gp_render/gen_vlayer.py

597 lines
22 KiB
Python

import bpy
from mathutils import Vector, Color
from . import fn
def add_rlayer(layer_name, scene=None, node_scene=None, location=None, color=None, node_name=None, width=400):
'''Create a render layer node
args:
layer_name (str): Name of the viewlayer
scene (Scene): Scene holding the viewlayer
node_scene (Scene): scene where to add render layer
if None: fallback scene pointed by compo scene property
if compo scene property is empty: fallback to render scene.
location (Vector2): Location of the node
color (tuple): Color of the node
node_name (str): if not specified, use layer_name
width (int): width of the node
'''
if not node_name:
node_name = layer_name # 'RL_' +
if not node_scene:
node_scene=fn.get_compo_scene(create=False)
if not node_scene:
node_scene=fn.get_render_scene(create=False)
nodes = node_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
# FIXME (Maybe just use "base_path")
def connect_render_layer(rlayer, ng=None, out=None, frame=None,
base_path=None, file_slot=None, layer_slot=None
):
'''Connect a render layer node to a fileoutput
Return existing or created nodegroup and file output nodes
Args:
rlayer (node): the renderlayuer node to connect
ng (node, optional): Nodegroup to connect to if given
out (node, optional): Fileoutput node to connect to if given
frame (node, optional): frame node to use as parent if given
base_path (str, optional): Template for base path when used with EXR
file_slot (str, optional): Template for slots when used with EXR
layer_slot (str, optional): Template for slots when used with Multilayer EXR
File output template strings keyword :
{object} : Set object name
{gplayer} : Set Gp layer name
Return:
tuple(node, node) Nodegroup node, file_output node
'''
multi_base_path = base_path or '//render/{object}/{object}_'
base_path = base_path or '//render/{object}'
file_slot = file_slot or '{gplayer}/{gplayer}_'
layer_slot = layer_slot or '{gplayer}'
node_tree = rlayer.id_data # get node_tree from rlayer
nodes = node_tree.nodes
links = 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=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
else:
ngroup = ng.node_tree
if not (ng_in := ngroup.nodes.get('Group Input')):
ng_in = fn.create_node('NodeGroupInput', tree=ngroup, location=(-600,0))
if not (ng_out := ngroup.nodes.get('Group Output')):
ng_out = fn.create_node('NodeGroupOutput', tree=ngroup, location=(600,0))
# Connect rlayer to nodegroup
if not rlayer.outputs['Image'].is_linked:
sockin = ng.inputs.get(vl_name)
if not sockin:
if bpy.app.version < (4,0,0):
sockin = ng.node_tree.inputs.new('NodeSocketColor', vl_name)
else:
sockin = ng.node_tree.interface.new_socket(vl_name, in_out='INPUT', socket_type='NodeSocketColor')
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
if bpy.app.version < (4,0,0):
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 unlinked input {s.name}')
ng.inputs.remove(s)
else:
g_inputs = [s for s in ngroup.interface.items_tree if s.in_out == 'INPUT']
# g_outputs = [s for s in ngroup.interface.items_tree if s.in_out == 'OUTPUT']
for i in range(len(ng.inputs))[::-1]:
if not ng.inputs[i].is_linked:
print(f'Removing unlinked input {ng.inputs[i].name}')
ngroup.interface.remove(g_inputs[i])
## 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:
# add AA and connect
aa = fn.create_aa_nodegroup(ngroup)# fn.new_aa_node(ngroup)
groupout = ng.outputs.get(vl_name)
if not groupout:
if bpy.app.version < (4,0,0):
ng.node_tree.outputs.new('NodeSocketColor', vl_name) # assigning direcly doesn't link well
else:
ng.node_tree.interface.new_socket(vl_name, in_out='OUTPUT', socket_type='NodeSocketColor')
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
## Get use_aa prop from render scene ?
# rd_scn = fn.get_render_scene(create=False)
# if rd_scn:
# aa.mute = rd_scn.gp_render_settings.use_aa # mute if native AA is used
scene = next((s for s in bpy.data.scenes if s.node_tree == node_tree), None)
if scene:
print(f'set AA from scene {scene.name}')
aa.mute = scene.gp_render_settings.use_aa # mute if native AA is used
else:
print('/!\ Scene could not be found to define if internal AA should be muted')
fn.reorganise_NG_nodegroup(ng) # decorative
# Clean outputs
if bpy.app.version < (4,0,0):
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)
else:
n_outputs = [s for s in ngroup.interface.items_tree if s.in_out == 'OUTPUT']
n_inputs = [s for s in ngroup.interface.items_tree if s.in_out == 'INPUT']
for o in reversed(n_outputs):
if not o.name in [o.name for o in n_inputs]:
print(f'Removing group output {o.name} (name not exists in group inputs)')
ngroup.interface.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
out_name = f'OUT_{obname}' # or get output from frame
out_base = bpy.path.clean_name(obname)
if not out:
out = nodes.get(out_name)
if not out:
# color = (0.2,0.3,0.5)
out = fn.create_node('CompositorNodeOutputFile', tree=node_tree, location=(fn.real_loc(ng)[0]+500, fn.real_loc(ng)[1]+50), width=600) # =(ng.location[0]+600, ng.location[1]+50)
fn.set_file_output_format(out)
out.name = out_name
out.parent = frame
if out.format.file_format == 'OPEN_EXR_MULTILAYER':
out.base_path = multi_base_path.format(object=out_base, gplayer=lname)
# out.base_path = f'//render/{out_base}/{out_base}_'
else:
out.base_path = base_path.format(object=out_base, gplayer=lname)
# out.base_path = f'//render/{out_base}'
if out.format.file_format == 'OPEN_EXR_MULTILAYER':
# Direct name in multilayer
# slot_name = lname
slot_name = layer_slot.format(object=out_base, gplayer=lname)
else:
# base_path/ named_folder/image_####
# slot_name = f'{lname}/{lname}_'
slot_name = file_slot.format(object=out_base, gplayer=lname)
## out_input = out.inputs.get(slot_name) # Ok for non-numbered outputs
out_input = None
out_input = fn.get_numbered_output(out, slot_name)
if not out_input:
## Assigning directly does not work
# out.file_slots.new(file_slot.format(object=out_base, gplayer=lname))
# out.layer_slots.new(layer_slot.format(object=out_base, gplayer=lname))
out.file_slots.new('file_slots_temp_name')
out.layer_slots.new('layer_slots_temp_name')
fs = out.file_slots[-1]
fs.path = file_slot.format(object=out_base, gplayer=lname)
ls = out.layer_slots[-1]
ls.name = layer_slot.format(object=out_base, gplayer=lname)
# out.file_slots.new(slot_name)
out_input = out.inputs[-1] # assigning directly as 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) # maybe not disconnect ?
fn.reorder_fileout(out, ng=ng)
out.update()
return ng, out
def clamp_color_value(color, clamp_value=0.65) -> Color:
'''Return Color instance with clamped value component'''
color = Color(color)
color.v = min(color.v, clamp_value)
return color
def get_set_viewlayer_from_gp(ob, l, scene=None, node_scene=None,
base_path=None, file_slot=None, layer_slot=None):
'''setup ouptut from passed gp obj > layer
scene: scene to set viewlayer
node_scene: where to add compo node (use scene if not passed)
base_path (str, optional) : File output Base Path template
file_slot (str, optional) : File output slot template for individual files
layer_slot (str, optional) : File output slot for multilayer EXR
Return:
viewlayer, render-layer node
'''
scene = scene or fn.get_render_scene()
node_scene = node_scene or fn.get_compo_scene() or scene
# print('Viewlayer Scene:', scene.name) #Dbg
# print('Compo Scene:', node_scene.name) #Dbg
## If not passed, identical to scene holding viewlayers
if not node_scene.use_nodes:
node_scene.use_nodes = True
node_tree = node_scene.node_tree
nodes = node_tree.nodes
in_rds = scene.collection.all_objects.get(ob.name)
if not in_rds:
# TODO : ? duplicate the object with name with a specific suffix '_renderdupe' to still parse it ?
## make single user if its a multiuser object ? maybe let the user do it
if ob.data.users > 1:
print(f'/!!\ {ob.name} data has multiple users ! ({ob.data.users})')
# ob.data = ob.data.copy() # create duplicate (this will also affect the one in original scene !!!)
scene.collection.objects.link(ob)
ob.hide_viewport = ob.hide_render = False
## set object active in default viewlayer
# if (avl := scene.view_layers.get('ViewLayer')):
# # This select the object in source scene
# avl.objects.active = ob
# # avl.objects.active.select_set(True)
nob = scene.collection.objects.get(ob.name)
if nob:
nob.select_set(True)
# Create viewlayer
vl_name = f'{ob.name} / {l.info}'
vl = fn.get_view_layer(vl_name, scene=scene)
vl_name = vl.name
## To avoid potential error, transfer compo scene prop to renderscene.
scn = bpy.context.scene
if scn.gp_render_settings.node_scene and scn != scene:
if scn.gp_render_settings.node_scene != scene.gp_render_settings.node_scene:
print(f'Transfer compo scene target prop to render scene: "{scn.gp_render_settings.node_scene}"')
scene.gp_render_settings.node_scene = scn.gp_render_settings.node_scene
# 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 model : {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 '/' in n.layer] # 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(fn.get_frame_transform(f, node_tree)[0].y - fn.get_frame_transform(f, node_tree)[1].y for f in all_frames)
loc = (0, y_loc)
else:
loc = (0,0)
# 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, node_scene=node_scene, location=loc)
cp.parent = frame
# use same color as layer
if fn.has_channel_color(l):
cp.use_custom_color = True
cp.color = clamp_color_value(l.channel_color)
connect_render_layer(cp, frame=frame,
base_path=base_path, file_slot=file_slot, layer_slot=layer_slot)
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, node_scene=node_scene, location=(0,0))
if cp.layer != vl_name:
print(f'problem with {cp}: {cp.layer} != {vl_name}')
return
if fn.has_channel_color(l):
cp.use_custom_color = True
cp.color = clamp_color_value(l.channel_color)
frame = next((f for f in nodes if f.type == 'FRAME' and f.label == ob.name), None)
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])
else:
print('!! gen_viewlayer: No Render layers nodes !!')
top_loc = fn.get_frame_transform(frame, 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] # <- Character limit problem
## Consider viewlayer name length of 63 char max
char_limit = 63 - len(ob.name + ' / ')
names = [lay.info[:char_limit] for lay in ob.data.layers if lay.info[:char_limit] 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,
base_path=base_path, file_slot=file_slot, layer_slot=layer_slot)
# re-arrange all frames (since the offset probably overlapped)
fn.rearrange_frames(node_tree)
return vl, cp
def export_gp_objects(oblist, exclude_list=[], scene=None, node_scene=None, base_path=None, file_slot=None, layer_slot=None):
# Skip layer containing element in exclude list
if not isinstance(oblist, list):
oblist = [oblist]
if isinstance(exclude_list, str):
exclude_list = [p.strip() for p in exclude_list.split(',')]
# print('exclude_list: ', exclude_list)
for ob in oblist:
for l in ob.data.layers:
# if l.hide:
# continue
if l.hide or l.opacity == 0 or any(x + '_' in l.info for x in exclude_list):
print(f'Exclude export: {ob.name} : {l.info}')
# Assign "exclude" layer
l.viewlayer_render = fn.get_view_layer('exclude', scene=scene).name
continue
get_set_viewlayer_from_gp(ob, l, scene=scene, node_scene=node_scene,
base_path=base_path, file_slot=file_slot, layer_slot=layer_slot)
def add_layer_to_render(ob, node_scene=None, base_path=None, file_slot=None, layer_slot=None):
'''Send GP object to render layer
return a tuple with report message'''
# ob = ob or bpy.context.object
layer = ob.data.layers.active
if not layer:
return ('ERROR', 'No active layer')
node_scene = fn.get_compo_scene(scene_name=node_scene, create=True)
ct = 0
# send scene ?
hidden = 0
for l in ob.data.layers:
if not l.select:
if not l.viewlayer_render:
# TODO : need to link, can raise error if object is not linked in Render scene yet
l.viewlayer_render = fn.get_view_layer('exclude').name
continue
get_set_viewlayer_from_gp(ob, l, node_scene=node_scene, base_path=base_path, file_slot=file_slot, layer_slot=layer_slot)
if l.hide:
hidden += 1
ct += 1
if hidden:
return ('WARNING', f'{hidden}/{ct} layers are hidden!')
else:
return ('INFO', f'{ct} layer(s) added')
def add_object_to_render(mode='ALL', scene='', node_scene='', base_path=None, file_slot=None, layer_slot=None):
context = bpy.context
if scene:
scn = fn.get_render_scene(scene)
else:
scn = fn.get_render_scene()
if node_scene:
node_scn = fn.get_compo_scene(scene_name=node_scene, create=True)
if not node_scn:
return ('ERROR', f'/!\ Node Scene "{node_scene}" not found ! Abort "Add object to Render" !')
else:
# if not passed add in render scene
node_scn = scn
excludes = [] # ['MA', 'IN'] # Get list dynamically
if mode == 'SELECTED':
export_gp_objects([o for o in context.selected_objects if o.type == 'GPENCIL'],
exclude_list=excludes, scene=scn, node_scene=node_scn,
base_path=base_path, file_slot=file_slot, layer_slot=layer_slot)
elif mode == 'ALL':
export_gp_objects([o for o in context.scene.objects if o.type == 'GPENCIL' and not o.hide_get() and fn.is_valid_name(o.name)],
exclude_list=excludes, scene=scn, node_scene=node_scn,
base_path=base_path, file_slot=file_slot, layer_slot=layer_slot)