# ***** 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 ***** # # Populate a template file (POT format currently) from Blender RNA/py/C data. # Note: This script is meant to be used from inside Blender! import collections import os import sys import bpy from mathutils import Vector, Euler INTERN_PREVIEW_TYPES = {'MATERIAL', 'LAMP', 'WORLD', 'TEXTURE', 'IMAGE'} OBJECT_TYPES_RENDER = {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'} def ids_nolib(bids): return (bid for bid in bids if not bid.library) def rna_backup_gen(data, include_props=None, exclude_props=None, root=()): # only writable properties... for p in data.bl_rna.properties: pid = p.identifier if pid in {'rna_type', }: continue path = root + (pid,) if include_props is not None and path not in include_props: continue if exclude_props is not None and path in exclude_props: continue val = getattr(data, pid) if val is not None and p.type == 'POINTER': # recurse! yield from rna_backup_gen(val, include_props, exclude_props, root=path) elif data.is_property_readonly(pid): continue else: yield path, val def rna_backup_restore(data, backup): for path, val in backup: dt = data for pid in path[:-1]: dt = getattr(dt, pid) setattr(dt, path[-1], val) def do_previews(do_objects, do_groups, do_scenes, do_data_intern): # Helpers. RenderContext = collections.namedtuple("RenderContext", ( "scene", "world", "camera", "lamp", "camera_data", "lamp_data", "image", # All those are names! "backup_scene", "backup_world", "backup_camera", "backup_lamp", "backup_camera_data", "backup_lamp_data", )) RENDER_PREVIEW_SIZE = bpy.app.render_preview_size def render_context_create(engine, objects_ignored): if engine == '__SCENE': backup_scene, backup_world, backup_camera, backup_lamp, backup_camera_data, backup_lamp_data = [()] * 6 scene = bpy.context.screen.scene exclude_props = {('world',), ('camera',), ('tool_settings',), ('preview',)} backup_scene = tuple(rna_backup_gen(scene, exclude_props=exclude_props)) world = scene.world camera = scene.camera if camera: camera_data = camera.data else: backup_camera, backup_camera_data = [None] * 2 camera_data = bpy.data.cameras.new("TEMP_preview_render_camera") camera = bpy.data.objects.new("TEMP_preview_render_camera", camera_data) camera.rotation_euler = Euler((1.1635528802871704, 0.0, 0.7853981852531433), 'XYZ') # (66.67, 0.0, 45.0) scene.camera = camera scene.objects.link(camera) # TODO: add lamp if none found in scene? lamp = None lamp_data = None else: backup_scene, backup_world, backup_camera, backup_lamp, backup_camera_data, backup_lamp_data = [None] * 6 scene = bpy.data.scenes.new("TEMP_preview_render_scene") world = bpy.data.worlds.new("TEMP_preview_render_world") camera_data = bpy.data.cameras.new("TEMP_preview_render_camera") camera = bpy.data.objects.new("TEMP_preview_render_camera", camera_data) lamp_data = bpy.data.lamps.new("TEMP_preview_render_lamp", 'SPOT') lamp = bpy.data.objects.new("TEMP_preview_render_lamp", lamp_data) objects_ignored.add((camera.name, lamp.name)) scene.world = world camera.rotation_euler = Euler((1.1635528802871704, 0.0, 0.7853981852531433), 'XYZ') # (66.67, 0.0, 45.0) scene.camera = camera scene.objects.link(camera) lamp.rotation_euler = Euler((0.7853981852531433, 0.0, 1.7453292608261108), 'XYZ') # (45.0, 0.0, 100.0) lamp_data.falloff_type = 'CONSTANT' lamp_data.spot_size = 1.0471975803375244 # 60 scene.objects.link(lamp) if engine == 'BLENDER_RENDER': scene.render.engine = 'BLENDER_RENDER' scene.render.alpha_mode = 'TRANSPARENT' world.use_sky_blend = True world.horizon_color = 0.9, 0.9, 0.9 world.zenith_color = 0.5, 0.5, 0.5 world.ambient_color = 0.1, 0.1, 0.1 world.light_settings.use_environment_light = True world.light_settings.environment_energy = 1.0 world.light_settings.environment_color = 'SKY_COLOR' elif engine == 'CYCLES': scene.render.engine = 'CYCLES' scene.cycles.film_transparent = True # TODO: define Cycles world? scene.render.image_settings.file_format = 'PNG' scene.render.image_settings.color_depth = '8' scene.render.image_settings.color_mode = 'RGBA' scene.render.image_settings.compression = 25 scene.render.resolution_x = RENDER_PREVIEW_SIZE scene.render.resolution_y = RENDER_PREVIEW_SIZE scene.render.resolution_percentage = 100 scene.render.filepath = os.path.join(bpy.app.tempdir, 'TEMP_preview_render.png') scene.render.use_overwrite = True scene.render.use_stamp = False image = bpy.data.images.new("TEMP_render_image", RENDER_PREVIEW_SIZE, RENDER_PREVIEW_SIZE, alpha=True) image.source = 'FILE' image.filepath = scene.render.filepath return RenderContext( scene.name, world.name if world else None, camera.name, lamp.name if lamp else None, camera_data.name, lamp_data.name if lamp_data else None, image.name, backup_scene, backup_world, backup_camera, backup_lamp, backup_camera_data, backup_lamp_data, ) def render_context_delete(render_context): # We use try/except blocks here to avoid crash, too much things can go wrong, and we want to leave the current # .blend as clean as possible! success = True scene = bpy.data.scenes[render_context.scene, None] try: if render_context.backup_scene is None: scene.world = None scene.camera = None if render_context.camera: scene.objects.unlink(bpy.data.objects[render_context.camera, None]) if render_context.lamp: scene.objects.unlink(bpy.data.objects[render_context.lamp, None]) bpy.data.scenes.remove(scene) scene = None else: rna_backup_restore(scene, render_context.backup_scene) except Exception as e: print("ERROR:", e) success = False if render_context.world is not None: try: world = bpy.data.worlds[render_context.world, None] if render_context.backup_world is None: if scene is not None: scene.world = None world.user_clear() bpy.data.worlds.remove(world) else: rna_backup_restore(world, render_context.backup_world) except Exception as e: print("ERROR:", e) success = False if render_context.camera: try: camera = bpy.data.objects[render_context.camera, None] if render_context.backup_camera is None: if scene is not None: scene.camera = None scene.objects.unlink(camera) camera.user_clear() bpy.data.objects.remove(camera) bpy.data.cameras.remove(bpy.data.cameras[render_context.camera_data, None]) else: rna_backup_restore(camera, render_context.backup_camera) rna_backup_restore(bpy.data.cameras[render_context.camera_data, None], render_context.backup_camera_data) except Exception as e: print("ERROR:", e) success = False if render_context.lamp: try: lamp = bpy.data.objects[render_context.lamp, None] if render_context.backup_lamp is None: if scene is not None: scene.objects.unlink(lamp) lamp.user_clear() bpy.data.objects.remove(lamp) bpy.data.lamps.remove(bpy.data.lamps[render_context.lamp_data, None]) else: rna_backup_restore(lamp, render_context.backup_lamp) rna_backup_restore(bpy.data.lamps[render_context.lamp_data, None], render_context.backup_lamp_data) except Exception as e: print("ERROR:", e) success = False try: image = bpy.data.images[render_context.image, None] image.user_clear() bpy.data.images.remove(image) except Exception as e: print("ERROR:", e) success = False return success def objects_render_engine_guess(obs): for obname in obs: ob = bpy.data.objects[obname, None] for matslot in ob.material_slots: mat = matslot.material if mat and mat.use_nodes and mat.node_tree: for nd in mat.node_tree.nodes: if nd.shading_compatibility == {'NEW_SHADING'}: return 'CYCLES' return 'BLENDER_RENDER' def object_bbox_merge(bbox, ob, ob_space): if ob.bound_box: ob_bbox = ob.bound_box else: ob_bbox = ((-ob.scale.x, -ob.scale.y, -ob.scale.z), (ob.scale.x, ob.scale.y, ob.scale.z)) for v in ob.bound_box: v = ob_space.matrix_world.inverted() * ob.matrix_world * Vector(v) if bbox[0].x > v.x: bbox[0].x = v.x if bbox[0].y > v.y: bbox[0].y = v.y if bbox[0].z > v.z: bbox[0].z = v.z if bbox[1].x < v.x: bbox[1].x = v.x if bbox[1].y < v.y: bbox[1].y = v.y if bbox[1].z < v.z: bbox[1].z = v.z def objects_bbox_calc(camera, objects): bbox = (Vector((1e9, 1e9, 1e9)), Vector((-1e9, -1e9, -1e9))) for obname in objects: ob = bpy.data.objects[obname, None] object_bbox_merge(bbox, ob, camera) # Our bbox has been generated in camera local space, bring it back in world one bbox[0][:] = camera.matrix_world * bbox[0] bbox[1][:] = camera.matrix_world * bbox[1] cos = ( bbox[0].x, bbox[0].y, bbox[0].z, bbox[0].x, bbox[0].y, bbox[1].z, bbox[0].x, bbox[1].y, bbox[0].z, bbox[0].x, bbox[1].y, bbox[1].z, bbox[1].x, bbox[0].y, bbox[0].z, bbox[1].x, bbox[0].y, bbox[1].z, bbox[1].x, bbox[1].y, bbox[0].z, bbox[1].x, bbox[1].y, bbox[1].z, ) return cos def preview_render_do(render_context, item_container, item_name, objects): scene = bpy.data.scenes[render_context.scene, None] if objects is not None: camera = bpy.data.objects[render_context.camera, None] lamp = bpy.data.objects[render_context.lamp, None] if render_context.lamp is not None else None cos = objects_bbox_calc(camera, objects) loc, ortho_scale = camera.camera_fit_coords(scene, cos) camera.location = loc if lamp: loc, ortho_scale = lamp.camera_fit_coords(scene, cos) lamp.location = loc scene.update() bpy.ops.render.render(write_still=True) image = bpy.data.images[render_context.image, None] item = getattr(bpy.data, item_container)[item_name, None] image.reload() # Note: we could use struct module here, but not quite sure it'd give any advantage really... pix = tuple((round(r * 255)) + (round(g * 255) << 8) + (round(b * 255) << 16) + (round(a * 255) << 24) for r, g, b, a in zip(*[iter(image.pixels)] * 4)) item.preview.image_size = (RENDER_PREVIEW_SIZE, RENDER_PREVIEW_SIZE) item.preview.image_pixels = pix # And now, main code! do_save = True if do_data_intern: bpy.ops.wm.previews_clear(id_type=INTERN_PREVIEW_TYPES) bpy.ops.wm.previews_ensure() render_contexts = {} objects_ignored = set() groups_ignored = set() prev_scenename = bpy.context.screen.scene.name if do_objects: prev_shown = tuple(ob.hide_render for ob in ids_nolib(bpy.data.objects)) for ob in ids_nolib(bpy.data.objects): if ob in objects_ignored: continue ob.hide_render = True for root in ids_nolib(bpy.data.objects): if root.name in objects_ignored: continue if root.type not in OBJECT_TYPES_RENDER: continue objects = (root.name,) render_engine = objects_render_engine_guess(objects) render_context = render_contexts.get(render_engine, None) if render_context is None: render_context = render_context_create(render_engine, objects_ignored) render_contexts[render_engine] = render_context scene = bpy.data.scenes[render_context.scene, None] bpy.context.screen.scene = scene for obname in objects: ob = bpy.data.objects[obname, None] if obname not in scene.objects: scene.objects.link(ob) ob.hide_render = False scene.update() preview_render_do(render_context, 'objects', root.name, objects) # XXX Hyper Super Uber Suspicious Hack! # Without this, on windows build, script excepts with following message: # Traceback (most recent call last): # File "", line 1, in # File "", line 451, in # File "", line 443, in main # File "", line 327, in do_previews # OverflowError: Python int too large to convert to C long # ... :( import sys scene = bpy.data.scenes[render_context.scene, None] for obname in objects: ob = bpy.data.objects[obname, None] scene.objects.unlink(ob) ob.hide_render = True for ob, is_rendered in zip(tuple(ids_nolib(bpy.data.objects)), prev_shown): ob.hide_render = is_rendered if do_groups: for grp in ids_nolib(bpy.data.groups): if grp.name in groups_ignored: continue objects = tuple(ob.name for ob in grp.objects) render_engine = objects_render_engine_guess(objects) render_context = render_contexts.get(render_engine, None) if render_context is None: render_context = render_context_create(render_engine, objects_ignored) render_contexts[render_engine] = render_context scene = bpy.data.scenes[render_context.scene, None] bpy.context.screen.scene = scene bpy.ops.object.group_instance_add(group=grp.name) grp_ob = next((ob for ob in scene.objects if ob.dupli_group and ob.dupli_group.name == grp.name)) grp_obname = grp_ob.name scene.update() preview_render_do(render_context, 'groups', grp.name, objects) scene = bpy.data.scenes[render_context.scene, None] scene.objects.unlink(bpy.data.objects[grp_obname, None]) bpy.context.screen.scene = bpy.data.scenes[prev_scenename, None] for render_context in render_contexts.values(): if not render_context_delete(render_context): do_save = False # Do not save file if something went wrong here, we could 'pollute' it with temp data... if do_scenes: for scene in ids_nolib(bpy.data.scenes): has_camera = scene.camera is not None bpy.context.screen.scene = scene render_context = render_context_create('__SCENE', objects_ignored) scene.update() objects = None if not has_camera: # We had to add a temp camera, now we need to place it to see interesting objects! objects = tuple(ob.name for ob in scene.objects if (not ob.hide_render) and (ob.type in OBJECT_TYPES_RENDER)) preview_render_do(render_context, 'scenes', scene.name, objects) if not render_context_delete(render_context): do_save = False bpy.context.screen.scene = bpy.data.scenes[prev_scenename, None] if do_save: print("Saving %s..." % bpy.data.filepath) try: bpy.ops.wm.save_mainfile() except Exception as e: # Might fail in some odd cases, like e.g. in regression files we have glsl/ram_glsl.blend which # references an inexistent texture... Better not break in this case, just spit error to console. print("ERROR:", e) else: print("*NOT* Saving %s, because some error(s) happened while deleting temp render data..." % bpy.data.filepath) def do_clear_previews(do_objects, do_groups, do_scenes, do_data_intern): if do_data_intern: bpy.ops.wm.previews_clear(id_type=INTERN_PREVIEW_TYPES) if do_objects: for ob in ids_nolib(bpy.data.objects): ob.preview.image_size = (0, 0) if do_groups: for grp in ids_nolib(bpy.data.groups): grp.preview.image_size = (0, 0) if do_scenes: for scene in ids_nolib(bpy.data.scenes): scene.preview.image_size = (0, 0) print("Saving %s..." % bpy.data.filepath) bpy.ops.wm.save_mainfile() def main(): try: import bpy except ImportError: print("This script must run from inside blender") return import sys import argparse # Get rid of Blender args! argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] parser = argparse.ArgumentParser(description="Use Blender to generate previews for currently open Blender file's items.") parser.add_argument('--clear', default=False, action="store_true", help="Clear previews instead of generating them.") parser.add_argument('--no_scenes', default=True, action="store_false", help="Do not generate/clear previews for scene IDs.") parser.add_argument('--no_groups', default=True, action="store_false", help="Do not generate/clear previews for group IDs.") parser.add_argument('--no_objects', default=True, action="store_false", help="Do not generate/clear previews for object IDs.") parser.add_argument('--no_data_intern', default=True, action="store_false", help="Do not generate/clear previews for mat/tex/image/etc. IDs (those handled by core Blender code).") args = parser.parse_args(argv) if args.clear: print("clear!") do_clear_previews(do_objects=args.no_objects, do_groups=args.no_groups, do_scenes=args.no_scenes, do_data_intern=args.no_data_intern) else: print("render!") do_previews(do_objects=args.no_objects, do_groups=args.no_groups, do_scenes=args.no_scenes, do_data_intern=args.no_data_intern) if __name__ == "__main__": print("\n\n *** Running {} *** \n".format(__file__)) print(" *** Blend file {} *** \n".format(bpy.data.filepath)) main() bpy.ops.wm.quit_blender()