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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.
#
# ##### END GPL LICENSE BLOCK #####
from blenderkit import paths, append_link, bg_blender, utils, download, search, rerequests, upload_bg, image_utils
import sys, json, os, time
import subprocess
import tempfile
import bpy
import requests
import math
import threading
resolutions = {
'resolution_0_5K': 512,
'resolution_1K': 1024,
'resolution_2K': 2048,
'resolution_4K': 4096,
'resolution_8K': 8192,
}
rkeys = list(resolutions.keys())
resolution_props_to_server = {
'512': 'resolution_0_5K',
'1024': 'resolution_1K',
'2048': 'resolution_2K',
'4096': 'resolution_4K',
'8192': 'resolution_8K',
'ORIGINAL': 'blend',
}
def get_current_resolution():
actres = 0
for i in bpy.data.images:
if i.name != 'Render Result':
actres = max(actres, i.size[0], i.size[1])
return actres
def save_image_safely(teximage, filepath):
'''
Blender makes it really hard to save images...
Would be worth investigating PIL or similar instead
Parameters
----------
teximage
Returns
-------
'''
JPEG_QUALITY = 98
rs = bpy.context.scene.render
ims = rs.image_settings
orig_file_format = ims.file_format
orig_quality = ims.quality
orig_color_mode = ims.color_mode
orig_compression = ims.compression
ims.file_format = teximage.file_format
if teximage.file_format == 'PNG':
ims.color_mode = 'RGBA'
elif teximage.channels == 3:
ims.color_mode = 'RGB'
else:
ims.color_mode = 'BW'
# all pngs with max compression
if ims.file_format == 'PNG':
ims.compression = 100
# all jpgs brought to reasonable quality
if ims.file_format == 'JPG':
ims.quality = JPEG_QUALITY
# it's actually very important not to try to change the image filepath and packed file filepath before saving,
# blender tries to re-pack the image after writing to image.packed_image.filepath and reverts any changes.
teximage.save_render(filepath=bpy.path.abspath(filepath), scene=bpy.context.scene)
teximage.filepath = filepath
for packed_file in teximage.packed_files:
packed_file.filepath = filepath
teximage.filepath_raw = filepath
teximage.reload()
ims.file_format = orig_file_format
ims.quality = orig_quality
ims.color_mode = orig_color_mode
ims.compression = orig_compression
def extxchange_to_resolution(filepath):
base, ext = os.path.splitext(filepath)
if ext in ('.png', '.PNG'):
ext = 'jpg'
def upload_resolutions(files, asset_data):
preferences = bpy.context.preferences.addons['blenderkit'].preferences
upload_data = {
"name": asset_data['name'],
"token": preferences.api_key,
"id": asset_data['id']
}
uploaded = upload_bg.upload_files(upload_data, files)
if uploaded:
bg_blender.progress('upload finished successfully')
else:
bg_blender.progress('upload failed.')
def unpack_asset(data):
utils.p('unpacking asset')
asset_data = data['asset_data']
# utils.pprint(asset_data)
blend_file_name = os.path.basename(bpy.data.filepath)
ext = os.path.splitext(blend_file_name)[1]
resolution = asset_data.get('resolution', 'blend')
# TODO - passing resolution inside asset data might not be the best solution
tex_dir_path = paths.get_texture_directory(asset_data, resolution=resolution)
tex_dir_abs = bpy.path.abspath(tex_dir_path)
if not os.path.exists(tex_dir_abs):
try:
os.mkdir(tex_dir_abs)
except Exception as e:
print(e)
bpy.data.use_autopack = False
for image in bpy.data.images:
if image.name != 'Render Result':
# suffix = paths.resolution_suffix(data['suffix'])
fp = get_texture_filepath(tex_dir_path, image, resolution=resolution)
utils.p('unpacking file', image.name)
utils.p(image.filepath, fp)
for pf in image.packed_files:
pf.filepath = fp # bpy.path.abspath(fp)
image.filepath = fp # bpy.path.abspath(fp)
image.filepath_raw = fp # bpy.path.abspath(fp)
# image.save()
if len(image.packed_files) > 0:
# image.unpack(method='REMOVE')
image.unpack(method='WRITE_ORIGINAL')
#mark asset browser asset
data_block = None
if asset_data['assetType'] == 'model':
for ob in bpy.context.scene.objects:
if ob.parent == None:
ob.asset_mark()
data_block = ob
elif asset_data['assetType'] == 'material':
for m in bpy.data.materials:
m.asset_mark()
data_block = m
elif asset_data['assetType'] == 'scene':
bpy.context.scene.asset_mark()
elif asset_data['assetType'] =='brush':
for b in bpy.data.brushes:
if b.get('asset_data') is not None:
b.asset_mark()
data_block = b
if data_block is not None:
tags = data_block.asset_data.tags
for t in tags:
tags.remove(t)
tags.new('description: ' + asset_data['description'])
tags.new('tags: ' + ','.join(asset_data['tags']))
bpy.ops.wm.save_mainfile(compress=False)
# now try to delete the .blend1 file
try:
os.remove(bpy.data.filepath + '1')
except Exception as e:
print(e)
def patch_asset_empty(asset_id, api_key):
'''
This function patches the asset for the purpose of it getting a reindex.
Should be removed once this is fixed on the server and
the server is able to reindex after uploads of resolutions
Returns
-------
'''
upload_data = {
}
url = paths.get_api_url() + 'assets/' + str(asset_id) + '/'
headers = utils.get_headers(api_key)
try:
r = rerequests.patch(url, json=upload_data, headers=headers, verify=True) # files = files,
except requests.exceptions.RequestException as e:
print(e)
return {'CANCELLED'}
return {'FINISHED'}
def reduce_all_images(target_scale=1024):
for img in bpy.data.images:
if img.name != 'Render Result':
print('scaling ', img.name, img.size[0], img.size[1])
# make_possible_reductions_on_image(i)
if max(img.size) > target_scale:
ratio = float(target_scale) / float(max(img.size))
print(ratio)
# i.save()
fp = '//tempimagestorage'
# print('generated filename',fp)
# for pf in img.packed_files:
# pf.filepath = fp # bpy.path.abspath(fp)
img.filepath = fp
img.filepath_raw = fp
print(int(img.size[0] * ratio), int(img.size[1] * ratio))
img.scale(int(img.size[0] * ratio), int(img.size[1] * ratio))
img.update()
# img.save()
# img.reload()
img.pack()
def get_texture_filepath(tex_dir_path, image, resolution='blend'):
image_file_name = bpy.path.basename(image.filepath)
if image_file_name == '':
image_file_name = image.name.split('.')[0]
suffix = paths.resolution_suffix[resolution]
fp = os.path.join(tex_dir_path, image_file_name)
# check if there is allready an image with same name and thus also assigned path
# (can happen easily with genearted tex sets and more materials)
done = False
fpn = fp
i = 0
while not done:
is_solo = True
for image1 in bpy.data.images:
if image != image1 and image1.filepath == fpn:
is_solo = False
fpleft, fpext = os.path.splitext(fp)
fpn = fpleft + str(i).zfill(3) + fpext
i += 1
if is_solo:
done = True
return fpn
def generate_lower_resolutions_hdr(asset_data, fpath):
'''generates lower resolutions for HDR images'''
hdr = bpy.data.images.load(fpath)
actres = max(hdr.size[0], hdr.size[1])
p2res = paths.round_to_closest_resolution(actres)
original_filesize = os.path.getsize(fpath) # for comparison on the original level
i = 0
finished = False
files = []
while not finished:
dirn = os.path.dirname(fpath)
fn_strip, ext = os.path.splitext(fpath)
ext = '.exr'
if i>0:
image_utils.downscale(hdr)
hdr_resolution_filepath = fn_strip + paths.resolution_suffix[p2res] + ext
image_utils.img_save_as(hdr, filepath=hdr_resolution_filepath, file_format='OPEN_EXR', quality=20, color_mode='RGB', compression=15,
view_transform='Raw', exr_codec = 'DWAA')
if os.path.exists(hdr_resolution_filepath):
reduced_filesize = os.path.getsize(hdr_resolution_filepath)
# compare file sizes
print(f'HDR size was reduced from {original_filesize} to {reduced_filesize}')
if reduced_filesize < original_filesize:
# this limits from uploaidng especially same-as-original resolution files in case when there is no advantage.
# usually however the advantage can be big also for same as original resolution
files.append({
"type": p2res,
"index": 0,
"file_path": hdr_resolution_filepath
})
print('prepared resolution file: ', p2res)
if rkeys.index(p2res) == 0:
finished = True
else:
p2res = rkeys[rkeys.index(p2res) - 1]
i+=1
print('uploading resolution files')
upload_resolutions(files, asset_data)
preferences = bpy.context.preferences.addons['blenderkit'].preferences
patch_asset_empty(asset_data['id'], preferences.api_key)
def generate_lower_resolutions(data):
asset_data = data['asset_data']
actres = get_current_resolution()
# first let's skip procedural assets
base_fpath = bpy.data.filepath
s = bpy.context.scene
print('current resolution of the asset ', actres)
if actres > 0:
p2res = paths.round_to_closest_resolution(actres)
orig_res = p2res
print(p2res)
finished = False
files = []
# now skip assets that have lowest possible resolution already
if p2res != [0]:
original_textures_filesize = 0
for i in bpy.data.images:
abspath = bpy.path.abspath(i.filepath)
if os.path.exists(abspath):
original_textures_filesize += os.path.getsize(abspath)
while not finished:
blend_file_name = os.path.basename(base_fpath)
dirn = os.path.dirname(base_fpath)
fn_strip, ext = os.path.splitext(blend_file_name)
fn = fn_strip + paths.resolution_suffix[p2res] + ext
fpath = os.path.join(dirn, fn)
tex_dir_path = paths.get_texture_directory(asset_data, resolution=p2res)
tex_dir_abs = bpy.path.abspath(tex_dir_path)
if not os.path.exists(tex_dir_abs):
os.mkdir(tex_dir_abs)
reduced_textures_filessize = 0
for i in bpy.data.images:
if i.name != 'Render Result':
print('scaling ', i.name, i.size[0], i.size[1])
fp = get_texture_filepath(tex_dir_path, i, resolution=p2res)
if p2res == orig_res:
# first, let's link the image back to the original one.
i['blenderkit_original_path'] = i.filepath
# first round also makes reductions on the image, while keeping resolution
image_utils.make_possible_reductions_on_image(i, fp, do_reductions=True, do_downscale=False)
else:
# lower resolutions only downscale
image_utils.make_possible_reductions_on_image(i, fp, do_reductions=False, do_downscale=True)
abspath = bpy.path.abspath(i.filepath)
if os.path.exists(abspath):
reduced_textures_filessize += os.path.getsize(abspath)
i.pack()
# save
print(fpath)
# save the file
bpy.ops.wm.save_as_mainfile(filepath=fpath, compress=True, copy=True)
# compare file sizes
print(f'textures size was reduced from {original_textures_filesize} to {reduced_textures_filessize}')
if reduced_textures_filessize < original_textures_filesize:
# this limits from uploaidng especially same-as-original resolution files in case when there is no advantage.
# usually however the advantage can be big also for same as original resolution
files.append({
"type": p2res,
"index": 0,
"file_path": fpath
})
print('prepared resolution file: ', p2res)
if rkeys.index(p2res) == 0:
finished = True
else:
p2res = rkeys[rkeys.index(p2res) - 1]
print('uploading resolution files')
upload_resolutions(files, data['asset_data'])
preferences = bpy.context.preferences.addons['blenderkit'].preferences
patch_asset_empty(data['asset_data']['id'], preferences.api_key)
return
def regenerate_thumbnail_material(data):
# this should re-generate material thumbnail and re-upload it.
# first let's skip procedural assets
base_fpath = bpy.data.filepath
blend_file_name = os.path.basename(base_fpath)
bpy.ops.mesh.primitive_cube_add()
aob = bpy.context.active_object
bpy.ops.object.material_slot_add()
aob.material_slots[0].material = bpy.data.materials[0]
props = aob.active_material.blenderkit
props.thumbnail_generator_type = 'BALL'
props.thumbnail_background = False
props.thumbnail_resolution = '256'
# layout.prop(props, 'thumbnail_generator_type')
# layout.prop(props, 'thumbnail_scale')
# layout.prop(props, 'thumbnail_background')
# if props.thumbnail_background:
# layout.prop(props, 'thumbnail_background_lightness')
# layout.prop(props, 'thumbnail_resolution')
# layout.prop(props, 'thumbnail_samples')
# layout.prop(props, 'thumbnail_denoising')
# layout.prop(props, 'adaptive_subdivision')
# preferences = bpy.context.preferences.addons['blenderkit'].preferences
# layout.prop(preferences, "thumbnail_use_gpu")
# TODO: here it should call start_material_thumbnailer , but with the wait property on, so it can upload afterwards.
bpy.ops.object.blenderkit_generate_material_thumbnail()
time.sleep(130)
# save
# this does the actual job
return
def assets_db_path():
dpath = os.path.dirname(bpy.data.filepath)
fpath = os.path.join(dpath, 'all_assets.json')
return fpath
def get_assets_search():
# bpy.app.debug_value = 2
results = []
preferences = bpy.context.preferences.addons['blenderkit'].preferences
url = paths.get_api_url() + 'search/all'
i = 0
while url is not None:
headers = utils.get_headers(preferences.api_key)
print('fetching assets from assets endpoint')
print(url)
retries = 0
while retries < 3:
r = rerequests.get(url, headers=headers)
try:
adata = r.json()
url = adata.get('next')
print(i)
i += 1
except Exception as e:
print(e)
print('failed to get next')
if retries == 2:
url = None
if adata.get('results') != None:
results.extend(adata['results'])
retries = 3
print(f'fetched page {i}')
retries += 1
fpath = assets_db_path()
with open(fpath, 'w', encoding = 'utf-8') as s:
json.dump(results, s, ensure_ascii=False, indent=4)
def get_assets_for_resolutions(page_size=100, max_results=100000000):
preferences = bpy.context.preferences.addons['blenderkit'].preferences
dpath = os.path.dirname(bpy.data.filepath)
filepath = os.path.join(dpath, 'assets_for_resolutions.json')
params = {
'order': '-created',
'textureResolutionMax_gte': '100',
# 'last_resolution_upload_lt':'2020-9-01'
}
search.get_search_simple(params, filepath=filepath, page_size=page_size, max_results=max_results,
api_key=preferences.api_key)
return filepath
def get_materials_for_validation(page_size=100, max_results=100000000):
preferences = bpy.context.preferences.addons['blenderkit'].preferences
dpath = os.path.dirname(bpy.data.filepath)
filepath = os.path.join(dpath, 'materials_for_validation.json')
params = {
'order': '-created',
'asset_type': 'material',
'verification_status': 'uploaded'
}
search.get_search_simple(params, filepath=filepath, page_size=page_size, max_results=max_results,
api_key=preferences.api_key)
return filepath
def load_assets_list(filepath):
if os.path.exists(filepath):
with open(filepath, 'r', encoding='utf-8') as s:
assets = json.load(s)
return assets
def check_needs_resolutions(a):
if a['verificationStatus'] == 'validated' and a['assetType'] in ('material', 'model', 'scene', 'hdr'):
# the search itself now picks the right assets so there's no need to filter more than asset types.
# TODO needs to check first if the upload date is older than resolution upload date, for that we need resolution upload date.
for f in a['files']:
if f['fileType'].find('resolution') > -1:
return False
return True
return False
def download_asset(asset_data, resolution='blend', unpack=False, api_key=''):
'''
Download an asset non-threaded way.
Parameters
----------
asset_data - search result from elastic or assets endpoints from API
Returns
-------
path to the resulting asset file or None if asset isn't accessible
'''
has_url = download.get_download_url(asset_data, download.get_scene_id(), api_key, tcom=None,
resolution='blend')
if has_url:
fpath = download.download_asset_file(asset_data, api_key = api_key)
if fpath and unpack and asset_data['assetType'] != 'hdr':
send_to_bg(asset_data, fpath, command='unpack', wait=True)
return fpath
return None
def generate_resolution_thread(asset_data, api_key):
'''
A thread that downloads file and only then starts an instance of Blender that generates the resolution
Parameters
----------
asset_data
Returns
-------
'''
fpath = download_asset(asset_data, unpack=True, api_key=api_key)
if fpath:
if asset_data['assetType'] != 'hdr':
print('send to bg ', fpath)
proc = send_to_bg(asset_data, fpath, command='generate_resolutions', wait=True);
else:
generate_lower_resolutions_hdr(asset_data, fpath)
# send_to_bg by now waits for end of the process.
# time.sleep((5))
def iterate_for_resolutions(filepath, process_count=12, api_key='', do_checks = True):
''' iterate through all assigned assets, check for those which need generation and send them to res gen'''
assets = load_assets_list(filepath)
print(len(assets))
threads = []
for asset_data in assets:
asset_data = search.parse_result(asset_data)
if asset_data is not None:
if not do_checks or check_needs_resolutions(asset_data):
print('downloading and generating resolution for %s' % asset_data['name'])
# this is just a quick hack for not using original dirs in blendrkit...
generate_resolution_thread(asset_data, api_key)
# thread = threading.Thread(target=generate_resolution_thread, args=(asset_data, api_key))
# thread.start()
#
# threads.append(thread)
# print('processes ', len(threads))
# while len(threads) > process_count - 1:
# for t in threads:
# if not t.is_alive():
# threads.remove(t)
# break;
# else:
# print(f'Failed to generate resolution:{asset_data["name"]}')
else:
print('not generated resolutions:', asset_data['name'])
def send_to_bg(asset_data, fpath, command='generate_resolutions', wait=True):
'''
Send varioust task to a new blender instance that runs and closes after finishing the task.
This function waits until the process finishes.
The function tries to set the same bpy.app.debug_value in the instance of Blender that is run.
Parameters
----------
asset_data
fpath - file that will be processed
command - command which should be run in background.
Returns
-------
None
'''
data = {
'fpath': fpath,
'debug_value': bpy.app.debug_value,
'asset_data': asset_data,
'command': command,
}
binary_path = bpy.app.binary_path
tempdir = tempfile.mkdtemp()
datafile = os.path.join(tempdir + 'resdata.json')
script_path = os.path.dirname(os.path.realpath(__file__))
with open(datafile, 'w', encoding = 'utf-8') as s:
json.dump(data, s, ensure_ascii=False, indent=4)
print('opening Blender instance to do processing - ', command)
if wait:
proc = subprocess.run([
binary_path,
"--background",
"-noaudio",
fpath,
"--python", os.path.join(script_path, "resolutions_bg.py"),
"--", datafile
], bufsize=1, stdout=sys.stdout, stdin=subprocess.PIPE, creationflags=utils.get_process_flags())
else:
# TODO this should be fixed to allow multithreading.
proc = subprocess.Popen([
binary_path,
"--background",
"-noaudio",
fpath,
"--python", os.path.join(script_path, "resolutions_bg.py"),
"--", datafile
], bufsize=1, stdout=subprocess.PIPE, stdin=subprocess.PIPE, creationflags=utils.get_process_flags())
return proc
def write_data_back(asset_data):
'''ensures that the data in the resolution file is the same as in the database.'''
pass;
def run_bg(datafile):
print('background file operation')
with open(datafile, 'r',encoding='utf-8') as f:
data = json.load(f)
bpy.app.debug_value = data['debug_value']
write_data_back(data['asset_data'])
if data['command'] == 'generate_resolutions':
generate_lower_resolutions(data)
elif data['command'] == 'unpack':
unpack_asset(data)
elif data['command'] == 'regen_thumbnail':
regenerate_thumbnail_material(data)
# load_assets_list()
# generate_lower_resolutions()
# class TestOperator(bpy.types.Operator):
# """Tooltip"""
# bl_idname = "object.test_anything"
# bl_label = "Test Operator"
#
# @classmethod
# def poll(cls, context):
# return True
#
# def execute(self, context):
# iterate_for_resolutions()
# return {'FINISHED'}
#
#
# def register():
# bpy.utils.register_class(TestOperator)
#
#
# def unregister():
# bpy.utils.unregister_class(TestOperator)
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