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