From 38481de18de0e7355a3912e088711580ac347510 Mon Sep 17 00:00:00 2001 From: Pullusb Date: Tue, 7 Sep 2021 23:11:42 +0200 Subject: [PATCH] wip first usable version --- .gitignore | 2 + CHANGELOG.md | 5 + LICENSE | 674 ++++++++++++++++++ OP_add_layer.py | 87 +++ OP_clear.py | 52 ++ OP_merge_layers.py | 112 +++ README.md | 7 + __init__.py | 39 + fn.py | 255 +++++++ gen_vlayer.py | 341 +++++++++ .../rn_full_clear.py | 0 .../rn_gen_tree.py | 26 +- .../rn_layer_merge.py | 0 .../setup_passes.py | 0 .../setup_passes_clear.py | 0 ui.py | 63 ++ 16 files changed, 1652 insertions(+), 11 deletions(-) create mode 100644 .gitignore create mode 100644 CHANGELOG.md create mode 100644 LICENSE create mode 100644 OP_add_layer.py create mode 100644 OP_clear.py create mode 100644 OP_merge_layers.py create mode 100644 README.md create mode 100644 __init__.py create mode 100644 fn.py create mode 100644 gen_vlayer.py rename rn_full_clear.py => standalone_scripts/rn_full_clear.py (100%) rename rn_gen_tree.py => standalone_scripts/rn_gen_tree.py (97%) rename rn_layer_merge.py => standalone_scripts/rn_layer_merge.py (100%) rename setup_passes.py => standalone_scripts/setup_passes.py (100%) rename setup_passes_clear.py => standalone_scripts/setup_passes_clear.py (100%) create mode 100644 ui.py 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 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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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