct Material *ma_dst, const struct Material *ma_src, const int flag);
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struct Material *BKE_material_copy(struct Main *bmain, const struct Material *ma);
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struct Material *BKE_material_localize(struct Material *ma);
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struct Material *give_node_material(struct Material *ma); /* returns node material or self */
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void BKE_material_make_local(struct Main *bmain, struct Material *ma, const bool lib_local);
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/* UNUSED */
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// void automatname(struct Material *);
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/* material slots */
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struct Material ***give_matarar(struct Object *ob);
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short *give_totcolp(struct Object *ob);
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struct Material ***give_matarar_id(struct ID *id); /* same but for ID's */
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short *give_totcolp_id(struct ID *id);
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enum {
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/* use existing link option */
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BKE_MAT_ASSIGN_EXISTING,
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BKE_MAT_ASSIGN_USERPREF,
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BKE_MAT_ASSIGN_OBDATA,
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BKE_MAT_ASSIGN_OBJECT
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};
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struct Material *give_current_material(struct Object *ob, short act);
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void assign_material_id(struct ID *id, struct Material *ma, short act);
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void assign_material(struct Object *ob, struct Material *ma, short act, int assign_type);
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void assign_matarar(struct Object *ob, struct Material ***matar, short totcol);
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short BKE_object_material_slot_find_index(struct Object *ob, struct Material *ma);
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bool BKE_object_material_slot_add(struct Object *ob);
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bool BKE_object_material_slot_remove(struct Object *ob);
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void BKE_texpaint_slot_refresh_cache(struct Scene *scene, struct Material *ma);
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void BKE_texpaint_slots_refresh_object(struct Scene *scene, struct Object *ob);
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/* rna api */
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void BKE_material_resize_id(struct Main *bmain, struct ID *id, short totcol, bool do_id_user);
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void BKE_material_append_id(struct Main *bmain, struct ID *id, struct Material *ma);
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struct Material *BKE_material_pop_id(struct Main *bmain, struct ID *id, int index, bool update_data); /* index is an int because of RNA */
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void BKE_material_clear_id(struct Main *bmain, struct ID *id, bool update_data);
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/* rendering */
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void ramp_blend(int type, float r_col[3], const float fac, const float col[3]);
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/* copy/paste */
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void clear_matcopybuf(void);
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void free_matcopybuf(void);
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void copy_matcopybuf(struct Material *ma);
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void paste_matcopybuf(struct Material *ma);
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/* Evaluation. */
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struct Depsgraph;
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void BKE_material_eval(struct Depsgraph *depsgraph, struct Material *material);
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#ifdef __cplusplus
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}
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#endif
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#endif
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