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/*
* ***** 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 "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "DNA_gpu_types.h"
#include "DNA_layer_types.h"
#include "DNA_material_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_genfile.h"
#include "BKE_blender.h"
#include "BKE_collection.h"
#include "BKE_idprop.h"
#include "BKE_layer.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BLI_listbase.h"
#include "BLI_mempool.h"
#include "BLI_string.h"
#include "BLO_readfile.h"
#include "readfile.h"
#include "MEM_guardedalloc.h"
void do_versions_after_linking_280(Main *main)
{
if (!MAIN_VERSION_ATLEAST(main, 280, 0)) {
char version[48];
BKE_blender_version_string(version, sizeof(version), main->versionfile, main->subversionfile, false, false);
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 [converted from %s]", i + 1, version);
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);
}
}
}
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);
}
/* 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) {
Base *ob_base = BKE_scene_layer_base_find(sl, base->object);
if ((base->flag & SELECT) != 0) {
if ((ob_base->flag & BASE_SELECTABLED) != 0) {
ob_base->flag |= BASE_SELECTED;
}
}
else {
ob_base->flag &= ~BASE_SELECTED;
}
/* keep lay around for forward compatibility (open those files in 2.79) */
ob_base->lay = base->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;
}
}
for (bScreen *screen = main->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 *soutliner = (SpaceOops *)sl;
SceneLayer *layer = BKE_scene_layer_context_active(screen->scene);
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;
}
}
}
}
}
}
}
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 (!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);
}
}
}
}
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