gp_render/gen_vlayer.py

395 lines
14 KiB
Python

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):
if bpy.context.scene.name == 'Scene':
scene = fn.get_render_scene()
else:
scene = bpy.context.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:
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:
sockin = ng.node_tree.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)
ng.node_tree.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:
# add AA and connect
aa = fn.create_aa_nodegroup(ngroup)# fn.new_aa_node(ngroup)
groupout = ng.outputs.get(vl_name)
if not groupout:
ng.node_tree.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
aa.mute = scene.use_aa # mute if native AA is used
fn.reorganise_NG_nodegroup(ng) # decorative
# 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]+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
out.base_path = f'//render/{bpy.path.clean_name(obname)}'
## 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:
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) # maybe not disconnect ?
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:
if bpy.context.scene.name != 'Scene':
scene = bpy.context.scene
else:
scene = fn.get_render_scene()
# print('Set viewlayer Scene: ', scene.name)
node_tree = 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
# 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 '/' 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, location=loc)
cp.parent = frame
# use same color as layer
if fn.has_channel_color(l):
cp.use_custom_color = True
cp.color = l.channel_color
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
if fn.has_channel_color(l):
cp.use_custom_color = True
cp.color = l.channel_color
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])
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
def export_gp_objects(oblist, exclude_list=[], scene=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 any(x + '_' in l.info for x in exclude_list): # exclude hided ?
print(f'Exclude export: {ob.name} : {l.info}')
l.viewlayer_render = fn.get_view_layer('exclude', scene=scene).name # assign "exclude"
continue
_vl, _cp = get_set_viewlayer_from_gp(ob, l, scene=scene) # scene=fn.get_render_scene())