Skip to content
Snippets Groups Projects
render_cube_map.py 16 KiB
Newer Older
  • Learn to ignore specific revisions
  • Dalai Felinto's avatar
    Dalai Felinto committed
    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613
    # ====================== BEGIN GPL LICENSE BLOCK ======================
    #
    #  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 2
    #  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, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ======================= END GPL LICENSE BLOCK ========================
    
    # <pep8 compliant>
    
    # ########################################
    # Render Cube Map
    #
    # Dalai Felinto
    # --
    # blendernetwork.org/dalai-felinto
    # www.dalaifelinto.com
    #
    # Original code:
    # Rio de Janeiro, September 2015
    #
    # Latest update:
    # Rio de Janeiro, July 2016
    # ########################################
    
    import bpy
    
    from bpy.app.handlers import persistent
    
    from bpy.types import (
            Operator,
            Panel,
            )
    
    from bpy.props import (
            BoolProperty,
            )
    
    bl_info = {
        "name": "Cube Map",
        "author": "Dalai Felinto",
        "version": (1, 0),
        "blender": (2, 7, 7),
        "location": "Render Panel",
        "description": "",
        "warning": "",
        "wiki_url": "https://github.com/dfelinto/render_cube_map",
        "tracker_url": "",
        "category": "Render"}
    
    
    # ############################################################
    # Global Check
    # ############################################################
    
    def do_run(cube_map, use_force):
        if not (cube_map.use_cube_map or use_force):
            return False
    
        if cube_map.is_enabled and not use_force:
            return False
    
        return True
    
    
    # ############################################################
    # Callbacks
    # ############################################################
    
    class NodeTree:
        def __init__(self, scene):
            self._use_nodes = scene.use_nodes
            self._use_compositing = scene.render.use_compositing
    
            self._nodes_mute = {}
            self._scene = scene
    
            self._scene.render.use_compositing = True
    
            if not self._use_nodes:
                scene.use_nodes = True
                self._muteNodes()
            else:
                self._storeNodes()
                self._muteNodes()
    
        def _storeNodes(self):
            """
            store the existent nodes and if they are muted
            """
            nodes = self._scene.node_tree.nodes
            for node in nodes:
                self._nodes_mute[hash(node)] = node.mute
    
        def _muteNodes(self):
            """
            mute all the existent nodes
            """
            nodes = self._scene.node_tree.nodes
            for node in nodes:
                node.mute = True
    
        def cleanupScene(self):
            """
            remove all the new nodes, and unmute original ones
            """
            scene = self._scene
            scene.use_nodes = self._use_nodes
            scene.render.use_compositing = self._use_compositing
    
            self._cleanNodes()
            self._unMuteNodes()
    
        def _cleanNodes(self):
            """
            remove all the nodes created temporarily
            """
            nodes = self._scene.node_tree.nodes
            to_del = []
            keys = self._nodes_mute.keys()
    
            for node in nodes:
                if hash(node) not in keys:
                    to_del.append(node)
    
            for node in to_del:
                nodes.remove(node)
    
        def _unMuteNodes(self):
            """
            unmute all the existent nodes
            """
            nodes = self._scene.node_tree.nodes
            for node in nodes:
                node.mute = self._nodes_mute[hash(node)]
    
    
    class View:
        def __init__(self, name, euler_rotation):
            self._name = name
            self._scene = None
            self._scene_camera = None
            self._node = None
            self._camera = None
            self._euler_rotation = euler_rotation
    
        def setScene(self, scene):
            scene.name = self._name
            self._scene = scene
    
            scene.cube_map.use_cube_map = False
            scene.render.use_compositing = False
    
            self._setFilepath()
    
        def _setFilepath(self):
            import os
    
            filepath = self._scene.render.filepath
    
            dirname = os.path.dirname(filepath)
            basename = os.path.basename(filepath)
    
            path = os.path.join(dirname, "{0}{1}".format(self._name, basename))
            self._scene.render.filepath = path
    
        def setNode(self, node, links, node_output):
            node.name = self._name
            node.label = self._name
            node.scene = self._scene
            self._node = node
    
            # TODO if there were nodetrees, duplicate them here
    
            # connect to output
            _input = node_output.layer_slots.new(self._name)
            links.new(node.outputs[0], _input)
    
        def setCamera(self, data, loc, zed):
            self._scene_camera = self._scene.camera
    
            self._camera = bpy.data.objects.new(self._name, data)
            self._scene.objects.link(self._camera)
    
            rotation = self._euler_rotation.copy()
            rotation.z += zed
    
            self._camera.rotation_euler = rotation
            self._camera.location = loc
    
            # change scene camera
            self._scene.camera = self._camera
    
        def resetCamera(self):
            self._scene.objects.unlink(self._camera)
            bpy.data.objects.remove(self._camera)
            self._camera = None
    
        @property
        def scene(self):
            return self._scene
    
        @property
        def name(self):
            return self._name
    
    
    @persistent
    def cube_map_render_init(scene, use_force=False):
        """
        setup the cube map settings for all the render frames
        """
        from mathutils import Euler
        from math import pi
        half_pi = pi * 0.5
    
        cube_map = scene.cube_map
    
        if not do_run(cube_map, use_force):
            return
    
        main_scene = scene
        hashes = [hash(scene) for scene in bpy.data.scenes]
    
        views_raw = (
                (
                    'NORTH_',
                    Euler((half_pi, 0.0,  0.0)),
                    cube_map.use_view_north,
                    ),
                (
                    'SOUTH_',
                    Euler((half_pi, 0.0, pi)),
                    cube_map.use_view_south,
                    ),
                (
                    'WEST_',
                    Euler((half_pi, 0.0, half_pi)),
                    cube_map.use_view_west,
                    ),
                (
                    'EAST_',
                    Euler((half_pi, 0.0, -half_pi)),
                    cube_map.use_view_east,
                    ),
                (
                    'ZENITH_',
                    Euler((pi, 0.0, 0.0)),
                    cube_map.use_view_zenith,
                    ),
                (
                    'NADIR_',
                    Euler((0.0, 0.0, 0.0)),
                    cube_map.use_view_nadir,
                    ),
                )
    
        views = [
                View(name, euler) for (name, euler, use) in views_raw
                if use or not cube_map.is_advanced]
    
        for view in views:
            # create a scene per view
            bpy.ops.scene.new(type='LINK_OBJECTS')
            scene = [
                    scene for scene in bpy.data.scenes if
                    hash(scene) not in hashes][0]
    
            # mark the scene to remove it afterwards
            scene.cube_map.is_temporary = True
    
            hashes.append(hash(scene))
            view.setScene(scene)
    
        # create a scene from scratch
        node_tree_data = NodeTree(main_scene)
    
        # created the necessary nodetrees there
        node_tree = main_scene.node_tree
    
        # output node
        node_output = node_tree.nodes.new('CompositorNodeOutputFile')
        node_output.inputs.clear()
    
        for view in views:
            node = node_tree.nodes.new('CompositorNodeRLayers')
            view.setNode(node, node_tree.links, node_output)
    
        # globals
        bpy.cube_map_node_tree_data = node_tree_data
        bpy.cube_map_views = views
    
    
    # ############################################################
    # Cameras Setup
    # ############################################################
    
    @persistent
    def cube_map_render_pre(scene, use_force=False):
    
        if not do_run(scene.cube_map, use_force):
            return
    
        from math import radians
    
        camera = scene.camera
        data = camera.data.copy()
    
        data.lens_unit = 'FOV'
        data.angle = radians(90)
        data.type = 'PERSP'
    
        mat = camera.matrix_world
    
        loc = mat.to_translation()
        rot = mat.to_euler()
        zed = rot.z
    
        views = bpy.cube_map_views
    
        for view in views:
            view.setCamera(data, loc, zed)
    
    
    @persistent
    def cube_map_render_post(scene, use_force=False):
    
        if not do_run(scene.cube_map, use_force):
            return
    
        views = bpy.cube_map_views
    
        for view in views:
            view.resetCamera()
    
    
    # ############################################################
    # Clean-Up
    # ############################################################
    
    @persistent
    def cube_map_render_cancel(scene):
        cube_map_cleanup(scene)
    
    
    @persistent
    def cube_map_render_complete(scene):
        cube_map_cleanup(scene)
    
    
    def cube_map_cleanup(scene, use_force=False):
        """
        remove all the temporary data created for the cube map
        """
    
        if not do_run(scene.cube_map, use_force):
            return
    
        bpy.cube_map_node_tree_data.cleanupScene()
        del bpy.cube_map_node_tree_data
        del bpy.cube_map_views
    
        bpy.app.handlers.scene_update_post.append(cube_map_post_update_cleanup)
    
    
    def cube_map_post_update_cleanup(scene):
        """
        delay removal of scenes (otherwise we get a crash)
        """
        scenes_temp = [
                scene for scene in bpy.data.scenes if
                scene.cube_map.is_temporary]
    
        if not scenes_temp:
            bpy.app.handlers.scene_update_post.remove(cube_map_post_update_cleanup)
    
        else:
            try:
                bpy.data.scenes.remove(scenes_temp[0], do_unlink=True)
            except TypeError:
                print("Using old Blender, carrying on ...")
                bpy.data.scenes.remove(scenes_temp[0])
    
    
    # ############################################################
    # Setup Operator
    # ############################################################
    
    class CubeMapSetup(Operator):
        """"""
        bl_idname = "render.cube_map_setup"
        bl_label = "Cube Map Render Setup"
        bl_description = ""
    
        action = bpy.props.EnumProperty(
            description="",
            items=(("SETUP", "Setup", "Created linked scenes and setup cube map"),
                   ("RESET", "Reset", "Delete added scenes"),
                   ),
            default="SETUP",
            options={'SKIP_SAVE'},
            )
    
        @classmethod
        def poll(cls, context):
            return True
    
        def setup(self, window, scene):
            cube_map = scene.cube_map
            cube_map.is_enabled = True
    
            cube_map_render_init(scene, use_force=True)
            cube_map_render_pre(scene, use_force=True)
    
            # set initial scene back as the main scene
            window.screen.scene = scene
    
        def reset(self, scene):
            cube_map = scene.cube_map
            cube_map.is_enabled = False
    
            cube_map_render_post(scene, use_force=True)
            cube_map_cleanup(scene, use_force=True)
    
        def invoke(self, context, event):
            scene = context.scene
            cube_map = scene.cube_map
    
            is_enabled = cube_map.is_enabled
    
            if self.action == 'RESET':
    
                if is_enabled:
                    if cube_map.is_temporary:
                        self.report(
                                {'ERROR'},
                                "Cannot reset cube map from one of "
                                "the created scenes")
    
                        return {'CANCELLED'}
                    else:
                        self.reset(scene)
                        return {'FINISHED'}
                else:
                    self.report({'ERROR'}, "Cube Map render is not setup")
                    return {'CANCELLED'}
    
            else:  # SETUP
                if is_enabled:
                    self.report({'ERROR'}, "Cube Map render is already setup")
                    return {'CANCELLED'}
                else:
                    self.setup(context.window, scene)
                    return {'FINISHED'}
    
    
    # ############################################################
    # User Interface
    # ############################################################
    
    class RENDER_PT_cube_map(Panel):
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "render"
        bl_label = "Cube Map"
    
        @classmethod
        def poll(cls, context):
            scene = context.scene
            return scene and (scene.render.engine != 'BLENDER_GAME')
    
        def draw_header(self, context):
            self.layout.prop(context.scene.cube_map, "use_cube_map", text="")
    
        def draw(self, context):
            layout = self.layout
            col = layout.column()
    
            scene = context.scene
            cube_map = scene.cube_map
    
            if not cube_map.is_enabled:
                col.operator(
                        "render.cube_map_setup",
                        text="Scene Setup").action = 'SETUP'
            else:
                col.operator(
                        "render.cube_map_setup",
                        text="Scene Reset", icon="X").action = 'RESET'
    
            col = layout.column()
            col.active = cube_map.use_cube_map
            col.prop(cube_map, "is_advanced")
            if cube_map.is_advanced:
                box = col.box()
                box.active = cube_map.use_cube_map and cube_map.is_advanced
                row = box.row()
                row.prop(cube_map, "use_view_north")
                row.prop(cube_map, "use_view_west")
                row.prop(cube_map, "use_view_zenith")
    
                row = box.row()
                row.prop(cube_map, "use_view_south")
                row.prop(cube_map, "use_view_east")
                row.prop(cube_map, "use_view_nadir")
    
    
    # ############################################################
    # Scene Properties
    # ############################################################
    
    class CubeMapInfo(bpy.types.PropertyGroup):
        use_cube_map = BoolProperty(
                name="Cube Map",
                default=False,
                )
    
        is_temporary = BoolProperty(
                name="Temporary",
                default=False,
                )
    
        is_enabled = BoolProperty(
                name="Enabled",
                default=False,
                )
    
        # per view settings
        is_advanced = BoolProperty(
                name="Advanced",
                default=False,
                description="Decide which views to render",
                )
    
        use_view_north = BoolProperty(
                name="North",
                default=True,
                )
    
        use_view_south = BoolProperty(
                name="South",
                default=True,
                )
    
        use_view_west = BoolProperty(
                name="West",
                default=True,
                )
    
        use_view_east = BoolProperty(
                name="East",
                default=True,
                )
    
        use_view_zenith = BoolProperty(
                name="Zenith",
                default=True,
                )
    
        use_view_nadir = BoolProperty(
                name="Nadir",
                default=True,
                )
    
    
    # ############################################################
    # Un/Registration
    # ############################################################
    
    def register():
        bpy.utils.register_class(CubeMapInfo)
        bpy.utils.register_class(CubeMapSetup)
        bpy.types.Scene.cube_map = bpy.props.PointerProperty(
                name="cube_map",
                type=CubeMapInfo,
                options={'HIDDEN'},
                )
    
        bpy.utils.register_class(RENDER_PT_cube_map)
    
        bpy.app.handlers.render_init.append(cube_map_render_init)
        bpy.app.handlers.render_pre.append(cube_map_render_pre)
        bpy.app.handlers.render_post.append(cube_map_render_post)
        bpy.app.handlers.render_cancel.append(cube_map_render_cancel)
        bpy.app.handlers.render_complete.append(cube_map_render_complete)
    
    
    def unregister():
        bpy.utils.unregister_class(CubeMapInfo)
        bpy.utils.unregister_class(CubeMapSetup)
        bpy.utils.unregister_class(RENDER_PT_cube_map)
    
        bpy.app.handlers.render_init.remove(cube_map_render_init)
        bpy.app.handlers.render_pre.remove(cube_map_render_pre)
        bpy.app.handlers.render_post.remove(cube_map_render_post)
        bpy.app.handlers.render_cancel.remove(cube_map_render_cancel)
        bpy.app.handlers.render_complete.remove(cube_map_render_complete)
    
        del bpy.types.Scene.cube_map
    
    
    if __name__ == '__main__':
        register()