Upload files to 'studio'

This commit is contained in:
Jeison Yehuda Amihud (Blender Dumbass) 2020-12-23 13:56:18 +00:00
parent ba673f4109
commit f735f00f86
6 changed files with 828 additions and 4 deletions

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@ -0,0 +1,22 @@
# THIS FILE IS A PART OF VCStudio
# PYTHON 3
#############################################################################
# This file is going to output render setting from the blend file to our
# renderer. NOTE: This file is using BPY module that is running inside
# blender and is not going to run on standard python3.
#############################################################################
import bpy
# The following print() commands are going to be piped into VCStudio.
# You can extend the data by adding more lines here. Keep in mind that
# you have to also write support for the lines you add into the render layer.
# See:
# studio/studio_renderLayer.py
print("Start_frame :", bpy.context.scene.frame_start)
print("End_frame :", bpy.context.scene.frame_end)

View file

@ -74,6 +74,7 @@ from studio import studio_file_selectLayer
from studio import studio_asset_selectLayer
from studio import studio_shot_linkLayer
from studio import studio_asset_configureLayer
from studio import studio_renderLayer
#################
@ -240,6 +241,37 @@ def asset_configure(win, name, call, asset, force=False):
}
# Wiping the history of the assets. See studio/studio_asset_selectLayer.py
win.assets = {}
# Let's clear the LMB just in case
win.previous["LMB"] = False
def render(win, name, call, filename="", force=False):
# This function going to launch a window that shows all current renders and
# confuge them.
print("Test 2")
if name not in win.current["calls"]:
win.current["calls"][name] = {
"var" :None, # This is the variable that we are waiting for
"call":call, # This is what it's going to run when it's done
"url" :"render",
"back":win.url,# This is where it's going to come back when it's done
"draw":studio_renderLayer.layer
}
# let's prepare the data for this operation
if force or "renders_window" not in win.current\
or win.current["renders_window"]["filename"] != filename:
win.current["renders_window"] = {
"filename":filename
}
# Wiping the history of the assets. See studio/studio_asset_selectLayer.py
win.assets = {}

View file

@ -32,6 +32,9 @@ from UI import UI_testing
from UI import UI_color
from UI import UI_elements
# Network
from network import network_renders
def previous(win):
win.previous = {}
for i in win.current:
@ -94,6 +97,7 @@ def run(project, win):
win.layercashe = {} # Here I gonna store layers that are inactive to speed up stuff
win.checklists = {}
win.blink = False # Cursor blinking thing.
win.renders = {} # List of current active renders.
if pm_project.is_legacy(project):
win.story = story.get_legacy(project)
@ -290,7 +294,7 @@ def pmdrawing(pmdrawing, main_layer, win):
del win.current["calls"][call]
except:
pass
raise() # WHILE DEVELOPING DIALOGS SET THIS TO raise()
Layers.append([UI_testing.layer(win)])
Layers.append([win.tooltip_surface])
@ -323,6 +327,12 @@ def pmdrawing(pmdrawing, main_layer, win):
win.current["tool"] = "selection"
win.current["keys"] = []
win.textactive = ""
# For the rendering I will need to read render info at each frame and parse
# it in various windows.
network_renders.read_renders(win)
# There is a but in the Gnome I guess. That autopresses the Shift and Ctrl
# keys when you scroll to different windows. So here is a little fix.
@ -389,6 +399,11 @@ def key_release(widget, event, win):
except:
win.current["keys"] = []
# I also want to clean the key letter. Because other wise in the
# script writer I had weird key presses all the time.
win.current["key_letter"] = ""
def scrolling(widget, event, win):
e, x, y = event.get_scroll_deltas()
win.current["scroll"] = [x,y]

View file

@ -0,0 +1,727 @@
# THIS FILE IS A PART OF VCStudio
# PYTHON 3
import os
import datetime
import json
from subprocess import *
# GTK module ( Graphical interface
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk
from gi.repository import GLib
from gi.repository import Gdk
import cairo
# Own modules
from settings import settings
from settings import talk
from settings import fileformats
from settings import oscalls
from project_manager import pm_project
#UI modules
from UI import UI_elements
from UI import UI_color
from UI import UI_math
# Studio
from studio import studio_dialogs
from studio import analytics
from studio import story
# Network / Rendering
from network import network_renders
def save_settings(win, filename):
############################################################################
# This function will save the render settings file.
############################################################################
folder = filename[:filename.rfind("/")]+"/extra"
savefile = folder+filename[filename.rfind("/"):]+".json"
# First let's make sure that the extra folder exists.
try:
os.makedirs(win.project+folder)
except:
pass
# Then let's write the file in there.
with open(win.project+savefile, 'w') as fp:
json.dump(win.renders[filename], fp, sort_keys=True, indent=4)
def layer(win, call):
##########################################################################
# This file will setup and manage rendering of shots. It's a bit complex
# in function. I have 2 network scripts at the moment. And it might grow
# beyond that.
# See:
# network/during_render.py
# network/network_renders.py
# This file is the UI part of the process. ( The maing UI ) Some beats and
# peaces will exists in various windows through out the program.
##########################################################################
# Making the layer
surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
win.current['h'])
layer = cairo.Context(surface)
#text setting
layer.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
UI_color.set(layer, win, "dark_overdrop")
layer.rectangle(
0,
0,
win.current["w"],
win.current["h"],
)
layer.fill()
UI_color.set(layer, win, "node_background")
UI_elements.roundrect(layer, win,
win.current["w"]/2-250,
100,
500,
win.current["h"]-200,
10)
is_rendering = False # This will determen whether
for render in win.renders:
if win.renders[render]["rendering"]:
is_rendering = True
if not is_rendering:
# Render button
def do():
# This here will launch a script that will be on it's on from now
# on. See:
# network/during_render.py
Popen(["python3", "network/during_render.py", win.project, oscalls.get_current_blender(win)])
UI_elements.roundrect(layer, win,
win.current["w"]/2-20,
win.current["h"]-140,
40,
40,
10,
button=do,
icon="right")
else:
# Stop Render button
def do():
network_renders.stop_render(win)
UI_elements.roundrect(layer, win,
win.current["w"]/2-20,
win.current["h"]-140,
40,
40,
10,
button=do,
icon="stop")
# Exit button
def do():
win.current["calls"][call]["var"] = False
UI_elements.roundrect(layer, win,
win.current["w"]/2+210,
win.current["h"]-140,
40,
40,
10,
button=do,
icon="cancel",
tip=talk.text("cancel"))
x = win.current["w"]/2-250 + 10
y = 100 + 10
width = 500 - 20
height = win.current["h"]-200 - 20
UI_elements.roundrect(layer, win,
x,
y,
width,
height-60,
10,
fill=False)
layer.clip()
clip = [
x,
y,
width,
height-60]
# Let's get the filename of the current file that we want to setup.
filename = win.current["renders_window"]["filename"]
# So this window could be accessed from both main window and from the script.
# One is to see where each render is. And ther other is to configure and add
# renders to the list.
if filename:
# Basically if any file is inputted. It means that it's to configure.
# but sometimes. ( I'm tyring to see myself using it ) the user will
# click on the render button to just access the render. And to hell with
# it. Let's make the filename variable the selection of the file.
if filename not in win.renders:
# So on the initialization we want to do a couple of things.
# First of which will be to get render settings data from the
# blend file.
# I think a quick bpy script could do.
# See:
# studio/bpy_get_render_settings.py
blenderpath = oscalls.get_current_blender(win)
blend = win.project+filename
checkframes = Popen([blenderpath, "-b", blend , "-P",
os.getcwd()+"/studio/bpy_get_render_settings.py"],stdout=PIPE, universal_newlines=True)
checkframes.wait()
checkstring = checkframes.stdout.read()
# We are going to need the following options.
start_frame = 0
end_frame = 250
image_format = "PNG"
save_folder = "storyboard"
for line in checkstring.split("\n"):
if line.startswith("Start_frame"):
try:
start_frame = int(line[line.find(":")+1:])
except:
pass
if line.startswith("End_frame"):
try:
end_frame = int(line[line.find(":")+1:])
except:
pass
# Now since we've got the data. Let's write it to the dictionary first.
win.renders[filename] = {
"start_frame" :start_frame , # The frame we want to start on
"end_frame" :end_frame , # The frame we want to end on
"image_format" :image_format, # What format to save the images
"save_folder" :save_folder , # Into what folder to save images
"clean_folder" :False , # Whether to delete current frames before rendering
"current_frame":0 , # What is current frame rendering
"rendering" :False , # Whether it's currently rendering
"analytics" :{} # Times of each frame
}
# Now in order not to loose the data immediatly. We are going to need
# to add the filename into a special file.
s = open(win.project+"/set/active_renders.data", "a")
s.write(filename+"\n")
s.close()
# Also we want to make a little json file in the extra folder of
# the shot. This will contain our settings. And the file will be
# read by the renderer script while it's running. It has to be on
# it's own. So it's good to have extendable files.
save_settings(win, filename)
# Now let's get to the actuall UI of the stuff. Basically I want it to
# always give us a list of the currently set renders. And one of them
# might be selected and expendet to see they settings / current data.
# Setting up the scroll
if "render" not in win.scroll:
win.scroll["render"] = 0
current_Y = 0
# So let's do this.
is_rendering = False # This will determen whether
# Before we dive into settings and graphs. Let's make a deletion
if 65535 in win.current["keys"] and not win.renders[win.current["renders_window"]["filename"]]["rendering"]:
try:
del win.renders[win.current["renders_window"]["filename"]]
active_renders = open(win.project+"/set/active_renders.data")
active_renders = active_renders.read()
active_renders = active_renders.split("\n")
s = open(win.project+"/set/active_renders.data", "w")
for i in active_renders:
if i != win.current["renders_window"]["filename"] and i:
s.write(i+"\n")
s.close()
except:
pass
win.current["renders_window"]["filename"] = ""
win.current["keys"] = []
for render in win.renders:
# Let's get a shot name for each render.
shot = render[:render.rfind("/")].replace("/rnd", "")
blend = render[render.rfind("/"):]
tip = (shot+blend).replace("/", "", 1).replace("/", " | ")
if win.renders[render]["rendering"]:
tip = win.renders[render]["rendering"]
def do():
win.current["renders_window"]["filename"] = render
UI_elements.roundrect(layer, win,
x,
y+current_Y+win.scroll["render"],
width,
80,
10,
button=do,
tip=tip,
clip=clip)
# I think the render logo could be cool.
UI_elements.image(layer, win,
"settings/themes/"+win.settings["Theme"]+"/icons/render.png",
x+5, y+current_Y+win.scroll["render"]+5, 40, 40)
# And the name of the shot
UI_color.set(layer, win, "text_normal")
layer.set_font_size(20)
layer.move_to(x+60,
y+current_Y + win.scroll["render"]+30)
layer.show_text((shot+blend).replace("/", "", 1).replace("/", " | "))
# And let's draw the fraction
fraction = (win.renders[render]["current_frame"] - win.renders[render]["start_frame"])\
/ (win.renders[render]["end_frame"] - win.renders[render]["start_frame"])
fraction = min(1, fraction)
UI_color.set(layer, win, "progress_background")
UI_elements.roundrect(layer, win,
x+20,
y+current_Y + win.scroll["render"]+55,
width-40,
0,
5)
UI_color.set(layer, win, "progress_active")
UI_elements.roundrect(layer, win,
x+20,
y+current_Y + win.scroll["render"]+55,
(width-40)*fraction,
0,
5)
# Now selection. When you click on one you expend it. And you can see
# what settings are inside.
if win.current["renders_window"]["filename"] == render:
UI_color.set(layer, win, "progress_background")
UI_elements.roundrect(layer, win,
x,
y+current_Y+win.scroll["render"],
width,
80,
10,
fill=False)
layer.stroke()
current_Y = current_Y + 90
# We are going to have 2 differnt UI's for those who are rendering
# and those who are not rendering.
if not win.renders[render]["rendering"]:
# We need to choose the folder of where the given render will be done.
# For the user tho I don't think nessesary to understand that it's a
# folder nessesary. They will see 4 circles. 4 render qualities. And
# will decide stuff based on that.
fouricons = [ "storyboard", "opengl", "test_rnd", "rendered"]
for num, f in enumerate(fouricons):
if f == win.renders[render]["save_folder"]:
UI_color.set(layer, win, "progress_time")
UI_elements.roundrect(layer, win,
x+20+(40*num),
y+current_Y + win.scroll["render"],
40,
40,
10)
def do():
win.renders[render]["save_folder"] = f
save_settings(win, render)
UI_elements.roundrect(layer, win,
x+20+(40*num),
y+current_Y + win.scroll["render"],
40,
40,
10,
button=do,
icon=f,
tip=f)
# Here also I want to have a little clean icon. This will make sure
# to clean the current frames that are currently inside the folder.
# I know it's slightly counter intuitive compared to the rest of
# the program in that it's better not to give the user the ability
# to delete any actuall files. But in this case it makes a bit
# sense. Since for the user rendering again is like replacing the
# previous files with new ones. And the algorythm always renders
# from the last frame in the folder. So it never deletes anything
# by defaul. So I guess a button to clean frames could be a good
# thing.
if win.renders[render]["clean_folder"]:
UI_color.set(layer, win, "progress_time")
UI_elements.roundrect(layer, win,
x+width-40,
y+current_Y + win.scroll["render"],
40,
40,
10)
def do():
win.renders[render]["clean_folder"] = not win.renders[render]["clean_folder"]
save_settings(win, render)
UI_elements.roundrect(layer, win,
x+width-40,
y+current_Y + win.scroll["render"],
40,
40,
10,
button=do,
icon="clean",
tip=talk.text("clean_render_folder"))
current_Y = current_Y + 50
# I will give 4 formats to save the renders too. The user will have
# to select 1 of those 4.
# PNG: The good old PNG. Which is an open format and is widly used
# in GNU / Linux operating system. Also it has lossless compre-
# ssion and an alha channel to store transparent parts.
# JPEG: A standard JPEG image type. Widly used to store photos. It
# content aware compression. Which is lossy, but more effective
# then PNG. Tho JPEG lacks alpha channel.
# EXR: In comparison to PNG or JPEG EXR format stores way broader
# range of values for each channel. Not simply from black to
# white. But also values that can be less then black and more
# then white. Giving you a High Dynamic Range look. And a
# possibility to store data such as Z depth.
# HDR: Similar to EXR. But more industry standard. And has bit more
# effective compression.
# I will not add any video files since the algoryhm will require
# actuall frames to be stored as separate files. This will insure
# that ALL frames were rendered. And in case of crash the algorythm
# will pick up from a previous frame in a folder. With video is not
# only impossible. But in case of a crash with video all the previous
# frames will be lost.
formats = ["JPEG", "PNG", "EXR", "HDR"]
for num, f in enumerate(formats):
if f == win.renders[render]["image_format"]:
UI_color.set(layer, win, "progress_time")
UI_elements.roundrect(layer, win,
x+20+(80*num),
y+current_Y + win.scroll["render"],
70,
40,
10)
def do():
win.renders[render]["image_format"] = f
save_settings(win, render)
UI_elements.roundrect(layer, win,
x+20+(80*num),
y+current_Y + win.scroll["render"],
70,
40,
10,
button=do)
UI_color.set(layer, win, "text_normal")
layer.set_font_size(20)
layer.move_to(x+30+(80*num),
y+current_Y + win.scroll["render"]+30)
layer.show_text(f)
current_Y = current_Y + 50
# Now let's put the settings them selves.
# First thing is we need start and end frames. And we also need it
# somehow readable for the user. I think a schedule logo would
# go fine here.
UI_elements.image(layer, win,
"settings/themes/"+win.settings["Theme"]+"/icons/schedule.png",
x+5, y+current_Y+win.scroll["render"], 40, 40)
# And the stuff it self
# I will probably need this.
def is_number(string):
try:
int(string)
return True
except:
return False
# START FRAME
UI_elements.text(layer, win, render+"start_frame",
x+60,
y+current_Y+win.scroll["render"],
200,
40,
set_text=str(win.renders[render]["start_frame"]))
if win.text[render+"start_frame"]["text"] != str(win.renders[render]["start_frame"])\
and is_number(win.text[render+"start_frame"]["text"]):
def do():
win.renders[render]["start_frame"] = int(win.text[render+"start_frame"]["text"])
save_settings(win, render)
UI_elements.roundrect(layer, win,
x+215,
y+current_Y+win.scroll["render"],
40,
40,
10,
button=do,
icon="ok",
tip=talk.text("checked"))
# END FRAME
UI_elements.text(layer, win, render+"end_frame",
x+60+210,
y+current_Y+win.scroll["render"],
200,
40,
set_text=str(win.renders[render]["end_frame"]))
if win.text[render+"end_frame"]["text"] != str(win.renders[render]["end_frame"])\
and is_number(win.text[render+"end_frame"]["text"]):
def do():
win.renders[render]["end_frame"] = int(win.text[render+"end_frame"]["text"])
save_settings(win, render)
UI_elements.roundrect(layer, win,
x+215+210,
y+current_Y+win.scroll["render"],
40,
40,
10,
button=do,
icon="ok",
tip=talk.text("checked"))
current_Y = current_Y + 50
else:
# And here comes the UI of when it's during RENDERING
# First thing will be to draw a little graph. This will show current
# frame and analytics data about render times.
UI_color.set(layer, win, "dark_overdrop")
layer.rectangle(
x+5,
y+current_Y+win.scroll["render"],
width-10,
100)
layer.fill()
for frame in range(win.renders[render]["start_frame"], win.renders[render]["end_frame"]+1):
numofis = win.renders[render]["end_frame"] - win.renders[render]["start_frame"]
if frame == win.renders[render]["current_frame"]:
UI_color.set(layer, win, "progress_time")
layer.rectangle(
x+5+(width-10)/numofis*(frame-1),
y+current_Y+win.scroll["render"],
(width-10)/numofis,
100)
layer.fill()
# Now I want to be able to interact with the graph. For this I want to
# add a little mouse sensitive region. That will give me data about the
# current frame. In a tooltip?
if int(win.current["mx"]) in range(int(x+5+(width-10)/numofis*frame),int(x+5+(width-10)/numofis*frame+(width-10)/numofis))\
and int(win.current["my"]) in range(int(y+current_Y+win.scroll["render"]), int(y+current_Y+win.scroll["render"]+100)):
UI_color.set(layer, win, "progress_background")
layer.move_to(x+5+(width-10)/numofis*(frame-0.5),
y+current_Y+win.scroll["render"]
)
layer.line_to(
x+5+(width-10)/numofis*(frame-0.5),
y+current_Y+win.scroll["render"]+100
)
layer.stroke()
if win.renders[render]["save_folder"] in win.renders[render]["analytics"]:
if str(frame) in win.renders[render]["analytics"][win.renders[render]["save_folder"]]:
value = win.renders[render]["analytics"][win.renders[render]["save_folder"]][str(frame)]
UI_elements.tooltip(win, UI_math.timestring(value/1000000))
# Now let's draw a graph. I love graphs. They are cool AF. First of all tho
# we need to know the maximum value. Because who know how long was the render
mx = 0
allvalues = []
if win.renders[render]["save_folder"] in win.renders[render]["analytics"]:
for v in win.renders[render]["analytics"][win.renders[render]["save_folder"]]:
mx = max(win.renders[render]["analytics"][win.renders[render]["save_folder"]][v], mx)
allvalues.append(win.renders[render]["analytics"][win.renders[render]["save_folder"]][v])
UI_color.set(layer, win, "progress_background")
layer.move_to(x+5, y+current_Y+win.scroll["render"]+100)
for frame in range(win.renders[render]["start_frame"], win.renders[render]["end_frame"]+1):
numofis = win.renders[render]["end_frame"] - win.renders[render]["start_frame"]
if win.renders[render]["save_folder"] in win.renders[render]["analytics"]:
if str(frame) in win.renders[render]["analytics"][win.renders[render]["save_folder"]]:
value = win.renders[render]["analytics"][win.renders[render]["save_folder"]][str(frame)]
layer.line_to(
x+5+(width-10)/numofis*(frame-0.5),
(y+current_Y+win.scroll["render"]+100)-(100/mx*value)
)
layer.stroke()
current_Y = current_Y + 110
# Now let's put out some data in the text format. For the user to
# know stuff he or she might want to know.
# AVARAGE TIME
avarage = 0
try:
avarage = sum(allvalues) / len(allvalues)
except:
pass
UI_color.set(layer, win, "text_normal")
layer.set_font_size(20)
layer.move_to(x+10,
y+current_Y + win.scroll["render"]+30)
layer.show_text(talk.text("render_avarage_time")+" "+UI_math.timestring(avarage/1000000))
current_Y = current_Y + 40
# REMAINING TIME
remaining = avarage * (win.renders[render]["end_frame"] - win.renders[render]["current_frame"])
UI_color.set(layer, win, "text_normal")
layer.set_font_size(20)
layer.move_to(x+10,
y+current_Y + win.scroll["render"]+30)
layer.show_text(talk.text("render_remaining_time")+" "+UI_math.timestring(remaining/1000000))
current_Y = current_Y + 40
else:
current_Y = current_Y + 85
###########################
UI_elements.scroll_area(layer, win, "render",
x,
y,
width,
height-60,
current_Y,
bar=True,
mmb=True,
url="render"
)
return surface

View file

@ -2263,7 +2263,9 @@ def layer(win):
40,
20,
button=do,
icon=icon)
icon=icon,
tip=icon)
current_Y_shots = current_Y_shots + 50
@ -2615,7 +2617,10 @@ def layer(win):
# Render
def do():
print("Render")
def after(win, var):
pass
studio_dialogs.render(win, "render_setup", after, "/rnd"+win.cur+"/"+blend)
UI_elements.roundrect(layer, win,
x+tileX+65,

View file

@ -493,7 +493,10 @@ def layer(win):
# Renders
def do():
print("Renders")
def after(win, var):
pass
studio_dialogs.render(win, "current_renders", after)
UI_elements.roundrect(layer, win,
5,
@ -506,6 +509,26 @@ def layer(win):
talk.text("render_lists_tooltip"),
url="story_editor")
# Let's draw on top of this button a little indicator of how many renders
# are currently setup.
if win.renders:
count = str(len(win.renders))
UI_color.set(layer, win, "node_background")
UI_elements.roundrect(layer, win,
30,
405,
len(count)*12+6,
25,
5)
layer.fill()
UI_color.set(layer, win, "text_normal")
layer.set_font_size(20)
layer.move_to(33,425)
layer.show_text(count)
# Edit Video
def do():
print("Edit Video")