-
Campbell Barton authored
See T95597
Campbell Barton authoredSee T95597
render.py 76.21 KiB
# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
"""Write the POV file using this file's functions and some from other modules then render it."""
import bpy
import subprocess
import os
from sys import platform
import time
from math import (
pi,
) # maybe move to scenography.py and topology_*****_data.py respectively with smoke and matrix
import re
import tempfile # generate temporary files with random names
from bpy.types import Operator
from bpy.utils import register_class, unregister_class
from . import (
scripting,
) # for writing, importing and rendering directly POV Scene Description Language items
from . import scenography # for atmosphere, environment, effects, lighting, camera
from . import shading # for BI POV shaders emulation
from . import object_mesh_topology # for mesh based geometry
from . import object_curve_topology # for curves based geometry
# from . import object_primitives # for import and export of POV specific primitives
from .scenography import image_format, img_map, img_map_transforms, path_image
from .shading import write_object_material_interior
from .object_primitives import write_object_modifiers
def string_strip_hyphen(name):
"""Remove hyphen characters from a string to avoid POV errors."""
return name.replace("-", "")
def safety(name, ref_level_bound):
"""append suffix characters to names of various material declinations.
Material declinations are necessary to POV syntax and used in shading.py
by the pov_has_no_specular_maps function to create the finish map trick and
the suffixes avoid name collisions.
Keyword arguments:
name -- the initial material name as a string
ref_level_bound -- the enum number of the ref_level_bound being written:
ref_level_bound=1 is for texture with No specular nor Mirror reflection
ref_level_bound=2 is for texture with translation of spec and mir levels
for when no map influences them
ref_level_bound=3 is for texture with Maximum Spec and Mirror
"""
# All the try except clause below seems useless as each time
# prefix rewritten even after and outside of it what was the point?
# It may not even be any longer possible to feed no arg from Blender UI
# try:
# if name: # if int(name) > 0: # could be zero if no argument provided
# # and always triggered exception so is this similar ?
# prefix = "shader"
# except BaseException as e:
# print(e.__doc__)
# print('An exception occurred: {}'.format(e))
# prefix = "" # rewritten below...
prefix = "shader_"
name = string_strip_hyphen(name)
if ref_level_bound == 2:
return prefix + name
# implicit else-if (no return yet)
if ref_level_bound == 1:
return prefix + name + "0" # used for 0 of specular map
# implicit else-if (no return yet)
if ref_level_bound == 3:
return prefix + name + "1" # used for 1 of specular map
# -------- end safety string name material
csg_list = []
def is_renderable(ob):
"""test for objects flagged as hidden or boolean operands not to render"""
return not ob.hide_render and ob not in csg_list
def renderable_objects():
"""test for non hidden, non boolean operands objects to render"""
return [ob for ob in bpy.data.objects if is_renderable(ob)]
def no_renderable_objects():
"""Boolean operands only. Not to render"""
return list(csg_list)
tab_level = 0
unpacked_images = []
user_dir = bpy.utils.resource_path('USER')
preview_dir = os.path.join(user_dir, "preview")
# Make sure Preview directory exists and is empty
smoke_path = os.path.join(preview_dir, "smoke.df3")
'''
# below properties not added to __init__ yet to avoid conflicts with material sss scale
# unless it would override then should be interfaced also in scene units property tab
# if scene.pov.sslt_enable:
# file.write(" mm_per_unit %s\n"%scene.pov.mm_per_unit)
# file.write(" subsurface {\n")
# file.write(" samples %s, %s\n"%(scene.pov.sslt_samples_max,scene.pov.sslt_samples_min))
# if scene.pov.sslt_radiosity:
# file.write(" radiosity on\n")
# file.write("}\n")
'''
# def write_object_modifiers(ob, File):
# """Translate some object level POV statements from Blender UI
# to POV syntax and write to exported file """
# # Maybe return that string to be added instead of directly written.
# '''XXX WIP
# import .object_mesh_topology.write_object_csg_inside_vector
# write_object_csg_inside_vector(ob, file)
# '''
# if ob.pov.hollow:
# File.write("\thollow\n")
# if ob.pov.double_illuminate:
# File.write("\tdouble_illuminate\n")
# if ob.pov.sturm:
# File.write("\tsturm\n")
# if ob.pov.no_shadow:
# File.write("\tno_shadow\n")
# if ob.pov.no_image:
# File.write("\tno_image\n")
# if ob.pov.no_reflection:
# File.write("\tno_reflection\n")
# if ob.pov.no_radiosity:
# File.write("\tno_radiosity\n")
# if ob.pov.inverse:
# File.write("\tinverse\n")
# if ob.pov.hierarchy:
# File.write("\thierarchy\n")
# # XXX, Commented definitions
# '''
# if scene.pov.photon_enable:
# File.write("photons {\n")
# if ob.pov.target:
# File.write("target %.4g\n"%ob.pov.target_value)
# if ob.pov.refraction:
# File.write("refraction on\n")
# if ob.pov.reflection:
# File.write("reflection on\n")
# if ob.pov.pass_through:
# File.write("pass_through\n")
# File.write("}\n")
# if ob.pov.object_ior > 1:
# File.write("interior {\n")
# File.write("ior %.4g\n"%ob.pov.object_ior)
# if scene.pov.photon_enable and ob.pov.target and ob.pov.refraction and ob.pov.dispersion:
# File.write("ior %.4g\n"%ob.pov.dispersion_value)
# File.write("ior %s\n"%ob.pov.dispersion_samples)
# if scene.pov.photon_enable == False:
# File.write("caustics %.4g\n"%ob.pov.fake_caustics_power)
# '''
def write_pov(filename, scene=None, info_callback=None):
"""Main export process from Blender UI to POV syntax and write to exported file """
import mathutils
with open(filename, "w") as file:
# Only for testing
if not scene:
scene = bpy.data.scenes[0]
render = scene.render
world = scene.world
global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
linebreaksinlists = scene.pov.list_lf_enable and not scene.pov.tempfiles_enable
feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
using_uberpov = feature_set == 'uberpov'
pov_binary = PovrayRender._locate_binary()
if using_uberpov:
print("Unofficial UberPOV feature set chosen in preferences")
else:
print("Official POV-Ray 3.7 feature set chosen in preferences")
if 'uber' in pov_binary:
print("The name of the binary suggests you are probably rendering with Uber POV engine")
else:
print("The name of the binary suggests you are probably rendering with standard POV engine")
def set_tab(tabtype, spaces):
tab_str = ""
if tabtype == 'NONE':
tab_str = ""
elif tabtype == 'TAB':
tab_str = "\t"
elif tabtype == 'SPACE':
tab_str = spaces * " "
return tab_str
tab = set_tab(scene.pov.indentation_character, scene.pov.indentation_spaces)
if not scene.pov.tempfiles_enable:
def tab_write(str_o):
"""Indent POV syntax from brackets levels and write to exported file """
global tab_level
brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
if brackets < 0:
tab_level = tab_level + brackets
if tab_level < 0:
print("Indentation Warning: tab_level = %s" % tab_level)
tab_level = 0
if tab_level >= 1:
file.write("%s" % tab * tab_level)
file.write(str_o)
if brackets > 0:
tab_level = tab_level + brackets
else:
def tab_write(str_o):
"""write directly to exported file if user checked autonamed temp files (faster)."""
file.write(str_o)
def unique_name(name, name_seq):
"""Increment any generated POV name that could get identical to avoid collisions"""
if name not in name_seq:
name = string_strip_hyphen(name)
return name
name_orig = name
i = 1
while name in name_seq:
name = "%s_%.3d" % (name_orig, i)
i += 1
name = string_strip_hyphen(name)
return name
def write_matrix(matrix):
"""Translate some transform matrix from Blender UI
to POV syntax and write to exported file """
tab_write(
"matrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n"
% (
matrix[0][0],
matrix[1][0],
matrix[2][0],
matrix[0][1],
matrix[1][1],
matrix[2][1],
matrix[0][2],
matrix[1][2],
matrix[2][2],
matrix[0][3],
matrix[1][3],
matrix[2][3],
)
)
material_names_dictionary = {}
DEF_MAT_NAME = "" # or "Default"?
# -----------------------------------------------------------------------------
def export_meta(metas):
"""write all POV blob primitives and Blender Metas to exported file """
# TODO - blenders 'motherball' naming is not supported.
if comments and len(metas) >= 1:
file.write("//--Blob objects--\n\n")
# Get groups of metaballs by blender name prefix.
meta_group = {}
meta_elems = {}
for meta_ob in metas:
prefix = meta_ob.name.split(".")[0]
if prefix not in meta_group:
meta_group[prefix] = meta_ob # .data.threshold
elems = [
(elem, meta_ob)
for elem in meta_ob.data.elements
if elem.type in {'BALL', 'ELLIPSOID', 'CAPSULE', 'CUBE', 'PLANE'}
]
if prefix in meta_elems:
meta_elems[prefix].extend(elems)
else:
meta_elems[prefix] = elems
# empty metaball
if len(elems) == 0:
tab_write("\n//dummy sphere to represent empty meta location\n")
tab_write(
"sphere {<%.6g, %.6g, %.6g>,0 pigment{rgbt 1} "
"no_image no_reflection no_radiosity "
"photons{pass_through collect off} hollow}\n\n"
% (meta_ob.location.x, meta_ob.location.y, meta_ob.location.z)
) # meta_ob.name > povdataname)
# other metaballs
else:
for mg, mob in meta_group.items():
if len(meta_elems[mg]) != 0:
tab_write("blob{threshold %.4g // %s \n" % (mob.data.threshold, mg))
for elems in meta_elems[mg]:
elem = elems[0]
loc = elem.co
stiffness = elem.stiffness
if elem.use_negative:
stiffness = -stiffness
if elem.type == 'BALL':
tab_write(
"sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g "
% (loc.x, loc.y, loc.z, elem.radius, stiffness)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'ELLIPSOID':
tab_write(
"sphere{ <%.6g, %.6g, %.6g>,%.4g,%.4g "
% (
loc.x / elem.size_x,
loc.y / elem.size_y,
loc.z / elem.size_z,
elem.radius,
stiffness,
)
)
tab_write(
"scale <%.6g, %.6g, %.6g>"
% (elem.size_x, elem.size_y, elem.size_z)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'CAPSULE':
tab_write(
"cylinder{ <%.6g, %.6g, %.6g>,<%.6g, %.6g, %.6g>,%.4g,%.4g "
% (
(loc.x - elem.size_x),
loc.y,
loc.z,
(loc.x + elem.size_x),
loc.y,
loc.z,
elem.radius,
stiffness,
)
)
# tab_write("scale <%.6g, %.6g, %.6g>" % (elem.size_x, elem.size_y, elem.size_z))
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'CUBE':
tab_write(
"cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
tab_write(
"cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
tab_write(
"cylinder { -z*8, +z*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1,1/4> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
elif elem.type == 'PLANE':
tab_write(
"cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
tab_write(
"cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
% (
elem.radius * 2.0,
stiffness / 4.0,
loc.x,
loc.y,
loc.z,
elem.size_x,
elem.size_y,
elem.size_z,
)
)
write_matrix(global_matrix @ elems[1].matrix_world)
tab_write("}\n")
try:
one_material = elems[1].data.materials[
0
] # lame! - blender cant do enything else.
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
one_material = None
if one_material:
diffuse_color = one_material.diffuse_color
trans = 1.0 - one_material.pov.alpha
if (
one_material.use_transparency
and one_material.transparency_method == 'RAYTRACE'
):
pov_filter = one_material.pov_raytrace_transparency.filter * (
1.0 - one_material.alpha
)
trans = (1.0 - one_material.pov.alpha) - pov_filter
else:
pov_filter = 0.0
material_finish = material_names_dictionary[one_material.name]
tab_write(
"pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n"
% (
diffuse_color[0],
diffuse_color[1],
diffuse_color[2],
pov_filter,
trans,
)
)
tab_write("finish{%s} " % safety(material_finish, ref_level_bound=2))
else:
material_finish = DEF_MAT_NAME
trans = 0.0
tab_write(
"pigment{srgbt<1,1,1,%.3g>} finish{%s} "
% (trans, safety(material_finish, ref_level_bound=2))
)
write_object_material_interior(one_material, mob, tab_write)
# write_object_material_interior(one_material, elems[1])
tab_write("radiosity{importance %3g}\n" % mob.pov.importance_value)
tab_write("}\n\n") # End of Metaball block
'''
meta = ob.data
# important because no elements will break parsing.
elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
if elements:
tab_write("blob {\n")
tab_write("threshold %.4g\n" % meta.threshold)
importance = ob.pov.importance_value
try:
material = meta.materials[0] # lame! - blender cant do enything else.
except:
material = None
for elem in elements:
loc = elem.co
stiffness = elem.stiffness
if elem.use_negative:
stiffness = - stiffness
if elem.type == 'BALL':
tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
(loc.x, loc.y, loc.z, elem.radius, stiffness))
# After this wecould do something simple like...
# "pigment {Blue} }"
# except we'll write the color
elif elem.type == 'ELLIPSOID':
# location is modified by scale
tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
(loc.x / elem.size_x,
loc.y / elem.size_y,
loc.z / elem.size_z,
elem.radius, stiffness))
tab_write("scale <%.6g, %.6g, %.6g> \n" %
(elem.size_x, elem.size_y, elem.size_z))
if material:
diffuse_color = material.diffuse_color
trans = 1.0 - material.pov.alpha
if material.use_transparency and material.transparency_method == 'RAYTRACE':
pov_filter = material.pov_raytrace_transparency.filter * (1.0 - material.alpha)
trans = (1.0 - material.pov.alpha) - pov_filter
else:
pov_filter = 0.0
material_finish = material_names_dictionary[material.name]
tab_write("pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" %
(diffuse_color[0], diffuse_color[1], diffuse_color[2],
pov_filter, trans))
tab_write("finish {%s}\n" % safety(material_finish, ref_level_bound=2))
else:
tab_write("pigment {srgb 1} \n")
# Write the finish last.
tab_write("finish {%s}\n" % (safety(DEF_MAT_NAME, ref_level_bound=2)))
write_object_material_interior(material, elems[1])
write_matrix(global_matrix @ ob.matrix_world)
# Importance for radiosity sampling added here
tab_write("radiosity { \n")
# importance > ob.pov.importance_value
tab_write("importance %3g \n" % importance)
tab_write("}\n")
tab_write("}\n") # End of Metaball block
if comments and len(metas) >= 1:
file.write("\n")
'''
def export_global_settings(scene):
"""write all POV global settings to exported file """
# Imperial units warning
if scene.unit_settings.system == "IMPERIAL":
print("Warning: Imperial units not supported")
tab_write("global_settings {\n")
tab_write("assumed_gamma 1.0\n")
tab_write("max_trace_level %d\n" % scene.pov.max_trace_level)
if scene.pov.global_settings_advanced:
if not scene.pov.radio_enable:
file.write(" adc_bailout %.6f\n" % scene.pov.adc_bailout)
file.write(" ambient_light <%.6f,%.6f,%.6f>\n" % scene.pov.ambient_light[:])
file.write(" irid_wavelength <%.6f,%.6f,%.6f>\n" % scene.pov.irid_wavelength[:])
file.write(" number_of_waves %s\n" % scene.pov.number_of_waves)
file.write(" noise_generator %s\n" % scene.pov.noise_generator)
if scene.pov.radio_enable:
tab_write("radiosity {\n")
tab_write("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
tab_write("brightness %.4g\n" % scene.pov.radio_brightness)
tab_write("count %d\n" % scene.pov.radio_count)
tab_write("error_bound %.4g\n" % scene.pov.radio_error_bound)
tab_write("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
tab_write("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
tab_write("maximum_reuse %.4g\n" % scene.pov.radio_maximum_reuse)
tab_write("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
tab_write("nearest_count %d\n" % scene.pov.radio_nearest_count)
tab_write("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
tab_write("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
tab_write("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
tab_write("always_sample %d\n" % scene.pov.radio_always_sample)
tab_write("normal %d\n" % scene.pov.radio_normal)
tab_write("media %d\n" % scene.pov.radio_media)
tab_write("subsurface %d\n" % scene.pov.radio_subsurface)
tab_write("}\n")
once_sss = 1
once_ambient = 1
once_photons = 1
for material in bpy.data.materials:
if material.pov_subsurface_scattering.use and once_sss:
# In pov, the scale has reversed influence compared to blender. these number
# should correct that
tab_write(
"mm_per_unit %.6f\n" % (material.pov_subsurface_scattering.scale * 1000.0)
)
# 1000 rather than scale * (-100.0) + 15.0))
# In POV-Ray, the scale factor for all subsurface shaders needs to be the same
# formerly sslt_samples were multiplied by 100 instead of 10
sslt_samples = (11 - material.pov_subsurface_scattering.error_threshold) * 10
tab_write("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
once_sss = 0
if world and once_ambient:
tab_write("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.pov.ambient_color[:])
once_ambient = 0
if scene.pov.photon_enable:
if once_photons and (
material.pov.refraction_type == "2" or material.pov.photons_reflection
):
tab_write("photons {\n")
tab_write("spacing %.6f\n" % scene.pov.photon_spacing)
tab_write("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
tab_write("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
tab_write(
"gather %d, %d\n"
% (scene.pov.photon_gather_min, scene.pov.photon_gather_max)
)
if scene.pov.photon_map_file_save_load in {'save'}:
ph_file_name = 'Photon_map_file.ph'
if scene.pov.photon_map_file != '':
ph_file_name = scene.pov.photon_map_file + '.ph'
ph_file_dir = tempfile.gettempdir()
path = bpy.path.abspath(scene.pov.photon_map_dir)
if os.path.exists(path):
ph_file_dir = path
full_file_name = os.path.join(ph_file_dir, ph_file_name)
tab_write('save_file "%s"\n' % full_file_name)
scene.pov.photon_map_file = full_file_name
if scene.pov.photon_map_file_save_load in {'load'}:
full_file_name = bpy.path.abspath(scene.pov.photon_map_file)
if os.path.exists(full_file_name):
tab_write('load_file "%s"\n' % full_file_name)
tab_write("}\n")
once_photons = 0
tab_write("}\n")
# sel = renderable_objects() #removed for booleans
if comments:
file.write(
"//----------------------------------------------\n"
"//--Exported with POV-Ray exporter for Blender--\n"
"//----------------------------------------------\n\n"
)
file.write("#version 3.7;\n") # Switch below as soon as 3.8 beta gets easy linked
# file.write("#version 3.8;\n")
file.write(
"#declare Default_texture = texture{pigment {rgb 0.8} " "finish {brilliance 3.8} }\n\n"
)
if comments:
file.write("\n//--Global settings--\n\n")
export_global_settings(scene)
if comments:
file.write("\n//--Custom Code--\n\n")
scripting.export_custom_code(file)
if comments:
file.write("\n//--Patterns Definitions--\n\n")
local_pattern_names = []
for texture in bpy.data.textures: # ok?
if texture.users > 0:
current_pat_name = string_strip_hyphen(bpy.path.clean_name(texture.name))
# string_strip_hyphen(patternNames[texture.name]) #maybe instead of the above
local_pattern_names.append(current_pat_name)
# use above list to prevent writing texture instances several times and assign in mats?
if (
texture.type not in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type == 'emulator'
) or (texture.type in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type != 'emulator'):
file.write("\n#declare PAT_%s = \n" % current_pat_name)
file.write(shading.export_pattern(texture))
file.write("\n")
if comments:
file.write("\n//--Background--\n\n")
scenography.export_world(scene.world, scene, global_matrix, tab_write)
if comments:
file.write("\n//--Cameras--\n\n")
scenography.export_camera(scene, global_matrix, render, tab_write)
if comments:
file.write("\n//--Lamps--\n\n")
for ob in bpy.data.objects:
if ob.type == 'MESH':
for mod in ob.modifiers:
if mod.type == 'BOOLEAN' and mod.object not in csg_list:
csg_list.append(mod.object)
if csg_list:
csg = False
sel = no_renderable_objects()
# export non rendered boolean objects operands
object_mesh_topology.export_meshes(
preview_dir,
file,
scene,
sel,
csg,
string_strip_hyphen,
safety,
write_object_modifiers,
material_names_dictionary,
write_object_material_interior,
scenography.exported_lights_count,
unpacked_images,
image_format,
img_map,
img_map_transforms,
path_image,
smoke_path,
global_matrix,
write_matrix,
using_uberpov,
comments,
linebreaksinlists,
tab,
tab_level,
tab_write,
info_callback,
)
csg = True
sel = renderable_objects()
scenography.export_lights(
[L for L in sel if (L.type == 'LIGHT' and L.pov.object_as != 'RAINBOW')],
file,
scene,
global_matrix,
write_matrix,
tab_write,
)
if comments:
file.write("\n//--Rainbows--\n\n")
scenography.export_rainbows(
[L for L in sel if (L.type == 'LIGHT' and L.pov.object_as == 'RAINBOW')],
file,
scene,
global_matrix,
write_matrix,
tab_write,
)
if comments:
file.write("\n//--Special Curves--\n\n")
for c in sel:
if c.is_modified(scene, 'RENDER'):
continue # don't export as pov curves objects with modifiers, but as mesh
# Implicit else-if (as not skipped by previous "continue")
if c.type == 'CURVE' and (c.pov.curveshape in {'lathe', 'sphere_sweep', 'loft', 'birail'}):
object_curve_topology.export_curves(file, c, string_strip_hyphen, tab_write)
if comments:
file.write("\n//--Material Definitions--\n\n")
# write a default pigment for objects with no material (comment out to show black)
file.write("#default{ pigment{ color srgb 0.8 }}\n")
# Convert all materials to strings we can access directly per vertex.
# exportMaterials()
shading.write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
None,
) # default material
for material in bpy.data.materials:
if material.users > 0:
r, g, b, a = material.diffuse_color[:]
pigment_color = "pigment {rgbt <%.4g,%.4g,%.4g,%.4g>}" % (r, g, b, 1 - a)
if material.pov.material_use_nodes:
# Also make here other pigment_color fallback using BSDF node main color ?
ntree = material.node_tree
pov_mat_name = string_strip_hyphen(bpy.path.clean_name(material.name))
if len(ntree.nodes) == 0:
file.write('#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color))
else:
shading.write_nodes(pov_mat_name, ntree, file)
for node in ntree.nodes:
if node:
if node.bl_idname == "PovrayOutputNode":
if node.inputs["Texture"].is_linked:
for link in ntree.links:
if link.to_node.bl_idname == "PovrayOutputNode":
pov_mat_name = (
string_strip_hyphen(
bpy.path.clean_name(link.from_node.name)
)
+ "_%s" % pov_mat_name
)
else:
file.write(
'#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color)
)
else:
shading.write_material(
using_uberpov,
DEF_MAT_NAME,
tab_write,
safety,
comments,
unique_name,
material_names_dictionary,
material,
)
# attributes are all the variables needed by the other python file...
if comments:
file.write("\n")
export_meta([m for m in sel if m.type == 'META'])
if comments:
file.write("//--Mesh objects--\n")
# tbefore = time.time()
object_mesh_topology.export_meshes(
preview_dir,
file,
scene,
sel,
csg,
string_strip_hyphen,
safety,
write_object_modifiers,
material_names_dictionary,
write_object_material_interior,
scenography.exported_lights_count,
unpacked_images,
image_format,
img_map,
img_map_transforms,
path_image,
smoke_path,
global_matrix,
write_matrix,
using_uberpov,
comments,
linebreaksinlists,
tab,
tab_level,
tab_write,
info_callback,
)
# totime = time.time() - tbefore
# print("export_meshes took" + str(totime))
# What follow used to happen here:
# export_camera()
# scenography.export_world(scene.world, scene, global_matrix, tab_write)
# export_global_settings(scene)
# MR:..and the order was important for implementing pov 3.7 baking
# (mesh camera) comment for the record
# CR: Baking should be a special case than. If "baking", than we could change the order.
if not file.closed:
file.close()
def write_pov_ini(filename_ini, filename_log, filename_pov, filename_image):
"""Write ini file."""
feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
using_uberpov = feature_set == 'uberpov'
# scene = bpy.data.scenes[0]
scene = bpy.context.scene
render = scene.render
x = int(render.resolution_x * render.resolution_percentage * 0.01)
y = int(render.resolution_y * render.resolution_percentage * 0.01)
with open(filename_ini, "w") as file:
file.write("Version=3.7\n")
# write povray text stream to temporary file of same name with _log suffix
# file.write("All_File='%s'\n" % filename_log)
# DEBUG.OUT log if none specified:
file.write("All_File=1\n")
file.write("Input_File_Name='%s'\n" % filename_pov)
file.write("Output_File_Name='%s'\n" % filename_image)
file.write("Width=%d\n" % x)
file.write("Height=%d\n" % y)
# Border render.
if render.use_border:
file.write("Start_Column=%4g\n" % render.border_min_x)
file.write("End_Column=%4g\n" % render.border_max_x)
file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
file.write("Bounding_Method=2\n") # The new automatic BSP is faster in most scenes
# Activated (turn this back off when better live exchange is done between the two programs
# (see next comment)
file.write("Display=1\n")
file.write("Pause_When_Done=0\n")
# PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
file.write("Output_File_Type=N\n")
# file.write("Output_File_Type=T\n") # TGA, best progressive loading
file.write("Output_Alpha=1\n")
if scene.pov.antialias_enable:
# method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
# needs higher sampling.
# aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
if using_uberpov:
method = {"0": 1, "1": 2, "2": 3}
else:
method = {"0": 1, "1": 2, "2": 2}
file.write("Antialias=on\n")
file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
if using_uberpov and scene.pov.antialias_method == '2':
file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
file.write("Antialias_Confidence=%.3g\n" % scene.pov.antialias_confidence)
else:
file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
if scene.pov.jitter_enable:
file.write("Jitter=on\n")
file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
else:
file.write("Jitter=off\n") # prevent animation flicker
else:
file.write("Antialias=off\n")
if not file.closed:
file.close()
class PovrayRender(bpy.types.RenderEngine):
"""Define the external renderer"""
bl_idname = 'POVRAY_RENDER'
bl_label = "Persitence Of Vision"
bl_use_shading_nodes_custom = False
DELAY = 0.5
@staticmethod
def _locate_binary():
"""Identify POV engine"""
addon_prefs = bpy.context.preferences.addons[__package__].preferences
# Use the system preference if its set.
pov_binary = addon_prefs.filepath_povray
if pov_binary:
if os.path.exists(pov_binary):
return pov_binary
# Implicit else, as here return was still not triggered:
print("User Preferences path to povray %r NOT FOUND, checking $PATH" % pov_binary)
# Windows Only
# assume if there is a 64bit binary that the user has a 64bit capable OS
if platform.startswith('win'):
import winreg
win_reg_key = winreg.OpenKey(
winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows"
)
win_home = winreg.QueryValueEx(win_reg_key, "Home")[0]
# First try 64bits UberPOV
pov_binary = os.path.join(win_home, "bin", "uberpov64.exe")
if os.path.exists(pov_binary):
return pov_binary
# Then try 64bits POV
pov_binary = os.path.join(win_home, "bin", "pvengine64.exe")
if os.path.exists(pov_binary):
return pov_binary
# search the path all os's
pov_binary_default = "povray"
os_path_ls = os.getenv("PATH").split(':') + [""]
for dir_name in os_path_ls:
pov_binary = os.path.join(dir_name, pov_binary_default)
if os.path.exists(pov_binary):
return pov_binary
return ""
def _export(self, depsgraph, pov_path, image_render_path):
"""gather all necessary output files paths user defined and auto generated and export there"""
scene = bpy.context.scene
if scene.pov.tempfiles_enable:
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
# PNG with POV 3.7, can show the background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
# self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out")
else:
self._temp_file_in = pov_path + ".pov"
# PNG with POV 3.7, can show the background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
self._temp_file_out = image_render_path + ".png"
# self._temp_file_out = image_render_path + ".tga"
self._temp_file_ini = pov_path + ".ini"
log_path = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
self._temp_file_log = os.path.join(log_path, "alltext.out")
'''
self._temp_file_in = "/test.pov"
# PNG with POV 3.7, can show the background color with alpha. In the long run using the
# POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
self._temp_file_out = "/test.png"
#self._temp_file_out = "/test.tga"
self._temp_file_ini = "/test.ini"
'''
if scene.pov.text_block == "":
def info_callback(txt):
self.update_stats("", "POV-Ray 3.7: " + txt)
# os.makedirs(user_dir, exist_ok=True) # handled with previews
os.makedirs(preview_dir, exist_ok=True)
write_pov(self._temp_file_in, scene, info_callback)
else:
pass
def _render(self, depsgraph):
"""Export necessary files and render image."""
scene = bpy.context.scene
try:
os.remove(self._temp_file_out) # so as not to load the old file
except OSError:
pass
pov_binary = PovrayRender._locate_binary()
if not pov_binary:
print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
return False
write_pov_ini(
self._temp_file_ini, self._temp_file_log, self._temp_file_in, self._temp_file_out
)
print("***-STARTING-***")
extra_args = []
if scene.pov.command_line_switches != "":
for new_arg in scene.pov.command_line_switches.split(" "):
extra_args.append(new_arg)
self._is_windows = False
if platform.startswith('win'):
self._is_windows = True
if "/EXIT" not in extra_args and not scene.pov.pov_editor:
extra_args.append("/EXIT")
else:
# added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
# Start Rendering!
try:
self._process = subprocess.Popen(
[pov_binary, self._temp_file_ini] + extra_args,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
import traceback
traceback.print_exc()
print("***-DONE-***")
return False
else:
print("Engine ready!...")
print("Command line arguments passed: " + str(extra_args))
return True
# Now that we have a valid process
def _cleanup(self):
"""Delete temp files and unpacked ones"""
for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
for i in range(5):
try:
os.unlink(f)
break
except OSError:
# Wait a bit before retrying file might be still in use by Blender,
# and Windows does not know how to delete a file in use!
time.sleep(self.DELAY)
for i in unpacked_images:
for j in range(5):
try:
os.unlink(i)
break
except OSError:
# Wait a bit before retrying file might be still in use by Blender,
# and Windows does not know how to delete a file in use!
time.sleep(self.DELAY)
def render(self, depsgraph):
"""Export necessary files from text editor and render image."""
scene = bpy.context.scene
r = scene.render
x = int(r.resolution_x * r.resolution_percentage * 0.01)
y = int(r.resolution_y * r.resolution_percentage * 0.01)
print("***INITIALIZING***")
# This makes some tests on the render, returning True if all goes good, and False if
# it was finished one way or the other.
# It also pauses the script (time.sleep())
def _test_wait():
time.sleep(self.DELAY)
# User interrupts the rendering
if self.test_break():
try:
self._process.terminate()
print("***POV INTERRUPTED***")
except OSError:
pass
return False
try:
poll_result = self._process.poll()
except AttributeError:
print("***CHECK POV PATH IN PREFERENCES***")
return False
# POV process is finisehd, one way or the other
if poll_result is not None:
if poll_result < 0:
print("***POV PROCESS FAILED : %s ***" % poll_result)
self.update_stats("", "POV-Ray 3.7: Failed")
return False
return True
if bpy.context.scene.pov.text_block != "":
if scene.pov.tempfiles_enable:
self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
# self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out")
else:
pov_path = scene.pov.text_block
image_render_path = os.path.splitext(pov_path)[0]
self._temp_file_out = os.path.join(preview_dir, image_render_path)
self._temp_file_in = os.path.join(preview_dir, pov_path)
self._temp_file_ini = os.path.join(
preview_dir, (os.path.splitext(self._temp_file_in)[0] + ".INI")
)
self._temp_file_log = os.path.join(preview_dir, "alltext.out")
'''
try:
os.remove(self._temp_file_in) # so as not to load the old file
except OSError:
pass
'''
print(scene.pov.text_block)
text = bpy.data.texts[scene.pov.text_block]
with open(self._temp_file_in, "w") as file:
# Why are the newlines needed?
file.write("\n")
file.write(text.as_string())
file.write("\n")
if not file.closed:
file.close()
# has to be called to update the frame on exporting animations
scene.frame_set(scene.frame_current)
pov_binary = PovrayRender._locate_binary()
if not pov_binary:
print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
return False
# start ini UI options export
self.update_stats("", "POV-Ray 3.7: Exporting ini options from Blender")
write_pov_ini(
self._temp_file_ini,
self._temp_file_log,
self._temp_file_in,
self._temp_file_out,
)
print("***-STARTING-***")
extra_args = []
if scene.pov.command_line_switches != "":
for new_arg in scene.pov.command_line_switches.split(" "):
extra_args.append(new_arg)
if platform.startswith('win'):
if "/EXIT" not in extra_args and not scene.pov.pov_editor:
extra_args.append("/EXIT")
else:
# added -d option to prevent render window popup which leads to segfault on linux
extra_args.append("-d")
# Start Rendering!
try:
if scene.pov.sdl_window_enable and not platform.startswith(
'win'
): # segfault on linux == False !!!
env = {'POV_DISPLAY_SCALED': 'off'}
env.update(os.environ)
self._process = subprocess.Popen(
[pov_binary, self._temp_file_ini],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
env=env,
)
else:
self._process = subprocess.Popen(
[pov_binary, self._temp_file_ini] + extra_args,
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
except OSError:
# TODO, report api
print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
import traceback
traceback.print_exc()
print("***-DONE-***")
return False
else:
print("Engine ready!...")
print("Command line arguments passed: " + str(extra_args))
# return True
self.update_stats("", "POV-Ray 3.7: Parsing File")
# Indented in main function now so repeated here but still not working
# to bring back render result to its buffer
if os.path.exists(self._temp_file_out):
xmin = int(r.border_min_x * x)
ymin = int(r.border_min_y * y)
xmax = int(r.border_max_x * x)
ymax = int(r.border_max_y * y)
result = self.begin_result(0, 0, x, y)
lay = result.layers[0]
time.sleep(self.DELAY)
try:
lay.load_from_file(self._temp_file_out)
except RuntimeError:
print("***POV ERROR WHILE READING OUTPUT FILE***")
self.end_result(result)
# print(self._temp_file_log) #bring the pov log to blender console with proper path?
with open(
self._temp_file_log
) as f: # The with keyword automatically closes the file when you are done
print(f.read())
self.update_stats("", "")
if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
self._cleanup()
else:
# WIP output format
# if r.image_settings.file_format == 'OPENEXR':
# fformat = 'EXR'
# render.image_settings.color_mode = 'RGBA'
# else:
# fformat = 'TGA'
# r.image_settings.file_format = 'TARGA'
# r.image_settings.color_mode = 'RGBA'
blend_scene_name = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
pov_scene_name = ""
pov_path = ""
image_render_path = ""
# has to be called to update the frame on exporting animations
scene.frame_set(scene.frame_current)
if not scene.pov.tempfiles_enable:
# check paths
pov_path = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
if pov_path == "":
if bpy.data.is_saved:
pov_path = bpy.path.abspath("//")
else:
pov_path = tempfile.gettempdir()
elif pov_path.endswith("/"):
if pov_path == "/":
pov_path = bpy.path.abspath("//")
else:
pov_path = bpy.path.abspath(scene.pov.scene_path)
if not os.path.exists(pov_path):
try:
os.makedirs(pov_path)
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
import traceback
traceback.print_exc()
print("POV-Ray 3.7: Cannot create scenes directory: %r" % pov_path)
self.update_stats(
"", "POV-Ray 3.7: Cannot create scenes directory %r" % pov_path
)
time.sleep(2.0)
# return
'''
# Bug in POV-Ray RC3
image_render_path = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
if image_render_path == "":
if bpy.data.is_saved:
image_render_path = bpy.path.abspath("//")
else:
image_render_path = tempfile.gettempdir()
#print("Path: " + image_render_path)
elif path.endswith("/"):
if image_render_path == "/":
image_render_path = bpy.path.abspath("//")
else:
image_render_path = bpy.path.abspath(scene.pov.)
if not os.path.exists(path):
print("POV-Ray 3.7: Cannot find render image directory")
self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
time.sleep(2.0)
return
'''
# check name
if scene.pov.scene_name == "":
if blend_scene_name != "":
pov_scene_name = blend_scene_name
else:
pov_scene_name = "untitled"
else:
pov_scene_name = scene.pov.scene_name
if os.path.isfile(pov_scene_name):
pov_scene_name = os.path.basename(pov_scene_name)
pov_scene_name = pov_scene_name.split('/')[-1].split('\\')[-1]
if not pov_scene_name:
print("POV-Ray 3.7: Invalid scene name")
self.update_stats("", "POV-Ray 3.7: Invalid scene name")
time.sleep(2.0)
# return
pov_scene_name = os.path.splitext(pov_scene_name)[0]
print("Scene name: " + pov_scene_name)
print("Export path: " + pov_path)
pov_path = os.path.join(pov_path, pov_scene_name)
pov_path = os.path.realpath(pov_path)
image_render_path = pov_path
# print("Render Image path: " + image_render_path)
# start export
self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
self._export(depsgraph, pov_path, image_render_path)
self.update_stats("", "POV-Ray 3.7: Parsing File")
if not self._render(depsgraph):
self.update_stats("", "POV-Ray 3.7: Not found")
# return
# r = scene.render
# compute resolution
# x = int(r.resolution_x * r.resolution_percentage * 0.01)
# y = int(r.resolution_y * r.resolution_percentage * 0.01)
# Wait for the file to be created
# XXX This is no more valid, as 3.7 always creates output file once render is finished!
parsing = re.compile(br"= \[Parsing\.\.\.\] =")
rendering = re.compile(br"= \[Rendering\.\.\.\] =")
percent = re.compile(r"\(([0-9]{1,3})%\)")
# print("***POV WAITING FOR FILE***")
data = b""
last_line = ""
while _test_wait():
# POV in Windows did not output its stdout/stderr, it displayed them in its GUI
# But now writes file
if self._is_windows:
self.update_stats("", "POV-Ray 3.7: Rendering File")
else:
t_data = self._process.stdout.read(10000)
if not t_data:
continue
data += t_data
# XXX This is working for UNIX, not sure whether it might need adjustments for
# other OSs
# First replace is for windows
t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
lines = t_data.split('\\n')
last_line += lines[0]
lines[0] = last_line
print('\n'.join(lines), end="")
last_line = lines[-1]
if rendering.search(data):
_pov_rendering = True
match = percent.findall(str(data))
if match:
self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1])
else:
self.update_stats("", "POV-Ray 3.7: Rendering File")
elif parsing.search(data):
self.update_stats("", "POV-Ray 3.7: Parsing File")
if os.path.exists(self._temp_file_out):
# print("***POV FILE OK***")
# self.update_stats("", "POV-Ray 3.7: Rendering")
# prev_size = -1
xmin = int(r.border_min_x * x)
ymin = int(r.border_min_y * y)
xmax = int(r.border_max_x * x)
ymax = int(r.border_max_y * y)
# print("***POV UPDATING IMAGE***")
result = self.begin_result(0, 0, x, y)
# XXX, tests for border render.
# result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
# result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
lay = result.layers[0]
# This assumes the file has been fully written We wait a bit, just in case!
time.sleep(self.DELAY)
try:
lay.load_from_file(self._temp_file_out)
# XXX, tests for border render.
# lay.load_from_file(self._temp_file_out, xmin, ymin)
except RuntimeError:
print("***POV ERROR WHILE READING OUTPUT FILE***")
# Not needed right now, might only be useful if we find a way to use temp raw output of
# pov 3.7 (in which case it might go under _test_wait()).
'''
def update_image():
# possible the image wont load early on.
try:
lay.load_from_file(self._temp_file_out)
# XXX, tests for border render.
#lay.load_from_file(self._temp_file_out, xmin, ymin)
#lay.load_from_file(self._temp_file_out, xmin, ymin)
except RuntimeError:
pass
# Update while POV-Ray renders
while True:
# print("***POV RENDER LOOP***")
# test if POV-Ray exists
if self._process.poll() is not None:
print("***POV PROCESS FINISHED***")
update_image()
break
# user exit
if self.test_break():
try:
self._process.terminate()
print("***POV PROCESS INTERRUPTED***")
except OSError:
pass
break
# Would be nice to redirect the output
# stdout_value, stderr_value = self._process.communicate() # locks
# check if the file updated
new_size = os.path.getsize(self._temp_file_out)
if new_size != prev_size:
update_image()
prev_size = new_size
time.sleep(self.DELAY)
'''
self.end_result(result)
else:
print("***POV FILE NOT FOUND***")
print("***POV FILE FINISHED***")
# print(filename_log) #bring the pov log to blender console with proper path?
with open(
self._temp_file_log, encoding='utf-8'
) as f: # The with keyword automatically closes the file when you are done
msg = f.read()
# if isinstance(msg, str):
# stdmsg = msg
# decoded = False
# else:
# if type(msg) == bytes:
# stdmsg = msg.split('\n')
# stdmsg = msg.encode('utf-8', "replace")
# stdmsg = msg.encode("utf-8", "replace")
# stdmsg = msg.decode(encoding)
# decoded = True
# msg.encode('utf-8').decode('utf-8')
msg.replace("\t", " ")
print(msg)
# Also print to the interactive console used in POV centric workspace
# To do: get a grip on new line encoding
# and make this a function to be used elsewhere
for win in bpy.context.window_manager.windows:
if win.screen is not None:
scr = win.screen
for area in scr.areas:
if area.type == 'CONSOLE':
try:
# context override
ctx = {
'area': area,
'screen': scr,
'window': win
}
# bpy.ops.console.banner(ctx, text = "Hello world")
bpy.ops.console.clear_line(ctx)
for i in msg.split('\n'):
bpy.ops.console.scrollback_append(
ctx,
text=i,
type='INFO'
)
# bpy.ops.console.insert(ctx, text=(i + "\n"))
except BaseException as e:
print(e.__doc__)
print('An exception occurred: {}'.format(e))
pass
self.update_stats("", "")
if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
self._cleanup()
sound_on = bpy.context.preferences.addons[__package__].preferences.use_sounds
finished_render_message = "\'Et Voilà!\'"
if platform.startswith('win') and sound_on:
# Could not find tts Windows command so playing beeps instead :-)
# "Korobeiniki"(Коробе́йники)
# aka "A-Type" Tetris theme
import winsound
winsound.Beep(494, 250) # B
winsound.Beep(370, 125) # F
winsound.Beep(392, 125) # G
winsound.Beep(440, 250) # A
winsound.Beep(392, 125) # G
winsound.Beep(370, 125) # F#
winsound.Beep(330, 275) # E
winsound.Beep(330, 125) # E
winsound.Beep(392, 125) # G
winsound.Beep(494, 275) # B
winsound.Beep(440, 125) # A
winsound.Beep(392, 125) # G
winsound.Beep(370, 275) # F
winsound.Beep(370, 125) # F
winsound.Beep(392, 125) # G
winsound.Beep(440, 250) # A
winsound.Beep(494, 250) # B
winsound.Beep(392, 250) # G
winsound.Beep(330, 350) # E
time.sleep(0.5)
winsound.Beep(440, 250) # A
winsound.Beep(440, 150) # A
winsound.Beep(523, 125) # D8
winsound.Beep(659, 250) # E8
winsound.Beep(587, 125) # D8
winsound.Beep(523, 125) # C8
winsound.Beep(494, 250) # B
winsound.Beep(494, 125) # B
winsound.Beep(392, 125) # G
winsound.Beep(494, 250) # B
winsound.Beep(440, 150) # A
winsound.Beep(392, 125) # G
winsound.Beep(370, 250) # F#
winsound.Beep(370, 125) # F#
winsound.Beep(392, 125) # G
winsound.Beep(440, 250) # A
winsound.Beep(494, 250) # B
winsound.Beep(392, 250) # G
winsound.Beep(330, 300) # E
# Mac supports natively say command
elif platform == "darwin":
# We don't want the say command to block Python,
# so we add an ampersand after the message
# but if the os TTS package isn't up to date it
# still does thus, the try except clause
try:
os.system("say %s &" % finished_render_message)
except BaseException as e:
print(e.__doc__)
print("your Mac may need an update, try to restart computer")
pass
# While Linux frequently has espeak installed or at least can suggest
# Maybe windows could as well ?
elif platform == "linux":
# We don't want the espeak command to block Python,
# so we add an ampersand after the message
# but if the espeak TTS package isn't installed it
# still does thus, the try except clause
try:
os.system("echo %s | espeak &" % finished_render_message)
except BaseException as e:
print(e.__doc__)
pass
# --------------------------------------------------------------------------------- #
# ----------------------------------- Operators ----------------------------------- #
# --------------------------------------------------------------------------------- #
class RenderPovTexturePreview(Operator):
"""Export only files necessary to texture preview and render image"""
bl_idname = "tex.preview_update"
bl_label = "Update preview"
def execute(self, context):
tex = bpy.context.object.active_material.active_texture # context.texture
tex_prev_name = string_strip_hyphen(bpy.path.clean_name(tex.name)) + "_prev"
# Make sure Preview directory exists and is empty
if not os.path.isdir(preview_dir):
os.mkdir(preview_dir)
ini_prev_file = os.path.join(preview_dir, "Preview.ini")
input_prev_file = os.path.join(preview_dir, "Preview.pov")
output_prev_file = os.path.join(preview_dir, tex_prev_name)
# ---------------------------------- ini ---------------------------------- #
with open(ini_prev_file, "w") as file_ini:
file_ini.write('Version=3.8\n')
file_ini.write('Input_File_Name="%s"\n' % input_prev_file)
file_ini.write('Output_File_Name="%s.png"\n' % output_prev_file)
file_ini.write('Library_Path="%s"\n' % preview_dir)
file_ini.write('Width=256\n')
file_ini.write('Height=256\n')
file_ini.write('Pause_When_Done=0\n')
file_ini.write('Output_File_Type=N\n')
file_ini.write('Output_Alpha=1\n')
file_ini.write('Antialias=on\n')
file_ini.write('Sampling_Method=2\n')
file_ini.write('Antialias_Depth=3\n')
file_ini.write('-d\n')
if not file_ini.closed:
file_ini.close()
# ---------------------------------- pov ---------------------------------- #
with open(input_prev_file, "w") as file_pov:
pat_name = "PAT_" + string_strip_hyphen(bpy.path.clean_name(tex.name))
file_pov.write("#declare %s = \n" % pat_name)
file_pov.write(shading.export_pattern(tex))
file_pov.write("#declare Plane =\n")
file_pov.write("mesh {\n")
file_pov.write(
" triangle {<-2.021,-1.744,2.021>,<-2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
)
file_pov.write(
" triangle {<-2.021,-1.744,-2.021>,<2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
)
file_pov.write(" texture{%s}\n" % pat_name)
file_pov.write("}\n")
file_pov.write("object {Plane}\n")
file_pov.write("light_source {\n")
file_pov.write(" <0,4.38,-1.92e-07>\n")
file_pov.write(" color rgb<4, 4, 4>\n")
file_pov.write(" parallel\n")
file_pov.write(" point_at <0, 0, -1>\n")
file_pov.write("}\n")
file_pov.write("camera {\n")
file_pov.write(" location <0, 0, 0>\n")
file_pov.write(" look_at <0, 0, -1>\n")
file_pov.write(" right <-1.0, 0, 0>\n")
file_pov.write(" up <0, 1, 0>\n")
file_pov.write(" angle 96.805211\n")
file_pov.write(" rotate <-90.000003, -0.000000, 0.000000>\n")
file_pov.write(" translate <0.000000, 0.000000, 0.000000>\n")
file_pov.write("}\n")
if not file_pov.closed:
file_pov.close()
# ------------------------------- end write ------------------------------- #
pov_binary = PovrayRender._locate_binary()
if platform.startswith('win'):
p1 = subprocess.Popen(
["%s" % pov_binary, "/EXIT", "%s" % ini_prev_file],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
else:
p1 = subprocess.Popen(
["%s" % pov_binary, "-d", "%s" % ini_prev_file],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
)
p1.wait()
tex.use_nodes = True
tree = tex.node_tree
links = tree.links
for n in tree.nodes:
tree.nodes.remove(n)
im = tree.nodes.new("TextureNodeImage")
path_prev = "%s.png" % output_prev_file
im.image = bpy.data.images.load(path_prev)
name = path_prev
name = name.split("/")
name = name[len(name) - 1]
im.name = name
im.location = 200, 200
previewer = tree.nodes.new('TextureNodeOutput')
previewer.label = "Preview"
previewer.location = 400, 400
links.new(im.outputs[0], previewer.inputs[0])
# tex.type="IMAGE" # makes clip extend possible
# tex.extension="CLIP"
return {'FINISHED'}
class RunPovTextRender(Operator):
"""Export files depending on text editor options and render image."""
bl_idname = "text.run"
bl_label = "Run"
bl_context = "text"
bl_description = "Run a render with this text only"
def execute(self, context):
scene = context.scene
scene.pov.text_block = context.space_data.text.name
bpy.ops.render.render()
# empty text name property again
scene.pov.text_block = ""
return {'FINISHED'}
classes = (
PovrayRender,
RenderPovTexturePreview,
RunPovTextRender,
)
def register():
for cls in classes:
register_class(cls)
scripting.register()
def unregister():
scripting.unregister()
for cls in reversed(classes):
unregister_class(cls)