Files
blender/release/scripts/modules/bl_previews_utils/bl_previews_render.py
Bastien Montagne c4ab521e26 Blind attempt to fix T45931: Blender Fails to generate previews.
Cannot reproduce the issue here on linux, but have the feeling windows builds are much
more easily broken with referencing bad data from bpy. So here guessing direct loop
over bpy.data.xxx when you do add and remove stuff from said xxx inside the loop
is not a good idea - which seems logical in the end. :P
2015-08-28 13:24:30 +02:00

497 lines
20 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 collections
import os
import sys
import bpy
from mathutils import Vector, Euler
INTERN_PREVIEW_TYPES = {'MATERIAL', 'LAMP', 'WORLD', 'TEXTURE', 'IMAGE'}
OBJECT_TYPES_RENDER = {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}
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):
# 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]
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])
if render_context.lamp:
scene.objects.unlink(bpy.data.objects[render_context.lamp])
bpy.data.scenes.remove(scene)
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]
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]
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])
else:
rna_backup_restore(camera, render_context.backup_camera)
rna_backup_restore(bpy.data.cameras[render_context.camera_data], 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]
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])
else:
rna_backup_restore(lamp, render_context.backup_lamp)
rna_backup_restore(bpy.data.lamps[render_context.lamp_data], render_context.backup_lamp_data)
except Exception as e:
print("ERROR:", e)
success = False
try:
image = bpy.data.images[render_context.image]
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 in obs:
ob = bpy.data.objects[obname]
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):
if 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.bound_box:
v = ob_space.matrix_world.inverted() * ob.matrix_world * Vector(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):
bbox = (Vector((1e9, 1e9, 1e9)), Vector((-1e9, -1e9, -1e9)))
for obname in objects:
ob = bpy.data.objects[obname]
object_bbox_merge(bbox, ob, camera)
# 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):
scene = bpy.data.scenes[render_context.scene]
if objects is not None:
camera = bpy.data.objects[render_context.camera]
lamp = bpy.data.objects[render_context.lamp] if render_context.lamp is not None else None
cos = objects_bbox_calc(camera, objects)
loc, ortho_scale = camera.camera_fit_coords(scene, cos)
camera.location = loc
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]
item = getattr(bpy.data, item_container)[item_name]
image.reload()
# Note: we could use struct module here, but not quite sure it'd give any advantage really...
pix = tuple((round(r * 255)) + (round(g * 255) << 8) + (round(b * 255) << 16) + (round(a * 255) << 24)
for r, g, b, a in zip(*[iter(image.pixels)] * 4))
item.preview.image_size = (RENDER_PREVIEW_SIZE, RENDER_PREVIEW_SIZE)
item.preview.image_pixels = pix
# 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:
data_objects_names = tuple(ob.name for ob in bpy.data.objects)
prev_shown = tuple(bpy.data.objects[obname].hide_render for obname in data_objects_names)
for obname in data_objects_names:
ob = bpy.data.objects[obname]
if ob in objects_ignored:
continue
ob.hide_render = True
for root_name in data_objects_names:
if root_name in objects_ignored:
continue
root = bpy.data.objects[root_name]
if root.type not in OBJECT_TYPES_RENDER:
continue
objects = (root.name,)
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]
bpy.context.screen.scene = scene
for obname in objects:
ob = bpy.data.objects[obname]
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
# ... :(
import sys
scene = bpy.data.scenes[render_context.scene]
for obname in objects:
ob = bpy.data.objects[obname]
scene.objects.unlink(ob)
ob.hide_render = True
for obname, is_rendered in zip(data_objects_names, prev_shown):
bpy.data.objects[obname].hide_render = is_rendered
if do_groups:
data_groups_names = tuple(grp.name for grp in bpy.data.groups)
for grpname in data_groups_names:
if grpname in groups_ignored:
continue
grp = bpy.data.groups[grpname]
objects = tuple(ob.name 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]
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()
preview_render_do(render_context, 'groups', grp.name, objects)
scene = bpy.data.scenes[render_context.scene]
scene.objects.unlink(bpy.data.objects[grp_obname])
bpy.context.screen.scene = bpy.data.scenes[prev_scenename]
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:
data_scenes_names = tuple(sce.name for sce in bpy.data.scenes)
for scename in data_scenes_names:
sce = bpy.data.scenes[scename]
has_camera = sce.camera is not None
bpy.context.screen.scene = sce
render_context = render_context_create('__SCENE', objects_ignored)
sce.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 for ob in sce.objects
if (not ob.hide_render) and (ob.type in OBJECT_TYPES_RENDER))
preview_render_do(render_context, 'scenes', sce.name, objects)
if not render_context_delete(render_context):
do_save = False
bpy.context.screen.scene = bpy.data.scenes[prev_scenename]
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 bpy.data.objects:
ob.preview.image_size = (0, 0)
if do_groups:
for grp in bpy.data.groups:
grp.preview.image_size = (0, 0)
if do_scenes:
for scene in 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_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)
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)
if __name__ == "__main__":
print("\n\n *** Running {} *** \n".format(__file__))
print(" *** Blend file {} *** \n".format(bpy.data.filepath))
main()
bpy.ops.wm.quit_blender()