pullusb b6b090d4ea Migrate Fileoutput and viewlayer management ops from gp_render
Better overall UI.
Split file output in a separate panel
2025-07-30 18:16:32 +02:00

393 lines
16 KiB
Python
Executable File

import bpy
from bpy.types import Panel
from . import fn
# region viewlayer layout
def viewlayer_layout(layout, scn):
for vl in scn.view_layers:
row = layout.row()
row.prop(vl, 'use', text=vl.name, icon='RESTRICT_RENDER_OFF' if vl.use else 'RESTRICT_RENDER_ON', emboss=False, toggle=0)
class RT_PT_viewlayers_ui(Panel):
bl_space_type = "NODE_EDITOR"
bl_region_type = "UI"
bl_label = "View Layers"
def draw(self, context):
layout = self.layout
layout.label(text=f'{context.scene.name} :: View layers')
col = layout.column(align=True)
viewlayer_layout(col, context.scene)
class RT_PT_viewlayers_multi_ui(Panel):
bl_space_type = "NODE_EDITOR"
bl_region_type = "UI"
bl_label = "Multi View Layers"
def draw(self, context):
layout = self.layout
layout.label(text=f'{len(bpy.data.scenes)} scenes view layers:')
for s in bpy.data.scenes:
col = layout.column()
# col.label(text=f'{s.name}:')
col.label(text=s.name)
viewlayer_layout(col, s)
layout.separator()
# region main panel
class RT_PT_render_toolbox_ui(Panel):
bl_space_type = "NODE_EDITOR"
bl_region_type = "UI"
bl_category = "Render" # Wrangler
bl_label = "Render Toolbox"
def draw(self, context):
layout = self.layout
## Scene infos recap
scn = context.scene
text = f'{scn.render.resolution_x}x{scn.render.resolution_y} @ {scn.render.fps} fps'
cam = context.scene.camera
if cam:
text = f'{cam.name} : {text}'
else:
text = f'No Camera ! : {text}'
box = layout.box()
col = box.column()
col.label(text=text, icon='SCENE_DATA') # VIEW_CAMERA
# col.label(text=f"{scn.render.fps} fps")
if scn.render.resolution_percentage != 100:
col.label(text='Percentage not 100%', icon='INFO')
col.prop(scn.render, 'resolution_percentage', text="Resolution Percentage")
percent = scn.render.resolution_percentage
col.label(text=f"{int(scn.render.resolution_x * percent / 100)}x{int(scn.render.resolution_y * percent / 100)}", icon='INFO')
if cam and cam.data.shift_x != 0 or cam.data.shift_y != 0:
col.label(text='Camera has Shift', icon='INFO')
# col.prop(cam.data, 'shift_x', text="Shift X")
# col.prop(cam.data, 'shift_y', text="Shift Y")
## viewlayer section
layout.label(text='View layers:')
ct = len([n for n in context.scene.node_tree.nodes if n.type == 'R_LAYERS' and n.select])
# col = layout.column(align=True)
# row=col.row(align=True)
col = layout.column(align=False)
row = col.row(align=True)
row.operator("wm.call_panel", text="View layers", icon='RENDERLAYERS').name = "RT_PT_viewlayers_ui"
row.operator("wm.call_panel", text="All View layers", icon='SCENE_DATA').name = "RT_PT_viewlayers_multi_ui"
# row=layout.row(align=True)
row1 = col.row(align=True)
row1.operator('rt.activate_only_selected_layers', text=f'Activate Only {ct} RenderLayer Nodes')
row1.enabled = ct > 0
exclude_count = len([vl for vl in scn.view_layers if not vl.use and vl.name not in {'exclude',}]) # 'View Layer',
if exclude_count:
# layout.label(text=f'{exclude_count} Excluded View Layers !')
layout.operator('rt.enable_all_viewlayers', text=f'Reactivate {exclude_count} Excluded View Layers')
# col = layout.column()
# col.label(text='Clean and updates:')
# col.operator('rt.clean_compo_tree', icon='BRUSHES_ALL', text='Clean Nodes') # NODE_CORNER
# region file output ui
class RT_PT_file_output_ui(bpy.types.Panel):
bl_space_type = "NODE_EDITOR"
bl_region_type = "UI"
bl_category = "Render"
bl_label = "File Output Manager"
# bl_parent_id = "RT_PT_render_toolbox_ui"
def draw(self, context):
layout = self.layout
col = layout.column()
col.operator("rt.create_output_layers", text='Create File Output', icon="NODE")
col.operator("rt.outputs_search_and_replace", text='Search And Replace Outputs', icon="BORDERMOVE")
col.separator()
col.operator('rt.set_output_node_format', icon='OUTPUT', text='Copy Output Format To Selected')
col.operator('rt.set_active_file_output_slot_to_composite', icon='OUTPUT', text='Active Slot To Composite')
layout.label(text='All Outputs:')
row=layout.row(align=True)
row.operator('rt.mute_toggle_output_nodes', icon='NODE_INSERT_ON', text='Mute').mute = True
row.operator('rt.mute_toggle_output_nodes', icon='NODE_INSERT_OFF', text='Unmute').mute = False
scn = context.scene
disabled_output = [n for n in scn.node_tree.nodes if n.type == 'OUTPUT_FILE' and n.mute]
if disabled_output:
output_ct = len([n for n in scn.node_tree.nodes if n.type == 'OUTPUT_FILE'])
layout.label(text=f'{len(disabled_output)}/{output_ct} Output Muted', icon='INFO')
col = layout.column()
## (re)number exports
ct = len([n for n in context.scene.node_tree.nodes if n.type == 'OUTPUT_FILE' and n.select])
txt = f'Renumber {ct} Selected Outputs'
subcol = col.column()
subcol.enabled = bool(ct)
row = subcol.row(align=True)
row.operator('rt.number_outputs', icon='LINENUMBERS_ON', text=txt).mode = 'SELECTED'
op = row.operator('rt.number_outputs', icon='X', text='')
op.mode = 'SELECTED'
op.clear = True
# region visibility ui
# Base panel for drawing
class RT_PT_visibility_check_ui_base(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "View"
bl_label = "Visibility Checks"
bl_options = {'DEFAULT_CLOSED'}
def draw_header_preset(self, context):
layout = self.layout
layout.operator('rt.scene_checker', text="", icon='CHECKMARK') #, depress=True
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col .label(text="List Visibility Conflicts:") # , icon='HIDE_OFF'
row = col.row(align=True)
row.operator("rt.list_object_visibility_conflicts", text="Objects", icon="OBJECT_DATAMODE")
row.operator("rt.list_viewport_render_visibility", text="Viewport Vs Render") # , icon="OBJECT_DATAMODE"
col.operator("rt.list_modifier_visibility", text="Modifiers", icon="MODIFIER")
col.operator("rt.list_collection_visibility_conflicts", text="Collections", icon="OUTLINER_COLLECTION")
layout.separator()
layout.operator("rt.list_object_affected_by_simplify", text="List Object Affected By Simplify", icon="MOD_SIMPLIFY")
class RT_PT_visibility_check_ui_viewport(RT_PT_visibility_check_ui_base):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "View"
class RT_PT_visibility_check_ui_node(RT_PT_visibility_check_ui_base):
bl_space_type = 'NODE_EDITOR'
# bl_parent_id = "RT_PT_render_toolbox_ui"
bl_region_type = 'UI'
bl_category = "Render" # Wrangler ?
# region conformation ui
class RT_PT_conformation_ui(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "View"
bl_label = "Conformation"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
## Show properties for outliner conformation
layout.use_property_split = True
layout.use_property_decorate = False
# props = context.scene.render_toolbox_conform
props = context.view_layer.render_toolbox_conform
col = layout.column(align=True)
col.prop(props, "hierarchy_type", text="Work On") # , expand=True
# col.separator()
col.prop(props, "target_name", text="Search") # (Optional)
## Show current target
box = layout.box()
tgt_row = box.row()
if props.hierarchy_type == 'COLLECTION':
ref_collection = fn.get_target_collection(props.target_name, context)
if not ref_collection or ref_collection == context.scene.collection:
layout.label(text="Select a collection or search by name", icon='INFO')
if ref_collection == context.scene.collection:
layout.label(text="Cannot use the scene collection", icon='ERROR')
layout.label(text="An excluded collection collection cannot be active (use search)")
return
if not ref_collection:
layout.label(text=f"Error: Collection '{ref_collection.name}' not found", icon='ERROR')
return
ref_vlc = fn.get_view_layer_collection(ref_collection)
if not ref_vlc:
layout.label(text=f"Error: Viewlayer Collection '{ref_collection.name}' not found", icon='ERROR')
return
# tgt_row = layout.row(align=True)
# tgt_row.label(text="", icon='TRIA_RIGHT')
tgt_row.label(text=ref_collection.name, icon='OUTLINER_COLLECTION')
col = layout.column(align=False)
col.operator("rt.store_visibility_states", text='Store Target Hierarchy State', icon="DISK_DRIVE")
## Show current collection state (behave badly when changed, should be tweaked before)
# col = layout.column(align=True)
row = tgt_row.row(align=True)
row.prop(ref_vlc, "exclude", text="", emboss=False)
row.prop(ref_collection, "hide_select", text="", emboss=False)
row.prop(ref_vlc, "hide_viewport", text="", emboss=False)
row.prop(ref_collection, "hide_viewport", text="", emboss=False)
row.prop(ref_collection, "hide_render", text="", emboss=False)
row.prop(ref_vlc, "holdout", text="", emboss=False)
row.prop(ref_vlc, "indirect_only", text="", emboss=False)
layout.prop(props, "affect_target", text="Target Items")
layout.separator()
col = layout.column(align=True)
row = col.row(align=True)
row.label(text="To Conform:")
## Same order, greyout unused options
collec_row = row.row(align=True)
collec_row.prop(props, "conform_exclude", text="", icon='CHECKBOX_DEHLT' if ref_vlc.exclude else 'CHECKBOX_HLT') # Exclude from View Layer
collec_row.active = props.affect_target != 'OBJECT'
## Object and collections
row.prop(props, "conform_selectability", text="", icon='RESTRICT_SELECT_ON' if ref_collection.hide_select else 'RESTRICT_SELECT_OFF') # Hide Select
row.prop(props, "conform_viewlayer", text="", icon='HIDE_ON' if ref_vlc.hide_viewport else 'HIDE_OFF') # Hide in current viewlayer (eye)
row.prop(props, "conform_viewport", text="", icon='RESTRICT_VIEW_ON' if ref_collection.hide_viewport else 'RESTRICT_VIEW_OFF') # Disable in Viewports
row.prop(props, "conform_render", text="", icon='RESTRICT_RENDER_ON' if ref_collection.hide_render else 'RESTRICT_RENDER_OFF') # Disable in Renders
## Specific to collections
collec_row = row.row(align=True)
collec_row.prop(props, "conform_holdout", text="", icon='HOLDOUT_OFF') # Holdout
collec_row.prop(props, "conform_use_indirect", text="", icon='INDIRECT_ONLY_OFF') # Indirect Only
collec_row.active = props.affect_target != 'OBJECT'
else:
ref_obj = fn.get_target_object(props.target_name, context)
if not ref_obj:
layout.label(text="Make object active or search by name", icon='INFO')
return
# tgt_row = layout.row(align=True)
# tgt_row.label(text="", icon='TRIA_RIGHT')
tgt_row.label(text=ref_obj.name, icon='OBJECT_DATA')
if not ref_obj.children_recursive:
tgt_row.label(text="No Children", icon='ERROR')
return
layout.separator()
## Show current collection state (can behave badly when changed, should be tweaked before)
# col = layout.column(align=True)
row = tgt_row.row(align=True)
# row.label(text="Reference Object State:")
row.prop(ref_obj, "hide_select", text="", emboss=False)
# row.prop(props, "active_object_viewlayer_hide", text="", icon='HIDE_ON' if ref_obj.hide_get() else 'HIDE_OFF', emboss=False) # hack
row.label(text="", icon='HIDE_ON' if ref_obj.hide_get() else 'HIDE_OFF') # hack
row.prop(ref_obj, "hide_viewport", text="", emboss=False)
row.prop(ref_obj, "hide_render", text="", emboss=False)
layout.separator()
col = layout.column(align=True)
row = col.row(align=True)
row.label(text="To Conform:")
row.prop(props, "conform_selectability", text="", icon='RESTRICT_SELECT_ON' if ref_obj.hide_select else 'RESTRICT_SELECT_OFF') # Hide Select
row.prop(props, "conform_viewlayer", text="", icon='HIDE_ON' if ref_obj.hide_get() else 'HIDE_OFF') # Hide in current viewlayer (eye)
row.prop(props, "conform_viewport", text="", icon='RESTRICT_VIEW_ON' if ref_obj.hide_viewport else 'RESTRICT_VIEW_OFF') # Disable in Viewports
row.prop(props, "conform_render", text="", icon='RESTRICT_RENDER_ON' if ref_obj.hide_render else 'RESTRICT_RENDER_OFF') # Disable in Renders
layout.operator("rt.conform_collection_hierarchy",text="Conform Hierarchy", icon="CHECKMARK")
# region outliner state
class RT_PT_outliner_state_ui(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "View"
bl_label = "Outliner State"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "RT_PT_conformation_ui"
def draw(self, context):
layout = self.layout
## Outliner state
## Scene
col = layout.column()
col.operator("rt.store_visibility_states", text='Store Whole Viewlayer State', icon="DISK_DRIVE").collection_name = "ALL-SCENE-COLLECTION"
stored_keys = context.scene.get('outliner_state', {}).keys()
if stored_keys and 'ALL' in stored_keys:
row = col.row(align=True)
row.operator("rt.apply_visibility_states", text=f"Restore Viewlayer State", icon="OUTLINER").collection_name = "ALL-SCENE-COLLECTION"
row.operator("rt.delete_visibility_states", text="", icon="TRASH").collection_name = 'ALL'
col = layout.column()
## Specific collection
if stored_keys:
col.label(text="Collections State:")
for key in stored_keys:
if key == 'ALL':
continue
row = col.row(align=True)
row.operator("rt.apply_visibility_states", text=f"Restore: {key}", icon="OUTLINER").collection_name = key
row.operator("rt.delete_visibility_states", text="", icon="TRASH").collection_name = key
## Unused, only exposed in Create output panel
# class RT_PT_output_template(Panel):
# bl_space_type = "3D_VIEW"
# bl_region_type = "UI"
# bl_category = "Render" # Wrangler
# bl_label = "File Output Templates"
# bl_parent_id = "RT_PT_render_toolbox_ui"
# # bl_options = {'DEFAULT_CLOSED'}
# def draw(self, context):
# layout = self.layout
# settings = context.scene.render_toolbox
# col = layout.column(align=True)
# col.label(text='Single file:')
# col.prop(settings, "default_base_path", text="Base Path")
# col.prop(settings, "default_file_slot", text="File Slot")
# col.separator()
# col = layout.column(align=True)
# col.label(text='Multilayers:')
# col.prop(settings, "default_multilayer_base_path", text="Base Path")
# col.prop(settings, "default_multilayer_name", text="Layer Name")
# ## Handle separate tech passes names ?
classes = (
RT_PT_viewlayers_ui,
RT_PT_viewlayers_multi_ui,
RT_PT_render_toolbox_ui,
RT_PT_file_output_ui,
RT_PT_visibility_check_ui_viewport,
RT_PT_visibility_check_ui_node,
RT_PT_conformation_ui,
RT_PT_outliner_state_ui,
# RT_PT_output_template,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
def unregister():
for cls in reversed(classes):
bpy.utils.unregister_class(cls)