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blender-archive/source/blender/blenloader/intern/versioning_280.c
Campbell Barton 92c519ff17 Blender Version Bump
Without this, render slots aren't added.
2018-06-19 14:50:39 +02:00

1607 lines
53 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Dalai Felinto
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/blenloader/intern/versioning_280.c
* \ingroup blenloader
*/
/* allow readfile to use deprecated functionality */
#define DNA_DEPRECATED_ALLOW
#include <string.h>
#include <float.h>
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_mempool.h"
#include "BLI_string.h"
#include "BLI_string_utf8.h"
#include "BLI_utildefines.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_gpu_types.h"
#include "DNA_group_types.h"
#include "DNA_lamp_types.h"
#include "DNA_layer_types.h"
#include "DNA_lightprobe_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "DNA_genfile.h"
#include "DNA_workspace_types.h"
#include "BKE_collection.h"
#include "BKE_constraint.h"
#include "BKE_customdata.h"
#include "BKE_freestyle.h"
#include "BKE_idprop.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_node.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_studiolight.h"
#include "BKE_workspace.h"
#include "BLO_readfile.h"
#include "readfile.h"
#include "MEM_guardedalloc.h"
static bScreen *screen_parent_find(const bScreen *screen)
{
/* can avoid lookup if screen state isn't maximized/full (parent and child store the same state) */
if (ELEM(screen->state, SCREENMAXIMIZED, SCREENFULL)) {
for (const ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->full && sa->full != screen) {
BLI_assert(sa->full->state == screen->state);
return sa->full;
}
}
}
return NULL;
}
static void do_version_workspaces_create_from_screens(Main *bmain)
{
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
const bScreen *screen_parent = screen_parent_find(screen);
Scene *scene = screen->scene;
WorkSpace *workspace;
ViewLayer *layer = BLI_findlink(&scene->view_layers, scene->r.actlay);
if (screen->temp) {
continue;
}
if (!layer) {
layer = BKE_view_layer_default_view(scene);
}
if (screen_parent) {
/* fullscreen with "Back to Previous" option, don't create
* a new workspace, add layout workspace containing parent */
workspace = BLI_findstring(
&bmain->workspaces, screen_parent->id.name + 2, offsetof(ID, name) + 2);
}
else {
workspace = BKE_workspace_add(bmain, screen->id.name + 2);
}
BKE_workspace_layout_add(bmain, workspace, screen, screen->id.name + 2);
BKE_workspace_view_layer_set(workspace, layer, scene);
}
}
static void do_version_area_change_space_to_space_action(ScrArea *area, const Scene *scene)
{
SpaceType *stype = BKE_spacetype_from_id(SPACE_ACTION);
SpaceAction *saction = (SpaceAction *)stype->new(area, scene);
ARegion *region_channels;
/* Properly free current regions */
for (ARegion *region = area->regionbase.first; region; region = region->next) {
BKE_area_region_free(area->type, region);
}
BLI_freelistN(&area->regionbase);
area->type = stype;
area->spacetype = stype->spaceid;
BLI_addhead(&area->spacedata, saction);
area->regionbase = saction->regionbase;
BLI_listbase_clear(&saction->regionbase);
/* Different defaults for timeline */
region_channels = BKE_area_find_region_type(area, RGN_TYPE_CHANNELS);
region_channels->flag |= RGN_FLAG_HIDDEN;
saction->mode = SACTCONT_TIMELINE;
saction->ads.flag |= ADS_FLAG_SUMMARY_COLLAPSED;
}
/**
* \brief After lib-link versioning for new workspace design.
*
* - Adds a workspace for (almost) each screen of the old file
* and adds the needed workspace-layout to wrap the screen.
* - Active screen isn't stored directly in window anymore, but in the active workspace.
* - Active scene isn't stored in screen anymore, but in window.
* - Create workspace instance hook for each window.
*
* \note Some of the created workspaces might be deleted again in case of reading the default startup.blend.
*/
static void do_version_workspaces_after_lib_link(Main *bmain)
{
BLI_assert(BLI_listbase_is_empty(&bmain->workspaces));
do_version_workspaces_create_from_screens(bmain);
for (wmWindowManager *wm = bmain->wm.first; wm; wm = wm->id.next) {
for (wmWindow *win = wm->windows.first; win; win = win->next) {
bScreen *screen_parent = screen_parent_find(win->screen);
bScreen *screen = screen_parent ? screen_parent : win->screen;
WorkSpace *workspace = BLI_findstring(&bmain->workspaces, screen->id.name + 2, offsetof(ID, name) + 2);
ListBase *layouts = BKE_workspace_layouts_get(workspace);
win->workspace_hook = BKE_workspace_instance_hook_create(bmain);
BKE_workspace_active_set(win->workspace_hook, workspace);
BKE_workspace_active_layout_set(win->workspace_hook, layouts->first);
win->scene = screen->scene;
/* Deprecated from now on! */
win->screen = NULL;
}
}
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
/* Deprecated from now on! */
BLI_freelistN(&screen->scene->transform_spaces);
screen->scene = NULL;
}
}
#ifdef USE_COLLECTION_COMPAT_28
enum {
COLLECTION_DEPRECATED_VISIBLE = (1 << 0),
COLLECTION_DEPRECATED_VIEWPORT = (1 << 0),
COLLECTION_DEPRECATED_SELECTABLE = (1 << 1),
COLLECTION_DEPRECATED_DISABLED = (1 << 2),
COLLECTION_DEPRECATED_RENDER = (1 << 3),
};
static void do_version_view_layer_visibility(ViewLayer *view_layer)
{
/* Convert from deprecated VISIBLE flag to DISABLED */
LayerCollection *lc;
for (lc = view_layer->layer_collections.first;
lc;
lc = lc->next)
{
if (lc->flag & COLLECTION_DEPRECATED_DISABLED) {
lc->flag &= ~COLLECTION_DEPRECATED_DISABLED;
}
if ((lc->flag & COLLECTION_DEPRECATED_VISIBLE) == 0) {
lc->flag |= COLLECTION_DEPRECATED_DISABLED;
}
lc->flag |= COLLECTION_DEPRECATED_VIEWPORT | COLLECTION_DEPRECATED_RENDER;
}
}
static void do_version_layer_collection_pre(
ViewLayer *view_layer,
ListBase *lb,
GSet *enabled_set,
GSet *selectable_set)
{
/* Convert from deprecated DISABLED to new layer collection and collection flags */
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
if (lc->scene_collection) {
if (!(lc->flag & COLLECTION_DEPRECATED_DISABLED)) {
BLI_gset_insert(enabled_set, lc->scene_collection);
}
if (lc->flag & COLLECTION_DEPRECATED_SELECTABLE) {
BLI_gset_insert(selectable_set, lc->scene_collection);
}
}
do_version_layer_collection_pre(view_layer, &lc->layer_collections, enabled_set, selectable_set);
}
}
static void do_version_layer_collection_post(
ViewLayer *view_layer,
ListBase *lb,
GSet *enabled_set,
GSet *selectable_set,
GHash *collection_map)
{
/* Apply layer collection exclude flags. */
for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
if (!(lc->collection->flag & COLLECTION_IS_MASTER)) {
SceneCollection *sc = BLI_ghash_lookup(collection_map, lc->collection);
const bool enabled = (sc && BLI_gset_haskey(enabled_set, sc));
const bool selectable = (sc && BLI_gset_haskey(selectable_set, sc));
if (!enabled) {
lc->flag |= LAYER_COLLECTION_EXCLUDE;
}
if (enabled && !selectable) {
lc->collection->flag |= COLLECTION_RESTRICT_SELECT;
}
}
do_version_layer_collection_post(
view_layer, &lc->layer_collections, enabled_set, selectable_set, collection_map);
}
}
static void do_version_scene_collection_convert(
Main *bmain,
ID *id,
SceneCollection *sc,
Collection *collection,
GHash *collection_map)
{
if (collection_map) {
BLI_ghash_insert(collection_map, collection, sc);
}
for (SceneCollection *nsc = sc->scene_collections.first; nsc;) {
SceneCollection *nsc_next = nsc->next;
Collection *ncollection = BKE_collection_add(bmain, collection, nsc->name);
ncollection->id.lib = id->lib;
do_version_scene_collection_convert(bmain, id, nsc, ncollection, collection_map);
nsc = nsc_next;
}
for (LinkData *link = sc->objects.first; link; link = link->next) {
Object *ob = link->data;
if (ob) {
BKE_collection_object_add(bmain, collection, ob);
id_us_min(&ob->id);
}
}
BLI_freelistN(&sc->objects);
MEM_freeN(sc);
}
static void do_version_group_collection_to_collection(Main *bmain, Collection *group)
{
/* Convert old 2.8 group collections to new unified collections. */
if (group->collection) {
do_version_scene_collection_convert(bmain, &group->id, group->collection, group, NULL);
}
group->collection = NULL;
group->view_layer = NULL;
id_fake_user_set(&group->id);
}
static void do_version_scene_collection_to_collection(Main *bmain, Scene *scene)
{
/* Convert old 2.8 scene collections to new unified collections. */
/* Temporarily clear view layers so we don't do any layer collection syncing
* and destroy old flags that we want to restore. */
ListBase view_layers = scene->view_layers;
BLI_listbase_clear(&scene->view_layers);
if (!scene->master_collection) {
scene->master_collection = BKE_collection_master_add();
}
/* Convert scene collections. */
GHash *collection_map = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
if (scene->collection) {
do_version_scene_collection_convert(bmain, &scene->id, scene->collection, scene->master_collection, collection_map);
scene->collection = NULL;
}
scene->view_layers = view_layers;
/* Convert layer collections. */
ViewLayer *view_layer;
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
GSet *enabled_set = BLI_gset_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
GSet *selectable_set = BLI_gset_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, __func__);
do_version_layer_collection_pre(
view_layer, &view_layer->layer_collections, enabled_set, selectable_set);
BKE_layer_collection_sync(scene, view_layer);
do_version_layer_collection_post(
view_layer, &view_layer->layer_collections, enabled_set, selectable_set, collection_map);
BLI_gset_free(enabled_set, NULL);
BLI_gset_free(selectable_set, NULL);
BKE_layer_collection_sync(scene, view_layer);
}
BLI_ghash_free(collection_map, NULL, NULL);
}
#endif
enum {
DO_VERSION_COLLECTION_VISIBLE = 0,
DO_VERSION_COLLECTION_HIDE = 1,
DO_VERSION_COLLECTION_HIDE_RENDER = 2,
DO_VERSION_COLLECTION_HIDE_ALL = 3,
};
static void do_version_layers_to_collections(Main *bmain, Scene *scene)
{
/* Since we don't have access to FileData we check the (always valid) first
* render layer instead. */
if (!scene->master_collection) {
scene->master_collection = BKE_collection_master_add();
}
if (scene->view_layers.first) {
return;
}
/* Create collections from layers. */
Collection *collection_master = BKE_collection_master(scene);
struct DoVersionSceneCollections {
Collection *collections[20];
int created;
const char *suffix;
int flag;
} collections[] =
{
{
.collections = {NULL},
.created = 0,
.suffix = "",
.flag = 0,
},
{
.collections = {NULL},
.created = 0,
.suffix = " - Hide Viewport",
.flag = COLLECTION_RESTRICT_VIEW,
},
{
.collections = {NULL},
.created = 0,
.suffix = " - Hide Render",
.flag = COLLECTION_RESTRICT_RENDER,
},
{
.collections = {NULL},
.created = 0,
.suffix = " - Hide Render All",
.flag = COLLECTION_RESTRICT_VIEW | COLLECTION_RESTRICT_RENDER,
}
};
for (int layer = 0; layer < 20; layer++) {
for (Base *base = scene->base.first; base; base = base->next) {
if (base->lay & (1 << layer)) {
int collection_index = -1;
if ((base->object->restrictflag & OB_RESTRICT_VIEW) &&
(base->object->restrictflag & OB_RESTRICT_RENDER))
{
collection_index = DO_VERSION_COLLECTION_HIDE_ALL;
}
else if (base->object->restrictflag & OB_RESTRICT_VIEW) {
collection_index = DO_VERSION_COLLECTION_HIDE;
}
else if (base->object->restrictflag & OB_RESTRICT_RENDER) {
collection_index = DO_VERSION_COLLECTION_HIDE_RENDER;
}
else {
collection_index = DO_VERSION_COLLECTION_VISIBLE;
}
/* Create collections when needed only. */
if ((collections[collection_index].created & (1 << layer)) == 0) {
char name[MAX_NAME];
if ((collections[DO_VERSION_COLLECTION_VISIBLE].created & (1 << layer)) == 0) {
BLI_snprintf(name,
sizeof(collection_master->id.name),
"Collection %d%s",
layer + 1,
collections[DO_VERSION_COLLECTION_VISIBLE].suffix);
Collection *collection = BKE_collection_add(bmain, collection_master, name);
collection->id.lib = scene->id.lib;
collection->flag |= collections[DO_VERSION_COLLECTION_VISIBLE].flag;
collections[DO_VERSION_COLLECTION_VISIBLE].collections[layer] = collection;
collections[DO_VERSION_COLLECTION_VISIBLE].created |= (1 << layer);
if (!(scene->lay & (1 << layer))) {
collection->flag |= COLLECTION_RESTRICT_VIEW | COLLECTION_RESTRICT_RENDER;
}
}
if (collection_index != DO_VERSION_COLLECTION_VISIBLE) {
Collection *collection_parent;
collection_parent = collections[DO_VERSION_COLLECTION_VISIBLE].collections[layer];
BLI_snprintf(name,
sizeof(collection_master->id.name),
"Collection %d%s",
layer + 1,
collections[collection_index].suffix);
Collection *collection = BKE_collection_add(bmain, collection_parent, name);
collection->id.lib = scene->id.lib;
collection->flag |= collections[collection_index].flag;
collections[collection_index].collections[layer] = collection;
collections[collection_index].created |= (1 << layer);
if (!(scene->lay & (1 << layer))) {
collection->flag |= COLLECTION_RESTRICT_VIEW | COLLECTION_RESTRICT_RENDER;
}
}
}
/* Note usually this would do slow collection syncing for view layers,
* but since no view layers exists yet at this point it's fast. */
BKE_collection_object_add(
bmain,
collections[collection_index].collections[layer], base->object);
}
if (base->flag & SELECT) {
base->object->flag |= SELECT;
}
else {
base->object->flag &= ~SELECT;
}
}
}
/* Re-order the nested hidden collections. */
CollectionChild *child_parent = collection_master->children.first;
Collection *collection_parent = (child_parent) ? child_parent->collection : NULL;
for (int layer = 0; layer < 20; layer++) {
if (collections[DO_VERSION_COLLECTION_VISIBLE].created & (1 << layer)) {
CollectionChild *hide_child = BLI_findptr(
&collection_parent->children,
collections[DO_VERSION_COLLECTION_HIDE].collections[layer],
offsetof(CollectionChild, collection));
if ((collections[DO_VERSION_COLLECTION_HIDE].created & (1 << layer)) &&
(hide_child != collection_parent->children.first))
{
BLI_listbase_swaplinks(
&collection_parent->children,
hide_child,
collection_parent->children.first);
}
CollectionChild *hide_all_child = BLI_findptr(
&collection_parent->children,
collections[DO_VERSION_COLLECTION_HIDE_ALL].collections[layer],
offsetof(CollectionChild, collection));
if ((collections[DO_VERSION_COLLECTION_HIDE_ALL].created & (1 << layer)) &&
(hide_all_child != collection_parent->children.last))
{
BLI_listbase_swaplinks(
&collection_parent->children,
hide_all_child,
collection_parent->children.last);
}
child_parent = child_parent->next;
collection_parent = (child_parent) ? child_parent->collection : NULL;
}
}
BLI_assert(collection_parent == NULL);
/* Handle legacy render layers. */
bool have_override = false;
for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) {
ViewLayer *view_layer = BKE_view_layer_add(scene, srl->name);
if (srl->samples != 0) {
have_override = true;
/* It is up to the external engine to handle
* its own doversion in this case. */
BKE_override_view_layer_int_add(
view_layer,
ID_SCE,
"samples",
srl->samples);
}
if (srl->mat_override) {
have_override = true;
BKE_override_view_layer_datablock_add(
view_layer,
ID_MA,
"self",
(ID *)srl->mat_override);
}
if (srl->layflag & SCE_LAY_DISABLE) {
view_layer->flag &= ~VIEW_LAYER_RENDER;
}
if ((srl->layflag & SCE_LAY_FRS) == 0) {
view_layer->flag &= ~VIEW_LAYER_FREESTYLE;
}
/* XXX If we are to keep layflag it should be merged with flag (dfelinto). */
view_layer->layflag = srl->layflag;
/* XXX Not sure if we should keep the passes (dfelinto). */
view_layer->passflag = srl->passflag;
view_layer->pass_xor = srl->pass_xor;
view_layer->pass_alpha_threshold = srl->pass_alpha_threshold;
BKE_freestyle_config_free(&view_layer->freestyle_config, true);
view_layer->freestyle_config = srl->freestyleConfig;
view_layer->id_properties = srl->prop;
/* Set exclusion and overrides. */
for (int layer = 0; layer < 20; layer++) {
if (collections[DO_VERSION_COLLECTION_VISIBLE].created & (1 << layer)) {
Collection *collection = collections[DO_VERSION_COLLECTION_VISIBLE].collections[layer];
LayerCollection *lc = BKE_layer_collection_first_from_scene_collection(view_layer, collection);
if (srl->lay_exclude & (1 << layer)) {
/* Disable excluded layer. */
have_override = true;
lc->flag |= LAYER_COLLECTION_EXCLUDE;
for (LayerCollection *nlc = lc->layer_collections.first; nlc; nlc = nlc->next) {
nlc->flag |= LAYER_COLLECTION_EXCLUDE;
}
}
else if ((scene->lay & srl->lay & ~(srl->lay_exclude) & (1 << layer)) ||
(srl->lay_zmask & (scene->lay | srl->lay_exclude) & (1 << layer)))
{
if (srl->lay_zmask & (1 << layer)) {
have_override = true;
BKE_override_layer_collection_boolean_add(
lc,
ID_OB,
"cycles.is_holdout",
true);
}
if ((srl->lay & (1 << layer)) == 0) {
have_override = true;
BKE_override_layer_collection_boolean_add(
lc,
ID_OB,
"cycles_visibility.camera",
false);
}
}
LayerCollection *nlc = lc->layer_collections.first;
for (int j = 1; j < 4; j++) {
if (collections[j].created & (1 << layer)) {
nlc = nlc->next;
}
}
BLI_assert(nlc == NULL);
}
}
/* for convenience set the same active object in all the layers */
if (scene->basact) {
view_layer->basact = BKE_view_layer_base_find(view_layer, scene->basact->object);
}
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_SELECTABLED) && (base->object->flag & SELECT)) {
base->flag |= BASE_SELECTED;
}
}
}
BLI_freelistN(&scene->r.layers);
/* If render layers included overrides, we also create a vanilla
* viewport layer without them. */
if (have_override) {
ViewLayer *view_layer = BKE_view_layer_add(scene, "Viewport");
/* Make it first in the list. */
BLI_remlink(&scene->view_layers, view_layer);
BLI_addhead(&scene->view_layers, view_layer);
/* If we ported all the original render layers, we don't need to make the viewport layer renderable. */
if (!BLI_listbase_is_single(&scene->view_layers)) {
view_layer->flag &= ~VIEW_LAYER_RENDER;
}
/* convert active base */
if (scene->basact) {
view_layer->basact = BKE_view_layer_base_find(view_layer, scene->basact->object);
}
/* convert selected bases */
for (Base *base = view_layer->object_bases.first; base; base = base->next) {
if ((base->flag & BASE_SELECTABLED) && (base->object->flag & SELECT)) {
base->flag |= BASE_SELECTED;
}
/* keep lay around for forward compatibility (open those files in 2.79) */
base->lay = base->object->lay;
}
}
/* remove bases once and for all */
for (Base *base = scene->base.first; base; base = base->next) {
id_us_min(&base->object->id);
}
BLI_freelistN(&scene->base);
scene->basact = NULL;
}
void do_versions_after_linking_280(Main *bmain)
{
bool use_collection_compat_28 = true;
if (!MAIN_VERSION_ATLEAST(bmain, 280, 0)) {
use_collection_compat_28 = false;
/* Convert group layer visibility flags to hidden nested collection. */
for (Collection *collection = bmain->collection.first; collection; collection = collection->id.next) {
/* Add fake user for all existing groups. */
id_fake_user_set(&collection->id);
if (collection->flag & (COLLECTION_RESTRICT_VIEW | COLLECTION_RESTRICT_RENDER)) {
continue;
}
Collection *collection_hidden = NULL;
for (CollectionObject *cob = collection->gobject.first, *cob_next = NULL; cob; cob = cob_next) {
cob_next = cob->next;
Object *ob = cob->ob;
if (!(ob->lay & collection->layer)) {
if (collection_hidden == NULL) {
collection_hidden = BKE_collection_add(bmain, collection, "Hidden");
collection_hidden->id.lib = collection->id.lib;
collection_hidden->flag |= COLLECTION_RESTRICT_VIEW | COLLECTION_RESTRICT_RENDER;
}
BKE_collection_object_add(bmain, collection_hidden, ob);
BKE_collection_object_remove(bmain, collection, ob, true);
}
}
}
/* Convert layers to collections. */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
do_version_layers_to_collections(bmain, scene);
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 0)) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
/* same render-layer as do_version_workspaces_after_lib_link will activate,
* so same layer as BKE_view_layer_from_workspace_get would return */
ViewLayer *layer = screen->scene->view_layers.first;
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *space = sa->spacedata.first; space; space = space->next) {
if (space->spacetype == SPACE_OUTLINER) {
SpaceOops *soutliner = (SpaceOops *)space;
soutliner->outlinevis = SO_VIEW_LAYER;
if (BLI_listbase_count_at_most(&layer->layer_collections, 2) == 1) {
if (soutliner->treestore == NULL) {
soutliner->treestore = BLI_mempool_create(
sizeof(TreeStoreElem), 1, 512, BLI_MEMPOOL_ALLOW_ITER);
}
/* Create a tree store element for the collection. This is normally
* done in check_persistent (outliner_tree.c), but we need to access
* it here :/ (expand element if it's the only one) */
TreeStoreElem *tselem = BLI_mempool_calloc(soutliner->treestore);
tselem->type = TSE_LAYER_COLLECTION;
tselem->id = layer->layer_collections.first;
tselem->nr = tselem->used = 0;
tselem->flag &= ~TSE_CLOSED;
}
}
}
}
}
}
/* New workspace design */
if (!MAIN_VERSION_ATLEAST(bmain, 280, 1)) {
do_version_workspaces_after_lib_link(bmain);
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 2)) {
/* Cleanup any remaining SceneRenderLayer data for files that were created
* with Blender 2.8 before the SceneRenderLayer > RenderLayer refactor. */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) {
if (srl->prop) {
IDP_FreeProperty(srl->prop);
MEM_freeN(srl->prop);
}
BKE_freestyle_config_free(&srl->freestyleConfig, true);
}
BLI_freelistN(&scene->r.layers);
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 3)) {
/* Due to several changes to particle RNA and draw code particles from older files may no longer
* be visible. Here we correct this by setting a default draw size for those files. */
for (Object *object = bmain->object.first; object; object = object->id.next) {
for (ParticleSystem *psys = object->particlesystem.first; psys; psys = psys->next) {
if (psys->part->draw_size == 0.0f) {
psys->part->draw_size = 0.1f;
}
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 4)) {
for (Object *object = bmain->object.first; object; object = object->id.next) {
#ifndef VERSION_280_SUBVERSION_4
/* If any object already has an initialized value for
* duplicator_visibility_flag it means we've already doversioned it.
* TODO(all) remove the VERSION_280_SUBVERSION_4 code once the subversion was bumped. */
if (object->duplicator_visibility_flag != 0) {
break;
}
#endif
if (object->particlesystem.first) {
object->duplicator_visibility_flag = OB_DUPLI_FLAG_VIEWPORT;
for (ParticleSystem *psys = object->particlesystem.first; psys; psys = psys->next) {
if (psys->part->draw & PART_DRAW_EMITTER) {
object->duplicator_visibility_flag |= OB_DUPLI_FLAG_RENDER;
#ifndef VERSION_280_SUBVERSION_4
psys->part->draw &= ~PART_DRAW_EMITTER;
#else
break;
#endif
}
}
}
else if (object->transflag & OB_DUPLI) {
object->duplicator_visibility_flag = OB_DUPLI_FLAG_VIEWPORT;
}
else {
object->duplicator_visibility_flag = OB_DUPLI_FLAG_VIEWPORT | OB_DUPLI_FLAG_RENDER;
}
}
}
/* SpaceTime & SpaceLogic removal/replacing */
if (!MAIN_VERSION_ATLEAST(bmain, 280, 9)) {
const wmWindowManager *wm = bmain->wm.first;
const Scene *scene = bmain->scene.first;
if (wm != NULL) {
/* Action editors need a scene for creation. First, update active
* screens using the active scene of the window they're displayed in.
* Next, update remaining screens using first scene in main listbase. */
for (wmWindow *win = wm->windows.first; win; win = win->next) {
const bScreen *screen = BKE_workspace_active_screen_get(win->workspace_hook);
for (ScrArea *area = screen->areabase.first; area; area = area->next) {
if (ELEM(area->butspacetype, SPACE_TIME, SPACE_LOGIC)) {
do_version_area_change_space_to_space_action(area, win->scene);
/* Don't forget to unset! */
area->butspacetype = SPACE_EMPTY;
}
}
}
}
if (scene != NULL) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *area = screen->areabase.first; area; area = area->next) {
if (ELEM(area->butspacetype, SPACE_TIME, SPACE_LOGIC)) {
/* Areas that were already handled won't be handled again */
do_version_area_change_space_to_space_action(area, scene);
/* Don't forget to unset! */
area->butspacetype = SPACE_EMPTY;
}
}
}
}
}
#ifdef USE_COLLECTION_COMPAT_28
if (use_collection_compat_28 && !MAIN_VERSION_ATLEAST(bmain, 280, 14)) {
for (Collection *group = bmain->collection.first; group; group = group->id.next) {
do_version_group_collection_to_collection(bmain, group);
}
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
do_version_scene_collection_to_collection(bmain, scene);
}
}
#endif
}
void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *bmain)
{
bool use_collection_compat_28 = true;
if (!MAIN_VERSION_ATLEAST(bmain, 280, 0)) {
use_collection_compat_28 = false;
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
scene->r.gauss = 1.5f;
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 1)) {
if (!DNA_struct_elem_find(fd->filesdna, "Lamp", "float", "bleedexp")) {
for (Lamp *la = bmain->lamp.first; la; la = la->id.next) {
la->bleedexp = 2.5f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "GPUDOFSettings", "float", "ratio")) {
for (Camera *ca = bmain->camera.first; ca; ca = ca->id.next) {
ca->gpu_dof.ratio = 1.0f;
}
}
/* MTexPoly now removed. */
if (DNA_struct_find(fd->filesdna, "MTexPoly")) {
const int cd_mtexpoly = 15; /* CD_MTEXPOLY, deprecated */
for (Mesh *me = bmain->mesh.first; me; me = me->id.next) {
/* If we have UV's, so this file will have MTexPoly layers too! */
if (me->mloopuv != NULL) {
CustomData_update_typemap(&me->pdata);
CustomData_free_layers(&me->pdata, cd_mtexpoly, me->totpoly);
BKE_mesh_update_customdata_pointers(me, false);
}
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 2)) {
if (!DNA_struct_elem_find(fd->filesdna, "Lamp", "float", "cascade_max_dist")) {
for (Lamp *la = bmain->lamp.first; la; la = la->id.next) {
la->cascade_max_dist = 1000.0f;
la->cascade_count = 4;
la->cascade_exponent = 0.8f;
la->cascade_fade = 0.1f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "Lamp", "float", "contact_dist")) {
for (Lamp *la = bmain->lamp.first; la; la = la->id.next) {
la->contact_dist = 1.0f;
la->contact_bias = 0.03f;
la->contact_spread = 0.2f;
la->contact_thickness = 0.5f;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "LightProbe", "float", "vis_bias")) {
for (LightProbe *probe = bmain->lightprobe.first; probe; probe = probe->id.next) {
probe->vis_bias = 1.0f;
probe->vis_blur = 0.2f;
}
}
typedef enum eNTreeDoVersionErrors {
NTREE_DOVERSION_NO_ERROR = 0,
NTREE_DOVERSION_NEED_OUTPUT = (1 << 0),
NTREE_DOVERSION_TRANSPARENCY_EMISSION = (1 << 1),
} eNTreeDoVersionErrors;
/* Eevee shader nodes renamed because of the output node system.
* Note that a new output node is not being added here, because it would be overkill
* to handle this case in lib_verify_nodetree.
*
* Also, metallic node is now unified into the principled node. */
eNTreeDoVersionErrors error = NTREE_DOVERSION_NO_ERROR;
FOREACH_NODETREE(bmain, ntree, id) {
if (ntree->type == NTREE_SHADER) {
for (bNode *node = ntree->nodes.first; node; node = node->next) {
if (node->type == 194 /* SH_NODE_EEVEE_METALLIC */ &&
STREQ(node->idname, "ShaderNodeOutputMetallic"))
{
BLI_strncpy(node->idname, "ShaderNodeEeveeMetallic", sizeof(node->idname));
error |= NTREE_DOVERSION_NEED_OUTPUT;
}
else if (node->type == SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) {
BLI_strncpy(node->idname, "ShaderNodeEeveeSpecular", sizeof(node->idname));
error |= NTREE_DOVERSION_NEED_OUTPUT;
}
else if (node->type == 196 /* SH_NODE_OUTPUT_EEVEE_MATERIAL */ &&
STREQ(node->idname, "ShaderNodeOutputEeveeMaterial"))
{
node->type = SH_NODE_OUTPUT_MATERIAL;
BLI_strncpy(node->idname, "ShaderNodeOutputMaterial", sizeof(node->idname));
}
else if (node->type == 194 /* SH_NODE_EEVEE_METALLIC */ &&
STREQ(node->idname, "ShaderNodeEeveeMetallic"))
{
node->type = SH_NODE_BSDF_PRINCIPLED;
BLI_strncpy(node->idname, "ShaderNodeBsdfPrincipled", sizeof(node->idname));
node->custom1 = SHD_GLOSSY_MULTI_GGX;
error |= NTREE_DOVERSION_TRANSPARENCY_EMISSION;
}
}
}
} FOREACH_NODETREE_END
if (error & NTREE_DOVERSION_NEED_OUTPUT) {
BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console");
printf("You need to connect Principled and Eevee Specular shader nodes to new material output nodes.\n");
}
if (error & NTREE_DOVERSION_TRANSPARENCY_EMISSION) {
BKE_report(fd->reports, RPT_ERROR, "Eevee material conversion problem. Error in console");
printf("You need to combine transparency and emission shaders to the converted Principled shader nodes.\n");
}
#ifdef USE_COLLECTION_COMPAT_28
if (use_collection_compat_28 &&
(DNA_struct_elem_find(fd->filesdna, "ViewLayer", "FreestyleConfig", "freestyle_config") == false) &&
DNA_struct_elem_find(fd->filesdna, "Scene", "ListBase", "view_layers"))
{
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
ViewLayer *view_layer;
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
view_layer->flag |= VIEW_LAYER_FREESTYLE;
view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
view_layer->pass_alpha_threshold = 0.5f;
BKE_freestyle_config_init(&view_layer->freestyle_config);
}
}
}
#endif
}
#ifdef USE_COLLECTION_COMPAT_28
if (use_collection_compat_28 && !MAIN_VERSION_ATLEAST(bmain, 280, 3)) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
ViewLayer *view_layer;
for (view_layer = scene->view_layers.first; view_layer; view_layer = view_layer->next) {
do_version_view_layer_visibility(view_layer);
}
}
for (Collection *group = bmain->collection.first; group; group = group->id.next) {
if (group->view_layer != NULL) {
do_version_view_layer_visibility(group->view_layer);
}
}
}
#endif
if (!MAIN_VERSION_ATLEAST(bmain, 280, 6)) {
if (DNA_struct_elem_find(fd->filesdna, "SpaceOops", "int", "filter") == false) {
bScreen *sc;
ScrArea *sa;
SpaceLink *sl;
/* Update files using invalid (outdated) outlinevis Outliner values. */
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_OUTLINER) {
SpaceOops *so = (SpaceOops *)sl;
if (!ELEM(so->outlinevis,
SO_SCENES,
SO_LIBRARIES,
SO_SEQUENCE,
SO_DATA_API,
SO_ID_ORPHANS))
{
so->outlinevis = SO_VIEW_LAYER;
}
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "LightProbe", "float", "intensity")) {
for (LightProbe *probe = bmain->lightprobe.first; probe; probe = probe->id.next) {
probe->intensity = 1.0f;
}
}
for (Object *ob = bmain->object.first; ob; ob = ob->id.next) {
bConstraint *con, *con_next;
con = ob->constraints.first;
while (con) {
con_next = con->next;
if (con->type == 17) { /* CONSTRAINT_TYPE_RIGIDBODYJOINT */
BLI_remlink(&ob->constraints, con);
BKE_constraint_free_data(con);
MEM_freeN(con);
}
con = con_next;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "Scene", "int", "orientation_index_custom")) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
scene->orientation_index_custom = -1;
}
}
for (bScreen *sc = bmain->screen.first; sc; sc = sc->id.next) {
for (ScrArea *sa = sc->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.flag |= V3D_SHADING_OBJECT_OUTLINE;
/* Assume (demo) files written with 2.8 want to show
* Eevee renders in the viewport. */
if (MAIN_VERSION_ATLEAST(bmain, 280, 0)) {
v3d->drawtype = OB_MATERIAL;
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 7)) {
/* Render engine storage moved elsewhere and back during 2.8
* development, we assume any files saved in 2.8 had Eevee set
* as scene render engine. */
if (MAIN_VERSION_ATLEAST(bmain, 280, 0)) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 8)) {
/* Blender Internal removal */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
if (STREQ(scene->r.engine, "BLENDER_RENDER") ||
STREQ(scene->r.engine, "BLENDER_GAME"))
{
BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
}
scene->r.bake_mode = 0;
}
for (Tex *tex = bmain->tex.first; tex; tex = tex->id.next) {
/* Removed envmap, pointdensity, voxeldata, ocean textures. */
if (ELEM(tex->type, 10, 14, 15, 16)) {
tex->type = 0;
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 11)) {
/* Remove info editor, but only if at the top of the window. */
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
/* Calculate window width/height from screen vertices */
int win_width = 0, win_height = 0;
for (ScrVert *vert = screen->vertbase.first; vert; vert = vert->next) {
win_width = MAX2(win_width, vert->vec.x);
win_height = MAX2(win_height, vert->vec.y);
}
for (ScrArea *area = screen->areabase.first, *area_next; area; area = area_next) {
area_next = area->next;
if (area->spacetype == SPACE_INFO) {
if ((area->v2->vec.y == win_height) && (area->v1->vec.x == 0) && (area->v4->vec.x == win_width)) {
BKE_screen_area_free(area);
BLI_remlink(&screen->areabase, area);
BKE_screen_remove_double_scredges(screen);
BKE_screen_remove_unused_scredges(screen);
BKE_screen_remove_unused_scrverts(screen);
MEM_freeN(area);
}
}
/* AREA_TEMP_INFO is deprecated from now on, it should only be set for info areas
* which are deleted above, so don't need to unset it. Its slot/bit can be reused */
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 11)) {
for (Lamp *lamp = bmain->lamp.first; lamp; lamp = lamp->id.next) {
if (lamp->mode & (1 << 13)) { /* LA_SHAD_RAY */
lamp->mode |= LA_SHADOW;
lamp->mode &= ~(1 << 13);
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 12)) {
/* Remove tool property regions. */
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (ELEM(sl->spacetype, SPACE_VIEW3D, SPACE_CLIP)) {
ListBase *regionbase = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
for (ARegion *region = regionbase->first, *region_next; region; region = region_next) {
region_next = region->next;
if (region->regiontype == RGN_TYPE_TOOL_PROPS) {
BKE_area_region_free(NULL, region);
BLI_freelinkN(regionbase, region);
}
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 13)) {
/* Initialize specular factor. */
if (!DNA_struct_elem_find(fd->filesdna, "Lamp", "float", "spec_fac")) {
for (Lamp *la = bmain->lamp.first; la; la = la->id.next) {
la->spec_fac = 1.0f;
}
}
/* Initialize new view3D options. */
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.light = V3D_LIGHTING_STUDIO;
v3d->shading.color_type = V3D_SHADING_MATERIAL_COLOR;
copy_v3_fl(v3d->shading.single_color, 0.8f);
v3d->shading.shadow_intensity = 0.5;
v3d->overlay.backwire_opacity = 0.5f;
v3d->overlay.normals_length = 0.1f;
v3d->overlay.flag = V3D_OVERLAY_LOOK_DEV;
}
}
}
}
if (!DNA_struct_find(fd->filesdna, "View3DCursor")) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
unit_qt(scene->cursor.rotation);
}
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
unit_qt(v3d->cursor.rotation);
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 14)) {
if (!DNA_struct_elem_find(fd->filesdna, "Scene", "SceneDisplay", "display")) {
/* Initialize new scene.SceneDisplay */
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
copy_v3_v3(scene->display.light_direction, (float[3]){-M_SQRT1_3, -M_SQRT1_3, M_SQRT1_3});
}
}
if (!DNA_struct_elem_find(fd->filesdna, "SceneDisplay", "float", "shadow_shift")) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
scene->display.shadow_shift = 0.1;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "Object", "ObjectDisplay", "display")) {
/* Initialize new object.ObjectDisplay */
for (Object *ob = bmain->object.first; ob; ob = ob->id.next) {
ob->display.flag = OB_SHOW_SHADOW;
}
}
if (!DNA_struct_elem_find(fd->filesdna, "ToolSettings", "char", "transform_pivot_point")) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
scene->toolsettings->transform_pivot_point = V3D_AROUND_CENTER_MEAN;
}
}
if (!DNA_struct_find(fd->filesdna, "SceneEEVEE")) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
/* First set the default for all the properties. */
scene->eevee.gi_diffuse_bounces = 3;
scene->eevee.gi_cubemap_resolution = 512;
scene->eevee.gi_visibility_resolution = 32;
scene->eevee.taa_samples = 16;
scene->eevee.taa_render_samples = 64;
scene->eevee.sss_samples = 7;
scene->eevee.sss_jitter_threshold = 0.3f;
scene->eevee.ssr_quality = 0.25f;
scene->eevee.ssr_max_roughness = 0.5f;
scene->eevee.ssr_thickness = 0.2f;
scene->eevee.ssr_border_fade = 0.075f;
scene->eevee.ssr_firefly_fac = 10.0f;
scene->eevee.volumetric_start = 0.1f;
scene->eevee.volumetric_end = 100.0f;
scene->eevee.volumetric_tile_size = 8;
scene->eevee.volumetric_samples = 64;
scene->eevee.volumetric_sample_distribution = 0.8f;
scene->eevee.volumetric_light_clamp = 0.0f;
scene->eevee.volumetric_shadow_samples = 16;
scene->eevee.gtao_distance = 0.2f;
scene->eevee.gtao_factor = 1.0f;
scene->eevee.gtao_quality = 0.25f;
scene->eevee.bokeh_max_size = 100.0f;
scene->eevee.bokeh_threshold = 1.0f;
copy_v3_fl(scene->eevee.bloom_color, 1.0f);
scene->eevee.bloom_threshold = 0.8f;
scene->eevee.bloom_knee = 0.5f;
scene->eevee.bloom_intensity = 0.8f;
scene->eevee.bloom_radius = 6.5f;
scene->eevee.bloom_clamp = 1.0f;
scene->eevee.motion_blur_samples = 8;
scene->eevee.motion_blur_shutter = 1.0f;
scene->eevee.shadow_method = SHADOW_ESM;
scene->eevee.shadow_cube_size = 512;
scene->eevee.shadow_cascade_size = 1024;
scene->eevee.flag =
SCE_EEVEE_VOLUMETRIC_LIGHTS |
SCE_EEVEE_VOLUMETRIC_COLORED |
SCE_EEVEE_GTAO_BENT_NORMALS |
SCE_EEVEE_GTAO_BOUNCE |
SCE_EEVEE_TAA_REPROJECTION |
SCE_EEVEE_SSR_HALF_RESOLUTION;
/* If the file is pre-2.80 move on. */
if (scene->layer_properties == NULL) {
continue;
}
/* Now we handle eventual properties that may be set in the file. */
#define EEVEE_GET_BOOL(_props, _name, _flag) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
const int _value = IDP_Int(_idprop); \
if (_value) { \
scene->eevee.flag |= _flag; \
} \
else { \
scene->eevee.flag &= ~_flag; \
} \
} \
}
#define EEVEE_GET_INT(_props, _name) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
scene->eevee._name = IDP_Int(_idprop); \
} \
}
#define EEVEE_GET_FLOAT(_props, _name) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
scene->eevee._name = IDP_Float(_idprop); \
} \
}
#define EEVEE_GET_FLOAT_ARRAY(_props, _name, _length) \
{ \
IDProperty *_idprop = IDP_GetPropertyFromGroup(_props, #_name); \
if (_idprop != NULL) { \
const float *_values = IDP_Array(_idprop); \
for (int _i = 0; _i < _length; _i++) { \
scene->eevee._name [_i] = _values[_i]; \
} \
} \
}
IDProperty *props = IDP_GetPropertyFromGroup(scene->layer_properties, RE_engine_id_BLENDER_EEVEE);
EEVEE_GET_BOOL(props, volumetric_enable, SCE_EEVEE_VOLUMETRIC_ENABLED);
EEVEE_GET_BOOL(props, volumetric_lights, SCE_EEVEE_VOLUMETRIC_LIGHTS);
EEVEE_GET_BOOL(props, volumetric_shadows, SCE_EEVEE_VOLUMETRIC_SHADOWS);
EEVEE_GET_BOOL(props, volumetric_colored_transmittance, SCE_EEVEE_VOLUMETRIC_COLORED);
EEVEE_GET_BOOL(props, gtao_enable, SCE_EEVEE_GTAO_ENABLED);
EEVEE_GET_BOOL(props, gtao_use_bent_normals, SCE_EEVEE_GTAO_BENT_NORMALS);
EEVEE_GET_BOOL(props, gtao_bounce, SCE_EEVEE_GTAO_BOUNCE);
EEVEE_GET_BOOL(props, dof_enable, SCE_EEVEE_DOF_ENABLED);
EEVEE_GET_BOOL(props, bloom_enable, SCE_EEVEE_BLOOM_ENABLED);
EEVEE_GET_BOOL(props, motion_blur_enable, SCE_EEVEE_MOTION_BLUR_ENABLED);
EEVEE_GET_BOOL(props, shadow_high_bitdepth, SCE_EEVEE_SHADOW_HIGH_BITDEPTH);
EEVEE_GET_BOOL(props, taa_reprojection, SCE_EEVEE_TAA_REPROJECTION);
EEVEE_GET_BOOL(props, sss_enable, SCE_EEVEE_SSS_ENABLED);
EEVEE_GET_BOOL(props, sss_separate_albedo, SCE_EEVEE_SSS_SEPARATE_ALBEDO);
EEVEE_GET_BOOL(props, ssr_enable, SCE_EEVEE_SSR_ENABLED);
EEVEE_GET_BOOL(props, ssr_refraction, SCE_EEVEE_SSR_REFRACTION);
EEVEE_GET_BOOL(props, ssr_halfres, SCE_EEVEE_SSR_HALF_RESOLUTION);
EEVEE_GET_INT(props, gi_diffuse_bounces);
EEVEE_GET_INT(props, gi_diffuse_bounces);
EEVEE_GET_INT(props, gi_cubemap_resolution);
EEVEE_GET_INT(props, gi_visibility_resolution);
EEVEE_GET_INT(props, taa_samples);
EEVEE_GET_INT(props, taa_render_samples);
EEVEE_GET_INT(props, sss_samples);
EEVEE_GET_FLOAT(props, sss_jitter_threshold);
EEVEE_GET_FLOAT(props, ssr_quality);
EEVEE_GET_FLOAT(props, ssr_max_roughness);
EEVEE_GET_FLOAT(props, ssr_thickness);
EEVEE_GET_FLOAT(props, ssr_border_fade);
EEVEE_GET_FLOAT(props, ssr_firefly_fac);
EEVEE_GET_FLOAT(props, volumetric_start);
EEVEE_GET_FLOAT(props, volumetric_end);
EEVEE_GET_INT(props, volumetric_tile_size);
EEVEE_GET_INT(props, volumetric_samples);
EEVEE_GET_FLOAT(props, volumetric_sample_distribution);
EEVEE_GET_FLOAT(props, volumetric_light_clamp);
EEVEE_GET_INT(props, volumetric_shadow_samples);
EEVEE_GET_FLOAT(props, gtao_distance);
EEVEE_GET_FLOAT(props, gtao_factor);
EEVEE_GET_FLOAT(props, gtao_quality);
EEVEE_GET_FLOAT(props, bokeh_max_size);
EEVEE_GET_FLOAT(props, bokeh_threshold);
EEVEE_GET_FLOAT_ARRAY(props, bloom_color, 3);
EEVEE_GET_FLOAT(props, bloom_threshold);
EEVEE_GET_FLOAT(props, bloom_knee);
EEVEE_GET_FLOAT(props, bloom_intensity);
EEVEE_GET_FLOAT(props, bloom_radius);
EEVEE_GET_FLOAT(props, bloom_clamp);
EEVEE_GET_INT(props, motion_blur_samples);
EEVEE_GET_FLOAT(props, motion_blur_shutter);
EEVEE_GET_INT(props, shadow_method);
EEVEE_GET_INT(props, shadow_cube_size);
EEVEE_GET_INT(props, shadow_cascade_size);
/* Cleanup. */
IDP_FreeProperty(scene->layer_properties);
MEM_freeN(scene->layer_properties);
scene->layer_properties = NULL;
#undef EEVEE_GET_FLOAT_ARRAY
#undef EEVEE_GET_FLOAT
#undef EEVEE_GET_INT
#undef EEVEE_GET_BOOL
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 15)) {
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
scene->display.matcap_ssao_distance = 0.2f;
scene->display.matcap_ssao_attenuation = 1.0f;
scene->display.matcap_ssao_samples = 16;
}
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_OUTLINER) {
SpaceOops *soops = (SpaceOops *)sl;
soops->filter_id_type = ID_GR;
soops->outlinevis = SO_VIEW_LAYER;
}
}
}
}
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
switch (scene->toolsettings->snap_mode) {
case 0: scene->toolsettings->snap_mode = SCE_SNAP_MODE_INCREMENT; break;
case 1: scene->toolsettings->snap_mode = SCE_SNAP_MODE_VERTEX ; break;
case 2: scene->toolsettings->snap_mode = SCE_SNAP_MODE_EDGE ; break;
case 3: scene->toolsettings->snap_mode = SCE_SNAP_MODE_FACE ; break;
case 4: scene->toolsettings->snap_mode = SCE_SNAP_MODE_VOLUME ; break;
}
switch (scene->toolsettings->snap_node_mode) {
case 5: scene->toolsettings->snap_node_mode = SCE_SNAP_MODE_NODE_X; break;
case 6: scene->toolsettings->snap_node_mode = SCE_SNAP_MODE_NODE_Y; break;
case 7: scene->toolsettings->snap_node_mode = SCE_SNAP_MODE_NODE_X | SCE_SNAP_MODE_NODE_Y; break;
case 8: scene->toolsettings->snap_node_mode = SCE_SNAP_MODE_GRID ; break;
}
switch (scene->toolsettings->snap_uv_mode) {
case 0: scene->toolsettings->snap_uv_mode = SCE_SNAP_MODE_INCREMENT; break;
case 1: scene->toolsettings->snap_uv_mode = SCE_SNAP_MODE_VERTEX ; break;
}
}
ParticleSettings *part;
for (part = bmain->particle.first; part; part = part->id.next) {
part->shape_flag = PART_SHAPE_CLOSE_TIP;
part->shape = 0.0f;
part->rad_root = 1.0f;
part->rad_tip = 0.0f;
part->rad_scale = 0.01f;
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 18)) {
if (!DNA_struct_elem_find(fd->filesdna, "Material", "float", "roughness")) {
for (Material *mat = bmain->mat.first; mat; mat = mat->id.next) {
if (mat->use_nodes) {
if (MAIN_VERSION_ATLEAST(bmain, 280, 0)) {
mat->roughness = mat->gloss_mir;
}
else {
mat->roughness = 0.25f;
}
}
else {
mat->roughness = 1.0f - mat->gloss_mir;
}
mat->metallic = mat->ray_mirror;
}
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.flag |= V3D_SHADING_SPECULAR_HIGHLIGHT;
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "xray_alpha")) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.xray_alpha = 0.5f;
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "char", "matcap[256]")) {
StudioLight *default_matcap = BKE_studiolight_find_first(STUDIOLIGHT_ORIENTATION_VIEWNORMAL);
/* when loading the internal file is loaded before the matcaps */
if (default_matcap) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
BLI_strncpy(v3d->shading.matcap, default_matcap->name, FILE_MAXFILE);
}
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "View3DOverlay", "float", "wireframe_threshold")) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->overlay.wireframe_threshold = 0.5f;
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "View3DShading", "float", "cavity_valley_factor")) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->shading.cavity_valley_factor = 1.0f;
v3d->shading.cavity_ridge_factor = 1.0f;
}
}
}
}
}
if (!DNA_struct_elem_find(fd->filesdna, "View3DOverlay", "float", "bone_selection_alpha")) {
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *)sl;
v3d->overlay.bone_selection_alpha = 0.5f;
}
}
}
}
}
}
if (!MAIN_VERSION_ATLEAST(bmain, 280, 19)) {
if (!DNA_struct_elem_find(fd->filesdna, "Image", "ListBase", "renderslot")) {
for (Image *ima = bmain->image.first; ima; ima = ima->id.next) {
if (ima->type == IMA_TYPE_R_RESULT) {
for (int i = 0; i < 8; i++) {
RenderSlot *slot = MEM_callocN(sizeof(RenderSlot), "Image Render Slot Init");
BLI_snprintf(slot->name, sizeof(slot->name), "Slot %d", i + 1);
BLI_addtail(&ima->renderslots, slot);
}
}
}
}
}
}