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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 *****
# <pep8 compliant>
# 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 os
import bpy
from mathutils import Vector, Euler, Matrix
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):
import collections
# 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, do_unlink=True)
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, libpath in obs:
ob = bpy.data.objects[obname, libpath]
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, offset_matrix):
# Take group instances into account (including linked one in this case).
if ob.type == 'EMPTY' and ob.dupli_type == 'GROUP':
grp_objects = tuple((ob.name, ob.library.filepath if ob.library else None) for ob in ob.dupli_group.objects)
if (len(grp_objects) == 0):
ob_bbox = ob.bound_box
else:
coords = objects_bbox_calc(ob_space, grp_objects,
Matrix.Translation(ob.dupli_group.dupli_offset).inverted())
ob_bbox = ((coords[0], coords[1], coords[2]), (coords[21], coords[22], coords[23]))
elif 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_bbox:
v = offset_matrix * Vector(v) if offset_matrix is not None else Vector(v)
v = ob_space.matrix_world.inverted() * ob.matrix_world * 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, offset_matrix):
bbox = (Vector((1e24, 1e24, 1e24)), Vector((-1e24, -1e24, -1e24)))
for obname, libpath in objects:
ob = bpy.data.objects[obname, libpath]
object_bbox_merge(bbox, ob, camera, offset_matrix)
# 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, offset_matrix=None):
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, offset_matrix)
loc, ortho_scale = camera.camera_fit_coords(scene, cos)
camera.location = loc
# Set camera clipping accordingly to computed bbox.
min_dist = 1e24
max_dist = -1e24
for co in zip(*(iter(cos),) * 3):
dist = (Vector(co) - loc).length
if dist < min_dist:
min_dist = dist
if dist > max_dist:
max_dist = dist
camera.data.clip_start = min_dist / 2
camera.data.clip_end = max_dist * 2
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()
item.preview.image_size = (RENDER_PREVIEW_SIZE, RENDER_PREVIEW_SIZE)
item.preview.image_pixels_float[:] = image.pixels
# 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 = {ob.name: 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, None),)
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, libpath in objects:
ob = bpy.data.objects[obname, libpath]
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 "<string>", line 1, in <module>
# File "<string>", line 451, in <module>
# File "<string>", line 443, in main
# File "<string>", line 327, in do_previews
# OverflowError: Python int too large to convert to C long
# ... :(
scene = bpy.data.scenes[render_context.scene, None]
for obname, libpath in objects:
ob = bpy.data.objects[obname, libpath]
scene.objects.unlink(ob)
ob.hide_render = True
for ob in ids_nolib(bpy.data.objects):
is_rendered = prev_shown.get(ob.name, ...)
if is_rendered is not ...:
ob.hide_render = is_rendered
if do_groups:
for grp in ids_nolib(bpy.data.groups):
if grp.name in groups_ignored:
continue
# Here too, we do want to keep linked objects members of local group...
objects = tuple((ob.name, ob.library.filepath if ob.library else None) 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()
offset_matrix = Matrix.Translation(grp.dupli_offset).inverted()
preview_render_do(render_context, 'groups', grp.name, objects, offset_matrix)
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, ob.library.filepath if ob.library else None) 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_backups', default=False, action="store_true",
help="Do not generate a backup .blend1 file when saving processed ones.")
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)
orig_save_version = bpy.context.user_preferences.filepaths.save_version
if args.no_backups:
bpy.context.user_preferences.filepaths.save_version = 0
elif orig_save_version < 1:
bpy.context.user_preferences.filepaths.save_version = 1
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)
# Not really necessary, but better be consistent.
bpy.context.user_preferences.filepaths.save_version = orig_save_version
if __name__ == "__main__":
print("\n\n *** Running {} *** \n".format(__file__))
print(" *** Blend file {} *** \n".format(bpy.data.filepath))
main()
bpy.ops.wm.quit_blender()
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