diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..17ae4fe
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,2 @@
+__pycache__
+*.py[cod]
\ No newline at end of file
diff --git a/CHANGELOG.md b/CHANGELOG.md
new file mode 100644
index 0000000..f8d3bc3
--- /dev/null
+++ b/CHANGELOG.md
@@ -0,0 +1,5 @@
+# Changelog
+
+0.1.0
+
+first WIP usable version
\ No newline at end of file
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..f288702
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
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+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ 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 3 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, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/OP_add_layer.py b/OP_add_layer.py
new file mode 100644
index 0000000..4942572
--- /dev/null
+++ b/OP_add_layer.py
@@ -0,0 +1,87 @@
+import bpy
+from .import gen_vlayer
+
+class GPEXP_OT_add_layer_to_render(bpy.types.Operator):
+ bl_idname = "gp.add_layer_to_render"
+ bl_label = "Add Gp Layer as render nodes"
+ bl_description = "Create a view_layer for GP > add node > connect to output"
+ bl_options = {"REGISTER"}
+
+ @classmethod
+ def poll(cls, context):
+ return context.object and context.object.type == 'GPENCIL'
+
+ # mode : bpy.props.StringProperty(options={'SKIP_SAVE'})
+
+ def execute(self, context):
+ ob = context.object
+ layer = ob.data.layers.active
+ if not layer:
+ self.report({'ERROR'}, 'No active layer')
+ return {"CANCELLED"}
+
+ ct = 0
+ # send scene ?
+ for l in ob.data.layers:
+ if not l.select:
+ continue
+ gen_vlayer.get_set_viewlayer_from_gp(ob, l)
+ ct += 1
+ if ct:
+ self.report({'INFO'}, f'{ct} layer(s) added to scene "Render"')
+
+ return {"FINISHED"}
+
+
+def export_gp_objects(oblist, exclude_list=['MA', 'IN']):
+ # Skip layer containing element in excluyde list
+ if not isinstance(oblist, list):
+ oblist = [oblist]
+
+ for ob in oblist:
+ for l in ob.data.layers:
+ if any(x + '_' in l.info for x in exclude_list):
+ continue
+ if l.hide:
+ continue
+ vl, cp = gen_vlayer.get_set_viewlayer_from_gp(ob, l) # scene=fn.get_render_scene())
+
+
+## send operator with mode ALL or SELECTED to batch build
+class GPEXP_OT_add_objects_to_render(bpy.types.Operator):
+ bl_idname = "gp.add_object_to_render"
+ bl_label = "Add all Gp Layer of active object as render nodes"
+ bl_description = "Create a view_layer for GP. Add node > connect to output"
+ bl_options = {"REGISTER"}
+
+ @classmethod
+ def poll(cls, context):
+ return context.object and context.object.type == 'GPENCIL'
+
+ mode : bpy.props.StringProperty(default='ALL', options={'SKIP_SAVE'})
+
+ def execute(self, context):
+ if self.mode == 'SELECTED':
+ export_gp_objects([o for o in context.selected_objects if o.type == 'GPENCIL'])
+
+ elif self.mode == 'ALL':
+ scn = bpy.data.scenes.get('Scene')
+ if not scn:
+ self.report({'ERROR'}, 'Could not found default scene')
+ return {"CANCELLED"}
+ export_gp_objects([o for o in scn.objects if o.type == 'GPENCIL'])
+
+ return {"FINISHED"}
+
+classes=(
+GPEXP_OT_add_layer_to_render,
+GPEXP_OT_add_objects_to_render,
+)
+
+def register():
+ for cls in classes:
+ bpy.utils.register_class(cls)
+
+def unregister():
+ for cls in reversed(classes):
+ bpy.utils.unregister_class(cls)
\ No newline at end of file
diff --git a/OP_clear.py b/OP_clear.py
new file mode 100644
index 0000000..df68ae9
--- /dev/null
+++ b/OP_clear.py
@@ -0,0 +1,52 @@
+import bpy
+
+
+class GPEXP_OT_clear_render_tree(bpy.types.Operator):
+ bl_idname = "gp.clear_render_tree"
+ bl_label = "Clear Render Node Tree "
+ bl_description = "Clear node tree from render scene"
+ bl_options = {"REGISTER"}
+
+ @classmethod
+ def poll(cls, context):
+ return True
+
+ mode : bpy.props.StringProperty(options={'SKIP_SAVE'})
+
+ def execute(self, context):
+
+ render = bpy.data.scenes.get('Render')
+ if not render:
+ print('SKIP, no Render scene')
+
+ # clear all nodes
+ if render.use_nodes:
+ for i in range(len(render.node_tree.nodes))[::-1]:
+ if not render.node_tree.nodes[i].parent:
+ continue
+ render.node_tree.nodes.remove(render.node_tree.nodes[i])
+
+ # clear all view_layers
+ for vl in reversed(render.view_layers):
+ if ' / ' in vl.name:
+ render.view_layers.remove(vl)
+
+ # clear all "NG_" nodegroups
+ for ng in reversed(bpy.data.node_groups):
+ if ng.name.startswith('NG_'):
+ ng.use_fake_user = False
+ bpy.data.node_groups.remove(ng)
+
+ return {"FINISHED"}
+
+classes=(
+GPEXP_OT_clear_render_tree,
+)
+
+def register():
+ for cls in classes:
+ bpy.utils.register_class(cls)
+
+def unregister():
+ for cls in reversed(classes):
+ bpy.utils.unregister_class(cls)
\ No newline at end of file
diff --git a/OP_merge_layers.py b/OP_merge_layers.py
new file mode 100644
index 0000000..9dd304a
--- /dev/null
+++ b/OP_merge_layers.py
@@ -0,0 +1,112 @@
+import bpy
+
+
+def merge_layers(rlayers, obname=None):
+ print(f'Merging {len(rlayers)} layers')
+ print('->', [r.layer for r in rlayers])
+ print()
+
+ if not rlayers:
+ return ('ERROR', 'No render layer sent to merge')
+
+ ng = rlayers[0].outputs[0].links[0].to_node
+ rlayers.sort(key=lambda x: x.location.y, reverse=True)
+
+ # change colors of those nodes
+ color = random_color()
+ for n in rlayers:
+ n.use_custom_color = True
+ n.color = color
+
+
+ # get inside socket (group input) from outside socket list (should be already ordered)
+
+ ## by name
+ # for i, inp in enumerate(ng.node_tree.inputs):
+ # if inp.name ==
+
+ # by connection order
+
+ socket_list = []
+ grp_sockets = []
+
+ for n in rlayers:
+ if n.outputs[0].links[0].to_node != ng:
+ print(f'Skip {n.layer}, connect to {n.outputs[0].links[0].to_node} instead of {ng.name}')
+ continue
+
+ sock_in = n.outputs[0].links[0].to_socket
+ for i, s in enumerate(ng.inputs):
+ if s == sock_in:
+ print(i, s.name)
+ socket_list.append(s)
+ grp_sockets.append(ng.node_tree.nodes['Group Input'].outputs[i])
+ break
+
+ # debug
+ for inp, grps in zip(socket_list, grp_sockets):
+ if inp.name != grps.name:
+ print(f'\n! Problem ! : {inp.name}, {grps.name}')
+ return
+
+ ##
+ # JUST CREATE ANOTHER GROUP NODE FOR THE MERGE !
+ ##
+
+
+def merge_selected_layers():
+ '''Merge command from selected GP layers'''
+ ob = bpy.context.object
+ layer_names = [l.info for l in ob.data.layers if l.select and not l.hide]
+ print("layer_names", layer_names)#Dbg
+
+ if len(layer_names) < 2:
+ print(f'Should select multiple layers for merging')
+ return
+
+ render = bpy.data.scenes.get('Render')
+ if render:
+ nodes = render.node_tree.nodes
+
+ clean_ob_name = bpy.path.clean_name(ob.name)
+ rlayers = []
+ for l in layer_names:
+ ## identifier is clean_name(ob.name).layer_name
+
+ idname = f'{clean_ob_name}.{l}'
+
+ # check the render layer that have a parent frame
+ rlayer = [n for n in nodes if n.type == 'R_LAYERS' and n.layer == idname and n.parent]
+ if not rlayer:
+ # send to function to generate the rlayer and connect
+ # rlayer = creation
+ continue
+
+ rlayers.append(rlayer)
+
+ merge_layers(rlayers, obname=clean_ob_name)
+
+
+def merge_selected_render_layers():
+ '''Merge command from selected render layers nodes'''
+ render = bpy.data.scenes.get('Render')
+ if not render:
+ print('No render scene')
+ return
+
+ nodes = render.node_tree.nodes
+ selection = [n for n in nodes if n.select and n.type == 'R_LAYERS']
+
+ # should be from the same object:
+ assert all(selection[0].layer.split('.')[0] == n.layer.split('.')[0] for n in selection), 'Not every nodes start with the same object'
+
+ # obname = selection[0].layer.split('.')[0]
+ merge_layers(selection)
+
+
+
+
+# merge_selected_layers() # function to merge from GP dopesheet
+
+merge_selected_render_layers() # function to merge from nodegroup
+
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..eb939e8
--- /dev/null
+++ b/README.md
@@ -0,0 +1,7 @@
+# GP exporter
+
+
+## Todo
+
+- fix frame problem
+- bring cameras (and lights ?) from original scene
\ No newline at end of file
diff --git a/__init__.py b/__init__.py
new file mode 100644
index 0000000..d2776b3
--- /dev/null
+++ b/__init__.py
@@ -0,0 +1,39 @@
+bl_info = {
+ "name": "GP exporter",
+ "description": "Organise export of gp layers through compositor output",
+ "author": "Samuel Bernou",
+ "version": (0, 1, 0),
+ "blender": (2, 93, 0),
+ "location": "View3D",
+ "warning": "",
+ "doc_url": "",
+ "category": "Object" }
+
+
+from . import OP_add_layer
+from . import OP_clear
+from . import ui
+
+import bpy
+
+def register():
+ if bpy.app.background:
+ return
+
+ OP_add_layer.register()
+ OP_clear.register()
+ ui.register()
+ # bpy.types.Scene.pgroup_name = bpy.props.PointerProperty(type = PROJ_PGT_settings)
+
+def unregister():
+ if bpy.app.background:
+ return
+
+ ui.unregister()
+ OP_clear.unregister()
+ OP_add_layer.unregister()
+
+ # del bpy.types.Scene.pgroup_name
+
+if __name__ == "__main__":
+ register()
\ No newline at end of file
diff --git a/fn.py b/fn.py
new file mode 100644
index 0000000..0f1ed92
--- /dev/null
+++ b/fn.py
@@ -0,0 +1,255 @@
+import bpy
+import re
+from mathutils import Vector
+from pathlib import Path
+
+from collections import defaultdict
+
+
+def create_node(type, tree=None, **kargs):
+ '''Get a type, a tree to add in, and optionnaly multiple attribute to set
+ return created node
+ '''
+ tree = tree or bpy.context.scene.node_tree
+
+ node = tree.nodes.new(type)
+ for k,v in kargs.items():
+ setattr(node, k, v)
+
+ return node
+
+def new_aa_node(tree):
+ '''create AA node'''
+ aa = create_node('CompositorNodeAntiAliasing', tree) # type = ANTIALIASING
+ aa.threshold = 0.5
+ aa.contrast_limit = 0.5
+ aa.corner_rounding = 0.25
+ aa.hide = True
+ return aa
+
+
+def set_settings(scene=None):
+ if not scene:
+ scene = bpy.context.scene
+ # specify scene settings for these kind of render
+ scene = bpy.context.scene
+ scene.eevee.taa_render_samples = 1
+ scene.grease_pencil_settings.antialias_threshold = 0
+
+def get_render_scene():
+ '''Get / Create a scene named Render'''
+ render = bpy.data.scenes.get('Render')
+ if not render:
+ render = bpy.data.scenes.new('Render')
+ set_settings(render) # setup specific settings
+ render.use_nodes = True
+ return render
+
+def get_view_layer(name, scene=None):
+ '''get viewlayer name
+ return existing/created viewlayer
+ '''
+ if not scene:
+ scene = get_render_scene()
+ ### pass double letter prefix as suffix
+ ## pass_name = re.sub(r'^([A-Z]{2})(_)(.*)', r'\3\2\1', 'name')
+ ## pass_name = f'{name}_{passe}'
+ pass_vl = scene.view_layers.get(name)
+ if not pass_vl:
+ pass_vl = scene.view_layers.new(name)
+ return pass_vl
+
+### node location tweaks
+
+def real_loc(n):
+ if not n.parent:
+ return n.location
+ return n.location + real_loc(n.parent)
+
+def get_frame_transform(f, node_tree=None):
+ '''Return real transform location of a frame node
+ only works with one level of nesting (not recursive)
+ '''
+ if not node_tree:
+ node_tree = f.id_data
+ if f.type != 'FRAME':
+ return
+ # return real_loc(f), f.dimensions
+
+ childs = [n for n in node_tree.nodes if n.parent == f]
+ # real_locs = [f.location + n.location for n in childs]
+
+ xs = [n.location.x for n in childs] + [n.location.x + n.dimensions.x for n in childs]
+ ys = [n.location.y for n in childs] + [n.location.y - n.dimensions.y for n in childs]
+ xs.sort(key=lambda loc: loc) # x val : ascending
+ ys.sort(key=lambda loc: loc) # ascending # , reversed=True) # y val : descending
+
+ loc = Vector((min(xs), max(ys)))
+ dim = Vector((max(xs) - min(xs) + 60, max(ys) - min(ys) + 60))
+
+ return loc, dim
+
+
+## get all frames with their real transform.
+
+def bbox(f, frames):
+ xs=[]
+ ys=[]
+ for n in frames[f]: # nodes of passed frame
+ # Better as Vectors ?
+ if n.type == 'FRAME':
+ if n not in frames.keys():
+ # print(f'frame {n.name} not in frame list')
+ continue
+ all_xs, all_ys = bbox(n, frames) # frames[n]
+ xs += all_xs
+ ys += all_ys
+
+ else:
+ loc = real_loc(n)
+ xs += [loc.x, loc.x + n.dimensions.x] # + (n.dimensions.x/get_dpi_factor())
+ ys += [loc.y, loc.y - n.dimensions.y] # - (n.dimensions.y/get_dpi_factor())
+
+
+ # margin ~= 30
+ # return xs and ys
+ return [min(xs)-30, max(xs)+30], [min(ys)-30, max(ys)+30]
+
+def get_frames_bbox(node_tree):
+ '''Return a dic with all frames
+ ex: {frame_node: (location, dimension), ...}
+ '''
+
+ # create dic of frame object with his direct child nodes nodes
+ frames = defaultdict(list)
+ frames_bbox = {}
+ for n in node_tree.nodes:
+ if not n.parent:
+ continue
+ # also contains frames
+ frames[n.parent].append(n)
+
+ # Dic for bbox coord
+ for f, nodes in frames.items():
+ if f.parent:
+ continue
+
+ xs, ys = bbox(f, frames)
+ # xs, ys = bbox(nodes, frames)
+
+ ## returning: list of corner coords
+ # coords = [
+ # Vector((xs[0], ys[1])),
+ # Vector((xs[1], ys[1])),
+ # Vector((xs[1], ys[0])),
+ # Vector((xs[0], ys[0])),
+ # ]
+ # frames_bbox[f] = coords
+
+ ## returning: (loc vector, dimensions vector)
+ frames_bbox[f] = Vector((xs[0], ys[1])), Vector((xs[1] - xs[0], ys[1] - ys[0]))
+
+ return frames_bbox
+
+
+## nodes helper functions
+
+def clear_nodegroup(name, full_clear=False):
+ '''remove duplication of a nodegroup (.???)
+ also remove the base one if full_clear True
+ '''
+
+ for ng in reversed(bpy.data.node_groups):
+ pattern = name + r'\.\d{3}'
+ if re.search(pattern, ng.name):
+ bpy.data.node_groups.remove(ng)
+
+ if full_clear and ng.name == name:
+ # if full clear
+ bpy.data.node_groups.remove(ng)
+
+
+def rearrange_frames(node_tree):
+ frame_d = get_frames_bbox(node_tree) # dic : {frame_node:(loc vector, dimensions vector), ...}
+ if not frame_d:
+ print('no frame found')
+ return
+
+ print([f.name for f in frame_d.keys()])
+ ## order the dict by frame.y location
+ frame_d = {key: value for key, value in sorted(frame_d.items(), key=lambda pair: pair[1][0].y - pair[1][1].y, reverse=True)}
+ frames = [[f, v[0], v[1].y] for f, v in frame_d.items()] # [frame_node, real_loc, real dimensions]
+
+ top = frames[0][1].y # upper node location.y
+ offset = 0
+ for f in frames:
+ ## f[1] : real loc Vector
+ ## f[0] : frame
+
+ ## move frame by offset needed (delta between real_loc and "fake" loc , minus offset)
+ f[0].location.y = (f[1].y - f[0].location.y) - top - offset
+ # f[0].location.y = f[1].y - top - offset
+ offset += f[2] + 300 # gap
+
+ f[0].update()
+
+def reorder_inputs(ng):
+ 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']
+ rl_nodes.sort(key=lambda x: x.location.y, reverse=True)
+ names = [n.layer for n in rl_nodes]
+ inputs_names = [s.name for s in ng.inputs]
+ filtered_names = [n for n in names if n in inputs_names]
+
+ for dest, name in enumerate(filtered_names):
+ ## rebuild list at each iteration so index are good
+ inputs_names = [s.name for s in ng.inputs]
+ src = inputs_names.index(name)
+ # reorder on node_tree not directly on node!
+ ng.node_tree.inputs.move(src, dest)
+
+def reorder_outputs(ng):
+ ordered_out_name = [nis.name for nis in ng.inputs if nis.name in [o.name for o in ng.outputs]]
+ for s_name in ordered_out_name:
+ all_outnames = [o.name for o in ng.outputs]
+ # reorder on nodetree, not on node !
+ ng.node_tree.outputs.move(all_outnames.index(s_name), ordered_out_name.index(s_name))
+
+def clear_disconnected(fo):
+ for inp in reversed(fo.inputs):
+ if not inp.is_linked:
+ print(f'Deleting unlinked fileout slot: {inp.name}')
+ fo.inputs.remove(inp)
+
+def reorder_fileout(fo, ng=None):
+ if not ng: # get connected nodegroup
+ for s in fo.inputs:
+ if s.is_linked and s.links and s.links[0].from_node.type == 'GROUP':
+ ng = s.links[0].from_node
+ break
+ if not ng:
+ print(f'No nodegroup to refer to filter {fo.name}')
+ return
+ 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]
+ for s_name in ordered:
+ all_outnames = [s.name for s in fo.inputs] # same as [fs.path for fs in fo.file_slots]
+ fo.inputs.move(all_outnames.index(s_name), ordered.index(s_name))
+
+def connect_to_group_output(n):
+ for o in n.outputs:
+ if o.is_linked:
+ if o.links[0].to_node.type == 'GROUP_OUTPUT':
+ return o.links[0].to_socket
+ val = connect_to_group_output(o.links[0].to_node)
+ if val:
+ return val
+ return False
+
+def connect_to_group_input(n):
+ for i in n.inputs:
+ if i.is_linked:
+ if i.links[0].from_node.type == 'GROUP_INPUT':
+ return i.links[0].from_socket
+ val = connect_to_group_input(i.links[0].from_node)
+ if val:
+ return val
+ return False
\ No newline at end of file
diff --git a/gen_vlayer.py b/gen_vlayer.py
new file mode 100644
index 0000000..64edd04
--- /dev/null
+++ b/gen_vlayer.py
@@ -0,0 +1,341 @@
+import bpy
+from mathutils import Vector
+from . import fn
+
+
+def add_rlayer(layer_name, scene=None, location=None, color=None, node_name=None, width=400):
+ '''create a render layer node
+ if node_name is not specified, use passed layer name
+ '''
+
+ if not node_name:
+ node_name = layer_name # 'RL_' +
+
+ if not scene:
+ scene=bpy.context.scene
+
+ nodes = scene.node_tree.nodes
+
+ comp = nodes.get(node_name)
+ if comp:
+ if comp.layer == node_name:
+ return comp
+ else:
+ # TODO : delete rlayer with bad VL name !
+ pass
+
+ comp = nodes.new('CompositorNodeRLayers')
+ comp.name = node_name
+ comp.scene = scene
+ comp.layer = layer_name
+ comp.label = layer_name
+ if location:
+ comp.location = location
+ if color:
+ comp.color = color
+
+ if width:
+ comp.width = width
+ comp.show_preview = False
+ return comp
+
+def connect_render_layer(rlayer, ng=None, out=None, frame=None):
+ scene = fn.get_render_scene()
+ nodes = scene.node_tree.nodes
+ links = scene.node_tree.links
+
+ vl_name = rlayer.layer
+ if not vl_name or vl_name == 'View Layer':
+ print(f'Bad layer for node {rlayer.name}')
+
+ if not ' / ' in vl_name:
+ print(f'no slash (" / ") separator in vl_name {vl_name}, should be "obj.name / layer_name"')
+ return
+
+ obname, lname = vl_name.split(' / ')
+ lname = bpy.path.clean_name(lname)
+
+ if not frame:
+ if rlayer.parent:
+ frame=rlayer.parent
+ else:
+ print(f'render_layer has not parent frame: {rlayer.name}')
+ frame=None
+
+ ng_name = f'NG_{obname}' # only object name
+
+
+ ## clear nodes groups duplication (.00?)
+ fn.clear_nodegroup(ng_name, full_clear=False)
+
+ # get set nodegroup from vlayer name
+ if not ng:
+ ng = nodes.get(ng_name)
+
+ if not ng:
+ ngroup = bpy.data.node_groups.get(ng_name)
+ # full clear True if exists but not used
+ if ngroup and ngroup.users == 0:
+ ngroup = None
+ fn.clear_nodegroup(ng_name, full_clear=True)
+
+ if not ngroup:
+ # delete and recreate ?
+ print(f'create nodegroup {ng_name}')
+ ngroup = bpy.data.node_groups.new(ng_name, 'CompositorNodeTree')
+
+ ng = fn.create_node('CompositorNodeGroup', tree=scene.node_tree, location=(fn.real_loc(rlayer)[0] + 600, fn.real_loc(rlayer)[1]), width=400) # (rlayer.location[0] + 600, rlayer.location[1])
+ if frame:
+ ng.parent= frame
+ ng.node_tree = ngroup
+ ng.name = ngroup.name
+
+ ng_in = fn.create_node('NodeGroupInput', tree=ngroup, location=(-600,0))
+ ng_out = fn.create_node('NodeGroupOutput', tree=ngroup, location=(600,0))
+
+ else:
+ print(f'found group node {ng.name}')
+ ngroup = ng.node_tree
+ ng_in = ngroup.nodes.get('Group Input')
+ ng_out = ngroup.nodes.get('Group Output')
+
+ # Connect rlayer to nodegroup
+ if not rlayer.outputs['Image'].is_linked:
+ sockin = ng.inputs.get(vl_name)
+ if not sockin:
+ print('creating socket', vl_name)
+ sockin = ng.inputs.new('NodeSocketColor', vl_name)
+ sockin = ng.inputs[-1]
+
+ links.new(rlayer.outputs['Image'], sockin)
+
+ ## get nodes from frame
+ rl_nodes = [n for n in nodes if n.type == 'R_LAYERS' and n.layer != 'View Layer' and n.parent == frame]
+
+ # auto clean : if an input exists but is not linked and name not exists in rlayers of current frame
+ for s in reversed(ng.inputs):
+ if not s.is_linked: # and not any(x.layer == s.name for x in rl_nodes)
+ print(f'removing grp unlinked input {s.name}')
+ ng.inputs.remove(s)
+
+ ## get nodes from linked NG inputs ??? maybe more clear...
+ # 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']
+
+ ## reorder
+ fn.reorder_inputs(ng)
+ ng.update()
+ # CREATE NG outsocket (individual, without taking merge)
+
+ connected = False
+
+ if ng_in.outputs[vl_name].is_linked:
+ # check if connect to the other side
+ socket = fn.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':
+ if socket:
+ connected = True
+ groupout = ng.outputs.get(socket.name)
+
+ ng.update()
+
+ if not connected:
+ print('need to connect')
+ # add AA and connect
+ aa = fn.new_aa_node(ngroup)
+ groupout = ng.outputs.get(vl_name)
+ if not groupout:
+ print('create group out-socket')
+ ng.outputs.new('NodeSocketColor', vl_name) # assigning direcly doesn't link well
+ groupout = ng.outputs[-1]
+
+ print('ng_out.inputs.get(vl_name): ', ng_out.inputs.get(vl_name))
+ # ng_in.outputs[vl_name]
+ ngroup.links.new(ng_in.outputs[vl_name], aa.inputs[0]) # node_tree
+ ngroup.links.new(aa.outputs[0], ng_out.inputs[vl_name]) # node_tree
+
+ # clean outputs
+ for o in reversed(ngroup.outputs):
+ if not o.name in [o.name for o in ngroup.inputs]:
+ print(f'removing group output {o.name} (name not exists in group inputs)')
+ ngroup.outputs.remove(o)
+
+ ng.update()
+ # reorder output to match inputs
+ fn.reorder_outputs(ng)
+
+ ng.update()
+
+ # Clear : delete orphan nodes that are not connected from ng_in
+ for n in reversed(ngroup.nodes):
+ if n.type in ('GROUP_INPUT', 'GROUP_OUTPUT'):
+ continue
+ if not fn.connect_to_group_input(n) and not fn.connect_to_group_output(n): # is disconnected from both side
+ ngroup.nodes.remove(n)
+ # 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:
+ # color = (0.2,0.3,0.5)
+ out = fn.create_node('CompositorNodeOutputFile', tree=scene.node_tree, location=(fn.real_loc(ng)[0]+600, fn.real_loc(ng)[1]+50), width=600) # =(ng.location[0]+600, ng.location[1]+50)
+ 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
+ fn.clear_disconnected(out)
+ fn.reorder_fileout(out, ng=ng)
+
+ out.update()
+ return ng, out
+
+
+def get_set_viewlayer_from_gp(ob, l, scene=None):
+ '''setup ouptut from passed gp obj > layer'''
+ if not scene:
+ # scene = bpy.context.scene
+ scene = fn.get_render_scene() # create if necessary
+
+ node_tree = scene.node_tree
+ nodes = 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 = fn.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:
+ print
+ # all_frames.sort(key=lambda x: x.location.y, reverse=True)
+ # loc.y - dim.y
+ y_loc = min(fn.get_frame_transform(f, node_tree)[0].y - fn.get_frame_transform(f, node_tree)[1].y for f in all_frames)
+ print('y_loc: ', y_loc)
+ 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)
+
+ fn.rearrange_frames(node_tree)
+
+ return vl, cp
+
+ ## If ob already was used
+
+ print(f'\n {ob.name} -> {l.info} (connect to existing)')
+
+ ## 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] # get nodes from
+ if rl_nodes:
+ # get nodes order to insert
+ rl_nodes.sort(key=lambda n: fn.real_loc(n).y, reverse=True) # descending
+ top_loc = fn.real_loc(rl_nodes[0])
+ print('top_loc: ', top_loc)
+ else:
+ top_loc = fn.get_frame_transform(frame[1], node_tree) - 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 = Vector((fn.real_loc(ref_node)[0], top_loc[1] - offset)) - n.parent.location
+ offset += 180
+
+ n.update()
+ # reorder render layers nodes within frame
+
+ connect_render_layer(cp, frame=frame)
+
+ # re-arrange all frames (since the offset probably overlapped)
+ fn.rearrange_frames(node_tree)
+
+ return vl, cp
\ No newline at end of file
diff --git a/rn_full_clear.py b/standalone_scripts/rn_full_clear.py
similarity index 100%
rename from rn_full_clear.py
rename to standalone_scripts/rn_full_clear.py
diff --git a/rn_gen_tree.py b/standalone_scripts/rn_gen_tree.py
similarity index 97%
rename from rn_gen_tree.py
rename to standalone_scripts/rn_gen_tree.py
index d730dfe..bf81515 100644
--- a/rn_gen_tree.py
+++ b/standalone_scripts/rn_gen_tree.py
@@ -18,18 +18,21 @@ from collections import defaultdict
C = bpy.context
D = bpy.data
-def real_location(n):
+def real_loc(n):
if not n.parent:
return n.location
- return n.location + real_location(n.parent)
+ return n.location + real_loc(n.parent)
def get_frame_transform(f, node_tree):
- '''only works with one level of nesting (not recursive)'''
+ '''Return real transform location of a frame node
+ only works with one level of nesting (not recursive)
+ '''
+
if f.type != 'FRAME':
return
- # return real_location(f), f.dimensions
+ # return real_loc(f), f.dimensions
- childs = [n for n in n.node_tree.nodes if n.parent == f]
+ childs = [n for n in node_tree.nodes if n.parent == f]
# real_locs = [f.location + n.location for n in childs]
xs = [n.location.x for n in childs] + [n.location.x + n.dimensions.x for n in childs]
@@ -57,7 +60,7 @@ def bbox(f, frames):
ys += all_ys
else:
- loc = real_location(n)
+ loc = real_loc(n)
xs += [loc.x, loc.x + n.dimensions.x] # + (n.dimensions.x/get_dpi_factor())
ys += [loc.y, loc.y - n.dimensions.y] # - (n.dimensions.y/get_dpi_factor())
@@ -275,7 +278,7 @@ def connect_to_group_input(n):
if i.is_linked:
if i.links[0].from_node.type == 'GROUP_INPUT':
return i.links[0].from_socket
- val = connect_to_group_output(i.links[0].from_node)
+ val = connect_to_group_input(i.links[0].from_node)
if val:
return val
return False
@@ -437,6 +440,7 @@ 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)
@@ -490,7 +494,7 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
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, node_tree)[0].y - get_frame_transform(f, node_tree)[1].y for f in all_frames)
+ 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)
@@ -564,10 +568,10 @@ def get_set_viewlayer_from_gp(ob, l, scene=None):
rl_nodes = frame_dic[frame.label]
if rl_nodes:
# get nodes order to insert
- rl_nodes.sort(key=lambda n: real_location(n).y, reverse=True)
- top_loc = real_location(rl_nodes[0])
+ 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], node_tree) -60
+ top_loc = get_frame_transform(frame[1]) -60
# cp.location = (top_loc[0], top_loc[1] + 100) # temp location to adjust x loc
diff --git a/rn_layer_merge.py b/standalone_scripts/rn_layer_merge.py
similarity index 100%
rename from rn_layer_merge.py
rename to standalone_scripts/rn_layer_merge.py
diff --git a/setup_passes.py b/standalone_scripts/setup_passes.py
similarity index 100%
rename from setup_passes.py
rename to standalone_scripts/setup_passes.py
diff --git a/setup_passes_clear.py b/standalone_scripts/setup_passes_clear.py
similarity index 100%
rename from setup_passes_clear.py
rename to standalone_scripts/setup_passes_clear.py
diff --git a/ui.py b/ui.py
new file mode 100644
index 0000000..d97ce32
--- /dev/null
+++ b/ui.py
@@ -0,0 +1,63 @@
+import bpy
+from bpy.types import Panel
+# from .preferences import get_addon_prefs
+
+
+# 3D view panel
+class GPEXP_PT_gp_node_ui(Panel):
+ bl_space_type = "NODE_EDITOR" # "VIEW_3D"
+ bl_region_type = "UI"
+ bl_category = "Item"
+ bl_label = "Gpencil Render Manager"
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.operator('gp.clear_render_tree', icon='X', text='Full Clear Render Tree')
+ # layout.operator('gp.add_object_to_render', icon='RENDERLAYERS', text='Layer To Render').mode = 'ALL'
+ # layout.operator('gp.add_object_to_render', icon='RENDERLAYERS', text='Layer To Render').mode = 'SELECTED'
+
+ # layout.operator('gp.merge_layers', icon='X', text='Merge selected nodes')
+
+
+def manager_ui(self, context):
+ '''appended to DATA_PT_gpencil_layers'''
+
+ layout = self.layout
+ # on layers
+ if context.object and context.object.type == 'GPENCIL':
+ txt = f'{len([l for l in context.object.data.layers if l.select])} Layer(s) To Render'
+ else:
+ txt = 'Layer To Render'
+ layout.operator('gp.add_layer_to_render', icon='RENDERLAYERS', text=txt)
+
+ # on objects
+ layout.operator('gp.add_object_to_render', icon='RENDERLAYERS', text='Selected Object To Render').mode='SELECTED'
+ layout.operator('gp.add_object_to_render', icon='RENDERLAYERS', text='All GP at once').mode='ALL'
+
+# ## function to append in a menu
+# def palette_manager_menu(self, context):
+# """Palette menu to append in existing menu"""
+# # GPENCIL_MT_material_context_menu
+# layout = self.layout
+# # {'EDIT_GPENCIL', 'PAINT_GPENCIL','SCULPT_GPENCIL','WEIGHT_GPENCIL', 'VERTEX_GPENCIL'}
+# layout.separator()
+# prefs = get_addon_prefs()
+
+# layout.operator("", text='do stuff from material submenu', icon='MATERIAL')
+
+#-# REGISTER
+
+classes=(
+GPEXP_PT_gp_node_ui,
+)
+
+def register():
+ for cls in classes:
+ bpy.utils.register_class(cls)
+ bpy.types.DATA_PT_gpencil_layers.prepend(manager_ui)
+
+def unregister():
+ bpy.types.DATA_PT_gpencil_layers.remove(manager_ui)
+ for cls in reversed(classes):
+ bpy.utils.unregister_class(cls)
\ No newline at end of file