diff options
Diffstat (limited to 'source/blender/blenloader/intern/versioning_280.c')
-rw-r--r-- | source/blender/blenloader/intern/versioning_280.c | 1534 |
1 files changed, 1534 insertions, 0 deletions
diff --git a/source/blender/blenloader/intern/versioning_280.c b/source/blender/blenloader/intern/versioning_280.c new file mode 100644 index 00000000000..5fb2c4820d1 --- /dev/null +++ b/source/blender/blenloader/intern/versioning_280.c @@ -0,0 +1,1534 @@ +/* + * ***** 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; + saction->ads.filterflag |= ADS_FILTER_SUMMARY; +} + +/** + * \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 + + +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); + Collection *collections[20] = {NULL}; + + for (int layer = 0; layer < 20; layer++) { + for (Base *base = scene->base.first; base; base = base->next) { + if (base->lay & (1 << layer)) { + /* Create collections when needed only. */ + if (collections[layer] == NULL) { + char name[MAX_NAME]; + + BLI_snprintf(name, + sizeof(collection_master->id.name), + "Collection %d", + layer + 1); + + Collection *collection = BKE_collection_add(bmain, collection_master, name); + collection->id.lib = scene->id.lib; + collections[layer] = collection; + + 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[layer], base->object); + } + + if (base->flag & SELECT) { + base->object->flag |= SELECT; + } + else { + base->object->flag &= ~SELECT; + } + } + } + + /* 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++) { + Collection *collection = collections[layer]; + if (collection) { + 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); + } + } + } + } + + /* 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); + } + } + } + } + if (!DNA_struct_elem_find(fd->filesdna, "SpaceAction", "char", "mode_prev")) { + 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_ACTION) { + SpaceAction *saction = (SpaceAction *)sl; + /* "Dopesheet" should be default here, unless it looks like the Action Editor was active instead */ + if ((saction->mode_prev == 0) && (saction->action == NULL)) { + saction->mode_prev = SACTCONT_DOPESHEET; + } + } + } + } + } + } + + 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; + if (v3d->drawtype == OB_TEXTURE) { + v3d->drawtype = OB_SOLID; + v3d->shading.light = V3D_LIGHTING_STUDIO; + v3d->shading.color_type = V3D_SHADING_TEXTURE_COLOR; + } + } + } + } + } + + } + + { + if (!DNA_struct_elem_find(fd->filesdna, "View3DOverlay", "float", "texture_paint_mode_opacity")) { + 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; + float alpha = v3d->flag2 & V3D_SHOW_MODE_SHADE_OVERRIDE ? 0.0f : 0.8f; + v3d->overlay.texture_paint_mode_opacity = alpha; + v3d->overlay.vertex_paint_mode_opacity = alpha; + v3d->overlay.weight_paint_mode_opacity = alpha; + } + } + } + } + } + + for (Scene *scene = bmain->scene.first; scene; scene = scene->id.next) { + if (scene->toolsettings->manipulator_flag == 0) { + scene->toolsettings->manipulator_flag = SCE_MANIP_TRANSLATE | SCE_MANIP_ROTATE | SCE_MANIP_SCALE; + } + } + } +} |