687 lines
23 KiB
Python
687 lines
23 KiB
Python
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info = {
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'icon': 'SHADERFX',
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'description': 'create GP render nodes',
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}
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import fnmatch
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import glob
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import os
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import re
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from math import degrees, radians
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from os import listdir
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from os.path import basename, dirname, exists, isdir, isfile, join, splitext
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from pathlib import Path
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from mathutils import Vector
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import bpy
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from collections import defaultdict
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C = bpy.context
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D = bpy.data
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def real_loc(n):
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if not n.parent:
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return n.location
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return n.location + real_loc(n.parent)
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def get_frame_transform(f, node_tree):
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'''Return real transform location of a frame node
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only works with one level of nesting (not recursive)
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'''
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if f.type != 'FRAME':
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return
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# return real_loc(f), f.dimensions
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childs = [n for n in node_tree.nodes if n.parent == f]
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# real_locs = [f.location + n.location for n in childs]
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xs = [n.location.x for n in childs] + [n.location.x + n.dimensions.x for n in childs]
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ys = [n.location.y for n in childs] + [n.location.y - n.dimensions.y for n in childs]
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xs.sort(key=lambda loc: loc) # x val : ascending
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ys.sort(key=lambda loc: loc) # ascending # , reversed=True) # y val : descending
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loc = Vector((min(xs), max(ys)))
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dim = Vector((max(xs) - min(xs) + 60, max(ys) - min(ys) + 60))
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return loc, dim
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def bbox(f, frames):
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xs=[]
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ys=[]
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for n in frames[f]: # nodes of passed frame
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# Better as Vectors ?
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if n.type == 'FRAME':
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if n not in frames.keys():
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# print(f'frame {n.name} not in frame list')
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continue
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all_xs, all_ys = bbox(n, frames) # frames[n]
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xs += all_xs
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ys += all_ys
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else:
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loc = real_loc(n)
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xs += [loc.x, loc.x + n.dimensions.x] # + (n.dimensions.x/get_dpi_factor())
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ys += [loc.y, loc.y - n.dimensions.y] # - (n.dimensions.y/get_dpi_factor())
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# margin ~= 30
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# return xs and ys
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return [min(xs)-30, max(xs)+30], [min(ys)-30, max(ys)+30]
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def get_frames_bbox(node_tree):
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'''Return a dic with all frames
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ex: {frame_node: (location, dimension), ...}
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'''
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# create dic of frame object with his direct child nodes nodes
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frames = defaultdict(list)
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frames_bbox = {}
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for n in node_tree.nodes:
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if not n.parent:
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continue
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# also contains frames
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frames[n.parent].append(n)
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# Dic for bbox coord
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for f, nodes in frames.items():
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if f.parent:
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continue
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xs, ys = bbox(f, frames)
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# xs, ys = bbox(nodes, frames)
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## returning: list of corner coords
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# coords = [
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# Vector((xs[0], ys[1])),
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# Vector((xs[1], ys[1])),
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# Vector((xs[1], ys[0])),
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# Vector((xs[0], ys[0])),
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# ]
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# frames_bbox[f] = coords
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## returning: (loc vector, dimensions vector)
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frames_bbox[f] = Vector((xs[0], ys[1])), Vector((xs[1] - xs[0], ys[1] - ys[0]))
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return frames_bbox
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def create_node(type, tree=None, **kargs):
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tree = tree or bpy.context.scene.node_tree
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node = tree.nodes.new(type)
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for k,v in kargs.items():
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setattr(node, k, v)
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return node
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def new_aa_node(tree):
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'''create AA node'''
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aa = create_node('CompositorNodeAntiAliasing', tree) # type = ANTIALIASING
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aa.threshold = 0.5
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aa.contrast_limit = 0.5
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aa.corner_rounding = 0.25
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aa.hide = True
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return aa
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def get_render_scene():
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render = bpy.data.scenes.get('Render')
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if not render:
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render = bpy.data.scenes.new('Render')
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render.use_nodes = True
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return render
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def set_settings(scene=None):
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if not scene:
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scene = bpy.context.scene
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# specify scene settings for these kind of render
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scene = bpy.context.scene
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scene.eevee.taa_render_samples = 1
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scene.grease_pencil_settings.antialias_threshold = 0
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def get_view_layer(name, scene=None):
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'''get viewlayer name
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return existing/created viewlayer
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'''
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if not scene:
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# scene = bpy.context.scene
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scene = get_render_scene()
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### pass double letter prefix as suffix
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## pass_name = re.sub(r'^([A-Z]{2})(_)(.*)', r'\3\2\1', 'name')
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## pass_name = f'{name}_{passe}'
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pass_vl = scene.view_layers.get(name)
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if not pass_vl:
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pass_vl = scene.view_layers.new(name)
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return pass_vl
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def add_rlayer(layer_name, scene=None, location=None, color=None, node_name=None, width=400):
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'''create a render layer node
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if node_name is not specified, use passed layer name
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'''
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if not node_name:
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node_name = layer_name # 'RL_' +
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if not scene:
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scene=bpy.context.scene
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nodes = scene.node_tree.nodes
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comp = nodes.get(node_name)
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if comp:
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if comp.layer == node_name:
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return comp
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else:
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# TODO : delete rlayer with bad VL name !
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pass
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comp = nodes.new('CompositorNodeRLayers')
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comp.name = node_name
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comp.scene = scene
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comp.layer = layer_name
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comp.label = layer_name
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if location:
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comp.location = location
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if color:
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comp.color = color
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if width:
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comp.width = width
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comp.show_preview = False
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return comp
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def clear_nodegroup(name, full_clear=False):
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'''remove duplication of a nodegroup (.???)
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also remove the base one if full_clear True
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'''
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for ng in reversed(bpy.data.node_groups):
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pattern = name + r'\.\d{3}'
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if re.search(pattern, ng.name):
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bpy.data.node_groups.remove(ng)
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if full_clear and ng.name == name:
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# if full clear
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bpy.data.node_groups.remove(ng)
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def rearrange_frames(node_tree):
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print('> re-arrange node_tree')
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frame_d = get_frames_bbox(node_tree) # dic : {frame_node:(loc vector, dimensions vector), ...}
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if not frame_d:
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return
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## order the dict by frame.y location
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frame_d = {key: value for key, value in sorted(frame_d.items(), key=lambda pair: pair[1][0].y - pair[1][1].y, reversed=True)}
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frame_d = {key: value for key, value in sorted(frame_d.items(), key=lambda pair: pair[1][0].y - pair[1][1].y, reversed=True)}
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frames = [[f, v[0], v[1].y] for f, v in frame_d.items()] # [frame_node, real_loc, real dimensions]
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# frames.sort(key=lambda n: n.location.y - n.dimensions.y, reverse=True)
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# top = frames[0].location.y
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top = frames[0][1].y # upper node location.y
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offset = 0
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for f in frames:
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# n.location.y = top - offset
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f[0].location.y = (f[1].y - f[0].location.y) + top - offset
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offset += f[2] + 50 # gap # f[0].dimensions.y
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def reorder_inputs(ng):
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rl_nodes = [s.links[0].from_node for s in ng.inputs if s.is_linked and s.links and s.links[0].from_node.type == 'R_LAYERS']
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rl_nodes.sort(key=lambda x: x.location.y, reverse=True)
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names = [n.layer for n in rl_nodes]
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inputs_names = [s.name for s in ng.inputs]
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filtered_names = [n for n in names if n in inputs_names]
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for dest, name in enumerate(filtered_names):
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## rebuild list at each iteration so index are good
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inputs_names = [s.name for s in ng.inputs]
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src = inputs_names.index(name)
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# reorder on node_tree not directly on node!
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ng.node_tree.inputs.move(src, dest)
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def reorder_outputs(ng):
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ordered_out_name = [nis.name for nis in ng.inputs if nis.name in [o.name for o in ng.outputs]]
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for s_name in ordered_out_name:
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all_outnames = [o.name for o in ng.outputs]
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# reorder on nodetree, not on node !
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ng.node_tree.outputs.move(all_outnames.index(s_name), ordered_out_name.index(s_name))
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def clear_disconnected(fo):
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for inp in reversed(fo.inputs):
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if not inp.is_linked:
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print(f'Deleting unlinked fileout slot: {inp.name}')
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fo.inputs.remove(inp)
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def reorder_fileout(fo, ng=None):
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if not ng: # get connected nodegroup
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for s in fo.inputs:
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if s.is_linked and s.links and s.links[0].from_node.type == 'GROUP':
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ng = s.links[0].from_node
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break
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if not ng:
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print(f'No nodegroup to refer to filter {fo.name}')
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return
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ordered = [o.links[0].to_socket.name for o in ng.outputs if o.is_linked and o.is_linked and o.links[0].to_node == fo]
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for s_name in ordered:
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all_outnames = [s.name for s in fo.inputs] # same as [fs.path for fs in fo.file_slots]
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fo.inputs.move(all_outnames.index(s_name), ordered.index(s_name))
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def connect_to_group_output(n):
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for o in n.outputs:
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if o.is_linked:
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if o.links[0].to_node.type == 'GROUP_OUTPUT':
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return o.links[0].to_socket
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val = connect_to_group_output(o.links[0].to_node)
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if val:
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return val
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return False
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def connect_to_group_input(n):
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for i in n.inputs:
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if i.is_linked:
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if i.links[0].from_node.type == 'GROUP_INPUT':
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return i.links[0].from_socket
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val = connect_to_group_input(i.links[0].from_node)
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if val:
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return val
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return False
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def connect_render_layer(rlayer, ng=None, out=None, frame=None):
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scene = get_render_scene()
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nodes = scene.node_tree.nodes
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links = scene.node_tree.links
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vl_name = rlayer.layer
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if not vl_name or vl_name == 'View Layer':
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print(f'Bad layer for node {rlayer.name}')
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if not ' / ' in vl_name:
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print(f'no slash (" / ") separator in vl_name {vl_name}, should be "obj.name / layer_name"')
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return
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obname, lname = vl_name.split(' / ')
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lname = bpy.path.clean_name(lname)
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if not frame:
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if rlayer.parent:
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frame=rlayer.parent
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else:
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print(f'render_layer has not parent frame: {rlayer.name}')
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frame=None
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ng_name = f'NG_{obname}' # only object name
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# get set nodegroup from vlayer name
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## clear nodes groups duplication (.00?)
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clear_nodegroup(ng_name, full_clear=False)
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if not ng:
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ng = nodes.get(ng_name)
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if not ng:
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ngroup = bpy.data.node_groups.get(ng_name)
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if not ngroup:
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# delete and recreate ?
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print(f'create nodegroup {ng_name}')
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ngroup = bpy.data.node_groups.new(ng_name, 'CompositorNodeTree')
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ng = create_node('CompositorNodeGroup', tree=scene.node_tree, location=(rlayer.location[0] + 600, rlayer.location[1]), width=400)
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if frame:
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ng.parent= frame
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ng.node_tree = ngroup
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ng.name = ngroup.name
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ng_in = create_node('NodeGroupInput', tree=ngroup, location=(-600,0))
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ng_out = create_node('NodeGroupOutput', tree=ngroup, location=(600,0))
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else:
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print(f'found group node {ng.name}')
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ngroup = ng.node_tree
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ng_in = ngroup.nodes.get('Group Input')
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ng_out = ngroup.nodes.get('Group Output')
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# Connect rlayer to nodegroup
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if not rlayer.outputs['Image'].is_linked:
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sockin = ng.inputs.get(vl_name)
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if not sockin:
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print('creating socket', vl_name)
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sockin = ng.inputs.new('NodeSocketColor', vl_name)
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sockin = ng.inputs[-1]
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links.new(rlayer.outputs['Image'], sockin)
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## get nodes from frame
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rl_nodes = [n for n in nodes if n.type == 'R_LAYERS' and n.layer != 'View Layer' and n.parent == frame]
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# auto clean : if an input exists but is not linked and name not exists in rlayers of current frame
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for s in reversed(ng.inputs):
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if not s.is_linked: # and not any(x.layer == s.name for x in rl_nodes)
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print(f'removing grp unlinked input {s.name}')
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ng.inputs.remove(s)
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## get nodes from linked NG inputs ??? maybe more clear...
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# rl_nodes = [s.links[0].from_node for s in ng.inputs if s.links and s.links[0].from_node and s.links[0].from_node.type == 'R_LAYERS']
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## reorder
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reorder_inputs(ng)
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# CREATE NG outsocket (individual, without taking merge)
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connected = False
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if ng_in.outputs[vl_name].is_linked:
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# check if connect to the other side
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socket = connect_to_group_output(ng_in.outputs[vl_name].links[0].to_node) #if ng_in.outputs[vl_name].links[0].to_node.type == 'ALPHAOVER':
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if socket:
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connected = True
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groupout = ng.outputs.get(socket.name)
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if not connected:
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print('need to connect')
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# add AA and connect
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aa = new_aa_node(ngroup)
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groupout = ng.outputs.get(vl_name)
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if not groupout:
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print('create group out-socket')
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ng.outputs.new('NodeSocketColor', vl_name) # assigning direcly doesn't link well
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groupout = ng.outputs[-1]
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print('ng_out.inputs.get(vl_name): ', ng_out.inputs.get(vl_name))
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# ng_in.outputs[vl_name]
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ngroup.links.new(ng_in.outputs[vl_name], aa.inputs[0]) # node_tree
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ngroup.links.new(aa.outputs[0], ng_out.inputs[vl_name]) # node_tree
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# clean outputs
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for o in reversed(ngroup.outputs):
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if not o.name in [o.name for o in ngroup.inputs]:
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print(f'removing group output {o.name} (name not exists in group inputs)')
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ngroup.outputs.remove(o)
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# reorder output to match inputs
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reorder_outputs(ng)
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# Clear : delete orphan nodes that are not connected from ng_in
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for n in reversed(ngroup.nodes):
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if n.type in ('GROUP_INPUT', 'GROUP_OUTPUT'):
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continue
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if not connect_to_group_input(n) and not connect_to_group_output(n): # is disconnected from both side
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ngroup.nodes.remove(n)
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# TODO clear nodes that are disconnected from input side ?
|
||
|
|
||
|
if groupout.links and groupout.links[0].to_node.type == 'OUTPUT_FILE':
|
||
|
# if already connected to outfile just skip cause user might have customised the name
|
||
|
return
|
||
|
|
||
|
slot_name = f'{lname}/{lname}_'
|
||
|
out_name = f'OUT_{obname}' # or get output from frame
|
||
|
if not out:
|
||
|
out = nodes.get(out_name)
|
||
|
if not out:
|
||
|
out = create_node('CompositorNodeOutputFile', tree=scene.node_tree, location=(ng.location[0]+600, ng.location[1]+50), width=600) # color = (0.2,0.3,0.5)
|
||
|
out.name = out_name
|
||
|
out.parent = frame
|
||
|
out.base_path = f'//render/{bpy.path.clean_name(obname)}'
|
||
|
|
||
|
out_input = out.inputs.get(slot_name)
|
||
|
if not out_input:
|
||
|
out.file_slots.new(slot_name)
|
||
|
out_input = out.inputs[-1] # assigning directly above doesn't link afterwards
|
||
|
print(f'new filouput entry: {out_input}')
|
||
|
|
||
|
# link to FileOut
|
||
|
links.new(groupout, out_input)
|
||
|
|
||
|
# clean fileout
|
||
|
clear_disconnected(out)
|
||
|
reorder_fileout(out, ng=ng)
|
||
|
|
||
|
return ng, out
|
||
|
|
||
|
|
||
|
def get_set_viewlayer_from_gp(ob, l, scene=None):
|
||
|
if not scene:
|
||
|
# scene = bpy.context.scene
|
||
|
scene = get_render_scene() # create if necessary
|
||
|
node_tree = scene.node_tree
|
||
|
nodes = scene.node_tree.nodes
|
||
|
|
||
|
in_rds = scene.collection.all_objects.get(ob.name)
|
||
|
if not in_rds:
|
||
|
scene.collection.objects.link(ob)
|
||
|
|
||
|
# create viewlayer
|
||
|
vl_name = f'{ob.name} / {l.info}'
|
||
|
vl = get_view_layer(vl_name, scene=scene)
|
||
|
vl_name = vl.name
|
||
|
# affect layer to this vl
|
||
|
l.viewlayer_render = vl_name
|
||
|
|
||
|
# check if already exists
|
||
|
rlayer_list = [n for n in nodes if n.type == 'R_LAYERS' and n.layer == vl_name]
|
||
|
|
||
|
# get frame object and their contents
|
||
|
# dict like : {objname : [layer_nodeA, layer_nodeB,...]}
|
||
|
frame_dic = {f.label: [n for n in nodes if n.type == 'R_LAYERS' and n.parent and n.parent.name == f.name and n.layer != 'View Layer']
|
||
|
for f in nodes if f.type == 'FRAME'}
|
||
|
|
||
|
# debug print
|
||
|
for k,v in frame_dic.items():
|
||
|
print('-', k)
|
||
|
for n in v:
|
||
|
print('---', n.layer)
|
||
|
|
||
|
if rlayer_list: # rlayer exists
|
||
|
print(f'{len(rlayer_list)} nodes using {vl_name}')
|
||
|
|
||
|
# affect only the one within an object frame
|
||
|
framed_rl = [n for n in rlayer_list if n.parent and n.parent.label == ob.name]
|
||
|
if framed_rl:
|
||
|
if len(framed_rl) > 1:
|
||
|
print(f'! More than one nodes using {vl_name} in a frame ({len(framed_rl)}) !')
|
||
|
|
||
|
# sort top to bottom and take upper node
|
||
|
framed_rl.sort(key=lambda x:x.location.y, reverse=True)
|
||
|
cp = framed_rl[0]
|
||
|
cp.select = True # select so the user see that it existed
|
||
|
return vl, cp
|
||
|
|
||
|
# Returned if existed and OK
|
||
|
|
||
|
if not ob.name in frame_dic.keys(): # and len(frame_dic[ob.name])
|
||
|
print(f'\n{ob.name} -> {l.info} (first generation)')
|
||
|
# frame not exists, add the RL and frame at the very bottom of all render_layers
|
||
|
# check position of frame type ? all type ?
|
||
|
all_frames = [n for n in nodes if n.type == 'FRAME']
|
||
|
# all_rl_x = [n.location.x for n in nodes if n.type == 'R_LAYERS' and n.layer != 'View Layer']
|
||
|
if all_frames:
|
||
|
# all_frames.sort(key=lambda x: x.location.y, reverse=True)
|
||
|
# loc.y - dim.y
|
||
|
y_loc = min(get_frame_transform(f)[0].y - get_frame_transform(f)[1].y for f in all_frames)
|
||
|
loc = (0, y_loc)
|
||
|
else:
|
||
|
loc = (0,0)
|
||
|
|
||
|
print('loc: ', loc)
|
||
|
# create frame at new rl position
|
||
|
frame = nodes.new('NodeFrame')
|
||
|
frame.label = ob.name
|
||
|
frame.label_size = 50
|
||
|
frame.location = (loc[0], loc[1] + 20)
|
||
|
|
||
|
cp = add_rlayer(vl_name, scene=scene, location=loc)
|
||
|
cp.parent = frame
|
||
|
|
||
|
connect_render_layer(cp, frame=frame)
|
||
|
|
||
|
""" # Create omega-node group
|
||
|
ngroup = bpy.data.node_groups.new('NG_' + vl_name, 'CompositorNodeTree')
|
||
|
ng = create_node('CompositorNodeGroup', tree=scene.node_tree, location=(x_loc + 600, y_loc), width=400)
|
||
|
ng.parent=frame
|
||
|
ng.node_tree = ngroup
|
||
|
ng.name = ngroup.name
|
||
|
print('ng.node_tree: ', ng.node_tree)
|
||
|
|
||
|
# add GROUP_INPUT(NodeGroupInput) && GROUP_OUTPUT(NodeGroupOutput)
|
||
|
ng_in = create_node('NodeGroupInput', tree=ngroup, location=(-600,0))
|
||
|
ng_out = create_node('NodeGroupOutput', tree=ngroup, location=(600,0))
|
||
|
|
||
|
# add AA and connect
|
||
|
aa = new_aa_node(ngroup)
|
||
|
ngroup.inputs.new('NodeSocketColor', vl_name)
|
||
|
ngroup.outputs.new('NodeSocketColor', vl_name)
|
||
|
|
||
|
scene.node_tree.links.new(cp.outputs[0], ng.inputs[0])
|
||
|
|
||
|
ngroup.links.new(ng_in.outputs[0], aa.inputs[0]) # node_tree.
|
||
|
ngroup.links.new(aa.outputs[0], ng_out.inputs[0]) # node_tree.
|
||
|
|
||
|
# --- add fileout node
|
||
|
# CompositorNodeOutputFile OUTPUT_FILE
|
||
|
|
||
|
out = create_node('CompositorNodeOutputFile', tree=scene.node_tree, location=(x_loc+1200, y_loc+50), width=600) # color = (0.2,0.3,0.5)
|
||
|
out.name = f'OUT_{vl_name}'
|
||
|
out.parent=frame
|
||
|
out.base_path = f'//render/{bpy.path.clean_name(ob.name)}' # TODO hardcoded base path
|
||
|
out.file_slots[0].path = f'{bpy.path.clean_name(l.info)}/{bpy.path.clean_name(l.info)}_'
|
||
|
|
||
|
scene.node_tree.links.new(ng.outputs[0], out.inputs[0])
|
||
|
"""
|
||
|
return vl, cp
|
||
|
|
||
|
|
||
|
print(f'\n {ob.name} -> {l.info} (connect to existing)')
|
||
|
# ng = nodes.get(f'NG_{vl_name}')
|
||
|
# if not ng:
|
||
|
# print('nodegroup not found') # TODO generate if necessary
|
||
|
# return
|
||
|
|
||
|
# out = nodes.get(f'OUT_{vl_name}')
|
||
|
# if not out:
|
||
|
# print('output not found') # TODO generate if necessary
|
||
|
# return
|
||
|
|
||
|
## object frame exists: get framing and insert
|
||
|
cp = add_rlayer(vl_name, scene=scene, location=(0,0))
|
||
|
if cp.layer != vl_name:
|
||
|
print(f'problem with {cp}: {cp.layer} != {vl_name}')
|
||
|
return
|
||
|
|
||
|
frame = [f for f in nodes if f.type == 'FRAME' and f.label == ob.name][0]
|
||
|
rl_nodes = frame_dic[frame.label]
|
||
|
if rl_nodes:
|
||
|
# get nodes order to insert
|
||
|
rl_nodes.sort(key=lambda n: real_loc(n).y, reverse=True)
|
||
|
top_loc = real_loc(rl_nodes[0])
|
||
|
else:
|
||
|
top_loc = get_frame_transform(frame[1]) -60
|
||
|
|
||
|
# cp.location = (top_loc[0], top_loc[1] + 100) # temp location to adjust x loc
|
||
|
|
||
|
# list of layer names in nodes order
|
||
|
rl_names = [n.layer.split(' / ')[1] for n in rl_nodes] # get True layer name from rl
|
||
|
# names with the right order WITH the new layer included
|
||
|
names = [lay.info for lay in ob.data.layers if lay.info in rl_names or lay == l]
|
||
|
|
||
|
rl_nodes.append(cp)
|
||
|
|
||
|
# filter by getting index(layer_name)
|
||
|
cp.parent = frame
|
||
|
rl_nodes.sort(key=lambda x : names.index(x.layer.split(' / ')[1])) # Sort True layer name from rl
|
||
|
|
||
|
offset = 0
|
||
|
print(f'number of nodes in frame: {len(rl_nodes)}')
|
||
|
ref_node = rl_nodes[0]
|
||
|
|
||
|
print('ref_node: ', ref_node.name, ref_node.location)
|
||
|
for n in rl_nodes:
|
||
|
# set x loc from first node in list (maybe use leftmost ?)
|
||
|
n.location = (ref_node.location[0], top_loc[1] - offset)
|
||
|
offset += 180
|
||
|
|
||
|
# reorder render layers nodes within frame
|
||
|
|
||
|
connect_render_layer(cp, frame=frame)
|
||
|
|
||
|
# re-arrange all frames (since the offset probably overlapped)
|
||
|
rearrange_frames(node_tree)
|
||
|
|
||
|
return vl, cp
|
||
|
|
||
|
# def generate_all_layer(ob):
|
||
|
# '''Basic layer generation'''
|
||
|
# bpy.context.scene.use_nodes = True
|
||
|
# for l in ob.data.layers:
|
||
|
# if l.hide:
|
||
|
# continue
|
||
|
# get_set_viewlayer_from_gp(ob, l)
|
||
|
|
||
|
def generate_full_render_output(ob):
|
||
|
bpy.context.scene.use_nodes = True
|
||
|
|
||
|
# Create another scene. link the GP colleciton (or selected GP object when) in it
|
||
|
|
||
|
# create the render scene
|
||
|
rds = get_render_scene()
|
||
|
scn = bpy.data.scenes.get('Scene')
|
||
|
if not scn:
|
||
|
if bpy.context.scene != rds:
|
||
|
scn = rds
|
||
|
else:
|
||
|
# return
|
||
|
all_scenes = [s for s in bpy.data.scenes if s != rds]
|
||
|
if not all_scenes:
|
||
|
print('! there is no default scene !')
|
||
|
return
|
||
|
scn = all_scenes[0]
|
||
|
|
||
|
# bpy.context.window.scene = rds # switch to render scene ?
|
||
|
|
||
|
# Link GP or 2D collections ? or GP by GP (in a dedicated collections ? not necessary)
|
||
|
# gp_col = bpy.data.collections.get('GP')
|
||
|
# if gp_col:
|
||
|
# rds.collection.children.link(gp_col)
|
||
|
# two_d = bpy.data.collections.get('2D')
|
||
|
# if two_d:
|
||
|
# rds.collection.children.link(gp_col)
|
||
|
|
||
|
## better to link selected objects (or all GP objects) on the fly...
|
||
|
set_settings(scene=rds)
|
||
|
|
||
|
## setup world, link a specific world or use the current one
|
||
|
if not rds.world:
|
||
|
rds.world = scn.world
|
||
|
|
||
|
## put in an "output" collection ?
|
||
|
# out_col = rds.collections.children.get('output')
|
||
|
# if not out_col:
|
||
|
# out_col = bpy.data.collections.new('output')
|
||
|
# rds.collection.children.link(out_col)
|
||
|
|
||
|
# Clear this/all object(s) and start from scratch
|
||
|
|
||
|
# nodes = rds.node_tree.nodes
|
||
|
|
||
|
exclude_list = ['MA', 'IN']
|
||
|
for l in ob.data.layers:
|
||
|
if any(x + '_' in l.info for x in exclude_list):
|
||
|
continue
|
||
|
if l.hide:
|
||
|
continue
|
||
|
## Create associated nodegroup later if needed (same operation as selecting multiple and run)
|
||
|
vl, cp = get_set_viewlayer_from_gp(ob, l, scene=rds)
|
||
|
|
||
|
|
||
|
## if an objects nodes are already there, should create in the same area (and offset the all the unrelated bottom nodes)
|
||
|
|
||
|
|
||
|
# def generate_all_objects():
|
||
|
|
||
|
# ## filter the objects by depth ? -> not reliable since animators use the X-ray sometimes...
|
||
|
# for o in bpy.context.selected_objects:
|
||
|
# if o.type != 'GPENCIL':
|
||
|
# continue
|
||
|
# if not o.select_get():
|
||
|
# continue
|
||
|
# generate_all_layer(o)
|
||
|
|
||
|
|
||
|
# generate_full_render_output(C.object)
|
||
|
get_set_viewlayer_from_gp(C.object, C.object.data.layers.active)
|