diff options
Diffstat (limited to 'render_povray/render.py')
-rw-r--r-- | render_povray/render.py | 787 |
1 files changed, 787 insertions, 0 deletions
diff --git a/render_povray/render.py b/render_povray/render.py new file mode 100644 index 00000000..79d49a45 --- /dev/null +++ b/render_povray/render.py @@ -0,0 +1,787 @@ +# ##### 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. +# +# ##### END GPL LICENSE BLOCK ##### + +import bpy +import subprocess, os, sys, time +from render_povray.write import write_pov, write_pov_ini + +import platform as pltfrm +if pltfrm.architecture()[0] == '64bit': + bitness = 64 +else: + bitness = 32 + + +def write_pov(filename, scene=None, info_callback=None): + file = open(filename, 'w') + + # Only for testing + if not scene: + scene = bpy.data.scenes[0] + + render = scene.render + world = scene.world + + def uniqueName(name, nameSeq): + + if name not in nameSeq: + return name + + name_orig = name + i = 1 + while name in nameSeq: + name = '%s_%.3d' % (name_orig, i) + i += 1 + + return name + + def writeMatrix(matrix): + file.write('\tmatrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n' %\ + (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2])) + + def writeObjectMaterial(material): + if material and material.transparency_method == 'RAYTRACE': + file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior) + + # Other interior args + # fade_distance 2 + # fade_power [Value] + # fade_color + + # dispersion + # dispersion_samples + + materialNames = {} + DEF_MAT_NAME = 'Default' + + def writeMaterial(material): + # Assumes only called once on each material + + if material: + name_orig = material.name + else: + name_orig = DEF_MAT_NAME + + name = materialNames[name_orig] = uniqueName(bpy.utils.clean_name(name_orig), materialNames) + + file.write('#declare %s = finish {\n' % name) + + if material: + file.write('\tdiffuse %.3g\n' % material.diffuse_intensity) + file.write('\tspecular %.3g\n' % material.specular_intensity) + + file.write('\tambient %.3g\n' % material.ambient) + #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value + + # map hardness between 0.0 and 1.0 + roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0))) + # scale from 0.0 to 0.1 + roughness *= 0.1 + # add a small value because 0.0 is invalid + roughness += (1 / 511.0) + + file.write('\troughness %.3g\n' % roughness) + + # 'phong 70.0 ' + + if material.raytrace_mirror.enabled: + raytrace_mirror = material.raytrace_mirror + if raytrace_mirror.reflect_factor: + file.write('\treflection {\n') + file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color)) + file.write('\t\tfresnel 1 falloff %.3g exponent %.3g metallic %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor, raytrace_mirror.reflect_factor)) + + else: + file.write('\tdiffuse 0.8\n') + file.write('\tspecular 0.2\n') + + + # This is written into the object + ''' + if material and material.transparency_method=='RAYTRACE': + 'interior { ior %.3g} ' % material.raytrace_transparency.ior + ''' + + #file.write('\t\t\tcrand 1.0\n') # Sand granyness + #file.write('\t\t\tmetallic %.6f\n' % material.spec) + #file.write('\t\t\tphong %.6f\n' % material.spec) + #file.write('\t\t\tphong_size %.6f\n' % material.spec) + #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness + + file.write('}\n') + + def exportCamera(): + camera = scene.camera + matrix = camera.matrix_world + + # compute resolution + Qsize = float(render.resolution_x) / float(render.resolution_y) + + file.write('camera {\n') + file.write('\tlocation <0, 0, 0>\n') + file.write('\tlook_at <0, 0, -1>\n') + file.write('\tright <%s, 0, 0>\n' % - Qsize) + file.write('\tup <0, 1, 0>\n') + file.write('\tangle %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi)) + + file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotation_part().to_euler()])) + file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2])) + file.write('}\n') + + def exportLamps(lamps): + # Get all lamps + for ob in lamps: + lamp = ob.data + + matrix = ob.matrix_world + + color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy + + file.write('light_source {\n') + file.write('\t< 0,0,0 >\n') + file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color) + + if lamp.type == 'POINT': # Point Lamp + pass + elif lamp.type == 'SPOT': # Spot + file.write('\tspotlight\n') + + # Falloff is the main radius from the centre line + file.write('\tfalloff %.2f\n' % (degrees(lamp.spot_size) / 2.0)) # 1 TO 179 FOR BOTH + file.write('\tradius %.6f\n' % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend))) + + # Blender does not have a tightness equivilent, 0 is most like blender default. + file.write('\ttightness 0\n') # 0:10f + + file.write('\tpoint_at <0, 0, -1>\n') + elif lamp.type == 'SUN': + file.write('\tparallel\n') + file.write('\tpoint_at <0, 0, -1>\n') # *must* be after 'parallel' + + elif lamp.type == 'AREA': + + size_x = lamp.size + samples_x = lamp.shadow_ray_samples_x + if lamp.shape == 'SQUARE': + size_y = size_x + samples_y = samples_x + else: + size_y = lamp.size_y + samples_y = lamp.shadow_ray_samples_y + + file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y)) + if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED': + if lamp.jitter: + file.write('\tjitter\n') + else: + file.write('\tadaptive 1\n') + file.write('\tjitter\n') + + if lamp.shadow_method == 'NOSHADOW': + file.write('\tshadowless\n') + + file.write('\tfade_distance %.6f\n' % lamp.distance) + file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad? + writeMatrix(matrix) + + file.write('}\n') + + def exportMeta(metas): + + # TODO - blenders 'motherball' naming is not supported. + + for ob in metas: + meta = ob.data + + file.write('blob {\n') + file.write('\t\tthreshold %.4g\n' % meta.threshold) + + try: + material = meta.materials[0] # lame! - blender cant do enything else. + except: + material = None + + for elem in meta.elements: + + if elem.type not in ('BALL', 'ELLIPSOID'): + continue # Not supported + + loc = elem.location + + stiffness = elem.stiffness + if elem.negative: + stiffness = - stiffness + + if elem.type == 'BALL': + + file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness)) + + # After this wecould do something simple like... + # "pigment {Blue} }" + # except we'll write the color + + elif elem.type == 'ELLIPSOID': + # location is modified by scale + file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness)) + file.write('scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z)) + + if material: + diffuse_color = material.diffuse_color + + if material.transparency and material.transparency_method == 'RAYTRACE': + trans = 1.0 - material.raytrace_transparency.filter + else: + trans = 0.0 + + file.write('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \ + (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, materialNames[material.name])) + + else: + file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last. + + writeObjectMaterial(material) + + writeMatrix(ob.matrix_world) + + file.write('}\n') + + def exportMeshs(scene, sel): + + ob_num = 0 + + for ob in sel: + ob_num += 1 + + if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE'): + continue + + me = ob.data + me_materials = me.materials + + me = ob.create_mesh(scene, True, 'RENDER') + + if not me: + continue + + if info_callback: + info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name)) + + #if ob.type!='MESH': + # continue + # me = ob.data + + matrix = ob.matrix_world + try: + uv_layer = me.active_uv_texture.data + except: + uv_layer = None + + try: + vcol_layer = me.active_vertex_color.data + except: + vcol_layer = None + + faces_verts = [f.verts for f in me.faces] + faces_normals = [tuple(f.normal) for f in me.faces] + verts_normals = [tuple(v.normal) for v in me.verts] + + # quads incur an extra face + quadCount = len([f for f in faces_verts if len(f) == 4]) + + file.write('mesh2 {\n') + file.write('\tvertex_vectors {\n') + file.write('\t\t%s' % (len(me.verts))) # vert count + for v in me.verts: + file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count + file.write('\n }\n') + + + # Build unique Normal list + uniqueNormals = {} + for fi, f in enumerate(me.faces): + fv = faces_verts[fi] + # [-1] is a dummy index, use a list so we can modify in place + if f.smooth: # Use vertex normals + for v in fv: + key = verts_normals[v] + uniqueNormals[key] = [-1] + else: # Use face normal + key = faces_normals[fi] + uniqueNormals[key] = [-1] + + file.write('\tnormal_vectors {\n') + file.write('\t\t%d' % len(uniqueNormals)) # vert count + idx = 0 + for no, index in uniqueNormals.items(): + file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count + index[0] = idx + idx += 1 + file.write('\n }\n') + + + # Vertex colours + vertCols = {} # Use for material colours also. + + if uv_layer: + # Generate unique UV's + uniqueUVs = {} + + for fi, uv in enumerate(uv_layer): + + if len(faces_verts[fi]) == 4: + uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4 + else: + uvs = uv.uv1, uv.uv2, uv.uv3 + + for uv in uvs: + uniqueUVs[tuple(uv)] = [-1] + + file.write('\tuv_vectors {\n') + #print unique_uvs + file.write('\t\t%s' % (len(uniqueUVs))) # vert count + idx = 0 + for uv, index in uniqueUVs.items(): + file.write(',\n\t\t<%.6f, %.6f>' % uv) + index[0] = idx + idx += 1 + ''' + else: + # Just add 1 dummy vector, no real UV's + file.write('\t\t1') # vert count + file.write(',\n\t\t<0.0, 0.0>') + ''' + file.write('\n }\n') + + + if me.vertex_colors: + + for fi, f in enumerate(me.faces): + material_index = f.material_index + material = me_materials[material_index] + + if material and material.vertex_color_paint: + + col = vcol_layer[fi] + + if len(faces_verts[fi]) == 4: + cols = col.color1, col.color2, col.color3, col.color4 + else: + cols = col.color1, col.color2, col.color3 + + for col in cols: + key = col[0], col[1], col[2], material_index # Material index! + vertCols[key] = [-1] + + else: + if material: + diffuse_color = tuple(material.diffuse_color) + key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index + vertCols[key] = [-1] + + + else: + # No vertex colours, so write material colours as vertex colours + for i, material in enumerate(me_materials): + + if material: + diffuse_color = tuple(material.diffuse_color) + key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat + vertCols[key] = [-1] + + + # Vert Colours + file.write('\ttexture_list {\n') + file.write('\t\t%s' % (len(vertCols))) # vert count + idx = 0 + for col, index in vertCols.items(): + + if me_materials: + material = me_materials[col[3]] + material_finish = materialNames[material.name] + + if material.transparency and material.transparency_method == 'RAYTRACE': + trans = 1.0 - material.raytrace_transparency.filter + else: + trans = 0.0 + + else: + material_finish = DEF_MAT_NAME # not working properly, + trans = 0.0 + + #print material.apl + file.write(',\n\t\ttexture { pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s}}' % + (col[0], col[1], col[2], 1.0 - material.alpha, trans, material_finish)) + + index[0] = idx + idx += 1 + + file.write('\n }\n') + + # Face indicies + file.write('\tface_indices {\n') + file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count + for fi, f in enumerate(me.faces): + fv = faces_verts[fi] + material_index = f.material_index + if len(fv) == 4: + indicies = (0, 1, 2), (0, 2, 3) + else: + indicies = ((0, 1, 2),) + + if vcol_layer: + col = vcol_layer[fi] + + if len(fv) == 4: + cols = col.color1, col.color2, col.color3, col.color4 + else: + cols = col.color1, col.color2, col.color3 + + + if not me_materials or me_materials[material_index] == None: # No materials + for i1, i2, i3 in indicies: + file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count + else: + material = me_materials[material_index] + for i1, i2, i3 in indicies: + if me.vertex_colors and material.vertex_color_paint: + # Colour per vertex - vertex colour + + col1 = cols[i1] + col2 = cols[i2] + col3 = cols[i3] + + ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0] + ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0] + ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0] + else: + # Colour per material - flat material colour + diffuse_color = material.diffuse_color + ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0] + + file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count + + + file.write('\n }\n') + + # normal_indices indicies + file.write('\tnormal_indices {\n') + file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count + for fi, fv in enumerate(faces_verts): + + if len(fv) == 4: + indicies = (0, 1, 2), (0, 2, 3) + else: + indicies = ((0, 1, 2),) + + for i1, i2, i3 in indicies: + if f.smooth: + file.write(',\n\t\t<%d,%d,%d>' %\ + (uniqueNormals[verts_normals[fv[i1]]][0],\ + uniqueNormals[verts_normals[fv[i2]]][0],\ + uniqueNormals[verts_normals[fv[i3]]][0])) # vert count + else: + idx = uniqueNormals[faces_normals[fi]][0] + file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count + + file.write('\n }\n') + + if uv_layer: + file.write('\tuv_indices {\n') + file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count + for fi, fv in enumerate(faces_verts): + + if len(fv) == 4: + indicies = (0, 1, 2), (0, 2, 3) + else: + indicies = ((0, 1, 2),) + + uv = uv_layer[fi] + if len(faces_verts[fi]) == 4: + uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4) + else: + uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3) + + for i1, i2, i3 in indicies: + file.write(',\n\t\t<%d,%d,%d>' %\ + (uniqueUVs[uvs[i1]][0],\ + uniqueUVs[uvs[i2]][0],\ + uniqueUVs[uvs[i2]][0])) # vert count + file.write('\n }\n') + + if me.materials: + material = me.materials[0] # dodgy + writeObjectMaterial(material) + + writeMatrix(matrix) + file.write('}\n') + + bpy.data.meshes.remove(me) + + def exportWorld(world): + if not world: + return + + mist = world.mist + + if mist.use_mist: + file.write('fog {\n') + file.write('\tdistance %.6f\n' % mist.depth) + file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,))) + #file.write('\tfog_offset %.6f\n' % mist.start) + #file.write('\tfog_alt 5\n') + #file.write('\tturbulence 0.2\n') + #file.write('\tturb_depth 0.3\n') + file.write('\tfog_type 1\n') + file.write('}\n') + + def exportGlobalSettings(scene): + + file.write('global_settings {\n') + + if scene.pov_radio_enable: + file.write('\tradiosity {\n') + file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout) + file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample) + file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness) + file.write("\t\tcount %d\n" % scene.pov_radio_count) + file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound) + file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold) + file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor) + file.write("\t\tmedia %d\n" % scene.pov_radio_media) + file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse) + file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count) + file.write("\t\tnormal %d\n" % scene.pov_radio_normal) + file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit) + file.write('\t}\n') + + if world: + file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color)) + + file.write('}\n') + + + # Convert all materials to strings we can access directly per vertex. + writeMaterial(None) # default material + + for material in bpy.data.materials: + writeMaterial(material) + + exportCamera() + #exportMaterials() + sel = scene.objects + exportLamps([l for l in sel if l.type == 'LAMP']) + exportMeta([l for l in sel if l.type == 'META']) + exportMeshs(scene, sel) + exportWorld(scene.world) + exportGlobalSettings(scene) + + file.close() + + + +def write_pov_ini(filename_ini, filename_pov, filename_image): + scene = bpy.data.scenes[0] + render = scene.render + + x = int(render.resolution_x * render.resolution_percentage * 0.01) + y = int(render.resolution_y * render.resolution_percentage * 0.01) + + file = open(filename_ini, 'w') + + file.write('Input_File_Name="%s"\n' % filename_pov) + file.write('Output_File_Name="%s"\n' % filename_image) + + file.write('Width=%d\n' % x) + file.write('Height=%d\n' % y) + + # Needed for border render. + ''' + file.write('Start_Column=%d\n' % part.x) + file.write('End_Column=%d\n' % (part.x+part.w)) + + file.write('Start_Row=%d\n' % (part.y)) + file.write('End_Row=%d\n' % (part.y+part.h)) + ''' + + file.write('Display=0\n') + file.write('Pause_When_Done=0\n') + file.write('Output_File_Type=T\n') # TGA, best progressive loading + file.write('Output_Alpha=1\n') + + if render.render_antialiasing: + aa_mapping = {'5': 2, '8': 3, '11': 4, '16': 5} # method 1 assumed + file.write('Antialias=1\n') + file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples]) + else: + file.write('Antialias=0\n') + + file.close() + + +class PovrayRender(bpy.types.RenderEngine): + bl_idname = 'POVRAY_RENDER' + bl_label = "Povray" + DELAY = 0.02 + + def _export(self, scene): + import tempfile + + self._temp_file_in = tempfile.mktemp(suffix='.pov') + self._temp_file_out = tempfile.mktemp(suffix='.tga') + self._temp_file_ini = tempfile.mktemp(suffix='.ini') + ''' + self._temp_file_in = '/test.pov' + self._temp_file_out = '/test.tga' + self._temp_file_ini = '/test.ini' + ''' + + def info_callback(txt): + self.update_stats("", "POVRAY: " + txt) + + write_pov(self._temp_file_in, scene, info_callback) + + def _render(self): + + try: + os.remove(self._temp_file_out) # so as not to load the old file + except: + pass + + write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out) + + print ("***-STARTING-***") + + pov_binary = "povray" + + if sys.platform == 'win32': + import winreg + regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.6\\Windows') + + if bitness == 64: + pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64' + else: + pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine' + + if 1: + # TODO, when povray isnt found this gives a cryptic error, would be nice to be able to detect if it exists + try: + self._process = subprocess.Popen([pov_binary, self._temp_file_ini]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE + except OSError: + # TODO, report api + print("POVRAY: could not execute '%s', possibly povray isn't installed" % pov_binary) + import traceback + traceback.print_exc() + print ("***-DONE-***") + return False + + else: + # This works too but means we have to wait until its done + os.system('%s %s' % (pov_binary, self._temp_file_ini)) + + print ("***-DONE-***") + return True + + def _cleanup(self): + for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out): + try: + os.remove(f) + except: + pass + + self.update_stats("", "") + + def render(self, scene): + + self.update_stats("", "POVRAY: Exporting data from Blender") + self._export(scene) + self.update_stats("", "POVRAY: Parsing File") + + if not self._render(): + self.update_stats("", "POVRAY: Not found") + return + + r = scene.render + + # compute resolution + x = int(r.resolution_x * r.resolution_percentage * 0.01) + y = int(r.resolution_y * r.resolution_percentage * 0.01) + + # Wait for the file to be created + while not os.path.exists(self._temp_file_out): + if self.test_break(): + try: + self._process.terminate() + except: + pass + break + + if self._process.poll() != None: + self.update_stats("", "POVRAY: Failed") + break + + time.sleep(self.DELAY) + + if os.path.exists(self._temp_file_out): + + self.update_stats("", "POVRAY: Rendering") + + prev_size = -1 + + def update_image(): + result = self.begin_result(0, 0, x, y) + lay = result.layers[0] + # possible the image wont load early on. + try: + lay.load_from_file(self._temp_file_out) + except: + pass + self.end_result(result) + + # Update while povray renders + while True: + + # test if povray exists + if self._process.poll() is not None: + update_image() + break + + # user exit + if self.test_break(): + try: + self._process.terminate() + except: + pass + + break + + # Would be nice to redirect the output + # stdout_value, stderr_value = self._process.communicate() # locks + + + # check if the file updated + new_size = os.path.getsize(self._temp_file_out) + + if new_size != prev_size: + update_image() + prev_size = new_size + + time.sleep(self.DELAY) + + self._cleanup() + + |