forked from kevancress/MeasureIt_ARCH
/
measureit_arch_render.py
627 lines (511 loc) · 23 KB
/
measureit_arch_render.py
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# ##### 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 #####
# ----------------------------------------------------------
# support routines for render measures in final image
# Author: Antonio Vazquez (antonioya), Kevan Cress
#
# ----------------------------------------------------------
import bpy
import bgl
import gpu
import blf
from os import path, remove
from sys import exc_info
import svgwrite
import bpy_extras.image_utils as img_utils
import bpy_extras.object_utils as object_utils
# noinspection PyUnresolvedReferences
from bpy_extras import view3d_utils
from math import ceil
from gpu_extras.presets import draw_texture_2d
from bgl import *
import numpy as np
import bmesh
from .measureit_arch_geometry import *
from .measureit_arch_main import draw_main, draw_main_3d
from bpy.props import IntProperty
from bpy.types import PropertyGroup, Panel, Object, Operator, SpaceView3D
global svg
# ------------------------------------------------------------------
# Define panel class for render functions.
# ------------------------------------------------------------------
class MeasureitArchRenderPanel(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "output"
bl_options = {'HIDE_HEADER'}
bl_label = "MeasureIt-ARCH Render"
#bl_idname = "measureit_arch_render_panel"
#bl_label = "MeasureIt-ARCH Render"
#bl_space_type = 'PROPERTIES'
#bl_region_type = "WINDOW"
#bl_context = "render"
# ------------------------------
# Draw UI
# ------------------------------
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
sceneProps = scene.MeasureItArchProps
# Render settings
col = layout.column()
col.label(text="MeasureIt-ARCH Render")
col = layout.column(align=True)
col.scale_y = 1.5
col.operator("measureit_arch.rendersegmentbutton", icon='RENDER_STILL', text= "MeasureIt-ARCH Image")
col.operator("measureit_arch.render_anim", icon='RENDER_ANIMATION', text= "MeasureIt-ARCH Animation")
col.operator("measureit_arch.rendersvgbutton", icon='DOCUMENTS', text= "MeasureIt-ARCH Vector")
col = layout.column()
col.prop(sceneProps, "vector_depthtest", text="Use Vector DepthTest")
col.prop(scene, "measureit_arch_render", text="Save Render to Output")
#col.prop(scene, "measureit_arch_use_depth_clipping")
# -------------------------------------------------------------
# Defines button for render option
#
# -------------------------------------------------------------
class RenderSegmentButton(Operator):
bl_idname = "measureit_arch.rendersegmentbutton"
bl_label = "Render"
bl_description = "Create a render image with measures. Use UV/Image editor to view image generated"
bl_category = 'MeasureitArch'
tag: IntProperty()
# ------------------------------
# Execute button action
# ------------------------------
# noinspection PyMethodMayBeStatic,PyUnusedLocal
def execute(self, context):
scene = context.scene
msg = "New image created with measures. Open it in UV/image editor"
camera_msg = "Unable to render. No camera found"
# -----------------------------
# Check camera
# -----------------------------
if scene.camera is None:
self.report({'ERROR'}, camera_msg)
return {'FINISHED'}
# -----------------------------
# Use default render
# -----------------------------
print("MeasureIt-ARCH: Rendering image")
#bpy.ops.render.render()
render_result = render_main(self, context)
if render_result[0] is True:
self.report({'INFO'}, msg)
return {'FINISHED'}
class MeasureitRenderAnim(bpy.types.Operator):
"""Operator which runs its self from a timer"""
bl_idname = "measureit_arch.render_anim"
bl_label = "Render Measureit-ARCH animation"
_timer = None
_updating = False
view3d = None
def modal(self, context, event):
scene = context.scene
wm = context.window_manager
if event.type in {'RIGHTMOUSE', 'ESC'}:
self.cancel(context)
return {'CANCELLED'}
if event.type == 'TIMER' and not self._updating:
self._updating=True
if scene.frame_current <= scene.frame_end:
scene.frame_set(scene.frame_current)
self.view3d.tag_redraw()
print("MeasureIt-ARCH: Rendering frame: " + str(scene.frame_current))
render_main(self, context, True)
self._updating = False
scene.frame_current += 1
else:
self.cancel(context)
return {'CANCELLED'}
self.view3d.tag_redraw()
return {'PASS_THROUGH'}
def execute(self, context):
scene = context.scene
msg = "New image created with measures. Open it in UV/image editor"
camera_msg = "Unable to render. No camera found"
# -----------------------------
# Check camera
# -----------------------------
if scene.camera is None:
self.report({'ERROR'}, camera_msg)
return {'FINISHED'}
for area in context.screen.areas:
if area.type == 'VIEW_3D':
self.view3d = area
if self.view3d == None:
self.report({'ERROR'}, 'A 3D Viewport must be open to render MeasureIt-ARCH Animations')
self.cancel(context)
return {'CANCELLED'}
wm = context.window_manager
self._timer = wm.event_timer_add(0.1, window=context.window)
scene.frame_current = scene.frame_start
wm.modal_handler_add(self)
return {'RUNNING_MODAL'}
def cancel(self, context):
wm = context.window_manager
wm.event_timer_remove(self._timer)
return {'CANCELLED'}
class RenderSvgButton(Operator):
bl_idname = "measureit_arch.rendersvgbutton"
bl_label = "Render"
bl_description = "WARNING: EXPERIMENTAL - Create a Vector Drawing. Saved to Render output path"
bl_category = 'MeasureitArch'
tag: IntProperty()
# ------------------------------
# Execute button action
# ------------------------------
# noinspection PyMethodMayBeStatic,PyUnusedLocal
def execute(self, context):
scene = context.scene
msg = "New Svg created with measures. Saved to Output Path"
camera_msg = "Unable to render. No camera found"
# -----------------------------
# Check camera
# -----------------------------
if scene.camera is None:
self.report({'ERROR'}, camera_msg)
return {'FINISHED'}
# -----------------------------
# Use default render
# -----------------------------
print("MeasureIt-ARCH: Rendering image")
#bpy.ops.render.render()
if render_main_svg(self, context) is True:
self.report({'INFO'}, msg)
return {'FINISHED'}
# -------------------------------------------------------------
# Render image main entry point
#
# -------------------------------------------------------------
def render_main(self, context, animation=False):
# Save old info
scene = context.scene
sceneProps= scene.MeasureItArchProps
sceneProps.is_render_draw = True
bgl.glEnable(bgl.GL_MULTISAMPLE)
clipdepth = context.scene.camera.data.clip_end
objlist = context.view_layer.objects
# --------------------
# Get resolution
# --------------------
render_scale = scene.render.resolution_percentage / 100
width = int(scene.render.resolution_x * render_scale)
height = int(scene.render.resolution_y * render_scale)
# --------------------------------------
# Draw all lines in Offsecreen
# --------------------------------------
offscreen = gpu.types.GPUOffScreen(width, height)
view_matrix = Matrix([
[2 / width, 0, 0, -1],
[0, 2 / height, 0, -1],
[0, 0, 1, 0],
[0, 0, 0, 1]])
view_matrix_3d = scene.camera.matrix_world.inverted()
projection_matrix = scene.camera.calc_matrix_camera(context.view_layer.depsgraph, x=width, y=height)
with offscreen.bind():
# Clear Depth Buffer, set Clear Depth to Cameras Clip Distance
bgl.glClear(bgl.GL_DEPTH_BUFFER_BIT)
bgl.glClearDepth(clipdepth)
bgl.glEnable(bgl.GL_DEPTH_TEST)
bgl.glDepthFunc(bgl.GL_LEQUAL)
gpu.matrix.reset()
gpu.matrix.load_matrix(view_matrix_3d)
gpu.matrix.load_projection_matrix(projection_matrix)
draw_scene(self, context, projection_matrix)
# Clear Color Keep on depth info
bgl.glClearColor(0,0,0,0)
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT)
# -----------------------------
# Loop to draw all objects
# -----------------------------
for myobj in objlist:
if myobj.visible_get() is True:
mat = myobj.matrix_world
sheetGen = myobj.SheetGenerator
for sheet_view in sheetGen.sheet_views:
draw_sheet_views(context,myobj,sheetGen,sheet_view,mat)
if 'DimensionGenerator' in myobj:
measureGen = myobj.DimensionGenerator[0]
if 'alignedDimensions' in measureGen:
for linDim in measureGen.alignedDimensions:
draw_alignedDimension(context, myobj, measureGen,linDim,mat)
if 'angleDimensions' in measureGen:
for dim in measureGen.angleDimensions:
draw_angleDimension(context, myobj, measureGen,dim,mat)
if 'axisDimensions' in measureGen:
for dim in measureGen.axisDimensions:
draw_axisDimension(context, myobj, measureGen,dim,mat)
if 'boundsDimensions' in measureGen:
for dim in measureGen.boundsDimensions:
draw_boundsDimension(context, myobj, measureGen,dim,mat)
if 'arcDimensions' in measureGen:
for dim in measureGen.arcDimensions:
draw_arcDimension(context, myobj, measureGen,dim,mat)
if 'areaDimensions' in measureGen:
for dim in measureGen.areaDimensions:
draw_areaDimension(context, myobj, measureGen,dim,mat)
if 'LineGenerator' in myobj:
# Set 3D Projection Martix
gpu.matrix.reset()
gpu.matrix.load_matrix(view_matrix_3d)
gpu.matrix.load_projection_matrix(projection_matrix)
# Draw Line Groups
op = myobj.LineGenerator[0]
draw_line_group(context, myobj, op, mat)
if 'AnnotationGenerator' in myobj:
# Set 3D Projection Martix
gpu.matrix.reset()
gpu.matrix.load_matrix(view_matrix_3d)
gpu.matrix.load_projection_matrix(projection_matrix)
# Draw Line Groups
op = myobj.AnnotationGenerator[0]
draw_annotation(context, myobj, op, mat)
# Draw Instance
deps = bpy.context.view_layer.depsgraph
for obj_int in deps.object_instances:
if obj_int.is_instance:
myobj = obj_int.object
mat = obj_int.matrix_world
if 'LineGenerator' in myobj:
lineGen = myobj.LineGenerator[0]
draw_line_group(context,myobj,lineGen,mat)
if sceneProps.instance_dims:
if 'AnnotationGenerator' in myobj:
annotationGen = myobj.AnnotationGenerator[0]
draw_annotation(context,myobj,annotationGen,mat)
if 'DimensionGenerator' in myobj:
DimGen = myobj.DimensionGenerator[0]
for alignedDim in DimGen.alignedDimensions:
draw_alignedDimension(context, myobj, DimGen, alignedDim,mat)
for angleDim in DimGen.angleDimensions:
draw_angleDimension(context, myobj, DimGen, angleDim,mat)
for axisDim in DimGen.axisDimensions:
draw_axisDimension(context,myobj,DimGen,axisDim,mat)
buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
bgl.glReadBuffer(bgl.GL_COLOR_ATTACHMENT0)
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
offscreen.free()
# -----------------------------
# Create image
# -----------------------------
image_name = "measureit_arch_output"
if image_name not in bpy.data.images:
bpy.data.images.new(image_name, width, height)
image = bpy.data.images[image_name]
image.scale(width, height)
image.pixels = [v / 255 for v in buffer]
# Saves image
if image is not None and (scene.measureit_arch_render is True or animation is True):
ren_path = bpy.context.scene.render.filepath
filename = "mit_frame"
ftxt = "%04d" % scene.frame_current
outpath = (ren_path + filename + ftxt + '.png')
save_image(self, outpath, image)
# restore default value
sceneProps.is_render_draw = False
return True, buffer
# -------------------------------------
# Save image to file
# -------------------------------------
def save_image(self, filepath, myimage):
# noinspection PyBroadException
try:
# Save old info
settings = bpy.context.scene.render.image_settings
myformat = settings.file_format
mode = settings.color_mode
depth = settings.color_depth
# Apply new info and save
settings.file_format = 'PNG'
settings.color_mode = "RGBA"
settings.color_depth = '16'
myimage.save_render(filepath)
print("MeasureIt-ARCH: Image " + filepath + " saved")
# Restore old info
settings.file_format = myformat
settings.color_mode = mode
settings.color_depth = depth
except:
print("Unexpected error:" + str(exc_info()))
self.report({'ERROR'}, "MeasureIt-ARCH: Unable to save render image")
return
#--------------------------------------
# Draw Scene Geometry for Depth Buffer
#--------------------------------------
def draw_scene(self, context, projection_matrix):
bgl.glEnable(bgl.GL_DEPTH_TEST)
bgl.glDepthFunc(bgl.GL_LESS)
# Get List of Mesh Objects
objs = []
deps = bpy.context.view_layer.depsgraph
for obj_int in deps.object_instances:
obj = obj_int.object
if obj.type == 'MESH' and obj.hide_render == False :
mat = obj_int.matrix_world
obj_eval = obj.evaluated_get(deps)
mesh = obj_eval.to_mesh(preserve_all_data_layers=True, depsgraph=bpy.context.view_layer.depsgraph)
mesh.calc_loop_triangles()
tris = mesh.loop_triangles
vertices = []
indices = []
for vert in mesh.vertices:
# Multipy vertex Position by Object Transform Matrix
vertices.append(mat @ vert.co)
for tri in tris:
indices.append(tri.vertices)
#shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
shader = gpu.types.GPUShader(Base_Shader_3D.vertex_shader, DepthOnlyFrag.fragment_shader)
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
batch.program_set(shader)
batch.draw()
gpu.shader.unbind()
obj_eval.to_mesh_clear()
#Write to Image for Debug
debug=False
if debug:
scene = context.scene
render_scale = scene.render.resolution_percentage / 100
width = int(scene.render.resolution_x * render_scale)
height = int(scene.render.resolution_y * render_scale)
buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
bgl.glReadBuffer(bgl.GL_COLOR_ATTACHMENT0)
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, buffer)
image_name = "measureit_arch_depth"
if image_name not in bpy.data.images:
bpy.data.images.new(image_name, width, height)
image = bpy.data.images[image_name]
image.scale(width, height)
image.pixels = [v / 255 for v in buffer]
bgl.glDisable(bgl.GL_DEPTH_TEST)
def render_main_svg(self, context, animation=False):
# Save old info
scene = context.scene
sceneProps= scene.MeasureItArchProps
sceneProps.is_render_draw = True
sceneProps.is_vector_draw = True
clipdepth = context.scene.camera.data.clip_end
path = scene.render.filepath
objlist = context.view_layer.objects
# --------------------
# Get resolution
# --------------------
render_scale = scene.render.resolution_percentage / 100
width = int(scene.render.resolution_x * render_scale)
height = int(scene.render.resolution_y * render_scale)
offscreen = gpu.types.GPUOffScreen(width, height)
view_matrix_3d = scene.camera.matrix_world.inverted()
projection_matrix = scene.camera.calc_matrix_camera(context.view_layer.depsgraph, x=width, y=height)
# Render Depth Buffer
with offscreen.bind():
# Clear Depth Buffer, set Clear Depth to Cameras Clip Distance
bgl.glClear(bgl.GL_DEPTH_BUFFER_BIT)
bgl.glClearDepth(clipdepth)
bgl.glEnable(bgl.GL_DEPTH_TEST)
bgl.glDepthFunc(bgl.GL_LEQUAL)
gpu.matrix.reset()
gpu.matrix.load_matrix(view_matrix_3d)
gpu.matrix.load_projection_matrix(projection_matrix)
texture_buffer = bgl.Buffer(bgl.GL_BYTE, width * height * 4)
draw_scene(self, context, projection_matrix)
bgl.glReadBuffer(bgl.GL_BACK)
bgl.glReadPixels(0, 0, width, height, bgl.GL_RGBA, bgl.GL_UNSIGNED_BYTE, texture_buffer)
if 'depthbuffer' in sceneProps:
del sceneProps['depthbuffer']
sceneProps['depthbuffer'] = texture_buffer
offscreen.free()
if True:
if not str('test') in bpy.data.images:
bpy.data.images.new(str('test'), width, height)
image = bpy.data.images[str('test')]
image.scale(width, height)
image.pixels = [v / 255 for v in texture_buffer]
# Setup Output Path
ren_path = bpy.context.scene.render.filepath
filename = "mit_vector"
ftxt = "%04d" % scene.frame_current
outpath = (ren_path + filename + ftxt + '.svg')
# Setup basic svg
svg = svgwrite.Drawing(
outpath,
debug=False,
size=('{}mm'.format(width), '{}mm'.format(height)),
viewBox=('0 0 {} {}'.format(width,height)),
id='root',
)
# -----------------------------
# Loop to draw all objects
# -----------------------------
for myobj in objlist:
if myobj.visible_get() is True:
mat = myobj.matrix_world
if 'DimensionGenerator' in myobj:
measureGen = myobj.DimensionGenerator[0]
if 'alignedDimensions' in measureGen:
for linDim in measureGen.alignedDimensions:
draw_alignedDimension(context, myobj, measureGen,linDim,mat,svg=svg)
if 'angleDimensions' in measureGen:
for dim in measureGen.angleDimensions:
draw_angleDimension(context, myobj, measureGen,dim,mat,svg=svg)
if 'axisDimensions' in measureGen:
for dim in measureGen.axisDimensions:
draw_axisDimension(context, myobj, measureGen,dim,mat,svg=svg)
if 'boundsDimensions' in measureGen:
for dim in measureGen.boundsDimensions:
draw_boundsDimension(context, myobj, measureGen,dim,mat,svg=svg)
if 'arcDimensions' in measureGen:
for dim in measureGen.arcDimensions:
draw_arcDimension(context, myobj, measureGen,dim,mat,svg=svg)
if 'areaDimensions' in measureGen:
for dim in measureGen.areaDimensions:
draw_areaDimension(context, myobj, measureGen,dim,mat,svg=svg)
if 'LineGenerator' in myobj:
# Draw Line Groups
op = myobj.LineGenerator[0]
draw_line_group(context, myobj, op, mat,svg=svg)
#if 'AnnotationGenerator' in myobj:
# op = myobj.AnnotationGenerator[0]
# draw_annotation(context, myobj, op, mat)
if False:
# Draw Instance
deps = bpy.context.view_layer.depsgraph
for obj_int in deps.object_instances:
if obj_int.is_instance:
myobj = obj_int.object
mat = obj_int.matrix_world
if 'LineGenerator' in myobj:
lineGen = myobj.LineGenerator[0]
draw_line_group(context,myobj,lineGen,mat)
if sceneProps.instance_dims:
if 'AnnotationGenerator' in myobj:
annotationGen = myobj.AnnotationGenerator[0]
draw_annotation(context,myobj,annotationGen,mat)
if 'DimensionGenerator' in myobj:
DimGen = myobj.DimensionGenerator[0]
for alignedDim in DimGen.alignedDimensions:
draw_alignedDimension(context, myobj, DimGen, alignedDim,mat)
for angleDim in DimGen.angleDimensions:
draw_angleDimension(context, myobj, DimGen, angleDim,mat)
for axisDim in DimGen.axisDimensions:
draw_axisDimension(context,myobj,DimGen,axisDim,mat)
svg.save(pretty=True)
# restore default value
sceneProps.is_render_draw = False
sceneProps.is_vector_draw = False
return True