/* * ***** 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 "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_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_render_active(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); 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); BKE_scene_layer_engine_set(sl, scene->r.engine); 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_context_active 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)) { 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; } } } } } } } { { /* 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. */ FOREACH_NODETREE(main, ntree, id) { if (ntree->type == NTREE_SHADER) { for (bNode *node = ntree->nodes.first; node; node = node->next) { if (node->type == SH_NODE_EEVEE_METALLIC && STREQ(node->idname, "ShaderNodeOutputMetallic")) { BLI_strncpy(node->idname, "ShaderNodeEeveeMetallic", sizeof(node->idname)); } if (node->type == SH_NODE_EEVEE_SPECULAR && STREQ(node->idname, "ShaderNodeOutputSpecular")) { BLI_strncpy(node->idname, "ShaderNodeEeveeSpecular", sizeof(node->idname)); } } } } FOREACH_NODETREE_END } } }