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Diffstat (limited to 'source/blender/blenloader/intern/versioning_280.c')
-rw-r--r--source/blender/blenloader/intern/versioning_280.c1534
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;
+ }
+ }
+ }
+}