Freestyle: Built-in SVG exporter.

Features:
* Both still image and animation rendering, as well as polygon
  fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
  set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
  line style becomes the color of paths, idem for dashes and
  stroke thickness.
* Strokes can be split at invisible parts.  This functionality is
  useful when exporting for instance dashed lines or line styles
  with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
  but also from within style modules written for the Python
  Scripting mode.

Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].

Differential revision: https://developer.blender.org/D785

Author: flokkievids (Folkert de Vries)

Reviewed by: kjym3 (Tamito Kajiyama)
This commit is contained in:
Tamito Kajiyama
2014-10-18 18:35:29 +09:00
parent 4b42c4bce4
commit 61a330baca
10 changed files with 472 additions and 18 deletions

View File

@@ -86,6 +86,20 @@ def bounding_box(stroke):
x, y = zip(*(svert.point for svert in stroke))
return (Vector((min(x), min(y))), Vector((max(x), max(y))))
def get_dashed_pattern(linestyle):
"""Extracts the dashed pattern from the various UI options """
pattern = []
if linestyle.dash1 > 0 and linestyle.gap1 > 0:
pattern.append(linestyle.dash1)
pattern.append(linestyle.gap1)
if linestyle.dash2 > 0 and linestyle.gap2 > 0:
pattern.append(linestyle.dash2)
pattern.append(linestyle.gap2)
if linestyle.dash3 > 0 and linestyle.gap3 > 0:
pattern.append(linestyle.dash3)
pattern.append(linestyle.gap3)
return pattern
# -- General helper functions -- #

View File

@@ -59,6 +59,7 @@ from freestyle.predicates import (
NotUP1D,
OrUP1D,
QuantitativeInvisibilityUP1D,
SameShapeIdBP1D,
TrueBP1D,
TrueUP1D,
WithinImageBoundaryUP1D,
@@ -97,7 +98,8 @@ from freestyle.utils import (
stroke_normal,
bound,
pairwise,
BoundedProperty
BoundedProperty,
get_dashed_pattern,
)
from _freestyle import (
blendRamp,
@@ -105,10 +107,19 @@ from _freestyle import (
evaluateCurveMappingF,
)
from svg_export import (
SVGPathShader,
SVGFillShader,
ShapeZ,
)
import time
from mathutils import Vector
from math import pi, sin, cos, acos, radians
from itertools import cycle, tee
from bpy.path import abspath
from os.path import isfile
class ColorRampModifier(StrokeShader):
@@ -419,7 +430,7 @@ class ColorMaterialShader(ColorRampModifier):
for svert in it:
material = self.func(it)
if self.attribute == 'LINE':
b = material.line[0:3]
b = material.line[0:3]
elif self.attribute == 'DIFF':
b = material.diffuse[0:3]
else:
@@ -887,7 +898,6 @@ integration_types = {
# main function for parameter processing
def process(layer_name, lineset_name):
scene = getCurrentScene()
layer = scene.render.layers[layer_name]
@@ -1172,24 +1182,51 @@ def process(layer_name, lineset_name):
has_tex = True
if has_tex:
shaders_list.append(StrokeTextureStepShader(linestyle.texture_spacing))
# -- Dashed line -- #
if linestyle.use_dashed_line:
pattern = get_dashed_pattern(linestyle)
if len(pattern) > 0:
shaders_list.append(DashedLineShader(pattern))
# -- SVG export -- #
render = scene.render
filepath = abspath(render.svg_path)
# if the export path is invalid: log to console, but continue normal rendering
if render.use_svg_export:
if not isfile(filepath):
print("Error: SVG export: path is invalid")
else:
height = render.resolution_y * render.resolution_percentage / 100
split_at_inv = render.svg_split_at_invisible
frame_current = scene.frame_current
# SVGPathShader: keep reference and add to shader list
renderer = SVGPathShader.from_lineset(lineset, filepath, height, split_at_inv, frame_current)
shaders_list.append(renderer)
# -- Stroke caps -- #
# appended after svg shader to ensure correct svg output
if linestyle.caps == 'ROUND':
shaders_list.append(RoundCapShader())
elif linestyle.caps == 'SQUARE':
shaders_list.append(SquareCapShader())
# -- Dashed line -- #
if linestyle.use_dashed_line:
pattern = []
if linestyle.dash1 > 0 and linestyle.gap1 > 0:
pattern.append(linestyle.dash1)
pattern.append(linestyle.gap1)
if linestyle.dash2 > 0 and linestyle.gap2 > 0:
pattern.append(linestyle.dash2)
pattern.append(linestyle.gap2)
if linestyle.dash3 > 0 and linestyle.gap3 > 0:
pattern.append(linestyle.dash3)
pattern.append(linestyle.gap3)
if len(pattern) > 0:
shaders_list.append(DashedLineShader(pattern))
# create strokes using the shaders list
Operators.create(TrueUP1D(), shaders_list)
if render.use_svg_export and isfile(filepath):
# write svg output to file
renderer.write()
if render.svg_use_object_fill:
# reset the stroke selection (but don't delete the already generated ones)
Operators.reset(delete_strokes=False)
# shape detection
upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
Operators.select(upred)
# chain when the same shape and visible
bpred = SameShapeIdBP1D()
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(QuantitativeInvisibilityUP1D(0)))
# sort according to the distance from camera
Operators.sort(ShapeZ(scene))
# render and write fills
renderer = SVGFillShader(filepath, height, lineset.name)
Operators.create(TrueUP1D(), [renderer,])
renderer.write()

View File

@@ -0,0 +1,305 @@
import bpy
import xml.etree.cElementTree as et
from bpy.path import abspath
from bpy.app.handlers import persistent
from bpy_extras.object_utils import world_to_camera_view
from freestyle.types import StrokeShader, ChainingIterator, BinaryPredicate1D, Interface0DIterator, AdjacencyIterator
from freestyle.utils import getCurrentScene, get_dashed_pattern, get_test_stroke
from freestyle.functions import GetShapeF1D, CurveMaterialF0D
from itertools import dropwhile, repeat
from collections import OrderedDict
__all__ = (
"SVGPathShader",
"SVGFillShader",
"ShapeZ",
"indent_xml",
"svg_export_header",
"svg_export_animation",
)
# register namespaces
et.register_namespace("", "http://www.w3.org/2000/svg")
et.register_namespace("inkscape", "http://www.inkscape.org/namespaces/inkscape")
et.register_namespace("sodipodi", "http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd")
# use utf-8 here to keep ElementTree happy, end result is utf-16
svg_primitive = """<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<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",
}
# - SVG export - #
class SVGPathShader(StrokeShader):
"""Stroke Shader for writing stroke data to a .svg file."""
def __init__(self, name, style, filepath, res_y, split_at_invisible, 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
# put style attributes into a single svg path definition
self.path = '\n<path ' + "".join('{}="{}" '.format(k, v) for k, v in style.items()) + 'd=" M '
@classmethod
def from_lineset(cls, lineset, filepath, res_y, split_at_invisible, 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
style = {
'fill': 'none',
'stroke-width': linestyle.thickness,
'stroke-linecap': linestyle.caps.lower(),
'stroke-opacity': linestyle.alpha,
'stroke': 'rgb({}, {}, {})'.format(*(int(c * 255) for c in linestyle.color))
}
# 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, frame_current)
@staticmethod
def pathgen(stroke, path, height, split_at_invisible, f=lambda v: not v.attribute.visible):
"""Generator that creates SVG paths (as strings) from the current stroke """
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 == False:
# end current and start new path;
yield '" />' + path
# fast-forward till the next visible vertex
it = 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.path, self.h, self.split_at_invisible)).split("\n")
# convert to actual XML, check to prevent empty paths
self.elements.extend(et.XML(elem) for elem in stroke_to_paths 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
# make <g> for lineset as a whole (don't overwrite)
lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
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.insert(0, lineset_group)
# make <g> for the current frame
id = "{}_frame_{:06n}".format(name, self.frame_current)
frame_group = et.XML("<g/>")
frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id}
frame_group.extend(self.elements)
lineset_group.append(frame_group)
# write SVG to file
indent_xml(root)
tree.write(self.filepath, encoding='UTF-16', xml_declaration=True)
# - Fill export - #
class ShapeZ(BinaryPredicate1D):
"""Sort ViewShapes by their z-index"""
def __init__(self, scene):
BinaryPredicate1D.__init__(self)
self.z_map = dict()
self.scene = scene
def __call__(self, i1, i2):
return self.get_z_curve(i1) < self.get_z_curve(i2)
def get_z_curve(self, curve, func=GetShapeF1D()):
shape = func(curve)[0]
# get the shapes z-index
z = self.z_map.get(shape.id.first)
if z is None:
o = bpy.data.objects[shape.name]
z = world_to_camera_view(self.scene, self.scene.camera, o.location).z
self.z_map[shape.id.first] = z
return z
class SVGFillShader(StrokeShader):
"""Creates SVG fills from the current stroke set"""
def __init__(self, filepath, height, name):
StrokeShader.__init__(self)
# use an ordered dict to maintain input and z-order
self.shape_map = OrderedDict()
self.filepath = filepath
self.h = height
self._name = name
def shade(self, stroke, func=GetShapeF1D(), curvemat=CurveMaterialF0D()):
shape = func(stroke)[0]
shape = shape.id.first
item = self.shape_map.get(shape)
if len(stroke) > 2:
if item is not None:
item[0].append(stroke)
else:
# the shape is not yet present, let's create it.
material = curvemat(Interface0DIterator(stroke))
*color, alpha = material.diffuse
self.shape_map[shape] = ([stroke], color, alpha)
# make the strokes of the second drawing invisible
for v in stroke:
v.attribute.visible = False
@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
def write(self):
"""Write SVG data tree to file """
# initialize SVG
tree = et.parse(self.filepath)
root = tree.getroot()
name = self._name
# create XML elements from the acquired data
elems = []
path = '<path fill-rule="evenodd" stroke="none" fill-opacity="{}" fill="rgb({}, {}, {})" d=" M '
for strokes, col, alpha in self.shape_map.values():
p = path.format(alpha, *(int(255 * c) for c in col))
for stroke in strokes:
elems.append(et.XML("".join(self.pathgen((sv.point for sv in stroke), p, self.h))))
# make <g> for lineset as a whole (don't overwrite)
lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
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.insert(0, lineset_group)
# make <g> for fills
frame_group = et.XML('<g />')
frame_group.attrib = {'id': "layer_fills", 'inkscape:groupmode': 'fills', 'inkscape:label': 'fills'}
# reverse the elements so they are correctly ordered in the image
frame_group.extend(reversed(elems))
lineset_group.insert(0, frame_group)
# write SVG to file
indent_xml(root)
tree.write(self.filepath, encoding='UTF-16', xml_declaration=True)
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
# - callbacks - #
@persistent
def svg_export_header(scene):
render = scene.render
if not (render.use_freestyle and render.use_svg_export):
return
#create new file (overwrite existing)
width, height = render.resolution_x, render.resolution_y
scale = render.resolution_percentage / 100
try:
with open(abspath(render.svg_path), "w") as f:
f.write(svg_primitive.format(int(width * scale), int(height * scale)))
except:
# invalid path is properly handled in the parameter editor
print("SVG export: invalid path")
@persistent
def svg_export_animation(scene):
"""makes an animation of the exported SVG file """
render = scene.render
if render.use_freestyle and render.use_svg_export and render.svg_mode == 'ANIMATION':
write_animation(abspath(render.svg_path), scene.frame_start, render.fps)
def write_animation(filepath, frame_begin, fps=25):
"""Adds animate tags to the specified file."""
tree = et.parse(filepath)
root = tree.getroot()
linesets = tree.findall(".//svg:g[@inkscape:groupmode='lineset']", namespaces=namespaces)
for i, lineset in enumerate(linesets):
name = lineset.get('id')
frames = lineset.findall(".//svg:g[@inkscape:groupmode='frame']", namespaces=namespaces)
fills = lineset.findall(".//svg:g[@inkscape:groupmode='fills']", namespaces=namespaces)
fills = reversed(fills) if fills else repeat(None, len(frames))
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': str(n_of_frames / fps) + 's',
}
for j, (frame, fill) in enumerate(zip(frames, fills)):
id = 'anim_{}_{:06n}'.format(name, j + frame_begin)
# create animate tag
frame_anim = et.XML('<animate id="{}" begin="{}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)
# append the animation to the associated fill as well (if valid)
if fill is not None:
fill.append(frame_anim)
# write SVG to file
indent_xml(root)
tree.write(filepath, encoding='UTF-16', xml_declaration=True)