Since I am no longer likely to use this code, I hereby release to the public domain my python bindings around the Indigo SDK. I'm not sure if usage or viewing of this code requires an Indigo Developer NDA, I reserve Glare Tech Ltd the right to re-license this code as they see fit at any time. This release does not directly contain any of the Indigo SDK code (though parts were 'inspired' by the Driver.cpp demo).
The last time this was built, it was for the Indigo SDK version 3.0.21 and python 3.2.0 on Windows - it also uses Boost 1.46 to create the actual binding code. I never attempted to compile for other OSs.
I had this running as a python module under Blender 2.5x for basic renderer integration. However, due to a fast moving Blender API target support was dropped in order to actually get the first Blendigo-2.5 release out on time.
Chances are it would need updating for more recent Indigo SDKs, but should give an idea of how creating such a binding works.
Cheers,
Doug.
Indigo SDK Python Bindings
Re: Indigo SDK Python Bindings
.... and it appears that I cannot actually attach a file in this forum. I'll add the archive as soon as this is possible...
Re: Indigo SDK Python Bindings
You Sir... thanks !dougal2 wrote:I hereby release to the public domain[...].
Would you recommend me to use such bindings, granted that the Maya API differs from blender's ? I may have to take the SDK jump sometime.
I do have a generic NDA active, dunno wether there is a specific one concerning the SDK.
obsolete asset
Re: Indigo SDK Python Bindings
There's nothing Blender-specific about this code, it's simply a way to invoke Indigo and get the image back using python code instead of launching an external process.
I've lost some of the sample/test python code I used to test this module, but I'll try to dig something out of the Blendigo history showing how to use it.
I've lost some of the sample/test python code I used to test this module, but I'll try to dig something out of the Blendigo history showing how to use it.
Re: Indigo SDK Python Bindings
I would need more a thoroughfull example than a complete library, though I imagine that something extensive has to be relevant as a whole.
I am burning steps still.
On a personal note I'm glad about this position you found and I am hoping that the working environment is also comfortable for you.
I am burning steps still.
On a personal note I'm glad about this position you found and I am hoping that the working environment is also comfortable for you.
obsolete asset
Re: Indigo SDK Python Bindings
Here are various parts of the python code I used in Blendigo for integrated rendering; this should be a complete example, however I haven't actually tested it
Code: Select all
#!/usr/env python
import indigo
# Utils
import threading
class TimerThread(threading.Thread):
"""Periodically call self.kick(). The period of time in seconds
between calling is given by self.KICK_PERIOD, and the first call
may be delayed by setting self.STARTUP_DELAY, also in seconds.
self.kick() will continue to be called at regular intervals until
self.stop() is called. Since this is a thread, calling self.join()
may be wise after calling self.stop() if self.kick() is performing
a task necessary for the continuation of the program.
The object that creates this TimerThread may pass into it data
needed during self.kick() as a dict LocalStorage in __init__().
"""
STARTUP_DELAY = 0
KICK_PERIOD = 8
active = True
timer = None
LocalStorage = None
def __init__(self, LocalStorage=dict()):
threading.Thread.__init__(self)
self.LocalStorage = LocalStorage
def set_kick_period(self, period):
"""Adjust the KICK_PERIOD between __init__() and start()"""
self.KICK_PERIOD = period + self.STARTUP_DELAY
def stop(self):
"""Stop this timer. This method does not join()"""
self.active = False
if self.timer is not None:
self.timer.cancel()
def run(self):
"""Timed Thread loop"""
while self.active:
self.timer = threading.Timer(self.KICK_PERIOD, self.kick_caller)
self.timer.start()
if self.timer.isAlive(): self.timer.join()
def kick_caller(self):
"""Intermediary between the kick-wait-loop and kick to allow
adjustment of the first KICK_PERIOD by STARTUP_DELAY
"""
if self.STARTUP_DELAY > 0:
self.KICK_PERIOD -= self.STARTUP_DELAY
self.STARTUP_DELAY = 0
self.kick()
def kick(self):
"""Sub-classes do their work here"""
pass
# Rendering monitoring
def indigo_log(string):
print(string)
def handler_LOG(msg):
indigo_log('RENDERING: %s' % msg[:-1]) # Remove annoying extra \n from message
return False
def handler_EVENT(msg):
if msg == indigo.IndigoEventType.HALT_REQUESTED:
indigo_log('Halt condition reached')
return True
return False
def handler_ERROR(msg):
indigo_log('ERROR: %s' % msg)
return True
class IndigoMessageThread(TimerThread):
KICK_PERIOD = 0.5
message_handlers = {
indigo.indigo.IndigoMessageType.LOG: handler_LOG,
indigo.indigo.IndigoMessageType.EVENT: handler_EVENT,
indigo.indigo.IndigoMessageType.ERROR: handler_ERROR,
}
def kick(self):
msgs = self.LocalStorage['renderer'].get_messages()
if len(msgs) > 0:
stop = False
for type, msg in msgs:
if type in self.message_handlers.keys():
if self.message_handlers[type](msg):
stop = True
if stop:
self.stop()
class IndigoStatsThread(TimerThread):
KICK_PERIOD = 0.5
stats_string = ''
def kick(self):
self.stats_string = '%s | %0.2f kS/Sec | %0.2f Samples/Px' % (
format_elapsed_time(self.LocalStorage['renderer'].get_render_time()),
self.LocalStorage['renderer'].get_samples_per_second() / 1000.0,
self.LocalStorage['renderer'].get_samples_per_pixel(),
)
indigo_log(self.stats_string)
class IndigoFramebufferThread(TimerThread):
KICK_PERIOD = 30
def kick(self):
renderer = self.LocalStorage['renderer']
xres, yres, combined = renderer.blenderCombinedRect(True) # RGC = True
if xres > 0 and yres > 0 and len(combined) > 0:
# Do something with the image data in combined variable
else:
indigo_log('Invalid framebuffer: %ix%ix%i' % (xres, yres, len(combined)))
# Rendering instance
renderer = indigo.Context(
"PATH_TO_SDK_BINARIES",
"PATH_TO_OUTPUT"
)
# Periodically get messages from Indigo's message queue
message_thread = IndigoMessageThread(
{ 'renderer': renderer }
)
message_thread.start()
# Load the scene file into the renderer
if not renderer.load_igs("PATH_TO_IGS"):
print("ERROR Loading scene.")
exit()
# Start the rendering
renderer.build_scene()
renderer.start_rendering()
# Periodically print rendering stats/progress etc
stats_thread = IndigoStatsThread(
{ 'renderer': renderer }
)
stats_thread.start()
# Periodically get the rendered image back from Indigo
framebuffer_thread = IndigoFramebufferThread(
{ 'renderer': renderer }
)
framebuffer_thread.start()
# Wait for rendering to complete; this is detected by the message_thread terminating
while message_thread.isAlive():
# wait; you could do other tasks here asynchronously as the render progresses....
sleep(1)
# Clean up
stats_thread.stop()
stats_thread.join()
message_thread.stop()
message_thread.join()
framebuffer_thread.stop()
framebuffer_thread.join()
renderer = None
Re: Indigo SDK Python Bindings
I uploaded the binding code to google docs, here's the link to download:
https://docs.google.com/open?id=0B35D3F ... 0FleXpmQWc
(this file can only be downloaded with this link, please keep it private until license terms are confirmed)
https://docs.google.com/open?id=0B35D3F ... 0FleXpmQWc
(this file can only be downloaded with this link, please keep it private until license terms are confirmed)
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