Fix T43635: 'fill contours' fails when using multiple render layers

There was a problem with the order of stroke and fill elements. Additionally, sometimes names of linesets collide between render layers. this has been fixed by prepending the name of the render layer to a layer's id.
This commit is contained in:
Folkert de Vries 2015-02-18 19:22:10 +01:00
parent 164c7f9790
commit 36d55fccfc
Notes: blender-bot 2023-02-14 19:58:43 +01:00
Referenced by issue #43635, FreeStyle SVG Exporter: "fill contours" fails when using multiple render layers
1 changed files with 39 additions and 36 deletions

View File

@ -63,6 +63,7 @@ from bpy.props import (
)
from bpy.app.handlers import persistent
from collections import OrderedDict
from functools import partial
from mathutils import Vector
@ -78,6 +79,14 @@ namespaces = {
"svg": "http://www.w3.org/2000/svg",
}
# wrap XMLElem.find, so the namespaces don't need to be given as an argument
def find_xml_elem(obj, search, namespaces, *, all=False):
if all:
return obj.findall(search, namespaces=namespaces)
return obj.find(search, namespaces=namespaces)
find_svg_elem = partial(find_xml_elem, namespaces=namespaces)
def render_height(scene):
return int(scene.render.resolution_y * scene.render.resolution_percentage / 100)
@ -87,6 +96,7 @@ def render_width(scene):
return int(scene.render.resolution_x * scene.render.resolution_percentage / 100)
# stores the state of the render, used to differ between animation and single frame renders.
class RenderState:
# Note that this flag is set to False only after the first frame
# has been written to file.
@ -213,10 +223,10 @@ def write_animation(filepath, frame_begin, fps):
tree = et.parse(filepath)
root = tree.getroot()
linesets = tree.findall(".//svg:g[@inkscape:groupmode='lineset']", namespaces=namespaces)
linesets = find_svg_elem(tree, ".//svg:g[@inkscape:groupmode='lineset']", all=True)
for i, lineset in enumerate(linesets):
name = lineset.get('id')
frames = lineset.findall(".//svg:g[@inkscape:groupmode='frame']", namespaces=namespaces)
frames = find_svg_elem(lineset, ".//svg:g[@inkscape:groupmode='frame']", all=True)
n_of_frames = len(frames)
keyTimes = ";".join(str(round(x / n_of_frames, 3)) for x in range(n_of_frames)) + ";1"
@ -313,8 +323,9 @@ class SVGPathShader(StrokeShader):
name = self._name
scene = bpy.context.scene
# make <g> for lineset as a whole (don't overwrite)
lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
# create <g> for lineset as a whole (don't overwrite)
# when rendering an animation, frames will be nested in here, otherwise a group of strokes and optionally fills.
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(name))
if lineset_group is None:
lineset_group = et.XML('<g/>')
lineset_group.attrib = {
@ -323,15 +334,11 @@ class SVGPathShader(StrokeShader):
'inkscape:groupmode': 'lineset',
'inkscape:label': name,
}
root.insert(0, lineset_group)
root.append(lineset_group)
# make <g> for the current frame
# create <g> for the current frame
id = "frame_{:04n}".format(self.frame_current)
if scene.svg_export.mode == 'ANIMATION':
frame_group = et.XML("<g/>")
frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id}
stroke_group = et.XML("<g/>")
stroke_group.attrib = {'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'layer',
@ -340,13 +347,15 @@ class SVGPathShader(StrokeShader):
# nest the structure
stroke_group.extend(self.elements)
if scene.svg_export.mode == 'ANIMATION':
frame_group = et.XML("<g/>")
frame_group.attrib = {'id': id, 'inkscape:groupmode': 'frame', 'inkscape:label': id}
frame_group.append(stroke_group)
lineset_group.append(frame_group)
else:
lineset_group.append(stroke_group)
# write SVG to file
print("SVG Export: writing to ", self.filepath)
print("SVG Export: writing to", self.filepath)
indent_xml(root)
tree.write(self.filepath, encoding='ascii', xml_declaration=True)
@ -391,6 +400,7 @@ class SVGFillShader(StrokeShader):
root = tree.getroot()
name = self._name
scene = bpy.context.scene
lineset_group = find_svg_elem(tree, ".//svg:g[@id='{}']".format(name))
# create XML elements from the acquired data
elems = []
@ -400,39 +410,30 @@ class SVGFillShader(StrokeShader):
for stroke in strokes:
elems.append(et.XML("".join(self.pathgen((sv.point for sv in stroke), p, self.h))))
# make <g> for lineset as a whole (don't overwrite)
lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
if lineset_group is None:
lineset_group = et.XML('<g/>')
lineset_group.attrib = {
'id': name,
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'lineset',
'inkscape:label': name,
}
root.insert(0, lineset_group)
if scene.svg_export.mode == 'ANIMATION':
# add the fills to the <g> of the current frame
frame_group = tree.find(".//svg:g[@id='frame_{:04n}']".format(scene.frame_current), namespaces=namespaces)
frame_group = find_svg_elem(lineset_group, ".//svg:g[@id='frame_{:04n}']".format(scene.frame_current))
if frame_group is None:
# something has gone very wrong
raise RuntimeError("SVGFillShader: frame_group is None")
# add <g> for the strokes of the current frame
stroke_group = et.XML("<g/>")
stroke_group.attrib = {'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'layer',
'inkscape:label': 'fills',
'id': 'fills'}
# reverse fills to get the correct order
stroke_group.extend(reversed(elems))
# <g> for the fills of the current frame
fill_group = et.XML('<g/>')
fill_group.attrib = {
'xmlns:inkscape': namespaces["inkscape"],
'inkscape:groupmode': 'layer',
'inkscape:label': 'fills',
'id': 'fills'
}
fill_group.extend(reversed(elems))
if scene.svg_export.mode == 'ANIMATION':
frame_group.insert(0, stroke_group)
frame_group.insert(0, fill_group)
else:
lineset_group.insert(0, stroke_group)
# get the current lineset group. if it's None we're in trouble, so may as well error hard.
lineset_group = tree.find(".//svg:g[@id='{}']".format(name), namespaces=namespaces)
lineset_group.insert(0, fill_group)
# write SVG to file
indent_xml(root)
@ -461,7 +462,7 @@ class SVGPathShaderCallback(ParameterEditorCallback):
split = scene.svg_export.split_at_invisible
cls.shader = SVGPathShader.from_lineset(
lineset, create_path(scene),
render_height(scene), split, scene.frame_current)
render_height(scene), split, scene.frame_current, name=layer.name + '_' + lineset.name)
return [cls.shader]
@classmethod
@ -489,8 +490,9 @@ class SVGFillShaderCallback(ParameterEditorCallback):
# sort according to the distance from camera
Operators.sort(pyZBP1D())
# render and write fills
shader = SVGFillShader(create_path(scene), render_height(scene), lineset.name)
shader = SVGFillShader(create_path(scene), render_height(scene), layer.name + '_' + lineset.name)
Operators.create(TrueUP1D(), [shader, ])
shader.write()
@ -559,3 +561,4 @@ def unregister():
if __name__ == "__main__":
register()