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.
150 lines
4.0 KiB
C++
150 lines
4.0 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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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BLENDER_FILE_LOADER_H__
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#define __BLENDER_FILE_LOADER_H__
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/** \file blender/freestyle/intern/blender_interface/BlenderFileLoader.h
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* \ingroup freestyle
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*/
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#include <string.h>
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#include <float.h>
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#include "../geometry/BBox.h"
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#include "../geometry/Geom.h"
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#include "../geometry/GeomCleaner.h"
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#include "../geometry/GeomUtils.h"
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#include "../scene_graph/IndexedFaceSet.h"
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#include "../scene_graph/NodeGroup.h"
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#include "../scene_graph/NodeTransform.h"
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#include "../scene_graph/NodeShape.h"
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#include "../system/FreestyleConfig.h"
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#include "../system/RenderMonitor.h"
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extern "C" {
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#include "MEM_guardedalloc.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "render_types.h"
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#include "BKE_customdata.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_scene.h"
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#include "BLI_iterator.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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}
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#include "DEG_depsgraph_query.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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namespace Freestyle {
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class NodeGroup;
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struct LoaderState {
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float *pv;
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float *pn;
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IndexedFaceSet::FaceEdgeMark *pm;
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unsigned *pvi;
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unsigned *pni;
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unsigned *pmi;
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unsigned currentIndex;
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unsigned currentMIndex;
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float minBBox[3];
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float maxBBox[3];
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};
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class BlenderFileLoader
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{
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public:
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/*! Builds a MaxFileLoader */
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BlenderFileLoader(Render *re, ViewLayer *view_layer);
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virtual ~BlenderFileLoader();
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/*! Loads the 3D scene and returns a pointer to the scene root node */
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NodeGroup * Load();
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/*! Gets the number of read faces */
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inline unsigned int numFacesRead() {return _numFacesRead;}
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#if 0
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/*! Gets the smallest edge size read */
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inline real minEdgeSize() {return _minEdgeSize;}
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#endif
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/*! Modifiers */
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inline void setRenderMonitor(RenderMonitor *iRenderMonitor) {_pRenderMonitor = iRenderMonitor;}
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protected:
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void insertShapeNode(Object *ob, Mesh *mesh, int id);
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int testDegenerateTriangle(float v1[3], float v2[3], float v3[3]);
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int countClippedFaces(float v1[3], float v2[3], float v3[3], int clip[3]);
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void clipLine(float v1[3], float v2[3], float c[3], float z);
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void clipTriangle(int numTris, float triCoords[][3], float v1[3], float v2[3], float v3[3],
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float triNormals[][3], float n1[3], float n2[3], float n3[3],
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bool edgeMarks[5], bool em1, bool em2, bool em3, int clip[3]);
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void addTriangle(struct LoaderState *ls, float v1[3], float v2[3], float v3[3],
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float n1[3], float n2[3], float n3[3], bool fm, bool em1, bool em2, bool em3);
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protected:
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struct detri_t {
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unsigned viA, viB, viP; // 0 <= viA, viB, viP < viSize
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Vec3r v;
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unsigned n;
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};
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Render *_re;
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ViewLayer *_view_layer;
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NodeGroup *_Scene;
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unsigned _numFacesRead;
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#if 0
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real _minEdgeSize;
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#endif
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bool _smooth; /* if true, face smoothness is taken into account */
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float _viewplane_left;
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float _viewplane_right;
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float _viewplane_bottom;
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float _viewplane_top;
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float _z_near, _z_far;
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float _z_offset;
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RenderMonitor *_pRenderMonitor;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:BlenderFileLoader")
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#endif
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};
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} /* namespace Freestyle */
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#endif // __BLENDER_FILE_LOADER_H__
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