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render_wireframe.py
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261 lines (221 loc) · 10.3 KB
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# This Blender Addon provides an easy way to render the wireframe of
# the current scene.
# Copyright (C) 2023 Jonas Wischeropp
#
# 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 3 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, see <https://www.gnu.org/licenses/>.
bl_info = {
"name": "Render Wireframe",
"author": "Jonas Wischeropp",
"version": (1, 3),
"blender": (2, 82, 0),
"location": "Render Properties > Wireframe Renderer",
"description": "Renders the wireframe of the active scene",
"warning": "",
"doc_url": "https://github.com/JonasWischeropp/blender_wireframe_renderer",
"category": "Render",
}
import bpy
# Renders the wireframe of the scene from the active camera by using view port rendering.
# This script automates and extends the technique described in the following article by D. Austin:
# https://www.artstation.com/blogs/daustindoodles/GKpw/quick-and-easy-wireframe-renders-in-blender
issue_url = "https://github.com/JonasWischeropp/blender_wireframe_renderer/issues"
# Helper functions
def get_3D_view_space(context):
for area in context.screen.areas:
if area.type == "VIEW_3D":
return area.spaces[0]
return None
def swap(attr):
for t in attr:
old = getattr(t[0], t[1])
setattr(t[0], t[1], t[2])
t[2] = old
# Actual logic
def render_wireframe(context, animation, line_width):
space = get_3D_view_space(context)
overlay = space.overlay
renderer = context.scene.render
delay_needed = line_width != bpy.context.preferences.view.ui_line_width
objects = bpy.data.objects
old_data = {
'overlay_attrs': [attr for attr in dir(overlay) if attr.startswith("show_")],
'selected_objects': context.selected_objects,
'other_attrs': [
[renderer, 'film_transparent', True],
[renderer, 'engine', 'CYCLES'],
[space.shading, 'type', 'RENDERED'],
[bpy.context.preferences.view, 'ui_line_width', line_width]
],
'view_matrix': space.region_3d.view_matrix.copy(),
'view_pers': space.region_3d.view_perspective,
'visible': [obj.hide_get() for obj in objects],
'optimal_display': [],# modifiers where optimal_display has to be toggled
'show_viewport' : [],# modifiers where show_viewport has to be toggled
'render_levels' : [],# (modifier, old level)
}
old_data['overlay_values'] = [getattr(overlay, attr) for attr in old_data['overlay_attrs']]
# Setup settings for rendering
for obj in old_data['selected_objects']:
obj.select_set(False)
for attr in old_data['overlay_attrs']:
setattr(overlay, attr, False)
overlay.show_wireframes = True
overlay.show_overlays = True
swap(old_data['other_attrs'])
space.region_3d.view_perspective = 'CAMERA'
for obj in objects:
if obj.name in context.view_layer.objects:
obj.hide_set(obj.hide_render)
optimal_display = context.scene.wireframe_renderer_properties.optimal_display
render_levels = context.scene.wireframe_renderer_properties.render_levels
optimal = None if optimal_display == 'CUSTOM' else optimal_display == 'ON'
for obj in objects:
if not obj.hide_get():
for modifier in obj.modifiers:
if modifier.show_render != modifier.show_viewport:
modifier.show_viewport = modifier.show_render
old_data['show_viewport'].append(modifier)
if optimal != None and hasattr(modifier, 'show_only_control_edges'):
if modifier.show_only_control_edges != optimal:
modifier.show_only_control_edges = optimal
old_data['optimal_display'].append(modifier)
if render_levels and hasattr(modifier, 'render_levels'):
if modifier.levels != modifier.render_levels:
old_data['render_levels'].append((modifier, modifier.levels))
modifier.levels = modifier.render_levels
def render_and_reset():
# Render
bpy.ops.render.opengl(view_context=True, animation=animation)
# Restore old settings from before rendering
for modifier in old_data['optimal_display']:
modifier.show_only_control_edges = not modifier.show_only_control_edges
for modifier in old_data['show_viewport']:
modifier.show_viewport = not modifier.show_viewport
for modifier, level in old_data['render_levels']:
modifier.levels = level
for obj, visible in zip(objects, old_data["visible"]):
if obj.name in context.view_layer.objects:
obj.hide_set(visible)
space.region_3d.view_matrix = old_data['view_matrix']
space.region_3d.view_perspective = old_data['view_pers']
swap(old_data['other_attrs'])
for attr, old_value in zip(old_data['overlay_attrs'], old_data['overlay_values']):
setattr(overlay, attr, old_value)
for obj in old_data['selected_objects']:
obj.select_set(True)
# A short delay is needed for blender to update the viewport
# incase the ui_line_width for rendering is not the same as the one currently used.
if delay_needed:
bpy.app.timers.register(render_and_reset, first_interval=0.01)
else:
render_and_reset()
# Show render
bpy.ops.render.view_show('INVOKE_DEFAULT')
error = None
class WireframeRenderer(bpy.types.Operator):
"""Renders the wireframe of the active scene"""
bl_idname="render.wireframe"
bl_label="Render Wireframe Image"
animation: bpy.props.BoolProperty(
name="Animation",
description="True: Render Animation, False: Render Image",
default=False,
)
@staticmethod
def draw_error_popup(self, context):
layout = self.layout
layout.label(text="Please report this issue and include the error message.")
layout.label(text="To copy the text you can open the console (Topbar: Window > Toggle System Console).")
layout.label(text=f"An issue can be reported here: {issue_url}")
layout.label(text="Error message:")
layout.label(text=f"{error}")
@classmethod
def poll(cls, context):
space = get_3D_view_space(context)
if space == None:
cls.poll_message_set("A 3D View needs to be opened for the rendering process to work.")
return space != None
def execute(self, context):
try:
render_wireframe(context, self.animation, context.scene.wireframe_renderer_properties.line_thickness)
except Exception as e:
global error
error = e
context.window_manager.popup_menu(self.draw_error_popup, title="Unknown Error", icon='ERROR')
return {'FINISHED'}
def render_wireframe_image_op(self, context):
self.layout.operator(WireframeRenderer.bl_idname, text="Render Wireframe Image").animation = False
def render_wireframe_animation_op(self, context):
self.layout.operator(WireframeRenderer.bl_idname, text="Render Wireframe Animation").animation = True
class WireframeRendererProperties(bpy.types.PropertyGroup):
line_thickness: bpy.props.EnumProperty(
name="Line Thickness",
description="Line Thickness\nPreferences>Interface>Display>Line Width",
items=[
('AUTO', "Auto", "Uses width defined under Preferences>Interface>Display>Line Width"),
('THICK', "Thick", "Thicker Lines"),
('THIN', "Thin", "Thin Lines"),
],
default='AUTO',
)
optimal_display: bpy.props.EnumProperty(
name="Optimal Display",
description="Should 'Optimal Display' be used on modifiers (e.g. subsurf, multires)",
items=[
('CUSTOM', "As is", "Does not change Optimal Display setting"),
('ON', "On", "Renders all with Optimal Display"),
('OFF', "Off", "Renders all without Optimal Display"),
],
default='CUSTOM'
)
render_levels: bpy.props.BoolProperty(
name="Render Levels",
description="Use render or else viewport subdivision level",
default=False,
)
class SettingsPanel(bpy.types.Panel):
bl_idname = "OBJECT_PT_settings_panel"
bl_label = "Wireframe Renderer"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'render'
def draw(self, context):
layout = self.layout
obj = context.object
props = context.scene.wireframe_renderer_properties
layout.label(text="Line Thickness")
layout.prop(props, 'line_thickness', expand=True)
layout.label(text="Optimal Display")
layout.prop(props, 'optimal_display', expand=True)
layout.prop(props, 'render_levels')
layout.operator('render.wireframe', text="Render Image").animation = False
layout.operator('render.wireframe', text="Render Animation").animation = True
classes = (
WireframeRenderer,
WireframeRendererProperties,
SettingsPanel,
)
def register():
for c in classes:
bpy.utils.register_class(c)
bpy.types.TOPBAR_MT_render.append(render_wireframe_image_op)
bpy.types.TOPBAR_MT_render.append(render_wireframe_animation_op)
bpy.types.Scene.wireframe_renderer_properties = bpy.props.PointerProperty(type=WireframeRendererProperties)
def unregister():
for c in reversed(classes):
bpy.utils.unregister_class(c)
bpy.types.TOPBAR_MT_render.remove(render_wireframe_image_op)
bpy.types.TOPBAR_MT_render.remove(render_wireframe_animation_op)
if __name__ == "__main__":
register()