diff options
Diffstat (limited to 'source/blender/blenloader/intern/versioning_280.c')
-rw-r--r-- | source/blender/blenloader/intern/versioning_280.c | 533 |
1 files changed, 533 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..f052ea7b8e4 --- /dev/null +++ b/source/blender/blenloader/intern/versioning_280.c @@ -0,0 +1,533 @@ +/* + * ***** 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 "DNA_object_types.h" +#include "DNA_camera_types.h" +#include "DNA_gpu_types.h" +#include "DNA_lamp_types.h" +#include "DNA_layer_types.h" +#include "DNA_material_types.h" +#include "DNA_mesh_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_customdata.h" +#include "BKE_idprop.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_workspace.h" + +#include "BLI_listbase.h" +#include "BLI_mempool.h" +#include "BLI_string.h" +#include "BLI_utildefines.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); + WorkSpace *workspace; + SceneLayer *layer = BKE_scene_layer_from_scene_get(screen->scene); + ListBase *transform_orientations; + + 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(workspace, screen, screen->id.name + 2); + BKE_workspace_render_layer_set(workspace, layer); + +#ifdef WITH_CLAY_ENGINE + BLI_strncpy(workspace->view_render.engine_id, RE_engine_id_BLENDER_CLAY, + sizeof(workspace->view_render.engine_id)); +#else + BLI_strncpy(workspace->view_render.engine_id, RE_engine_id_BLENDER_EEVEE, + sizeof(workspace->view_render.engine_id)); +#endif + + transform_orientations = BKE_workspace_transform_orientations_get(workspace); + BLI_duplicatelist(transform_orientations, &screen->scene->transform_spaces); + } +} + +/** + * \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; + } +} + +void do_versions_after_linking_280(Main *main) +{ + if (!MAIN_VERSION_ATLEAST(main, 280, 0)) { + for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { + /* since we don't have access to FileData we check the (always valid) first render layer instead */ + if (scene->render_layers.first == NULL) { + SceneCollection *sc_master = BKE_collection_master(scene); + BLI_strncpy(sc_master->name, "Master Collection", sizeof(sc_master->name)); + + SceneCollection *collections[20] = {NULL}; + bool is_visible[20]; + + int lay_used = 0; + for (int i = 0; i < 20; i++) { + char name[MAX_NAME]; + + BLI_snprintf(name, sizeof(collections[i]->name), "Collection %d", i + 1); + collections[i] = BKE_collection_add(scene, sc_master, name); + + is_visible[i] = (scene->lay & (1 << i)); + } + + for (Base *base = scene->base.first; base; base = base->next) { + lay_used |= base->lay & ((1 << 20) - 1); /* ignore localview */ + + for (int i = 0; i < 20; i++) { + if ((base->lay & (1 << i)) != 0) { + BKE_collection_object_add(scene, collections[i], base->object); + } + } + + if (base->flag & SELECT) { + base->object->flag |= SELECT; + } + else { + base->object->flag &= ~SELECT; + } + } + + scene->active_layer = 0; + + if (!BKE_scene_uses_blender_game(scene)) { + for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) { + + SceneLayer *sl = BKE_scene_layer_add(scene, srl->name); + + if (srl->mat_override) { + BKE_collection_override_datablock_add((LayerCollection *)sl->layer_collections.first, "material", (ID *)srl->mat_override); + } + + if (srl->light_override && BKE_scene_uses_blender_internal(scene)) { + /* not sure how we handle this, pending until we design the override system */ + TODO_LAYER_OVERRIDE; + } + + if (srl->lay != scene->lay) { + /* unlink master collection */ + BKE_collection_unlink(sl, sl->layer_collections.first); + + /* add new collection bases */ + for (int i = 0; i < 20; i++) { + if ((srl->lay & (1 << i)) != 0) { + BKE_collection_link(sl, collections[i]); + } + } + } + + /* for convenience set the same active object in all the layers */ + if (scene->basact) { + sl->basact = BKE_scene_layer_base_find(sl, scene->basact->object); + } + + for (Base *base = sl->object_bases.first; base; base = base->next) { + if ((base->flag & BASE_SELECTABLED) && (base->object->flag & SELECT)) { + base->flag |= BASE_SELECTED; + } + } + + /* TODO: passes, samples, mask_layesr, exclude, ... */ + } + + if (BLI_findlink(&scene->render_layers, scene->r.actlay)) { + scene->active_layer = scene->r.actlay; + } + } + + SceneLayer *sl = BKE_scene_layer_add(scene, "Viewport"); + + /* In this particular case we can safely assume the data struct */ + LayerCollection *lc = ((LayerCollection *)sl->layer_collections.first)->layer_collections.first; + for (int i = 0; i < 20; i++) { + if (!is_visible[i]) { + lc->flag &= ~COLLECTION_VISIBLE; + } + lc = lc->next; + } + + /* convert active base */ + if (scene->basact) { + sl->basact = BKE_scene_layer_base_find(sl, scene->basact->object); + } + + /* convert selected bases */ + for (Base *base = scene->base.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; + } + + /* TODO: copy scene render data to layer */ + + /* Cleanup */ + for (int i = 0; i < 20; i++) { + if ((lay_used & (1 << i)) == 0) { + BKE_collection_remove(scene, collections[i]); + } + } + + /* Fallback name if only one layer was found in the original file */ + if (BLI_listbase_count_ex(&sc_master->scene_collections, 2) == 1) { + BKE_collection_rename(scene, sc_master->scene_collections.first, "Default Collection"); + } + + /* 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; + } + } + } + + if (!MAIN_VERSION_ATLEAST(main, 280, 0)) { + for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) { + /* same render-layer as do_version_workspaces_after_lib_link will activate, + * so same layer as BKE_scene_layer_from_workspace_get would return */ + SceneLayer *layer = screen->scene->render_layers.first; + + 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 *soutliner = (SpaceOops *)sl; + + soutliner->outlinevis = SO_ACT_LAYER; + + if (BLI_listbase_count_ex(&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(main, 280, 1)) { + do_version_workspaces_after_lib_link(main); + } +} + +static void do_version_layer_collections_idproperties(ListBase *lb) +{ + IDPropertyTemplate val = {0}; + for (LayerCollection *lc = lb->first; lc; lc = lc->next) { + lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); + BKE_layer_collection_engine_settings_create(lc->properties); + + /* No overrides at first */ + for (IDProperty *prop = lc->properties->data.group.first; prop; prop = prop->next) { + while (prop->data.group.first) { + IDP_FreeFromGroup(prop, prop->data.group.first); + } + } + + /* Do it recursively */ + do_version_layer_collections_idproperties(&lc->layer_collections); + } +} + +void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main) +{ + + if (!MAIN_VERSION_ATLEAST(main, 280, 0)) { + for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { + if (STREQ(scene->r.engine, RE_engine_id_BLENDER_RENDER)) { +#ifdef WITH_CLAY_ENGINE + BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_CLAY, sizeof(scene->r.engine)); +#else + BLI_strncpy(scene->r.engine, RE_engine_id_BLENDER_EEVEE, sizeof(scene->r.engine)); +#endif + } + } + + if (!DNA_struct_elem_find(fd->filesdna, "Scene", "ListBase", "render_layers")) { + for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { + /* Master Collection */ + scene->collection = MEM_callocN(sizeof(SceneCollection), "Master Collection"); + BLI_strncpy(scene->collection->name, "Master Collection", sizeof(scene->collection->name)); + } + } + + if (DNA_struct_elem_find(fd->filesdna, "LayerCollection", "ListBase", "engine_settings") && + !DNA_struct_elem_find(fd->filesdna, "LayerCollection", "IDProperty", "properties")) + { + for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { + for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + do_version_layer_collections_idproperties(&sl->layer_collections); + } + } + } + } + + if (!MAIN_VERSION_ATLEAST(main, 280, 1)) { + if (!DNA_struct_elem_find(fd->filesdna, "Lamp", "float", "bleedexp")) { + for (Lamp *la = main->lamp.first; la; la = la->id.next) { + la->bleedexp = 120.0f; + } + } + + if (!DNA_struct_elem_find(fd->filesdna, "GPUDOFSettings", "float", "ratio")) { + for (Camera *ca = main->camera.first; ca; ca = ca->id.next) { + ca->gpu_dof.ratio = 1.0f; + } + } + + if (!DNA_struct_elem_find(fd->filesdna, "SceneLayer", "IDProperty", "*properties")) { + for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { + for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) { + IDPropertyTemplate val = {0}; + sl->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP); + BKE_scene_layer_engine_settings_create(sl->properties); + } + } + } + + /* MTexPoly now removed. */ + if (DNA_struct_find(fd->filesdna, "MTexPoly")) { + const int cd_mtexpoly = 15; /* CD_MTEXPOLY, deprecated */ + for (Mesh *me = main->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 (!DNA_struct_elem_find(fd->filesdna, "View3D", "short", "custom_orientation_index")) { + for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) { + for (ScrArea *area = screen->areabase.first; area; area = area->next) { + for (SpaceLink *sl = area->spacedata.first; sl; sl = sl->next) { + if (sl->spacetype == SPACE_VIEW3D) { + View3D *v3d = (View3D *)sl; + if (v3d->twmode >= V3D_MANIP_CUSTOM) { + v3d->custom_orientation_index = v3d->twmode - V3D_MANIP_CUSTOM; + v3d->twmode = V3D_MANIP_CUSTOM; + } + else { + v3d->custom_orientation_index = -1; + } + } + } + } + } + } + } + + { + if (!DNA_struct_elem_find(fd->filesdna, "Lamp", "float", "cascade_max_dist")) { + for (Lamp *la = main->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 = main->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; + } + } + } + + { + 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(main, 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"); + } + } + + { + if (!DNA_struct_elem_find(fd->filesdna, "Scene", "ViewRender", "view_render")) { + for (Scene *scene = main->scene.first; scene; scene = scene->id.next) { + BLI_strncpy_utf8(scene->view_render.engine_id, scene->r.engine, + sizeof(scene->view_render.engine_id)); + } + + for (WorkSpace *workspace = main->workspaces.first; workspace; workspace = workspace->id.next) { + BKE_viewrender_init(&workspace->view_render); + } + } + } +} |