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blender-archive/source/blender/blenloader/intern/versioning_defaults.c
Dalai Felinto 3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00

343 lines
10 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): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*
*/
/** \file blender/blenloader/intern/versioning_defaults.c
* \ingroup blenloader
*/
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "DNA_brush_types.h"
#include "DNA_freestyle_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_mesh_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_workspace_types.h"
#include "BKE_brush.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_workspace.h"
#include "BLO_readfile.h"
/**
* Override values in in-memory startup.blend, avoids resaving for small changes.
*/
void BLO_update_defaults_userpref_blend(void)
{
/* defaults from T37518 */
U.uiflag |= USER_ZBUF_CURSOR;
U.uiflag |= USER_QUIT_PROMPT;
U.uiflag |= USER_CONTINUOUS_MOUSE;
/* See T45301 */
U.uiflag |= USER_LOCK_CURSOR_ADJUST;
U.versions = 1;
U.savetime = 2;
/* default from T47064 */
U.audiorate = 48000;
/* Keep this a very small, non-zero number so zero-alpha doesn't mask out objects behind it.
* but take care since some hardware has driver bugs here (T46962).
* Further hardware workarounds should be made in gpu_extensions.c */
U.glalphaclip = (1.0f / 255);
/* default so DPI is detected automatically */
U.dpi = 0;
U.ui_scale = 1.0f;
#ifdef WITH_PYTHON_SECURITY
/* use alternative setting for security nuts
* otherwise we'd need to patch the binary blob - startup.blend.c */
U.flag |= USER_SCRIPT_AUTOEXEC_DISABLE;
#else
U.flag &= ~USER_SCRIPT_AUTOEXEC_DISABLE;
#endif
}
/**
* New workspace design: Remove all screens/workspaces except of "Default" one and rename the workspace to "General".
* For compatibility, a new workspace has been created for each screen of old files,
* we only want one workspace and one screen in the default startup file however.
*/
static void update_defaults_startup_workspaces(Main *bmain)
{
WorkSpace *workspace_default = NULL;
for (WorkSpace *workspace = bmain->workspaces.first, *workspace_next; workspace; workspace = workspace_next) {
workspace_next = workspace->id.next;
if (STREQ(workspace->id.name + 2, "Default")) {
/* don't rename within iterator, renaming causes listbase to be re-sorted */
workspace_default = workspace;
BKE_viewrender_init(&workspace->view_render);
}
else {
BKE_workspace_remove(bmain, workspace);
}
}
/* rename "Default" workspace to "General" */
BKE_libblock_rename(bmain, (ID *)workspace_default, "General");
BLI_assert(BLI_listbase_count(BKE_workspace_layouts_get(workspace_default)) == 1);
}
/**
* Update defaults in startup.blend, without having to save and embed the file.
* This function can be emptied each time the startup.blend is updated. */
void BLO_update_defaults_startup_blend(Main *bmain)
{
for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) {
BLI_strncpy(scene->view_render.engine_id, RE_engine_id_BLENDER_EEVEE, sizeof(scene->view_render.engine_id));
scene->r.im_format.planes = R_IMF_PLANES_RGBA;
scene->r.im_format.compress = 15;
for (SceneLayer *scene_layer = scene->render_layers.first; scene_layer; scene_layer = scene_layer->next) {
scene_layer->freestyle_config.sphere_radius = 0.1f;
scene_layer->pass_alpha_threshold = 0.5f;
}
if (scene->toolsettings) {
ToolSettings *ts = scene->toolsettings;
if (ts->sculpt) {
Sculpt *sculpt = ts->sculpt;
sculpt->paint.symmetry_flags |= PAINT_SYMM_X;
sculpt->flags |= SCULPT_DYNTOPO_COLLAPSE;
sculpt->detail_size = 12;
}
if (ts->vpaint) {
VPaint *vp = ts->vpaint;
vp->radial_symm[0] = vp->radial_symm[1] = vp->radial_symm[2] = 1;
}
if (ts->wpaint) {
VPaint *wp = ts->wpaint;
wp->radial_symm[0] = wp->radial_symm[1] = wp->radial_symm[2] = 1;
}
if (ts->gp_sculpt.brush[0].size == 0) {
GP_BrushEdit_Settings *gset = &ts->gp_sculpt;
GP_EditBrush_Data *brush;
brush = &gset->brush[GP_EDITBRUSH_TYPE_SMOOTH];
brush->size = 25;
brush->strength = 0.3f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF | GP_EDITBRUSH_FLAG_SMOOTH_PRESSURE;
brush = &gset->brush[GP_EDITBRUSH_TYPE_THICKNESS];
brush->size = 25;
brush->strength = 0.5f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_STRENGTH];
brush->size = 25;
brush->strength = 0.5f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_GRAB];
brush->size = 50;
brush->strength = 0.3f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_PUSH];
brush->size = 25;
brush->strength = 0.3f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_TWIST];
brush->size = 50;
brush->strength = 0.3f; // XXX?
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_PINCH];
brush->size = 50;
brush->strength = 0.5f; // XXX?
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
brush = &gset->brush[GP_EDITBRUSH_TYPE_RANDOMIZE];
brush->size = 25;
brush->strength = 0.5f;
brush->flag = GP_EDITBRUSH_FLAG_USE_FALLOFF;
}
ts->gpencil_v3d_align = GP_PROJECT_VIEWSPACE;
ts->gpencil_v2d_align = GP_PROJECT_VIEWSPACE;
ts->gpencil_seq_align = GP_PROJECT_VIEWSPACE;
ts->gpencil_ima_align = GP_PROJECT_VIEWSPACE;
ParticleEditSettings *pset = &ts->particle;
for (int a = 0; a < PE_TOT_BRUSH; a++) {
pset->brush[a].strength = 0.5f;
pset->brush[a].count = 10;
}
pset->brush[PE_BRUSH_CUT].strength = 1.0f;
}
scene->gm.lodflag |= SCE_LOD_USE_HYST;
scene->gm.scehysteresis = 10;
scene->r.ffcodecdata.audio_mixrate = 48000;
}
for (FreestyleLineStyle *linestyle = bmain->linestyle.first; linestyle; linestyle = linestyle->id.next) {
linestyle->flag = LS_SAME_OBJECT | LS_NO_SORTING | LS_TEXTURE;
linestyle->sort_key = LS_SORT_KEY_DISTANCE_FROM_CAMERA;
linestyle->integration_type = LS_INTEGRATION_MEAN;
linestyle->texstep = 1.0;
linestyle->chain_count = 10;
}
update_defaults_startup_workspaces(bmain);
for (bScreen *screen = bmain->screen.first; screen; screen = screen->id.next) {
for (ScrArea *area = screen->areabase.first; area; area = area->next) {
for (SpaceLink *space_link = area->spacedata.first; space_link; space_link = space_link->next) {
if (space_link->spacetype == SPACE_CLIP) {
SpaceClip *space_clip = (SpaceClip *) space_link;
space_clip->flag &= ~SC_MANUAL_CALIBRATION;
}
}
for (ARegion *ar = area->regionbase.first; ar; ar = ar->next) {
/* Remove all stored panels, we want to use defaults (order, open/closed) as defined by UI code here! */
BLI_freelistN(&ar->panels);
/* some toolbars have been saved as initialized,
* we don't want them to have odd zoom-level or scrolling set, see: T47047 */
if (ELEM(ar->regiontype, RGN_TYPE_UI, RGN_TYPE_TOOLS, RGN_TYPE_TOOL_PROPS)) {
ar->v2d.flag &= ~V2D_IS_INITIALISED;
}
}
}
}
for (Mesh *me = bmain->mesh.first; me; me = me->id.next) {
me->smoothresh = DEG2RADF(180.0f);
me->flag &= ~ME_TWOSIDED;
}
for (Material *mat = bmain->mat.first; mat; mat = mat->id.next) {
mat->line_col[0] = mat->line_col[1] = mat->line_col[2] = 0.0f;
mat->line_col[3] = 1.0f;
}
{
Object *ob;
ob = (Object *)BKE_libblock_find_name_ex(bmain, ID_OB, "Camera");
if (ob) {
ob->rot[1] = 0.0f;
}
}
{
Brush *br;
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Fill");
if (!br) {
br = BKE_brush_add(bmain, "Fill", OB_MODE_TEXTURE_PAINT);
br->imagepaint_tool = PAINT_TOOL_FILL;
br->ob_mode = OB_MODE_TEXTURE_PAINT;
}
/* Vertex/Weight Paint */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Average");
if (!br) {
br = BKE_brush_add(bmain, "Average", OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT);
br->vertexpaint_tool = PAINT_BLEND_AVERAGE;
br->ob_mode = OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT;
}
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Smear");
if (!br) {
br = BKE_brush_add(bmain, "Smear", OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT);
br->vertexpaint_tool = PAINT_BLEND_SMEAR;
br->ob_mode = OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT;
}
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Mask");
if (br) {
br->imagepaint_tool = PAINT_TOOL_MASK;
br->ob_mode |= OB_MODE_TEXTURE_PAINT;
}
/* remove polish brush (flatten/contrast does the same) */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Polish");
if (br) {
BKE_libblock_delete(bmain, br);
}
/* remove brush brush (huh?) from some modes (draw brushes do the same) */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Brush");
if (br) {
BKE_libblock_delete(bmain, br);
}
/* remove draw brush from texpaint (draw brushes do the same) */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Draw");
if (br) {
br->ob_mode &= ~OB_MODE_TEXTURE_PAINT;
}
/* rename twist brush to rotate brush to match rotate tool */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Twist");
if (br) {
BKE_libblock_rename(bmain, &br->id, "Rotate");
}
/* use original normal for grab brush (otherwise flickers with normal weighting). */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Grab");
if (br) {
br->flag |= BRUSH_ORIGINAL_NORMAL;
}
/* increase strength, better for smoothing method */
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Blur");
if (br) {
br->alpha = 1.0f;
}
br = (Brush *)BKE_libblock_find_name_ex(bmain, ID_BR, "Flatten/Contrast");
if (br) {
br->flag |= BRUSH_ACCUMULATE;
}
}
}