This moves selectability/visibility flag flush from some hardcoded places in the code to depsgraph. This way it is possible to simply tag depsgraph to update those flags and rest it'll do on its own. Using depsgraph for such flush is an overkill: those flags are fully static and can not be animated, so it doesn't really make sense to hook only those to depsgraph. However, in the future we will have overrides on collections, which ideally would need to be animatable and drivable and easiest way to support this is to do this on depsgraph level, so it ensures proper order of evaluation for animation and drivers. And it seems logical to do both overrides and flags flush from depsgraph from this point of view. This commit also includes the evaluation of IDProperty for collections, which basically are just another form of override. So once we implement the other kind of overrides the flushing and collection evaluation won't change. Patch by Sergey Sharybin and Dalai Felinto
261 lines
8.4 KiB
C
261 lines
8.4 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Dalai Felinto
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*
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* ***** END GPL LICENSE BLOCK *****
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*
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*/
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/** \file blender/blenloader/intern/versioning_280.c
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* \ingroup blenloader
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*/
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/* allow readfile to use deprecated functionality */
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#define DNA_DEPRECATED_ALLOW
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#include "DNA_object_types.h"
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#include "DNA_layer_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_genfile.h"
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#include "BKE_blender.h"
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#include "BKE_collection.h"
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#include "BKE_idprop.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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#include "BKE_scene.h"
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#include "BLI_listbase.h"
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#include "BLI_mempool.h"
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#include "BLI_string.h"
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#include "BLO_readfile.h"
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#include "readfile.h"
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#include "MEM_guardedalloc.h"
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void do_versions_after_linking_280(Main *main)
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{
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if (!MAIN_VERSION_ATLEAST(main, 280, 0)) {
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char version[48];
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BKE_blender_version_string(version, sizeof(version), main->versionfile, main->subversionfile, false, false);
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for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
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/* since we don't have access to FileData we check the (always valid) first render layer instead */
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if (scene->render_layers.first == NULL) {
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SceneCollection *sc_master = BKE_collection_master(scene);
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BLI_strncpy(sc_master->name, "Master Collection", sizeof(sc_master->name));
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SceneCollection *collections[20] = {NULL};
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bool is_visible[20];
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int lay_used = 0;
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for (int i = 0; i < 20; i++) {
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char name[MAX_NAME];
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BLI_snprintf(name, sizeof(collections[i]->name), "Collection %d [converted from %s]", i + 1, version);
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collections[i] = BKE_collection_add(scene, sc_master, name);
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is_visible[i] = (scene->lay & (1 << i));
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}
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for (Base *base = scene->base.first; base; base = base->next) {
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lay_used |= base->lay & ((1 << 20) - 1); /* ignore localview */
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for (int i = 0; i < 20; i++) {
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if ((base->lay & (1 << i)) != 0) {
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BKE_collection_object_add(scene, collections[i], base->object);
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}
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}
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}
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scene->active_layer = 0;
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if (!BKE_scene_uses_blender_game(scene)) {
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for (SceneRenderLayer *srl = scene->r.layers.first; srl; srl = srl->next) {
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SceneLayer *sl = BKE_scene_layer_add(scene, srl->name);
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BKE_scene_layer_engine_set(sl, scene->r.engine);
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if (srl->mat_override) {
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BKE_collection_override_datablock_add((LayerCollection *)sl->layer_collections.first, "material", (ID *)srl->mat_override);
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}
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if (srl->light_override && BKE_scene_uses_blender_internal(scene)) {
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/* not sure how we handle this, pending until we design the override system */
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TODO_LAYER_OVERRIDE;
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}
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if (srl->lay != scene->lay) {
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/* unlink master collection */
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BKE_collection_unlink(sl, sl->layer_collections.first);
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/* add new collection bases */
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for (int i = 0; i < 20; i++) {
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if ((srl->lay & (1 << i)) != 0) {
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BKE_collection_link(sl, collections[i]);
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}
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}
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}
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/* for convenience set the same active object in all the layers */
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if (scene->basact) {
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sl->basact = BKE_scene_layer_base_find(sl, scene->basact->object);
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}
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/* TODO: passes, samples, mask_layesr, exclude, ... */
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}
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if (BLI_findlink(&scene->render_layers, scene->r.actlay)) {
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scene->active_layer = scene->r.actlay;
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}
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}
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SceneLayer *sl = BKE_scene_layer_add(scene, "Viewport");
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/* In this particular case we can safely assume the data struct */
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LayerCollection *lc = ((LayerCollection *)sl->layer_collections.first)->layer_collections.first;
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for (int i = 0; i < 20; i++) {
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if (!is_visible[i]) {
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lc->flag &= ~COLLECTION_VISIBLE;
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}
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lc = lc->next;
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}
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/* convert active base */
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if (scene->basact) {
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sl->basact = BKE_scene_layer_base_find(sl, scene->basact->object);
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}
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/* convert selected bases */
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for (Base *base = scene->base.first; base; base = base->next) {
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Base *ob_base = BKE_scene_layer_base_find(sl, base->object);
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if ((base->flag & SELECT) != 0) {
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if ((ob_base->flag & BASE_SELECTABLED) != 0) {
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ob_base->flag |= BASE_SELECTED;
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}
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}
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else {
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ob_base->flag &= ~BASE_SELECTED;
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}
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/* keep lay around for forward compatibility (open those files in 2.79) */
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ob_base->lay = base->lay;
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}
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/* TODO: copy scene render data to layer */
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/* Cleanup */
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for (int i = 0; i < 20; i++) {
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if ((lay_used & (1 << i)) == 0) {
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BKE_collection_remove(scene, collections[i]);
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}
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}
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/* Fallback name if only one layer was found in the original file */
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if (BLI_listbase_count_ex(&sc_master->scene_collections, 2) == 1) {
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BKE_collection_rename(scene, sc_master->scene_collections.first, "Default Collection");
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}
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/* remove bases once and for all */
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for (Base *base = scene->base.first; base; base = base->next) {
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id_us_min(&base->object->id);
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}
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BLI_freelistN(&scene->base);
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scene->basact = NULL;
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}
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}
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for (bScreen *screen = main->screen.first; screen; screen = screen->id.next) {
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for (ScrArea *sa = screen->areabase.first; sa; sa = sa->next) {
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for (SpaceLink *sl = sa->spacedata.first; sl; sl = sl->next) {
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if (sl->spacetype == SPACE_OUTLINER) {
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SpaceOops *soutliner = (SpaceOops *)sl;
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SceneLayer *layer = BKE_scene_layer_context_active(screen->scene);
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soutliner->outlinevis = SO_ACT_LAYER;
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if (BLI_listbase_count_ex(&layer->layer_collections, 2) == 1) {
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/* Create a tree store element for the collection. This is normally
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* done in check_persistent (outliner_tree.c), but we need to access
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* it here :/ (expand element if it's the only one) */
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TreeStoreElem *tselem = BLI_mempool_calloc(soutliner->treestore);
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tselem->type = TSE_LAYER_COLLECTION;
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tselem->id = layer->layer_collections.first;
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tselem->nr = tselem->used = 0;
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tselem->flag &= ~TSE_CLOSED;
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}
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}
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}
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}
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}
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}
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if (!MAIN_VERSION_ATLEAST(main, 280, 0)) {
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IDPropertyTemplate val = {0};
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for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
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scene->collection_properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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BKE_layer_collection_engine_settings_create(scene->collection_properties);
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}
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}
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}
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static void do_version_layer_collections_idproperties(ListBase *lb)
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{
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IDPropertyTemplate val = {0};
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for (LayerCollection *lc = lb->first; lc; lc = lc->next) {
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lc->properties = IDP_New(IDP_GROUP, &val, ROOT_PROP);
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BKE_layer_collection_engine_settings_create(lc->properties);
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/* No overrides at first */
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for (IDProperty *prop = lc->properties->data.group.first; prop; prop = prop->next) {
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while (prop->data.group.first) {
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IDP_FreeFromGroup(prop, prop->data.group.first);
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}
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}
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/* Do it recursively */
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do_version_layer_collections_idproperties(&lc->layer_collections);
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}
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}
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void blo_do_versions_280(FileData *fd, Library *UNUSED(lib), Main *main)
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{
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if (!MAIN_VERSION_ATLEAST(main, 280, 0)) {
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if (!DNA_struct_elem_find(fd->filesdna, "Scene", "ListBase", "render_layers")) {
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for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
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/* Master Collection */
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scene->collection = MEM_callocN(sizeof(SceneCollection), "Master Collection");
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BLI_strncpy(scene->collection->name, "Master Collection", sizeof(scene->collection->name));
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}
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}
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if (DNA_struct_elem_find(fd->filesdna, "LayerCollection", "ListBase", "engine_settings") &&
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!DNA_struct_elem_find(fd->filesdna, "LayerCollection", "IDProperty", "properties"))
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{
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for (Scene *scene = main->scene.first; scene; scene = scene->id.next) {
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for (SceneLayer *sl = scene->render_layers.first; sl; sl = sl->next) {
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do_version_layer_collections_idproperties(&sl->layer_collections);
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}
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}
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}
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}
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}
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