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# -*- coding:utf-8 -*-
# ##### 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 #####
# <pep8 compliant>
# ----------------------------------------------------------
# support routines for render measures in final image
# Author: Antonio Vazquez (antonioya)
# Archipack adaptation by : Stephen Leger (s-leger)
#
# ----------------------------------------------------------
# noinspection PyUnresolvedReferences
import bpy
# noinspection PyUnresolvedReferences
import bgl
from os import path, remove
from sys import exc_info
# noinspection PyUnresolvedReferences
import bpy_extras.image_utils as img_utils
# noinspection PyUnresolvedReferences
from math import ceil
from bpy.types import Operator
# -------------------------------------------------------------
# Defines button for render
#
# -------------------------------------------------------------
class ARCHIPACK_OT_render(Operator):
bl_idname = "archipack.render"
bl_label = "Render"
bl_category = 'Archipack'
bl_description = "Create a render image with measures. Use UV/Image editor to view image generated"
bl_category = 'Archipack'
# --------------------------------------------------------------------
# Get the final render image and return as image object
#
# return None if no render available
# --------------------------------------------------------------------
def get_render_image(self, outpath):
saved = False
# noinspection PyBroadException
try:
# noinspection PyBroadException
try:
result = bpy.data.images['Render Result']
if result.has_data is False:
# this save produce to fill data image
result.save_render(outpath)
saved = True
except:
print("No render image found")
return None
# Save and reload
if saved is False:
result.save_render(outpath)
img = img_utils.load_image(outpath)
return img
except:
print("Unexpected render image error")
return None
# -------------------------------------
# Save image to file
# -------------------------------------
def save_image(self, filepath, myimage):
# noinspection PyBroadException
try:
# Save old info
settings = bpy.context.scene.render.image_settings
myformat = settings.file_format
mode = settings.color_mode
depth = settings.color_depth
# Apply new info and save
settings.file_format = 'PNG'
settings.color_mode = "RGBA"
settings.color_depth = '8'
myimage.save_render(filepath)
print("Archipack: Image " + filepath + " saved")
# Restore old info
settings.file_format = myformat
settings.color_mode = mode
settings.color_depth = depth
except:
print("Unexpected error:" + str(exc_info()))
self.report({'ERROR'}, "Archipack: Unable to save render image")
return
# -------------------------------------------------------------
# Render image main entry point
#
# -------------------------------------------------------------
def render_main(self, context, objlist, animation=False):
# noinspection PyBroadException,PyBroadException
# Save old info
scene = context.scene
render = scene.render
settings = render.image_settings
depth = settings.color_depth
settings.color_depth = '8'
# noinspection PyBroadException
try:
# Get visible layers
layers = []
for x in range(0, 20):
if scene.layers[x] is True:
layers.extend([x])
# --------------------
# Get resolution
# --------------------
render_scale = render.resolution_percentage / 100
width = int(render.resolution_x * render_scale)
height = int(render.resolution_y * render_scale)
# ---------------------------------------
# Get output path
# ---------------------------------------
temp_path = path.realpath(bpy.app.tempdir)
if len(temp_path) > 0:
outpath = path.join(temp_path, "archipack_tmp_render.png")
else:
self.report({'ERROR'},
"Archipack: Unable to save temporary render image. Define a valid temp path")
settings.color_depth = depth
return False
# Get Render Image
img = self.get_render_image(outpath)
if img is None:
self.report({'ERROR'},
"Archipack: Unable to save temporary render image. Define a valid temp path")
settings.color_depth = depth
return False
# -----------------------------
# Calculate rows and columns
# -----------------------------
tile_x = 240
tile_y = 216
row_num = ceil(height / tile_y)
col_num = ceil(width / tile_x)
print("Archipack: Image divided in " + str(row_num) + "x" + str(col_num) + " tiles")
# pixels out of visible area
cut4 = (col_num * tile_x * 4) - width * 4 # pixels aout of drawing area
totpixel4 = width * height * 4 # total pixels RGBA
viewport_info = bgl.Buffer(bgl.GL_INT, 4)
bgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport_info)
# Load image on memory
img.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)
# 2.77 API change
if bpy.app.version >= (2, 77, 0):
tex = img.bindcode[0]
else:
tex = img.bindcode
# --------------------------------------------
# Create output image (to apply texture)
# --------------------------------------------
if "archipack_output" in bpy.data.images:
out_img = bpy.data.images["archipack_output"]
if out_img is not None:
out_img.user_clear()
bpy.data.images.remove(out_img)
out = bpy.data.images.new("archipack_output", width, height)
tmp_pixels = [1] * totpixel4
# --------------------------------
# Loop for all tiles
# --------------------------------
for row in range(0, row_num):
for col in range(0, col_num):
buffer = bgl.Buffer(bgl.GL_FLOAT, width * height * 4)
bgl.glDisable(bgl.GL_SCISSOR_TEST) # if remove this line, get blender screenshot not image
bgl.glViewport(0, 0, tile_x, tile_y)
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
# defines ortographic view for single tile
x1 = tile_x * col
y1 = tile_y * row
bgl.gluOrtho2D(x1, x1 + tile_x, y1, y1 + tile_y)
# Clear
bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)
bgl.glEnable(bgl.GL_TEXTURE_2D)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)
# defines drawing area
bgl.glBegin(bgl.GL_QUADS)
bgl.glColor3f(1.0, 1.0, 1.0)
bgl.glTexCoord2f(0.0, 0.0)
bgl.glVertex2f(0.0, 0.0)
bgl.glTexCoord2f(1.0, 0.0)
bgl.glVertex2f(width, 0.0)
bgl.glTexCoord2f(1.0, 1.0)
bgl.glVertex2f(width, height)
bgl.glTexCoord2f(0.0, 1.0)
bgl.glVertex2f(0.0, height)
bgl.glEnd()
# -----------------------------
# Loop to draw all lines
# -----------------------------
for o, d in objlist:
if o.hide is False:
# verify visible layer
for x in range(0, 20):
if o.layers[x] is True:
if x in layers:
context.scene.objects.active = o
# print("%s: %s" % (o.name, d.manip_stack))
manipulators = d.manip_stack
if manipulators is not None:
for m in manipulators:
if m is not None:
m.draw_callback(m, context, render=True)
break
# -----------------------------
# Loop to draw all debug
# -----------------------------
"""
if scene.archipack_debug is True:
selobj = bpy.context.selected_objects
for myobj in selobj:
if scene.archipack_debug_vertices is True:
draw_vertices(context, myobj, None, None)
if scene.archipack_debug_faces is True or scene.archipack_debug_normals is True:
draw_faces(context, myobj, None, None)
"""
"""
if scene.archipack_rf is True:
bgl.glColor3f(1.0, 1.0, 1.0)
rfcolor = scene.archipack_rf_color
rfborder = scene.archipack_rf_border
rfline = scene.archipack_rf_line
bgl.glLineWidth(rfline)
bgl.glColor4f(rfcolor[0], rfcolor[1], rfcolor[2], rfcolor[3])
x1 = rfborder
x2 = width - rfborder
y1 = int(ceil(rfborder / (width / height)))
y2 = height - y1
draw_rectangle((x1, y1), (x2, y2))
"""
# --------------------------------
# copy pixels to temporary area
# --------------------------------
bgl.glFinish()
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_FLOAT, buffer) # read image data
for y in range(0, tile_y):
# final image pixels position
p1 = (y * width * 4) + (row * tile_y * width * 4) + (col * tile_x * 4)
p2 = p1 + (tile_x * 4)
# buffer pixels position
b1 = y * width * 4
b2 = b1 + (tile_x * 4)
if p1 < totpixel4: # avoid pixel row out of area
if col == col_num - 1: # avoid pixel columns out of area
p2 -= cut4
b2 -= cut4
tmp_pixels[p1:p2] = buffer[b1:b2]
# -----------------------
# Copy temporary to final
# -----------------------
out.pixels = tmp_pixels[:] # Assign image data
img.gl_free() # free opengl image memory
# delete image
img.user_clear()
bpy.data.images.remove(img)
# remove temp file
remove(outpath)
# reset
bgl.glEnable(bgl.GL_SCISSOR_TEST)
# -----------------------
# restore opengl defaults
# -----------------------
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
# Saves image
if out is not None:
# and (scene.archipack_render is True or animation is True):
ren_path = bpy.context.scene.render.filepath
filename = "ap_frame"
if len(ren_path) > 0:
if ren_path.endswith(path.sep):
initpath = path.realpath(ren_path) + path.sep
else:
(initpath, filename) = path.split(ren_path)
ftxt = "%04d" % scene.frame_current
outpath = path.realpath(path.join(initpath, filename + ftxt + ".png"))
self.save_image(outpath, out)
settings.color_depth = depth
return True
except:
settings.color_depth = depth
print("Unexpected error:" + str(exc_info()))
self.report(
{'ERROR'},
"Archipack: Unable to create render image. Be sure the output render path is correct"
)
return False
def get_objlist(self, context):
"""
Get objects with gl manipulators
"""
objlist = []
for o in context.scene.objects:
if o.data is not None:
d = None
if 'archipack_window' in o.data:
d = o.data.archipack_window[0]
elif 'archipack_door' in o.data:
d = o.data.archipack_door[0]
elif 'archipack_wall2' in o.data:
d = o.data.archipack_wall2[0]
elif 'archipack_stair' in o.data:
d = o.data.archipack_stair[0]
elif 'archipack_fence' in o.data:
d = o.data.archipack_fence[0]
if d is not None:
objlist.append((o, d))
return objlist
def draw_gl(self, context):
objlist = self.get_objlist(context)
for o, d in objlist:
context.scene.objects.active = o
d.manipulable_disable(context)
d.manipulable_invoke(context)
return objlist
def hide_gl(self, context, objlist):
for o, d in objlist:
context.scene.objects.active = o
d.manipulable_disable(context)
# ------------------------------
# Execute button action
# ------------------------------
# noinspection PyMethodMayBeStatic,PyUnusedLocal
def execute(self, context):
scene = context.scene
wm = context.window_manager
msg = "New image created with measures. Open it in UV/image editor"
camera_msg = "Unable to render. No camera found"
# -----------------------------
# Check camera
# -----------------------------
if scene.camera is None:
self.report({'ERROR'}, camera_msg)
return {'FINISHED'}
objlist = self.draw_gl(context)
# -----------------------------
# Use current rendered image
# -----------------------------
if wm.archipack.render_type == "1":
# noinspection PyBroadException
try:
result = bpy.data.images['Render Result']
if result.has_data is False:
bpy.ops.render.render()
except:
bpy.ops.render.render()
print("Archipack: Using current render image on buffer")
if self.render_main(context, objlist) is True:
self.report({'INFO'}, msg)
# -----------------------------
# OpenGL image
# -----------------------------
elif wm.archipack.render_type == "2":
self.set_camera_view()
self.set_only_render(True)
print("Archipack: Rendering opengl image")
bpy.ops.render.opengl()
if self.render_main(context, objlist) is True:
self.report({'INFO'}, msg)
self.set_only_render(False)
# -----------------------------
# OpenGL Animation
# -----------------------------
elif wm.archipack.render_type == "3":
oldframe = scene.frame_current
self.set_camera_view()
self.set_only_render(True)
flag = False
# loop frames
for frm in range(scene.frame_start, scene.frame_end + 1):
scene.frame_set(frm)
print("Archipack: Rendering opengl frame %04d" % frm)
bpy.ops.render.opengl()
flag = self.render_main(context, objlist, True)
if flag is False:
break
self.set_only_render(False)
scene.frame_current = oldframe
if flag is True:
self.report({'INFO'}, msg)
# -----------------------------
# Image
# -----------------------------
elif wm.archipack.render_type == "4":
print("Archipack: Rendering image")
bpy.ops.render.render()
if self.render_main(context, objlist) is True:
self.report({'INFO'}, msg)
# -----------------------------
# Animation
# -----------------------------
elif wm.archipack.render_type == "5":
oldframe = scene.frame_current
flag = False
# loop frames
for frm in range(scene.frame_start, scene.frame_end + 1):
scene.frame_set(frm)
print("Archipack: Rendering frame %04d" % frm)
bpy.ops.render.render()
flag = self.render_main(context, objlist, True)
if flag is False:
break
scene.frame_current = oldframe
if flag is True:
self.report({'INFO'}, msg)
self.hide_gl(context, objlist)
return {'FINISHED'}
# ---------------------
# Set cameraView
# ---------------------
# noinspection PyMethodMayBeStatic
def set_camera_view(self):
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
area.spaces[0].region_3d.view_perspective = 'CAMERA'
# -------------------------------------
# Set only render status
# -------------------------------------
# noinspection PyMethodMayBeStatic
def set_only_render(self, status):
screen = bpy.context.screen
v3d = False
s = None
# get spaceview_3d in current screen
for a in screen.areas:
if a.type == 'VIEW_3D':
for s in a.spaces:
if s.type == 'VIEW_3D':
v3d = s
break
if v3d is not False:
s.show_only_render = status
def register():
bpy.utils.register_class(ARCHIPACK_OT_render)
def unregister():
bpy.utils.unregister_class(ARCHIPACK_OT_render)
|