There is a fundamental issue when adding nodes from versioning code right now. Generally speaking, versioning code should not change after it has been written. If old versioning code suddenly changes its behavior, it can invalidate the versioning code that comes after it. The issue is that while the versioning code itself doesn't change, it is indirectly calling code that is changing and evolving all the time. This makes the versioning unreliable and makes it hard to do certain changes (e.g. changing which sockets a node has). It's easy to overlook issues this creates because many of these cases don't have regression tests. The solution is to keep the versioning code more independent from the part of Blender that is constantly evolving. More specifically, this means that when adding a node, this should not take the current node initialization and declaration code into account. Instead, the versioning code should just manually create the node with the sockets that it expects based on the version that the versioning code has been written for. This patch adds new `version_node_add_empty`, `version_node_add_socket` and `version_node_add_link` methods which allow creating nodes without calling ever evolving code. Pull Request: https://projects.blender.org/blender/blender/pulls/121664
169 lines
7.1 KiB
C++
169 lines
7.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup blenloader
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*/
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#pragma once
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#include "BLI_function_ref.hh"
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#include "BLI_map.hh"
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struct ARegion;
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struct bNode;
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struct bNodeSocket;
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struct bNodeTree;
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struct ID;
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struct IDProperty;
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struct ListBase;
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struct Main;
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struct ViewLayer;
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struct SceneRenderLayer;
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using blender::FunctionRef;
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/**
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* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
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* first region of type \a link_after_region_type.
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* \returns null if a region of the given type already existed, otherwise the newly added region.
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*/
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ARegion *do_versions_add_region_if_not_found(ListBase *regionbase,
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int region_type,
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const char *allocname,
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int link_after_region_type);
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/**
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* Check if a region of type \a region_type exists in \a regionbase. Otherwise add it after the
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* first region of type \a link_after_region_type.
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* \returns either a new, or already existing region.
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*/
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ARegion *do_versions_ensure_region(ListBase *regionbase,
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int region_type,
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const char *allocname,
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int link_after_region_type);
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/**
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* Rename if the ID doesn't exist.
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*
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* \return the ID (if found).
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*/
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ID *do_versions_rename_id(Main *bmain, short id_type, const char *name_src, const char *name_dst);
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bool version_node_socket_is_used(bNodeSocket *sock);
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void version_node_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_input_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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void version_node_output_socket_name(bNodeTree *ntree,
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int node_type,
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const char *old_name,
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const char *new_name);
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/**
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* Adds a new node for versioning purposes. This is intended to be used to create raw dna that
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* might have been read from a file. The created node does not have storage or sockets. Both have
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* to be added manually afterwards.
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*
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* This may seem redundant because the set of sockets is already part of the node declaration.
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* However, the declaration should not be used here, because it changes over time. The versioning
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* code generally expects to get the sockets that the node had at the time of writing the
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* versioning code. Changing the declaration later can break the versioning code in ways that are
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* hard to detect.
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*/
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bNode &version_node_add_empty(bNodeTree &ntree, const char *idname);
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bNodeSocket &version_node_add_socket(bNodeTree &ntree,
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bNode &node,
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eNodeSocketInOut in_out,
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const char *idname,
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const char *identifier);
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bNodeLink &version_node_add_link(
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bNodeTree &ntree, bNode &node_a, bNodeSocket &socket_a, bNode &node_b, bNodeSocket &socket_b);
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/**
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* Adjust animation data for newly added node sockets.
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*
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* Node sockets are addressed by their index (in their RNA path, and thus FCurves/drivers), and
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* thus when a new node is added in the middle of the list, existing animation data needs to be
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* adjusted.
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*
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* Since this is about animation data, it only concerns input sockets.
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*
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* \param node_tree_type: Node tree type that has these nodes, for example #NTREE_SHADER.
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* \param node_type: Node type to adjust, for example #SH_NODE_BSDF_PRINCIPLED.
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* \param socket_index_orig: The original index of the moved socket; when socket 4 moved to 6,
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* pass 4 here.
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* \param socket_index_offset: The offset of the nodes, so when socket 4 moved to 6,
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* pass 2 here.
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* \param total_number_of_sockets: The total number of sockets in the node.
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*/
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void version_node_socket_index_animdata(
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Main *bmain,
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int node_tree_type, /* NTREE_....., e.g. NTREE_SHADER */
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int node_type, /* SH_NODE_..., e.g. SH_NODE_BSDF_PRINCIPLED */
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int socket_index_orig,
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int socket_index_offset,
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int total_number_of_sockets);
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/**
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* Replace the ID name of all nodes in the tree with the given type with the new name.
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*/
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void version_node_id(bNodeTree *ntree, int node_type, const char *new_name);
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/**
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* Convert `SocketName.001` unique name format to `SocketName_001`. Previously both were used.
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*/
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void version_node_socket_id_delim(bNodeSocket *socket);
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bNodeSocket *version_node_add_socket_if_not_exist(bNodeTree *ntree,
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bNode *node,
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int in_out,
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int type,
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int subtype,
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const char *identifier,
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const char *name);
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/**
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* The versioning code generally expects `SOCK_IS_LINKED` to be set correctly. This function
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* updates the flag on all sockets after changes to the node tree.
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*/
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void version_socket_update_is_used(bNodeTree *ntree);
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ARegion *do_versions_add_region(int regiontype, const char *name);
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void sequencer_init_preview_region(ARegion *region);
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void add_realize_instances_before_socket(bNodeTree *ntree,
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bNode *node,
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bNodeSocket *geometry_socket);
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float *version_cycles_node_socket_float_value(bNodeSocket *socket);
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float *version_cycles_node_socket_rgba_value(bNodeSocket *socket);
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float *version_cycles_node_socket_vector_value(bNodeSocket *socket);
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IDProperty *version_cycles_properties_from_ID(ID *id);
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IDProperty *version_cycles_properties_from_view_layer(ViewLayer *view_layer);
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IDProperty *version_cycles_properties_from_render_layer(SceneRenderLayer *render_layer);
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IDProperty *version_cycles_visibility_properties_from_ID(ID *id);
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float version_cycles_property_float(IDProperty *idprop, const char *name, float default_value);
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int version_cycles_property_int(IDProperty *idprop, const char *name, int default_value);
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void version_cycles_property_int_set(IDProperty *idprop, const char *name, int value);
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bool version_cycles_property_boolean(IDProperty *idprop, const char *name, bool default_value);
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void version_cycles_property_boolean_set(IDProperty *idprop, const char *name, bool value);
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void node_tree_relink_with_socket_id_map(bNodeTree &ntree,
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bNode &old_node,
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bNode &new_node,
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const blender::Map<std::string, std::string> &map);
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void version_update_node_input(
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bNodeTree *ntree,
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FunctionRef<bool(bNode *)> check_node,
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const char *socket_identifier,
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FunctionRef<void(bNode *, bNodeSocket *)> update_input,
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FunctionRef<void(bNode *, bNodeSocket *, bNode *, bNodeSocket *)> update_input_link);
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