blender/release/scripts/modules/bl_previews_utils/bl_previews_render.py
Bastien Montagne 63482a5f2e Fix T53002: Batch-Generate Previews generate empty or none image for large objects.
Camera clipping was left to default values, which won't work well for
very large (or small) objects. Now recompute valid clipping start/end
based on boundingbox of rendered data, and final location of camera.
2017-10-05 18:13:30 +02:00

533 lines
22 KiB
Python

# ***** 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()