PhysInOne / Utils /data_processing /render /render_levels_windows.bat
vLAR's picture
Release data processing tools and UE render configs
11c70d1 verified
Raw
History Blame Contribute Delete
4.08 kB
@echo off
setlocal EnableExtensions EnableDelayedExpansion
set "SCRIPT_DIR=%~dp0"
set "CONFIG_FILE=%SCRIPT_DIR%render_config.bat"
set "LOG_FILE=%SCRIPT_DIR%render_batch.log"
set "COMPLETE_FILE=%SCRIPT_DIR%complete_render_list.log"
if not exist "%CONFIG_FILE%" (
echo [ERROR] Missing %CONFIG_FILE%
echo Copy render_config.example.bat to render_config.bat and edit its paths.
exit /b 1
)
call "%CONFIG_FILE%"
if not exist "%UE_CMD%" (
echo [ERROR] UnrealEditor-Cmd.exe not found: %UE_CMD%
exit /b 1
)
if not exist "%UPROJECT%" (
echo [ERROR] Unreal project not found: %UPROJECT%
exit /b 1
)
if not exist "%DDC_LOCAL%" mkdir "%DDC_LOCAL%"
if not exist "%DDC_SHARED%" mkdir "%DDC_SHARED%"
set "UE-LocalDataCachePath=%DDC_LOCAL%"
set "UE-SharedDataCachePath=%DDC_SHARED%"
set "MODE="
set "LEVEL_LIST="
set "SINGLE_LEVEL="
if /I "%~1"=="-f" (
set "MODE=FILE"
set "LEVEL_LIST=%~2"
) else if /I "%~1"=="-l" (
set "MODE=SINGLE"
set "SINGLE_LEVEL=%~2"
) else (
echo Usage:
echo %~nx0 -f ^<level_list.txt^>
echo %~nx0 -l ^<canonical_ue_level_path^>
exit /b 1
)
if "!MODE!"=="FILE" if not exist "!LEVEL_LIST!" (
echo [ERROR] Level list not found: !LEVEL_LIST!
exit /b 1
)
if "!MODE!"=="SINGLE" if "!SINGLE_LEVEL!"=="" (
echo [ERROR] -l requires a canonical UE level path.
exit /b 1
)
set /a TOTAL=0
set /a SUCCESS=0
set /a FAILED=0
set /a SKIPPED=0
call :log "Batch render started."
if "!MODE!"=="SINGLE" (
call :render_one "!SINGLE_LEVEL!"
) else (
for /f "usebackq eol=# tokens=* delims=" %%L in ("!LEVEL_LIST!") do (
if not "%%L"=="" call :render_one "%%L"
)
)
call :log "Summary: total=!TOTAL!, success=!SUCCESS!, failed=!FAILED!, skipped=!SKIPPED!"
echo [SUMMARY] total=!TOTAL!, success=!SUCCESS!, failed=!FAILED!, skipped=!SKIPPED!
set "EXIT_CODE=0"
if !FAILED! GTR 0 set "EXIT_CODE=2"
endlocal & exit /b %EXIT_CODE%
:render_one
set "LEVEL_PATH=%~1"
set /a TOTAL+=1
findstr /X /L /C:"!LEVEL_PATH!" "%COMPLETE_FILE%" >nul 2>&1
if !errorlevel! EQU 0 (
set /a SKIPPED+=1
call :log "[SKIP] !LEVEL_PATH!"
goto :eof
)
set "SPLIT=TRAIN"
echo(!LEVEL_PATH!| findstr /I /L "/Val/" >nul && set "SPLIT=VAL"
echo(!LEVEL_PATH!| findstr /I /L "/Test/" >nul && set "SPLIT=TEST"
set "PHYSICS="
echo(!LEVEL_PATH!| findstr /I /L "SinglePhysics" >nul && set "PHYSICS=SINGLE"
echo(!LEVEL_PATH!| findstr /I /L "DoublePhysics" >nul && set "PHYSICS=DOUBLE"
echo(!LEVEL_PATH!| findstr /I /L "TriplePhysics" >nul && set "PHYSICS=TRIPLE"
if not defined PHYSICS (
set /a FAILED+=1
call :log "[FAILED] Unknown physics category: !LEVEL_PATH!"
goto :eof
)
for %%V in (!SPLIT! !PHYSICS!) do rem Force delayed expansion before indirection.
for %%V in (CONFIG_!SPLIT!_!PHYSICS!) do set "MOVIE_CONFIG=!%%V!"
if not defined MOVIE_CONFIG (
set /a FAILED+=1
call :log "[FAILED] Missing Movie Render Queue config for !SPLIT!/!PHYSICS!: !LEVEL_PATH!"
goto :eof
)
for /f "tokens=2 delims=." %%A in ("!LEVEL_PATH!") do set "SCENE_NAME=%%A"
if not defined SCENE_NAME (
set /a FAILED+=1
call :log "[FAILED] Level path must include .AssetName: !LEVEL_PATH!"
goto :eof
)
set "SEQUENCE_PATH=!LEVEL_PATH:/Scenes/=/Trajectories/!"
set "OLD_SUFFIX=/!SCENE_NAME!.!SCENE_NAME!"
set "NEW_SUFFIX=/!SCENE_NAME!_trajectory.!SCENE_NAME!_trajectory"
call set "SEQUENCE_PATH=%%SEQUENCE_PATH:!OLD_SUFFIX!=!NEW_SUFFIX!%%"
call :log "[START] !LEVEL_PATH! | sequence=!SEQUENCE_PATH! | config=!MOVIE_CONFIG!"
"%UE_CMD%" "%UPROJECT%" "!LEVEL_PATH!" -MoviePipelineConfig="!MOVIE_CONFIG!" -LevelSequence="!SEQUENCE_PATH!" -game -NoLoadingScreen -NoTextureStreaming -RenderOffscreen -OverrideHandleFrames=0 -OverwriteExisting -unattended -nosplash -NOSOUND >> "%LOG_FILE%" 2>&1
set "RC=!errorlevel!"
if "!RC!"=="0" (
set /a SUCCESS+=1
>> "%COMPLETE_FILE%" echo(!LEVEL_PATH!
call :log "[SUCCESS] !LEVEL_PATH!"
) else (
set /a FAILED+=1
call :log "[FAILED] rc=!RC! !LEVEL_PATH!"
)
goto :eof
:log
echo [%date% %time%] %~1
>> "%LOG_FILE%" echo([%date% %time%] %~1
goto :eof