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blender-archive/scripts/modules/bl_previews_utils/bl_previews_render.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

532 lines
21 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
# 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 (
Euler,
Matrix,
Vector,
)
OBJECT_TYPES_RENDER = {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}
def ids_nolib(bids):
return (bid for bid in bids if not bid.library)
def ids_nolib_with_preview(bids):
return (bid for bid in bids if (not bid.library and bid.preview))
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 == "rna_type" or pid == "original":
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_collections, do_scenes, do_data_intern):
import collections
# Helpers.
RenderContext = collections.namedtuple("RenderContext", (
"scene", "world", "camera", "light", "camera_data", "light_data", "image", # All those are names!
"backup_scene", "backup_world", "backup_camera", "backup_light", "backup_camera_data", "backup_light_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_light, backup_camera_data, backup_light_data = [()] * 6
scene = bpy.context.window.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, 45)
scene.camera = camera
scene.collection.objects.link(camera)
# TODO: add light if none found in scene?
light = None
light_data = None
else:
backup_scene, backup_world, backup_camera, backup_light, backup_camera_data, backup_light_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)
light_data = bpy.data.lights.new("TEMP_preview_render_light", 'SPOT')
light = bpy.data.objects.new("TEMP_preview_render_light", light_data)
objects_ignored.add((camera.name, light.name))
scene.world = world
camera.rotation_euler = Euler((1.1635528802871704, 0.0, 0.7853981852531433), 'XYZ') # (66.67, 0, 45)
scene.camera = camera
scene.collection.objects.link(camera)
light.rotation_euler = Euler((0.7853981852531433, 0.0, 1.7453292608261108), 'XYZ') # (45, 0, 100)
light_data.falloff_type = 'CONSTANT'
light_data.spot_size = 1.0471975803375244 # 60
scene.collection.objects.link(light)
scene.render.engine = 'CYCLES'
scene.render.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
scene.render.threads_mode = 'AUTO'
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, light.name if light else None,
camera_data.name, light_data.name if light_data else None, image.name,
backup_scene, backup_world, backup_camera, backup_light, backup_camera_data, backup_light_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.collection.objects.unlink(bpy.data.objects[render_context.camera, None])
if render_context.light:
scene.collection.objects.unlink(bpy.data.objects[render_context.light, 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.collection.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.light:
try:
light = bpy.data.objects[render_context.light, None]
if render_context.backup_light is None:
if scene is not None:
scene.collection.objects.unlink(light)
light.user_clear()
bpy.data.objects.remove(light)
bpy.data.lights.remove(bpy.data.lights[render_context.light_data, None])
else:
rna_backup_restore(light, render_context.backup_light)
rna_backup_restore(bpy.data.lights[render_context.light_data,
None], render_context.backup_light_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 object_bbox_merge(bbox, ob, ob_space, offset_matrix):
# Take collections instances into account (including linked one in this case).
if ob.type == 'EMPTY' and ob.instance_type == 'COLLECTION':
grp_objects = tuple((ob.name, ob.library.filepath if ob.library else None)
for ob in ob.instance_collection.all_objects)
if (len(grp_objects) == 0):
ob_bbox = ob.bound_box
else:
coords = objects_bbox_calc(ob_space, grp_objects,
Matrix.Translation(ob.instance_collection.instance_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):
# Unused.
# scene = bpy.data.scenes[render_context.scene, None]
if objects is not None:
camera = bpy.data.objects[render_context.camera, None]
light = bpy.data.objects[render_context.light, None] if render_context.light is not None else None
cos = objects_bbox_calc(camera, objects, offset_matrix)
depsgraph = bpy.context.evaluated_depsgraph_get()
loc, _ortho_scale = camera.camera_fit_coords(depsgraph, 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 light:
loc, _ortho_scale = light.camera_fit_coords(depsgraph, cos)
light.location = loc
bpy.context.view_layer.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()
preview = item.preview_ensure()
preview.image_size = (RENDER_PREVIEW_SIZE, RENDER_PREVIEW_SIZE)
preview.image_pixels_float[:] = image.pixels
# And now, main code!
do_save = True
if do_data_intern:
bpy.ops.wm.previews_clear(id_type={'SHADING'})
bpy.ops.wm.previews_ensure()
render_contexts = {}
objects_ignored = set()
collections_ignored = set()
prev_scenename = bpy.context.window.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_context = render_contexts.get('CYCLES', None)
if render_context is None:
render_context = render_context_create('CYCLES', objects_ignored)
render_contexts['CYCLES'] = render_context
scene = bpy.data.scenes[render_context.scene, None]
bpy.context.window.scene = scene
for obname, libpath in objects:
ob = bpy.data.objects[obname, libpath]
if obname not in scene.objects:
scene.collection.objects.link(ob)
ob.hide_render = False
bpy.context.view_layer.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.collection.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_collections:
for grp in ids_nolib(bpy.data.collections):
if grp.name in collections_ignored:
continue
# Here too, we do want to keep linked objects members of local collection...
objects = tuple((ob.name, ob.library.filepath if ob.library else None) for ob in grp.objects)
render_context = render_contexts.get('CYCLES', None)
if render_context is None:
render_context = render_context_create('CYCLES', objects_ignored)
render_contexts['CYCLES'] = render_context
scene = bpy.data.scenes[render_context.scene, None]
bpy.context.window.scene = scene
bpy.ops.object.collection_instance_add(collection=grp.name)
grp_ob = next((
ob for ob in scene.objects
if ob.instance_collection and ob.instance_collection.name == grp.name
))
grp_obname = grp_ob.name
bpy.context.view_layer.update()
offset_matrix = Matrix.Translation(grp.instance_offset).inverted()
preview_render_do(render_context, 'collections', grp.name, objects, offset_matrix)
scene = bpy.data.scenes[render_context.scene, None]
scene.collection.objects.unlink(bpy.data.objects[grp_obname, None])
bpy.context.window.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.window.scene = scene
render_context = render_context_create('__SCENE', objects_ignored)
bpy.context.view_layer.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.window.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_collections, do_scenes, do_data_intern):
if do_data_intern:
bpy.ops.wm.previews_clear(id_type={'SHADING'})
if do_objects:
for ob in ids_nolib_with_preview(bpy.data.objects):
ob.preview.image_size = (0, 0)
if do_collections:
for grp in ids_nolib_with_preview(bpy.data.collections):
grp.preview.image_size = (0, 0)
if do_scenes:
for scene in ids_nolib_with_preview(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_collections',
default=True,
action="store_false",
help="Do not generate/clear previews for collection 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.preferences.filepaths.save_version
if args.no_backups:
bpy.context.preferences.filepaths.save_version = 0
elif orig_save_version < 1:
bpy.context.preferences.filepaths.save_version = 1
if args.clear:
print("clear!")
do_clear_previews(do_objects=args.no_objects, do_collections=args.no_collections, do_scenes=args.no_scenes,
do_data_intern=args.no_data_intern)
else:
print("render!")
do_previews(do_objects=args.no_objects, do_collections=args.no_collections, do_scenes=args.no_scenes,
do_data_intern=args.no_data_intern)
# Not really necessary, but better be consistent.
bpy.context.preferences.filepaths.save_version = orig_save_version
if __name__ == "__main__":
print("\n\n *** Running %s *** \n" % __file__)
print(" *** Blend file %s *** \n" % bpy.data.filepath)
main()
bpy.ops.wm.quit_blender()