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blender-archive/source/blender/blenloader/intern/versioning_defaults.c
Brecht Van Lommel dd4a268221 Viewport: add more contrast to default studio light, make it default again
It's closer to the default matcap now, but slightly less metallic and dark. The
reason to use studio lights as default is because the roughness and metallic
parameters of the material then have an effect, and because Texture color mode
does not work for matcaps.
2019-05-24 13:37:02 +02:00

456 lines
16 KiB
C

/*
* 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.
*/
/** \file
* \ingroup blenloader
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_system.h"
#include "DNA_camera_types.h"
#include "DNA_gpencil_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_userdef_types.h"
#include "DNA_windowmanager_types.h"
#include "DNA_workspace_types.h"
#include "BKE_appdir.h"
#include "BKE_brush.h"
#include "BKE_colorband.h"
#include "BKE_colortools.h"
#include "BKE_idprop.h"
#include "BKE_keyconfig.h"
#include "BKE_layer.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_paint.h"
#include "BKE_screen.h"
#include "BKE_studiolight.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)
{
/* 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
/* Transform tweak with single click and drag. */
U.flag |= USER_RELEASECONFIRM;
U.flag &= ~(USER_DEVELOPER_UI | USER_TOOLTIPS_PYTHON);
/* Clear addon preferences. */
for (bAddon *addon = U.addons.first, *addon_next; addon != NULL; addon = addon_next) {
addon_next = addon->next;
if (addon->prop) {
IDP_FreeProperty(addon->prop);
addon->prop = NULL;
}
}
/* Ignore the theme saved in the blend file,
* instead use the theme from 'userdef_default_theme.c' */
{
bTheme *theme = U.themes.first;
memcpy(theme, &U_theme_default, sizeof(bTheme));
}
/* Leave temp directory empty, will then get appropriate value per OS. */
U.tempdir[0] = '\0';
/* System-specific fonts directory. */
BKE_appdir_font_folder_default(U.fontdir);
/* Only enable tooltips translation by default,
* without actually enabling translation itself, for now. */
U.transopts = USER_TR_TOOLTIPS;
U.memcachelimit = min_ii(BLI_system_memory_max_in_megabytes_int() / 2, 4096);
/* Auto perspective. */
U.uiflag |= USER_AUTOPERSP;
/* Init weight paint range. */
BKE_colorband_init(&U.coba_weight, true);
/* Default visible section. */
U.userpref = USER_SECTION_INTERFACE;
/* Default to left click select. */
BKE_keyconfig_pref_set_select_mouse(&U, 0, true);
/* Increase a little for new scrubbing area. */
U.v2d_min_gridsize = 45;
/* Default studio light. */
BKE_studiolight_default(U.light_param, U.light_ambient);
}
/**
* Rename if the ID doesn't exist.
*/
static ID *rename_id_for_versioning(Main *bmain,
const short id_type,
const char *name_src,
const char *name_dst)
{
/* We can ignore libraries */
ListBase *lb = which_libbase(bmain, id_type);
ID *id = NULL;
for (ID *idtest = lb->first; idtest; idtest = idtest->next) {
if (idtest->lib == NULL) {
if (STREQ(idtest->name + 2, name_src)) {
id = idtest;
}
if (STREQ(idtest->name + 2, name_dst)) {
return NULL;
}
}
}
if (id != NULL) {
BLI_strncpy(id->name + 2, name_dst, sizeof(id->name) - 2);
/* We know it's unique, this just sorts. */
BLI_libblock_ensure_unique_name(bmain, id->name);
}
return id;
}
/**
* 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, const char *app_template)
{
/* For all builtin templates shipped with Blender. */
const bool builtin_template =
(!app_template ||
STR_ELEM(app_template, "2D_Animation", "Sculpting", "VFX", "Video_Editing"));
/* For all startup.blend files. */
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (builtin_template) {
/* Remove all stored panels, we want to use defaults
* (order, open/closed) as defined by UI code here! */
BKE_area_region_panels_free(&ar->panels);
BLI_freelistN(&ar->panels_category_active);
/* Reset size so it uses consistent defaults from the region types. */
ar->sizex = 0;
ar->sizey = 0;
}
/* 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 (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
switch (sl->spacetype) {
case SPACE_VIEW3D: {
View3D *v3d = (View3D *)sl;
v3d->overlay.texture_paint_mode_opacity = 1.0f;
v3d->overlay.weight_paint_mode_opacity = 1.0f;
v3d->overlay.vertex_paint_mode_opacity = 1.0f;
/* grease pencil settings */
v3d->vertex_opacity = 1.0f;
v3d->gp_flag |= V3D_GP_SHOW_EDIT_LINES;
/* Skip startups that use the viewport color by default. */
if (v3d->shading.background_type != V3D_SHADING_BACKGROUND_VIEWPORT) {
copy_v3_fl(v3d->shading.background_color, 0.05f);
}
break;
}
case SPACE_FILE: {
SpaceFile *sfile = (SpaceFile *)sl;
if (sfile->params) {
const char *dir_default = BKE_appdir_folder_default();
if (dir_default) {
STRNCPY(sfile->params->dir, dir_default);
sfile->params->file[0] = '\0';
}
}
break;
}
}
}
}
}
if (builtin_template) {
/* Name all screens by their workspaces (avoids 'Default.###' names). */
/* Default only has one window. */
wmWindow *win = ((wmWindowManager *)bmain->wm.first)->windows.first;
for (WorkSpace *workspace = bmain->workspaces.first; workspace;
workspace = workspace->id.next) {
WorkSpaceLayout *layout = BKE_workspace_hook_layout_for_workspace_get(win->workspace_hook,
workspace);
bScreen *screen = layout->screen;
BLI_strncpy(screen->id.name + 2, workspace->id.name + 2, sizeof(screen->id.name) - 2);
BLI_libblock_ensure_unique_name(bmain, screen->id.name);
}
}
if (app_template == NULL) {
/* 'UV Editing' should use UV mode. */
bScreen *screen = BLI_findstring(&bmain->screens, "UV Editing", offsetof(ID, name) + 2);
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)sl;
if (sima->mode == SI_MODE_VIEW) {
sima->mode = SI_MODE_UV;
}
}
}
}
}
/* For 2D animation template. */
if (app_template && STREQ(app_template, "2D_Animation")) {
for (WorkSpace *workspace = bmain->workspaces.first; workspace;
workspace = workspace->id.next) {
const char *name = workspace->id.name + 2;
if (STREQ(name, "Drawing")) {
workspace->object_mode = OB_MODE_PAINT_GPENCIL;
}
}
/* set object in drawing mode */
for (Object *object = bmain->objects.first; object; object = object->id.next) {
if (object->type == OB_GPENCIL) {
bGPdata *gpd = (bGPdata *)object->data;
object->mode = OB_MODE_PAINT_GPENCIL;
gpd->flag |= GP_DATA_STROKE_PAINTMODE;
break;
}
}
/* Be sure curfalloff and primitive are initializated */
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
ToolSettings *ts = scene->toolsettings;
if (ts->gp_sculpt.cur_falloff == NULL) {
ts->gp_sculpt.cur_falloff = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_falloff_curve = ts->gp_sculpt.cur_falloff;
curvemapping_initialize(gp_falloff_curve);
curvemap_reset(gp_falloff_curve->cm,
&gp_falloff_curve->clipr,
CURVE_PRESET_GAUSS,
CURVEMAP_SLOPE_POSITIVE);
}
if (ts->gp_sculpt.cur_primitive == NULL) {
ts->gp_sculpt.cur_primitive = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
CurveMapping *gp_primitive_curve = ts->gp_sculpt.cur_primitive;
curvemapping_initialize(gp_primitive_curve);
curvemap_reset(gp_primitive_curve->cm,
&gp_primitive_curve->clipr,
CURVE_PRESET_BELL,
CURVEMAP_SLOPE_POSITIVE);
}
}
}
if (builtin_template) {
/* Clear all tools to use default options instead, ignore the tool saved in the file. */
for (WorkSpace *workspace = bmain->workspaces.first; workspace;
workspace = workspace->id.next) {
while (!BLI_listbase_is_empty(&workspace->tools)) {
BKE_workspace_tool_remove(workspace, workspace->tools.first);
}
}
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
if (sa->spacetype == SPACE_ACTION) {
/* Show marker lines, hide channels and collapse summary in timelines. */
SpaceAction *saction = sa->spacedata.first;
saction->flag |= SACTION_SHOW_MARKER_LINES;
if (saction->mode == SACTCONT_TIMELINE) {
saction->ads.flag |= ADS_FLAG_SUMMARY_COLLAPSED;
for (ARegion *ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_CHANNELS) {
ar->flag |= RGN_FLAG_HIDDEN;
}
}
}
}
else if (sa->spacetype == SPACE_GRAPH) {
SpaceGraph *sipo = sa->spacedata.first;
sipo->flag |= SIPO_MARKER_LINES;
}
else if (sa->spacetype == SPACE_NLA) {
SpaceNla *snla = sa->spacedata.first;
snla->flag |= SNLA_SHOW_MARKER_LINES;
}
else if (sa->spacetype == SPACE_TEXT) {
/* Show syntax and line numbers in Script workspace text editor. */
SpaceText *stext = sa->spacedata.first;
stext->showsyntax = true;
stext->showlinenrs = true;
}
else if (sa->spacetype == SPACE_VIEW3D) {
/* Screen space cavity by default for faster performance. */
View3D *v3d = sa->spacedata.first;
v3d->shading.cavity_type = V3D_SHADING_CAVITY_CURVATURE;
v3d->shading.light = V3D_LIGHTING_STUDIO;
}
else if (sa->spacetype == SPACE_CLIP) {
SpaceClip *sclip = sa->spacedata.first;
sclip->around = V3D_AROUND_CENTER_MEDIAN;
}
}
}
/* Show toopbar for sculpt/paint modes. */
for (bScreen *screen = bmain->screens.first; screen; screen = screen->id.next) {
bool show_tool_header = false;
if (app_template == NULL) {
if (STR_ELEM(screen->id.name + 2, "Sculpting", "Texture Paint")) {
show_tool_header = true;
}
}
else if (STREQ(app_template, "2D_Animation")) {
if (STR_ELEM(screen->id.name + 2, "2D Animation", "2D Full Canvas")) {
show_tool_header = true;
}
}
else if (STREQ(app_template, "Sculpting")) {
if (STR_ELEM(screen->id.name + 2, "Sculpting")) {
show_tool_header = true;
}
}
if (show_tool_header) {
for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
ListBase *regionbase = (sl == sa->spacedata.first) ? &sa->regionbase : &sl->regionbase;
for (ARegion *ar = regionbase->first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_TOOL_HEADER) {
ar->flag &= ~(RGN_FLAG_HIDDEN | RGN_FLAG_HIDDEN_BY_USER);
}
}
}
}
}
}
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine));
scene->r.cfra = 1.0f;
scene->r.displaymode = R_OUTPUT_WINDOW;
if (app_template && STREQ(app_template, "Video_Editing")) {
/* Filmic is too slow, use standard until it is optimized. */
STRNCPY(scene->view_settings.view_transform, "Standard");
STRNCPY(scene->view_settings.look, "None");
}
else {
/* AV Sync break physics sim caching, disable until that is fixed. */
scene->audio.flag &= ~AUDIO_SYNC;
scene->flag &= ~SCE_FRAME_DROP;
}
/* Don't enable compositing nodes. */
if (scene->nodetree) {
ntreeFreeNestedTree(scene->nodetree);
MEM_freeN(scene->nodetree);
scene->nodetree = NULL;
scene->use_nodes = false;
}
/* Rename render layers. */
BKE_view_layer_rename(bmain, scene, scene->view_layers.first, "View Layer");
/* New EEVEE defaults. */
scene->eevee.bloom_intensity = 0.05f;
scene->eevee.bloom_clamp = 0.0f;
scene->eevee.motion_blur_shutter = 0.5f;
}
/* Rename light objects. */
rename_id_for_versioning(bmain, ID_OB, "Lamp", "Light");
rename_id_for_versioning(bmain, ID_LA, "Lamp", "Light");
for (Mesh *mesh = bmain->meshes.first; mesh; mesh = mesh->id.next) {
/* Match default for new meshes. */
mesh->smoothresh = DEG2RADF(30);
}
for (Camera *camera = bmain->cameras.first; camera; camera = camera->id.next) {
/* Initialize to a useful value. */
camera->dof.focus_distance = 10.0f;
camera->dof.aperture_fstop = 2.8f;
}
}
for (bScreen *sc = bmain->screens.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.flag |= V3D_SHADING_SPECULAR_HIGHLIGHT;
}
}
}
}
for (Scene *scene = bmain->scenes.first; scene; scene = scene->id.next) {
copy_v3_v3(scene->display.light_direction, (float[3]){M_SQRT1_3, M_SQRT1_3, M_SQRT1_3});
copy_v2_fl2(scene->safe_areas.title, 0.1f, 0.05f);
copy_v2_fl2(scene->safe_areas.action, 0.035f, 0.035f);
}
if (app_template == NULL) {
/* Enable for UV sculpt (other brush types will be created as needed),
* without this the grab brush will be active but not selectable from the list. */
Brush *brush = BLI_findstring(&bmain->brushes, "Grab", offsetof(ID, name) + 2);
brush->ob_mode |= OB_MODE_EDIT;
}
for (Brush *brush = bmain->brushes.first; brush; brush = brush->id.next) {
brush->blur_kernel_radius = 2;
}
}