blender-addons/render_freestyle_svg.py
YimingWu a9b01e8724 Fix #104723: Freestyle SVG output ensure path exists
Previously Freestyle SVG exporter does not ensure path exists, this would
lead to crashe after rendering. Now fixed.

This was also reported in blender main repo, for simpler process I'll
just link it here:
blender/blender#111028

Pull Request: #104832
2023-09-05 15:12:45 +02:00

774 lines
26 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
bl_info = {
"name": "Freestyle SVG Exporter",
"author": "Folkert de Vries",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "Properties > Render > Freestyle SVG Export",
"description": "Exports Freestyle's stylized edges in SVG format",
"warning": "",
"doc_url": "{BLENDER_MANUAL_URL}/addons/render/render_freestyle_svg.html",
"support": 'OFFICIAL',
"category": "Render",
}
import bpy
import parameter_editor
import itertools
import os
import xml.etree.cElementTree as et
from bpy.app.handlers import persistent
from collections import OrderedDict
from functools import partial
from mathutils import Vector
from freestyle.types import (
StrokeShader,
Interface0DIterator,
Operators,
Nature,
StrokeVertex,
)
from freestyle.utils import (
getCurrentScene,
BoundingBox,
is_poly_clockwise,
StrokeCollector,
material_from_fedge,
get_object_name,
)
from freestyle.functions import (
GetShapeF1D,
CurveMaterialF0D,
)
from freestyle.predicates import (
AndBP1D,
AndUP1D,
ContourUP1D,
ExternalContourUP1D,
MaterialBP1D,
NotBP1D,
NotUP1D,
OrBP1D,
OrUP1D,
pyNatureUP1D,
pyZBP1D,
pyZDiscontinuityBP1D,
QuantitativeInvisibilityUP1D,
SameShapeIdBP1D,
TrueBP1D,
TrueUP1D,
)
from freestyle.chainingiterators import ChainPredicateIterator
from parameter_editor import get_dashed_pattern
from bpy.props import (
BoolProperty,
EnumProperty,
PointerProperty,
)
# use utf-8 here to keep ElementTree happy, end result is utf-16
svg_primitive = """<?xml version="1.0" encoding="ascii" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN"
"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
<svg xmlns="http://www.w3.org/2000/svg" version="1.1" width="{:d}" height="{:d}">
</svg>"""
# xml namespaces
namespaces = {
"inkscape": "http://www.inkscape.org/namespaces/inkscape",
"svg": "http://www.w3.org/2000/svg",
"sodipodi": "http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd",
"": "http://www.w3.org/2000/svg",
}
# wrap XMLElem.find, so the namespaces don't need to be given as an argument
def find_xml_elem(obj, search, namespaces, *, all=False):
if all:
return obj.findall(search, namespaces=namespaces)
return obj.find(search, namespaces=namespaces)
find_svg_elem = partial(find_xml_elem, namespaces=namespaces)
def render_height(scene):
return int(scene.render.resolution_y * scene.render.resolution_percentage / 100)
def render_width(scene):
return int(scene.render.resolution_x * scene.render.resolution_percentage / 100)
def format_rgb(color):
return 'rgb({}, {}, {})'.format(*(int(v * 255) for v in color))
# stores the state of the render, used to differ between animation and single frame renders.
class RenderState:
# Note that this flag is set to False only after the first frame
# has been written to file.
is_preview = True
@persistent
def render_init(scene):
RenderState.is_preview = True
@persistent
def render_write(scene):
RenderState.is_preview = False
def is_preview_render(scene):
return RenderState.is_preview or scene.svg_export.mode == 'FRAME'
def create_path(scene):
"""Creates the output path for the svg file"""
path = os.path.dirname(scene.render.frame_path())
file_dir_path = os.path.dirname(bpy.data.filepath)
# try to use the given path if it is absolute
if os.path.isabs(path):
dirname = path
# otherwise, use current file's location as a start for the relative path
elif bpy.data.is_saved and file_dir_path:
dirname = os.path.normpath(os.path.join(file_dir_path, path))
# otherwise, use the folder from which blender was called as the start
else:
dirname = os.path.abspath(bpy.path.abspath(path))
basename = bpy.path.basename(scene.render.filepath)
if scene.svg_export.mode == 'FRAME':
frame = "{:04d}".format(scene.frame_current)
else:
frame = "{:04d}-{:04d}".format(scene.frame_start, scene.frame_end)
os.makedirs(dirname, exist_ok=True)
return os.path.join(dirname, basename + frame + ".svg")
class SVGExporterLinesetPanel(bpy.types.Panel):
"""Creates a Panel in the Render Layers context of the properties editor"""
bl_idname = "RENDER_PT_SVGExporterLinesetPanel"
bl_space_type = 'PROPERTIES'
bl_label = "Freestyle Line Style SVG Export"
bl_region_type = 'WINDOW'
bl_context = "view_layer"
def draw(self, context):
layout = self.layout
scene = context.scene
svg = scene.svg_export
freestyle = context.window.view_layer.freestyle_settings
try:
linestyle = freestyle.linesets.active.linestyle
except AttributeError:
# Linestyles can be removed, so 0 linestyles is possible.
# there is nothing to draw in those cases.
# see https://developer.blender.org/T49855
return
else:
layout.active = (svg.use_svg_export and freestyle.mode != 'SCRIPT')
row = layout.row()
column = row.column()
column.prop(linestyle, 'use_export_strokes')
column = row.column()
column.active = svg.object_fill
column.prop(linestyle, 'use_export_fills')
row = layout.row()
row.prop(linestyle, "stroke_color_mode", expand=True)
class SVGExport(bpy.types.PropertyGroup):
"""Implements the properties for the SVG exporter"""
bl_idname = "RENDER_PT_svg_export"
use_svg_export: BoolProperty(
name="SVG Export",
description="Export Freestyle edges to an .svg format",
)
split_at_invisible: BoolProperty(
name="Split at Invisible",
description="Split the stroke at an invisible vertex",
)
object_fill: BoolProperty(
name="Fill Contours",
description="Fill the contour with the object's material color",
)
mode: EnumProperty(
name="Mode",
items=(
('FRAME', "Frame", "Export a single frame", 0),
('ANIMATION', "Animation", "Export an animation", 1),
),
default='FRAME',
)
line_join_type: EnumProperty(
name="Line Join",
items=(
('MITER', "Miter", "Corners are sharp", 0),
('ROUND', "Round", "Corners are smoothed", 1),
('BEVEL', "Bevel", "Corners are beveled", 2),
),
default='ROUND',
)
class SVGExporterPanel(bpy.types.Panel):
"""Creates a Panel in the render context of the properties editor"""
bl_idname = "RENDER_PT_SVGExporterPanel"
bl_space_type = 'PROPERTIES'
bl_label = "Freestyle SVG Export"
bl_region_type = 'WINDOW'
bl_context = "render"
def draw_header(self, context):
self.layout.prop(context.scene.svg_export, "use_svg_export", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
svg = scene.svg_export
freestyle = context.window.view_layer.freestyle_settings
layout.active = (svg.use_svg_export and freestyle.mode != 'SCRIPT')
row = layout.row()
row.prop(svg, "mode", expand=True)
row = layout.row()
row.prop(svg, "split_at_invisible")
row.prop(svg, "object_fill")
row = layout.row()
row.prop(svg, "line_join_type", expand=True)
@persistent
def svg_export_header(scene):
if not (scene.render.use_freestyle and scene.svg_export.use_svg_export):
return
# write the header only for the first frame when animation is being rendered
if not is_preview_render(scene) and scene.frame_current != scene.frame_start:
return
# this may fail still. The error is printed to the console.
with open(create_path(scene), "w") as f:
f.write(svg_primitive.format(render_width(scene), render_height(scene)))
@persistent
def svg_export_animation(scene):
"""makes an animation of the exported SVG file """
render = scene.render
svg = scene.svg_export
if render.use_freestyle and svg.use_svg_export and not is_preview_render(scene):
write_animation(create_path(scene), scene.frame_start, render.fps)
def write_animation(filepath, frame_begin, fps):
"""Adds animate tags to the specified file."""
tree = et.parse(filepath)
root = tree.getroot()
linesets = find_svg_elem(tree, ".//svg:g[@inkscape:groupmode='lineset']", all=True)
for i, lineset in enumerate(linesets):
name = lineset.get('id')
frames = find_svg_elem(lineset, ".//svg:g[@inkscape:groupmode='frame']", all=True)
n_of_frames = len(frames)
keyTimes = ";".join(str(round(x / n_of_frames, 3)) for x in range(n_of_frames)) + ";1"
style = {
'attributeName': 'display',
'values': "none;" * (n_of_frames - 1) + "inline;none",
'repeatCount': 'indefinite',
'keyTimes': keyTimes,
'dur': "{:.3f}s".format(n_of_frames / fps),
}
for j, frame in enumerate(frames):
id = 'anim_{}_{:06n}'.format(name, j + frame_begin)
# create animate tag
frame_anim = et.XML('<animate id="{}" begin="{:.3f}s" />'.format(id, (j - n_of_frames) / fps))
# add per-lineset style attributes
frame_anim.attrib.update(style)
# add to the current frame
frame.append(frame_anim)
# write SVG to file
indent_xml(root)
tree.write(filepath, encoding='ascii', xml_declaration=True)
# - StrokeShaders - #
class SVGPathShader(StrokeShader):
"""Stroke Shader for writing stroke data to a .svg file."""
def __init__(self, name, style, filepath, res_y, split_at_invisible, stroke_color_mode, frame_current):
StrokeShader.__init__(self)
# attribute 'name' of 'StrokeShader' objects is not writable, so _name is used
self._name = name
self.filepath = filepath
self.h = res_y
self.frame_current = frame_current
self.elements = []
self.split_at_invisible = split_at_invisible
self.stroke_color_mode = stroke_color_mode # BASE | FIRST | LAST
self.style = style
@classmethod
def from_lineset(cls, lineset, filepath, res_y, split_at_invisible, use_stroke_color, frame_current, *, name=""):
"""Builds a SVGPathShader using data from the given lineset"""
name = name or lineset.name
linestyle = lineset.linestyle
# extract style attributes from the linestyle and scene
svg = getCurrentScene().svg_export
style = {
'fill': 'none',
'stroke-width': linestyle.thickness,
'stroke-linecap': linestyle.caps.lower(),
'stroke-opacity': linestyle.alpha,
'stroke': format_rgb(linestyle.color),
'stroke-linejoin': svg.line_join_type.lower(),
}
# get dashed line pattern (if specified)
if linestyle.use_dashed_line:
style['stroke-dasharray'] = ",".join(str(elem) for elem in get_dashed_pattern(linestyle))
# return instance
return cls(name, style, filepath, res_y, split_at_invisible, use_stroke_color, frame_current)
@staticmethod
def pathgen(stroke, style, height, split_at_invisible, stroke_color_mode, f=lambda v: not v.attribute.visible):
"""Generator that creates SVG paths (as strings) from the current stroke """
if len(stroke) <= 1:
return ""
if stroke_color_mode != 'BASE':
# try to use the color of the first or last vertex
try:
index = 0 if stroke_color_mode == 'FIRST' else -1
color = format_rgb(stroke[index].attribute.color)
style["stroke"] = color
except (ValueError, IndexError):
# default is linestyle base color
pass
# put style attributes into a single svg path definition
path = '\n<path ' + "".join('{}="{}" '.format(k, v) for k, v in style.items()) + 'd=" M '
it = iter(stroke)
# start first path
yield path
for v in it:
x, y = v.point
yield '{:.3f}, {:.3f} '.format(x, height - y)
if split_at_invisible and v.attribute.visible is False:
# end current and start new path;
yield '" />' + path
# fast-forward till the next visible vertex
it = itertools.dropwhile(f, it)
# yield next visible vertex
svert = next(it, None)
if svert is None:
break
x, y = svert.point
yield '{:.3f}, {:.3f} '.format(x, height - y)
# close current path
yield '" />'
def shade(self, stroke):
stroke_to_paths = "".join(self.pathgen(stroke, self.style, self.h, self.split_at_invisible, self.stroke_color_mode)).split("\n")
# convert to actual XML. Empty strokes are empty strings; they are ignored.
self.elements.extend(et.XML(elem) for elem in stroke_to_paths if elem) # if len(elem.strip()) > len(self.path))
def write(self):
"""Write SVG data tree to file """
tree = et.parse(self.filepath)
root = tree.getroot()
name = self._name
scene = bpy.context.scene
# create <g> for lineset as a whole (don't overwrite)
# when rendering an animation, frames will be nested in here, otherwise a group of strokes and optionally fills.
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(name))
if lineset_group is None:
lineset_group = et.XML('<g/>')
lineset_group.attrib = {
'id': name,
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'lineset',
'inkscape:label': name,
}
root.append(lineset_group)
# create <g> for the current frame
id = "frame_{:04n}".format(self.frame_current)
stroke_group = et.XML("<g/>")
stroke_group.attrib = {
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'layer',
'id': 'strokes',
'inkscape:label': 'strokes'
}
# nest the structure
stroke_group.extend(self.elements)
if scene.svg_export.mode == 'ANIMATION':
frame_group = et.XML("<g/>")
frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id}
frame_group.append(stroke_group)
lineset_group.append(frame_group)
else:
lineset_group.append(stroke_group)
# write SVG to file
print("SVG Export: writing to", self.filepath)
indent_xml(root)
tree.write(self.filepath, encoding='ascii', xml_declaration=True)
class SVGFillBuilder:
def __init__(self, filepath, height, name):
self.filepath = filepath
self._name = name
self.stroke_to_fill = partial(self.stroke_to_svg, height=height)
@staticmethod
def pathgen(vertices, path, height):
yield path
for point in vertices:
x, y = point
yield '{:.3f}, {:.3f} '.format(x, height - y)
yield ' z" />' # closes the path; connects the current to the first point
@staticmethod
def get_merged_strokes(strokes):
def extend_stroke(stroke, vertices):
for vert in map(StrokeVertex, vertices):
stroke.insert_vertex(vert, stroke.stroke_vertices_end())
return stroke
base_strokes = tuple(stroke for stroke in strokes if not is_poly_clockwise(stroke))
merged_strokes = OrderedDict((s, list()) for s in base_strokes)
for stroke in filter(is_poly_clockwise, strokes):
for base in base_strokes:
# don't merge when diffuse colors don't match
if diffuse_from_stroke(stroke) != diffuse_from_stroke(stroke):
continue
# only merge when the 'hole' is inside the base
elif stroke_inside_stroke(stroke, base):
merged_strokes[base].append(stroke)
break
# if it isn't a hole, it is likely that there are two strokes belonging
# to the same object separated by another object. let's try to join them
elif (get_object_name(base) == get_object_name(stroke) and
diffuse_from_stroke(stroke) == diffuse_from_stroke(stroke)):
base = extend_stroke(base, (sv for sv in stroke))
break
else:
# if all else fails, treat this stroke as a base stroke
merged_strokes.update({stroke: []})
return merged_strokes
def stroke_to_svg(self, stroke, height, parameters=None):
if parameters is None:
*color, alpha = diffuse_from_stroke(stroke)
color = tuple(int(255 * c) for c in color)
parameters = {
'fill_rule': 'evenodd',
'stroke': 'none',
'fill-opacity': alpha,
'fill': 'rgb' + repr(color),
}
param_str = " ".join('{}="{}"'.format(k, v) for k, v in parameters.items())
path = '<path {} d=" M '.format(param_str)
vertices = (svert.point for svert in stroke)
s = "".join(self.pathgen(vertices, path, height))
result = et.XML(s)
return result
def create_fill_elements(self, strokes):
"""Creates ElementTree objects by merging stroke objects together and turning them into SVG paths."""
merged_strokes = self.get_merged_strokes(strokes)
for k, v in merged_strokes.items():
base = self.stroke_to_fill(k)
fills = (self.stroke_to_fill(stroke).get("d") for stroke in v)
merged_points = " ".join(fills)
base.attrib['d'] += merged_points
yield base
def write(self, strokes):
"""Write SVG data tree to file """
tree = et.parse(self.filepath)
root = tree.getroot()
scene = bpy.context.scene
name = self._name
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(self._name))
if lineset_group is None:
lineset_group = et.XML('<g/>')
lineset_group.attrib = {
'id': name,
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'lineset',
'inkscape:label': name,
}
root.append(lineset_group)
print('added new lineset group ', name)
# <g> for the fills of the current frame
fill_group = et.XML('<g/>')
fill_group.attrib = {
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'layer',
'inkscape:label': 'fills',
'id': 'fills'
}
fill_elements = self.create_fill_elements(strokes)
fill_group.extend(reversed(tuple(fill_elements)))
if scene.svg_export.mode == 'ANIMATION':
# add the fills to the <g> of the current frame
frame_group = find_svg_elem(lineset_group, ".//svg:g[@id='frame_{:04n}']".format(scene.frame_current))
frame_group.insert(0, fill_group)
else:
lineset_group.insert(0, fill_group)
# write SVG to file
indent_xml(root)
tree.write(self.filepath, encoding='ascii', xml_declaration=True)
def stroke_inside_stroke(a, b):
box_a = BoundingBox.from_sequence(svert.point for svert in a)
box_b = BoundingBox.from_sequence(svert.point for svert in b)
return box_a.inside(box_b)
def diffuse_from_stroke(stroke, curvemat=CurveMaterialF0D()):
material = curvemat(Interface0DIterator(stroke))
return material.diffuse
# - Callbacks - #
class ParameterEditorCallback(object):
"""Object to store callbacks for the Parameter Editor in"""
def lineset_pre(self, scene, layer, lineset):
raise NotImplementedError()
def modifier_post(self, scene, layer, lineset):
raise NotImplementedError()
def lineset_post(self, scene, layer, lineset):
raise NotImplementedError()
class SVGPathShaderCallback(ParameterEditorCallback):
@classmethod
def poll(cls, scene, linestyle):
return scene.render.use_freestyle and scene.svg_export.use_svg_export and linestyle.use_export_strokes
@classmethod
def modifier_post(cls, scene, layer, lineset):
if not cls.poll(scene, lineset.linestyle):
return []
split = scene.svg_export.split_at_invisible
stroke_color_mode = lineset.linestyle.stroke_color_mode
cls.shader = SVGPathShader.from_lineset(
lineset, create_path(scene),
render_height(scene), split, stroke_color_mode, scene.frame_current, name=layer.name + '_' + lineset.name)
return [cls.shader]
@classmethod
def lineset_post(cls, scene, layer, lineset):
if not cls.poll(scene, lineset.linestyle):
return []
cls.shader.write()
class SVGFillShaderCallback(ParameterEditorCallback):
@classmethod
def poll(cls, scene, linestyle):
return scene.render.use_freestyle and scene.svg_export.use_svg_export and scene.svg_export.object_fill and linestyle.use_export_fills
@classmethod
def lineset_post(cls, scene, layer, lineset):
if not cls.poll(scene, lineset.linestyle):
return
# reset the stroke selection (but don't delete the already generated strokes)
Operators.reset(delete_strokes=False)
# Unary Predicates: visible and correct edge nature
upred = AndUP1D(
QuantitativeInvisibilityUP1D(0),
OrUP1D(ExternalContourUP1D(),
pyNatureUP1D(Nature.BORDER)),
)
# select the new edges
Operators.select(upred)
# Binary Predicates
bpred = AndBP1D(
MaterialBP1D(),
NotBP1D(pyZDiscontinuityBP1D()),
)
bpred = OrBP1D(bpred, AndBP1D(NotBP1D(bpred), AndBP1D(SameShapeIdBP1D(), MaterialBP1D())))
# chain the edges
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred))
# export SVG
collector = StrokeCollector()
Operators.create(TrueUP1D(), [collector])
builder = SVGFillBuilder(create_path(scene), render_height(scene), layer.name + '_' + lineset.name)
builder.write(collector.strokes)
# make strokes used for filling invisible
for stroke in collector.strokes:
for svert in stroke:
svert.attribute.visible = False
def indent_xml(elem, level=0, indentsize=4):
"""Prettifies XML code (used in SVG exporter) """
i = "\n" + level * " " * indentsize
if len(elem):
if not elem.text or not elem.text.strip():
elem.text = i + " " * indentsize
if not elem.tail or not elem.tail.strip():
elem.tail = i
for elem in elem:
indent_xml(elem, level + 1)
if not elem.tail or not elem.tail.strip():
elem.tail = i
elif level and (not elem.tail or not elem.tail.strip()):
elem.tail = i
def register_namespaces(namespaces=namespaces):
for name, url in namespaces.items():
if name != 'svg': # creates invalid xml
et.register_namespace(name, url)
@persistent
def handle_versions(self):
# We don't modify startup file because it assumes to
# have all the default values only.
if not bpy.data.is_saved:
return
# Revision https://developer.blender.org/rBA861519e44adc5674545fa18202dc43c4c20f2d1d
# changed the default for fills.
# fix by Sergey https://developer.blender.org/T46150
if bpy.data.version <= (2, 76, 0):
for linestyle in bpy.data.linestyles:
linestyle.use_export_fills = True
classes = (
SVGExporterPanel,
SVGExporterLinesetPanel,
SVGExport,
)
def register():
linestyle = bpy.types.FreestyleLineStyle
linestyle.use_export_strokes = BoolProperty(
name="Export Strokes",
description="Export strokes for this Line Style",
default=True,
)
linestyle.stroke_color_mode = EnumProperty(
name="Stroke Color Mode",
items=(
('BASE', "Base Color", "Use the linestyle's base color", 0),
('FIRST', "First Vertex", "Use the color of a stroke's first vertex", 1),
('FINAL', "Final Vertex", "Use the color of a stroke's final vertex", 2),
),
default='BASE',
)
linestyle.use_export_fills = BoolProperty(
name="Export Fills",
description="Export fills for this Line Style",
default=False,
)
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.svg_export = PointerProperty(type=SVGExport)
# add callbacks
bpy.app.handlers.render_init.append(render_init)
bpy.app.handlers.render_write.append(render_write)
bpy.app.handlers.render_pre.append(svg_export_header)
bpy.app.handlers.render_complete.append(svg_export_animation)
# manipulate shaders list
parameter_editor.callbacks_modifiers_post.append(SVGPathShaderCallback.modifier_post)
parameter_editor.callbacks_lineset_post.append(SVGPathShaderCallback.lineset_post)
parameter_editor.callbacks_lineset_post.append(SVGFillShaderCallback.lineset_post)
# register namespaces
register_namespaces()
# handle regressions
bpy.app.handlers.version_update.append(handle_versions)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Scene.svg_export
linestyle = bpy.types.FreestyleLineStyle
del linestyle.use_export_strokes
del linestyle.use_export_fills
# remove callbacks
bpy.app.handlers.render_init.remove(render_init)
bpy.app.handlers.render_write.remove(render_write)
bpy.app.handlers.render_pre.remove(svg_export_header)
bpy.app.handlers.render_complete.remove(svg_export_animation)
# manipulate shaders list
parameter_editor.callbacks_modifiers_post.remove(SVGPathShaderCallback.modifier_post)
parameter_editor.callbacks_lineset_post.remove(SVGPathShaderCallback.lineset_post)
parameter_editor.callbacks_lineset_post.remove(SVGFillShaderCallback.lineset_post)
bpy.app.handlers.version_update.remove(handle_versions)
if __name__ == "__main__":
register()