diff options
author | Alejandro Conty Estevez <conty@yafray.org> | 2004-01-09 02:12:56 +0300 |
---|---|---|
committer | Alejandro Conty Estevez <conty@yafray.org> | 2004-01-09 02:12:56 +0300 |
commit | 5c51bd7e56a0c11c490a252be64cbab6f8a1a741 (patch) | |
tree | 4d9383928824c3e0d21a4144c80c30cc005c6af4 | |
parent | 32a96642bdbd196f6bc670b956e2d7d2a5c0b36b (diff) |
Code reorganization to allow a clean export to plugin alternative for
yafray
-rw-r--r-- | source/blender/yafray/YafRay_Api.h | 2 | ||||
-rwxr-xr-x | source/blender/yafray/intern/api.cpp | 15 | ||||
-rwxr-xr-x | source/blender/yafray/intern/export_File.cpp | 1156 | ||||
-rwxr-xr-x | source/blender/yafray/intern/export_File.h | 33 | ||||
-rw-r--r-- | source/blender/yafray/intern/yafray_Render.cpp | 1165 | ||||
-rw-r--r-- | source/blender/yafray/intern/yafray_Render.h | 90 |
6 files changed, 1258 insertions, 1203 deletions
diff --git a/source/blender/yafray/YafRay_Api.h b/source/blender/yafray/YafRay_Api.h index f36a0b3df0d..b6c0ad03651 100644 --- a/source/blender/yafray/YafRay_Api.h +++ b/source/blender/yafray/YafRay_Api.h @@ -6,7 +6,7 @@ extern "C" { #endif int YAF_exportScene(); -void YAF_displayImage(); +//void YAF_displayImage(); void YAF_addDupliMtx(Object* obj); int YAF_objectKnownData(Object* obj); #ifdef __cplusplus diff --git a/source/blender/yafray/intern/api.cpp b/source/blender/yafray/intern/api.cpp new file mode 100755 index 00000000000..c484a881641 --- /dev/null +++ b/source/blender/yafray/intern/api.cpp @@ -0,0 +1,15 @@ +#include "export_File.h" + +static yafrayFileRender_t byfile; + +yafrayRender_t *YAFBLEND=&byfile; + +extern "C" +{ + +int YAF_exportScene() { return (int)YAFBLEND->exportScene(); } +//void YAF_displayImage() { YAFBLEND->displayImage(); } +void YAF_addDupliMtx(Object* obj) { YAFBLEND->addDupliMtx(obj); } +int YAF_objectKnownData(Object* obj) { return (int)YAFBLEND->objectKnownData(obj); } + +} diff --git a/source/blender/yafray/intern/export_File.cpp b/source/blender/yafray/intern/export_File.cpp new file mode 100755 index 00000000000..ed43216f0f3 --- /dev/null +++ b/source/blender/yafray/intern/export_File.cpp @@ -0,0 +1,1156 @@ +#include"export_File.h" + +#include <math.h> + +using namespace std; + +#ifdef WIN32 + +#include<windows.h> + +#ifndef FILE_MAXDIR +#define FILE_MAXDIR 160 +#endif + +#ifndef FILE_MAXFILE +#define FILE_MAXFILE 80 +#endif + +static string command_path = ""; + +static string find_path() +{ + HKEY hkey; + DWORD dwType, dwSize; + + if (RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\YafRay Team\\YafRay",0,KEY_READ,&hkey)==ERROR_SUCCESS) + { + dwType = REG_EXPAND_SZ; + dwSize = MAX_PATH; + DWORD dwStat; + + char *pInstallDir=new char[MAX_PATH]; + + dwStat=RegQueryValueEx(hkey, TEXT("InstallDir"), + NULL, NULL,(LPBYTE)pInstallDir, &dwSize); + + if (dwStat == NO_ERROR) + { + string res=pInstallDir; + delete [] pInstallDir; + return res; + } + else + cout << "Couldn't READ \'InstallDir\' value. Is yafray correctly installed?\n"; + delete [] pInstallDir; + + RegCloseKey(hkey); + } + else + cout << "Couldn't FIND registry key for yafray, is it installed?\n"; + + return string(""); + +} + +static int createDir(char* name) +{ + if (BLI_exists(name)) + return 2; //exists + if (CreateDirectory((LPCTSTR)(name), NULL)) { + cout << "Directory: " << name << " created\n"; + return 1; // created + } + else { + cout << "Could not create directory: " << name << endl; + return 0; // fail + } +} + +#endif + +bool yafrayFileRender_t::initExport() +{ + xmlpath = ""; + bool dir_failed = false; + // try the user setting setting first, export dir must be set and exist + if (strlen(U.yfexportdir)==0) + { + cout << "No export directory set in user defaults!\n"; + dir_failed = true; + } + else + { + // check if it exists + if (!BLI_exists(U.yfexportdir)) { + cout << "YafRay temporary xml export directory:\n" << U.yfexportdir << "\ndoes not exist!\n"; +#ifdef WIN32 + // try to create it + cout << "Trying to create...\n"; + if (createDir(U.yfexportdir)==0) dir_failed=true; else dir_failed=false; +#else + dir_failed = true; +#endif + } + xmlpath = U.yfexportdir; + } + +#ifdef WIN32 + // for windows try to get the path to the yafray binary from the registry, only done once + if (command_path=="") + { + char path[FILE_MAXDIR+FILE_MAXFILE]; + string yafray_path = find_path(); + if (yafray_path=="") + { + // error already printed in find_path() + clearAll(); + return false; + } + GetShortPathName((LPCTSTR)(yafray_path.c_str()), path, FILE_MAXDIR+FILE_MAXFILE); + command_path = string(path); + cout << "yafray path found: " << command_path << endl; + } + // if no export dir set, or could not create, try to create one in the yafray dir, unless it already exists + if (dir_failed) + { + string ybdir = command_path + "\\YBtest"; + if (createDir(const_cast<char*>(ybdir.c_str()))==0) dir_failed=true; else dir_failed=false; + xmlpath = ybdir; + } +#endif + + // for all + if (dir_failed) return false; + +#ifdef WIN32 + string DLM = "\\"; +#else + string DLM = "/"; +#endif + if (xmlpath.find_last_of(DLM)!=(xmlpath.length()-1)) xmlpath += DLM; + + imgout = xmlpath + "YBtest.tga"; + xmlpath += "YBtest.xml"; + xmlfile.open(xmlpath.c_str()); + if (xmlfile.fail()) + { + cout << "Could not open file\n"; + return false; + } + ostr << setiosflags(ios::showpoint | ios::fixed); + xmlfile << "<scene>\n\n"; + return true; +} + +bool yafrayFileRender_t::writeRender() +{ + // finally export render block + ostr.str(""); + ostr << "<render camera_name=\"MAINCAM\"\n"; + ostr << "\traydepth=\"" << maxraydepth << "\" gamma=\"" << R.r.YF_gamma << "\" exposure=\"" << R.r.YF_exposure << "\"\n"; + + //if( (G.scene->world!=NULL) && (G.scene->world->GIquality>1) && ! G.scene->world->cache ) + if ((R.r.GImethod!=0) && (R.r.GIquality>1) && (!R.r.GIcache)) + ostr << "\tAA_passes=\"5\" AA_minsamples=\"5\" " << endl; + else if ((R.r.mode & R_OSA) && (R.r.osa)) { + int passes=(R.r.osa%4)==0 ? R.r.osa/4 : 1; + int minsamples=(R.r.osa%4)==0 ? 4 : R.r.osa; + ostr << "\tAA_passes=\"" << passes << "\" AA_minsamples=\"" << minsamples << "\""; + } + else ostr << "\tAA_passes=\"0\" AA_minsamples=\"1\""; + + ostr << "\n"; + + if (hasworld) ostr << "\tbackground_name=\"world_background\"\n"; + + ostr << "\tAA_pixelwidth=\"2\" AA_threshold=\"0.06\" bias=\"0.0001\" >\n"; + + ostr << "\t<outfile value=\"" << imgout << "\" />\n"; + + ostr << "</render>\n\n"; + xmlfile << ostr.str(); + return true; +} + +bool yafrayFileRender_t::finishExport() +{ + xmlfile << "</scene>\n"; + xmlfile.close(); + + // file exported, now render + if (executeYafray(xmlpath)) + displayImage(); + else + { + cout << "Could not execute yafray. Is it in path?" << endl; + return false; + } + return true; +} + +// displays the image rendered with xml export +// Now loads rendered image into blender renderbuf. +void yafrayFileRender_t::displayImage() +{ + // although it is possible to load the image using blender, + // maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway + + // rectot already freed in initrender + R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot"); + + FILE* fp = fopen(imgout.c_str(), "rb"); + if (fp==NULL) { + cout << "YAF_displayImage(): Could not open image file\n"; + return; + } + + unsigned char header[18]; + fread(&header, 1, 18, fp); + unsigned short width = (unsigned short)(header[12] + (header[13]<<8)); + unsigned short height = (unsigned short)(header[14] + (header[15]<<8)); + unsigned char byte_per_pix = (unsigned char)(header[16]>>3); + // read past any id (none in this case though) + unsigned int idlen = (unsigned int)header[0]; + if (idlen) fseek(fp, idlen, SEEK_CUR); + + // read data directly into buffer, picture is upside down + for (unsigned short y=0;y<height;y++) { + unsigned char* bpt = (unsigned char*)R.rectot + ((((height-1)-y)*width)<<2); + for (unsigned short x=0;x<width;x++) { + bpt[2] = (unsigned char)fgetc(fp); + bpt[1] = (unsigned char)fgetc(fp); + bpt[0] = (unsigned char)fgetc(fp); + if (byte_per_pix==4) + bpt[3] = (unsigned char)fgetc(fp); + else + bpt[3] = 255; + bpt += 4; + } + } + + fclose(fp); + fp = NULL; +} + +void yafrayFileRender_t::writeTextures() +{ + for (map<string, pair<Material*, MTex*> >::const_iterator blendtex=used_textures.begin(); + blendtex!=used_textures.end();++blendtex) { + Material* matr = blendtex->second.first; + MTex* mtex = blendtex->second.second; + Tex* tex = mtex->tex; + switch (tex->type) { + case TEX_STUCCI: + // stucci is clouds as bump, but could be added to yafray to handle both wall in/out as well. + // noisedepth must be at least 1 in yafray + case TEX_CLOUDS: { + ostr.str(""); + ostr << "<shader type=\"clouds\" name=\"" << blendtex->first << "\" >\n"; + ostr << "\t<attributes>\n"; + ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n"; + ostr << "\t</attributes>\n"; + ostr << "</shader >\n\n"; + xmlfile << ostr.str(); + break; + } + case TEX_WOOD: { + ostr.str(""); + ostr << "<shader type=\"wood\" name=\"" << blendtex->first << "\" >\n"; + ostr << "\t\t<attributes>\n"; + ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n"; + ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n"; + ostr << "\t\t<ringscale_x value=\"" << mtex->size[0] << "\" />\n"; + ostr << "\t\t<ringscale_y value=\"" << mtex->size[1] << "\" />\n"; + string ts = "on"; + if (tex->noisetype==TEX_NOISESOFT) ts = "off"; + ostr << "\t\t<hard value=\"" << ts << "\" />\n"; + ostr << "\t</attributes>\n"; + ostr << "</shader>\n\n"; + xmlfile << ostr.str(); + break; + } + case TEX_MARBLE: { + ostr.str(""); + ostr << "<shader type=\"marble\" name=\"" << blendtex->first << "\" >\n"; + ostr << "\t<attributes>\n"; + ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n"; + ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n"; + string ts = "on"; + if (tex->noisetype==TEX_NOISESOFT) ts = "off"; + ostr << "\t\t<hard value=\"" << ts << "\" />\n"; + ts = "1"; + if (tex->stype==1) ts="5"; else if (tex->stype==2) ts="10"; + ostr << "\t\t<sharpness value=\"" << ts << "\" />\n"; + ostr << "\t</attributes>\n"; + ostr << "</shader>\n\n"; + xmlfile << ostr.str(); + break; + } + case TEX_IMAGE: { + Image* ima = tex->ima; + if (ima) { + ostr.str(""); + ostr << "<shader type=\"image\" name=\"" << blendtex->first << "\" >\n"; + ostr << "\t<attributes>\n"; + // image->name is full path + ostr << "\t\t<filename value=\"" << ima->name << "\" />\n"; + ostr << "\t</attributes>\n"; + ostr << "</shader>\n\n"; + xmlfile << ostr.str(); + } + break; + } + default: + cout << "Unsupported texture type\n"; + } + + // colorbands + if (tex->flag & TEX_COLORBAND) { + ColorBand* cb = tex->coba; + if (cb) { + ostr.str(""); + ostr << "<shader type=\"colorband\" name=\"" << blendtex->first + "_coba" << "\" >\n"; + ostr << "\t<attributes>\n"; + ostr << "\t\t<input value=\"" << blendtex->first << "\" />\n"; + ostr << "\t</attributes>\n"; + for (int i=0;i<cb->tot;i++) { + ostr << "\t<modulator value=\"" << cb->data[i].pos << "\" >\n"; + ostr << "\t\t<color r=\"" << cb->data[i].r << "\"" << + " g=\"" << cb->data[i].g << "\"" << + " b=\"" << cb->data[i].b << "\" />\n"; + ostr << "\t</modulator>\n"; + } + ostr << "</shader>\n\n"; + xmlfile << ostr.str(); + } + } + + } +} + + +// write all materials & modulators +void yafrayFileRender_t::writeMaterialsAndModulators() +{ + for (map<string, Material*>::const_iterator blendmat=used_materials.begin(); + blendmat!=used_materials.end();++blendmat) { + + Material* matr = blendmat->second; + + // blendermappers + for (int m=0;m<8;m++) { + + if (matr->septex & (1<<m)) continue;// all active channels + + // ignore null mtex + MTex* mtex = matr->mtex[m]; + if (mtex==NULL) continue; + // ignore null tex + Tex* tex = mtex->tex; + if (tex==NULL) continue; + + map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name+2)); + if (mtexL!=used_textures.end()) { + ostr.str(""); + ostr << "<shader type=\"blendermapper\" name=\"" << blendmat->first + "_map" << m <<"\""; + if ((mtex->texco & TEXCO_OBJECT) || (mtex->texco & TEXCO_REFL)) + { + // For object & reflection mapping, add the object matrix to the modulator, + // as in LF script, use camera matrix if no object specified. + // In this case this means the inverse of that matrix + float texmat[4][4], itexmat[4][4]; + if ((mtex->texco & TEXCO_OBJECT) && (mtex->object)) + MTC_Mat4CpyMat4(texmat, mtex->object->obmat); + else // also for refl. map + MTC_Mat4CpyMat4(texmat, maincam_obj->obmat); + MTC_Mat4Invert(itexmat, texmat); + ostr << "\n m00=\"" << itexmat[0][0] << "\" m01=\"" << itexmat[1][0] + << "\" m02=\"" << itexmat[2][0] << "\" m03=\"" << itexmat[3][0] << "\"\n\t"; + ostr << " m10=\"" << itexmat[0][1] << "\" m11=\"" << itexmat[1][1] + << "\" m12=\"" << itexmat[2][1] << "\" m13=\"" << itexmat[3][1] << "\"\n\t"; + ostr << " m20=\"" << itexmat[0][2] << "\" m21=\"" << itexmat[1][2] + << "\" m22=\"" << itexmat[2][2] << "\" m23=\"" << itexmat[3][2] << "\"\n\t"; + ostr << " m30=\"" << itexmat[0][3] << "\" m31=\"" << itexmat[1][3] + << "\" m32=\"" << itexmat[2][3] << "\" m33=\"" << itexmat[3][3] << "\">\n"; + } + else ostr << ">\n"; + ostr << "\t<attributes>\n"; + + if ((tex->flag & TEX_COLORBAND) & (tex->coba!=NULL)) + ostr << "\t\t<input value=\"" << mtexL->first + "_coba" << "\" />\n"; + else + ostr << "\t\t<input value=\"" << mtexL->first << "\" />\n"; + + // size, if the texturetype is clouds/marble/wood, also take noisesize into account + float sc = 1; + if ((tex->type==TEX_CLOUDS) || (tex->type==TEX_MARBLE) || (tex->type==TEX_WOOD)) { + sc = tex->noisesize; + if (sc!=0) sc = 1.f/sc; + + } + // texture size + ostr << "\t\t<sizex value=\"" << mtex->size[0]*sc << "\" />\n"; + ostr << "\t\t<sizey value=\"" << mtex->size[1]*sc << "\" />\n"; + ostr << "\t\t<sizez value=\"" << mtex->size[2]*sc << "\" />\n"; + + // texture offset + ostr << "\t\t<ofsx value=\"" << mtex->ofs[0] << "\" />\n"; + ostr << "\t\t<ofsy value=\"" << mtex->ofs[1] << "\" />\n"; + ostr << "\t\t<ofsz value=\"" << mtex->ofs[2] << "\" />\n"; + + // texture coordinates, have to disable 'sticky' in Blender + if ((mtex->texco & TEXCO_UV) || (matr->mode & MA_FACETEXTURE)) + ostr << "\t\t<texco value=\"uv\" />\n"; + else if ((mtex->texco & TEXCO_GLOB) || (mtex->texco & TEXCO_OBJECT)) + // object mode is also set as global, but the object matrix was specified above with <modulator..> + ostr << "\t\t<texco value=\"global\" />\n"; + else if (mtex->texco & TEXCO_ORCO) + ostr << "\t\t<texco value=\"orco\" />\n"; + else if (mtex->texco & TEXCO_WINDOW) + ostr << "\t\t<texco value=\"window\" />\n"; + else if (mtex->texco & TEXCO_NORM) + ostr << "\t\t<texco value=\"normal\" />\n"; + else if (mtex->texco & TEXCO_REFL) + ostr << "\t\t<texco value=\"reflect\" />\n"; + + // texture mapping parameters only relevant to image type + if (tex->type==TEX_IMAGE) { + if (mtex->mapping==MTEX_FLAT) + ostr << "\t\t<mapping value=\"flat\" />\n"; + else if (mtex->mapping==MTEX_CUBE) + ostr << "\t\t<mapping value=\"cube\" />\n"; + else if (mtex->mapping==MTEX_TUBE) + ostr << "\t\t<mapping value=\"tube\" />\n"; + else if (mtex->mapping==MTEX_SPHERE) + ostr << "\t\t<mapping value=\"sphere\" />\n"; + + // texture projection axes + string proj = "nxyz"; // 'n' for 'none' + ostr << "\t\t<proj_x value=\"" << proj[mtex->projx] << "\" />\n"; + ostr << "\t\t<proj_y value=\"" << proj[mtex->projy] << "\" />\n"; + ostr << "\t\t<proj_z value=\"" << proj[mtex->projz] << "\" />\n"; + + // repeat + ostr << "\t\t<xrepeat value=\"" << tex->xrepeat << "\" />\n"; + ostr << "\t\t<yrepeat value=\"" << tex->yrepeat << "\" />\n"; + + // clipping + if (tex->extend==TEX_EXTEND) + ostr << "\t\t<clipping value=\"extend\" />\n"; + else if (tex->extend==TEX_CLIP) + ostr << "\t\t<clipping value=\"clip\" />\n"; + else if (tex->extend==TEX_CLIPCUBE) + ostr << "\t\t<clipping value=\"clipcube\" />\n"; + else + ostr << "\t\t<clipping value=\"repeat\" />\n"; + + // crop min/max + ostr << "\t\t<cropmin_x value=\"" << tex->cropxmin << "\" />\n"; + ostr << "\t\t<cropmin_y value=\"" << tex->cropymin << "\" />\n"; + ostr << "\t\t<cropmax_x value=\"" << tex->cropxmax << "\" />\n"; + ostr << "\t\t<cropmax_y value=\"" << tex->cropymax << "\" />\n"; + + // rot90 flag + string ts = "off"; + if (tex->imaflag & TEX_IMAROT) ts = "on"; + ostr << "\t\t<rot90 value=\"" << ts << "\" />\n"; + } + + ostr << "\t</attributes>\n"; + ostr << "</shader>\n\n"; + + xmlfile << ostr.str(); + } + } + + // blendershaders + modulators + ostr.str(""); + ostr << "<shader type=\"blendershader\" name=\"" << blendmat->first << "\" >\n"; + ostr << "\t<attributes>\n"; + float diff=matr->alpha; + ostr << "\t\t<color r=\"" << matr->r*diff << "\" g=\"" << matr->g*diff << "\" b=\"" << matr->b*diff << "\" />\n"; + ostr << "\t\t<specular_color r=\"" << matr->specr << "\" g=\"" << matr->specg << "\" b=\"" << matr->specb<< "\" />\n"; + ostr << "\t\t<mirror_color r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n"; + ostr << "\t\t<diffuse_reflect value=\"" << matr->ref << "\" />\n"; + ostr << "\t\t<specular_amount value=\"" << matr->spec << "\" />\n"; + ostr << "\t\t<hard value=\"" << matr->har << "\" />\n"; + ostr << "\t\t<alpha value=\"" << matr->alpha << "\" />\n"; + ostr << "\t\t<emit value=\"" << matr->emit << "\" />\n"; + + // reflection/refraction + if ( (matr->mode & MA_RAYMIRROR) || (matr->mode & MA_RAYTRANSP) ) + ostr << "\t\t<IOR value=\"" << matr->ang << "\" />\n"; + if (matr->mode & MA_RAYMIRROR) { + float rf = matr->ray_mirror; + // blender uses mir color for reflection as well + ostr << "\t\t<reflected r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n"; + ostr << "\t\t<min_refle value=\""<< rf << "\" />\n"; + if (matr->ray_depth>maxraydepth) maxraydepth = matr->ray_depth; + } + if (matr->mode & MA_RAYTRANSP) + { + float tr=1.0-matr->alpha; + ostr << "\t\t<transmitted r=\"" << matr->r * tr << "\" g=\"" << matr->g * tr << "\" b=\"" << matr->b * tr << "\" />\n"; + // tir on by default + ostr << "\t\t<tir value=\"on\" />\n"; + if (matr->ray_depth_tra>maxraydepth) maxraydepth = matr->ray_depth_tra; + } + + string Mmode = ""; + if (matr->mode & MA_TRACEBLE) Mmode += "traceable"; + if (matr->mode & MA_SHADOW) Mmode += " shadow"; + if (matr->mode & MA_SHLESS) Mmode += " shadeless"; + if (matr->mode & MA_VERTEXCOL) Mmode += " vcol_light"; + if (matr->mode & MA_VERTEXCOLP) Mmode += " vcol_paint"; + if (matr->mode & MA_ZTRA) Mmode += " ztransp"; + if (matr->mode & MA_ONLYSHADOW) Mmode += " onlyshadow"; + if (Mmode!="") ostr << "\t\t<matmodes value=\"" << Mmode << "\" />\n"; + ostr << "\t</attributes>\n"; + xmlfile << ostr.str(); + + // modulators + for (int m2=0;m2<8;m2++) { + + if (matr->septex & (1<<m2)) continue;// all active channels + + // ignore null mtex + MTex* mtex = matr->mtex[m2]; + if (mtex==NULL) continue; + + // ignore null tex + Tex* tex = mtex->tex; + if (tex==NULL) continue; + + map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name+2)); + if (mtexL!=used_textures.end()) { + + ostr.str(""); + ostr << "\t<modulator>\n"; + ostr << "\t\t<input value=\"" << blendmat->first + "_map" << m2 << "\" />\n"; + + // blendtype + string ts = "mix"; + if (mtex->blendtype==MTEX_MUL) ts="mul"; + else if (mtex->blendtype==MTEX_ADD) ts="add"; + else if (mtex->blendtype==MTEX_SUB) ts="sub"; + ostr << "\t\t<mode value=\"" << ts << "\" />\n"; + + // texture color (for use with MUL and/or no_rgb etc..) + ostr << "\t\t<texcol r=\"" << mtex->r << "\" g=\"" << mtex->g << "\" b=\"" << mtex->b << "\" />\n"; + + // texture contrast, brightness & color adjustment + ostr << "\t\t<filtercolor r=\"" << tex->rfac << "\" g=\"" << tex->gfac << "\" b=\"" << tex->bfac << "\" />\n"; + ostr << "\t\t<contrast value=\"" << tex->contrast << "\" />\n"; + ostr << "\t\t<brightness value=\"" << tex->bright << "\" />\n"; + + // all texture flags now are switches, having the value 1 or -1 (negative option) + // the negative option only used for the intensity modulation options. + + // material (diffuse) color, amount controlled by colfac (see below) + if (mtex->mapto & MAP_COL) + ostr << "\t\t<color value=\"1\" />\n"; + + // bumpmapping + if ((mtex->mapto & MAP_NORM) || (mtex->maptoneg & MAP_NORM)) { + // for yafray, bump factor is negated (unless negative option of 'Nor', is not affected by 'Neg') + // scaled down quite a bit for yafray when image type, otherwise used directly + float nf = -mtex->norfac; + if (mtex->maptoneg & MAP_NORM) nf *= -1.f; + if (tex->type==TEX_IMAGE) nf *= 2e-3f; + ostr << "\t\t<normal value=\"" << nf << "\" />\n"; + + } + + // all blender texture modulation as switches, either 1 or -1 (negative state of button) + // Csp, specular color modulation + if (mtex->mapto & MAP_COLSPEC) + ostr << "\t\t<colspec value=\"1\" />\n"; + + // CMir, mirror color modulation + if (mtex->mapto & MAP_COLMIR) + ostr << "\t\t<colmir value=\"1\" />\n"; + + // Ref, diffuse reflection amount modulation + if ((mtex->mapto & MAP_REF) || (mtex->maptoneg & MAP_REF)) { + int t = 1; + if (mtex->maptoneg & MAP_REF) t = -1; + ostr << "\t\t<difref value=\"" << t << "\" />\n"; + } + + // Spec, specular amount mod + if ((mtex->mapto & MAP_SPEC) || (mtex->maptoneg & MAP_SPEC)) { + int t = 1; + if (mtex->maptoneg & MAP_SPEC) t = -1; + ostr << "\t\t<specular value=\"" << t << "\" />\n"; + } + + // hardness modulation + if ((mtex->mapto & MAP_HAR) || (mtex->maptoneg & MAP_HAR)) { + int t = 1; + if (mtex->maptoneg & MAP_HAR) t = -1; + ostr << "\t\t<hard value=\"" << t << "\" />\n"; + } + + // alpha modulation + if ((mtex->mapto & MAP_ALPHA) || (mtex->maptoneg & MAP_ALPHA)) { + int t = 1; + if (mtex->maptoneg & MAP_ALPHA) t = -1; + ostr << "\t\t<alpha value=\"" << t << "\" />\n"; + + } + + // emit modulation + if ((mtex->mapto & MAP_EMIT) || (mtex->maptoneg & MAP_EMIT)) { + int t = 1; + if (mtex->maptoneg & MAP_EMIT) t = -1; + ostr << "\t\t<emit value=\"" << t << "\" />\n"; + } + + // texture flag, combination of strings + if (mtex->texflag & (MTEX_RGBTOINT | MTEX_STENCIL | MTEX_NEGATIVE)) { + ts = ""; + if (mtex->texflag & MTEX_RGBTOINT) ts += "no_rgb "; + if (mtex->texflag & MTEX_STENCIL) ts += "stencil "; + if (mtex->texflag & MTEX_NEGATIVE) ts += "negative"; + ostr << "\t\t<texflag value=\"" << ts << "\" />\n"; + } + + // colfac, controls amount of color modulation + ostr << "\t\t<colfac value=\"" << mtex->colfac << "\" />\n"; + + // def_var + ostr << "\t\t<def_var value=\"" << mtex->def_var << "\" />\n"; + + //varfac + ostr << "\t\t<varfac value=\"" << mtex->varfac << "\" />\n"; + + if ((tex->imaflag & (TEX_CALCALPHA | TEX_USEALPHA)) || (tex->flag & TEX_NEGALPHA)) { + ts = ""; + if (tex->imaflag & TEX_CALCALPHA) ts += "calc_alpha "; + if (tex->imaflag & TEX_USEALPHA) ts += "use_alpha "; + if (tex->flag & TEX_NEGALPHA) ts += "neg_alpha"; + ostr << "\t\t<alpha_flag value=\"" << ts << "\" />\n"; + } + + ostr << "\t</modulator>\n"; + xmlfile << ostr.str(); + + } + } + xmlfile << "</shader>\n\n"; + } +} + + +void yafrayFileRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_list, const float obmat[4][4]) +{ + ostr.str(""); + // transform first (not necessarily actual obj->obmat, can be duplivert see below) + ostr << "<transform m00=\"" << obmat[0][0] << "\" m01=\"" << obmat[1][0] + << "\" m02=\"" << obmat[2][0] << "\" m03=\"" << obmat[3][0] << "\"\n"; + ostr << " m10=\"" << obmat[0][1] << "\" m11=\"" << obmat[1][1] + << "\" m12=\"" << obmat[2][1] << "\" m13=\"" << obmat[3][1] << "\"\n"; + ostr << " m20=\"" << obmat[0][2] << "\" m21=\"" << obmat[1][2] + << "\" m22=\"" << obmat[2][2] << "\" m23=\"" << obmat[3][2] << "\"\n"; + ostr << " m30=\"" << obmat[0][3] << "\" m31=\"" << obmat[1][3] + << "\" m32=\"" << obmat[2][3] << "\" m33=\"" << obmat[3][3] << "\">\n"; + xmlfile << ostr.str(); + + ostr.str(""); + ostr << "<object name=\"" << obj->id.name+2 << "\""; + // yafray still needs default shader name in object def., + // since we write a shader with every face, simply use the material of the first face + // if this is an empty string, assume default mat + char* matname = VLR_list[0]->mat->id.name; + bool shadow=VLR_list[0]->mat->mode & MA_TRACEBLE; + ostr <<" shadow=\""<< (shadow ? "on" : "off" )<<"\" "; + if (VLR_list[0]->mat->mode & MA_RAYTRANSP) + ostr << "caus_IOR=\"" << VLR_list[0]->mat->ang << "\" "; + if (strlen(matname)==0) matname = "blender_default"; else matname+=2; //skip MA id + ostr << " shader_name=\"" << matname << "\" >\n"; + ostr << "\t<attributes>\n"; + if (VLR_list[0]->mat->mode & MA_RAYTRANSP) + { + float tr=1.0-VLR_list[0]->mat->alpha; + ostr << "\t\t<caus_tcolor r=\"" << VLR_list[0]->mat->r * tr + << "\" g=\"" << VLR_list[0]->mat->g * tr + << "\" b=\"" << VLR_list[0]->mat->b * tr << "\" />\n"; + } + ostr << "\t</attributes>\n"; + xmlfile << ostr.str(); + + // if any face in the Blender mesh uses an orco texture, every face has orco coords, + // so only need to check the first facevtx.orco in the list if they need to be exported + bool EXPORT_ORCO = (VLR_list[0]->v1->orco!=NULL); + + string has_orco = "off"; + if (EXPORT_ORCO) has_orco = "on"; + + // smooth shading if enabled + bool no_auto = true; //in case non-mesh, or mesh has no autosmooth + if (obj->type==OB_MESH) { + Mesh* mesh = (Mesh*)obj->data; + + if (mesh->flag & ME_AUTOSMOOTH) { + no_auto = false; + ostr.str(""); + ostr << "\t<mesh autosmooth=\"" << mesh->smoothresh << "\" has_orco=\"" << has_orco << "\" >\n"; + xmlfile << ostr.str(); + } + } + // this for non-mesh as well + if (no_auto) { + // If AutoSmooth not used, since yafray currently cannot specify if a face is smooth + // or flat shaded, the smooth flag of the first face is used to determine + // the shading for the whole mesh + if (VLR_list[0]->flag & ME_SMOOTH) + xmlfile << "\t<mesh autosmooth=\"90\" has_orco=\"" << has_orco << "\" >\n"; + else + xmlfile << "\t<mesh autosmooth=\"0.1\" has_orco=\"" << has_orco << "\" >\n"; //0 shows artefacts + } + + // now all vertices + map<VertRen*, int> vert_idx; // for removing duplicate verts and creating an index list + int vidx = 0; // vertex index counter + + xmlfile << "\t\t<points>\n"; + for (vector<VlakRen*>::const_iterator fci=VLR_list.begin(); + fci!=VLR_list.end();++fci) + { + VlakRen* vlr = *fci; + VertRen* ver; + float* orco; + ostr.str(""); + if (vert_idx.find(vlr->v1)==vert_idx.end()) { + vert_idx[vlr->v1] = vidx++; + ver = vlr->v1; + ostr << "\t\t\t<p x=\"" << ver->co[0] + << "\" y=\"" << ver->co[1] + << "\" z=\"" << ver->co[2] << "\" />\n"; + if (EXPORT_ORCO) { + orco = ver->orco; + ostr << "\t\t\t<p x=\"" << orco[0] + << "\" y=\"" << orco[1] + << "\" z=\"" << orco[2] << "\" />\n"; + } + } + if (vert_idx.find(vlr->v2)==vert_idx.end()) { + vert_idx[vlr->v2] = vidx++; + ver = vlr->v2; + ostr << "\t\t\t<p x=\"" << ver->co[0] + << "\" y=\"" << ver->co[1] + << "\" z=\"" << ver->co[2] << "\" />\n"; + if (EXPORT_ORCO) { + orco = ver->orco; + ostr << "\t\t\t<p x=\"" << orco[0] + << "\" y=\"" << orco[1] + << "\" z=\"" << orco[2] << "\" />\n"; + } + } + if (vert_idx.find(vlr->v3)==vert_idx.end()) { + vert_idx[vlr->v3] = vidx++; + ver = vlr->v3; + ostr << "\t\t\t<p x=\"" << ver->co[0] + << "\" y=\"" << ver->co[1] + << "\" z=\"" << ver->co[2] << "\" />\n"; + if (EXPORT_ORCO) { + orco = ver->orco; + ostr << "\t\t\t<p x=\"" << orco[0] + << "\" y=\"" << orco[1] + << "\" z=\"" << orco[2] << "\" />\n"; + } + } + if ((vlr->v4) && (vert_idx.find(vlr->v4)==vert_idx.end())) { + vert_idx[vlr->v4] = vidx++; + ver = vlr->v4; + ostr << "\t\t\t<p x=\"" << ver->co[0] + << "\" y=\"" << ver->co[1] + << "\" z=\"" << ver->co[2] << "\" />\n"; + if (EXPORT_ORCO) { + orco = ver->orco; + ostr << "\t\t\t<p x=\"" << orco[0] + << "\" y=\"" << orco[1] + << "\" z=\"" << orco[2] << "\" />\n"; + } + } + xmlfile << ostr.str(); + } + xmlfile << "\t\t</points>\n"; + + // all faces using the index list created above + xmlfile << "\t\t<faces>\n"; + for (vector<VlakRen*>::const_iterator fci2=VLR_list.begin(); + fci2!=VLR_list.end();++fci2) + { + VlakRen* vlr = *fci2; + Material* fmat = vlr->mat; + bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0); + char* fmatname = fmat->id.name; + if (strlen(fmatname)==0) fmatname = "blender_default"; else fmatname+=2; //skip MA id + TFace* uvc = vlr->tface; // possible uvcoords (v upside down) + int idx1, idx2, idx3; + + idx1 = vert_idx.find(vlr->v1)->second; + idx2 = vert_idx.find(vlr->v2)->second; + idx3 = vert_idx.find(vlr->v3)->second; + + // make sure the indices point to the vertices when orco coords exported + if (EXPORT_ORCO) { idx1*=2; idx2*=2; idx3*=2; } + + ostr.str(""); + ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\""; + + if (uvc) { + // use correct uv coords for this triangle + if (vlr->flag & R_FACE_SPLIT) { + ostr << " u_a=\"" << uvc->uv[0][0] << "\" v_a=\"" << 1-uvc->uv[0][1] << "\"" + << " u_b=\"" << uvc->uv[2][0] << "\" v_b=\"" << 1-uvc->uv[2][1] << "\"" + << " u_c=\"" << uvc->uv[3][0] << "\" v_c=\"" << 1-uvc->uv[3][1] << "\""; + } + else { + ostr << " u_a=\"" << uvc->uv[0][0] << "\" v_a=\"" << 1-uvc->uv[0][1] << "\"" + << " u_b=\"" << uvc->uv[1][0] << "\" v_b=\"" << 1-uvc->uv[1][1] << "\"" + << " u_c=\"" << uvc->uv[2][0] << "\" v_c=\"" << 1-uvc->uv[2][1] << "\""; + } + } + + // since Blender seems to need vcols when uvs are used, for yafray only export when the material actually uses vcols + if ((EXPORT_VCOL) && (vlr->vcol)) { + // vertex colors + float vr, vg, vb; + vr = ((vlr->vcol[0] >> 24) & 255)/255.0; + vg = ((vlr->vcol[0] >> 16) & 255)/255.0; + vb = ((vlr->vcol[0] >> 8) & 255)/255.0; + ostr << " vcol_a_r=\"" << vr << "\" vcol_a_g=\"" << vg << "\" vcol_a_b=\"" << vb << "\""; + vr = ((vlr->vcol[1] >> 24) & 255)/255.0; + vg = ((vlr->vcol[1] >> 16) & 255)/255.0; + vb = ((vlr->vcol[1] >> 8) & 255)/255.0; + ostr << " vcol_b_r=\"" << vr << "\" vcol_b_g=\"" << vg << "\" vcol_b_b=\"" << vb << "\""; + vr = ((vlr->vcol[2] >> 24) & 255)/255.0; + vg = ((vlr->vcol[2] >> 16) & 255)/255.0; + vb = ((vlr->vcol[2] >> 8) & 255)/255.0; + ostr << " vcol_c_r=\"" << vr << "\" vcol_c_g=\"" << vg << "\" vcol_c_b=\"" << vb << "\""; + } + ostr << " shader_name=\"" << fmatname << "\" />\n"; + + if (vlr->v4) { + + idx1 = vert_idx.find(vlr->v3)->second; + idx2 = vert_idx.find(vlr->v4)->second; + idx3 = vert_idx.find(vlr->v1)->second; + + // make sure the indices point to the vertices when orco coords exported + if (EXPORT_ORCO) { idx1*=2; idx2*=2; idx3*=2; } + + ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\""; + + if (uvc) { + ostr << " u_a=\"" << uvc->uv[2][0] << "\" v_a=\"" << 1-uvc->uv[2][1] << "\"" + << " u_b=\"" << uvc->uv[3][0] << "\" v_b=\"" << 1-uvc->uv[3][1] << "\"" + << " u_c=\"" << uvc->uv[0][0] << "\" v_c=\"" << 1-uvc->uv[0][1] << "\""; + } + if ((EXPORT_VCOL) && (vlr->vcol)) { + // vertex colors + float vr, vg, vb; + vr = ((vlr->vcol[2] >> 24) & 255)/255.0; + vg = ((vlr->vcol[2] >> 16) & 255)/255.0; + vb = ((vlr->vcol[2] >> 8) & 255)/255.0; + ostr << " vcol_a_r=\"" << vr << "\" vcol_a_g=\"" << vg << "\" vcol_a_b=\"" << vb << "\""; + vr = ((vlr->vcol[3] >> 24) & 255)/255.0; + vg = ((vlr->vcol[3] >> 16) & 255)/255.0; + vb = ((vlr->vcol[3] >> 8) & 255)/255.0; + ostr << " vcol_b_r=\"" << vr << "\" vcol_b_g=\"" << vg << "\" vcol_b_b=\"" << vb << "\""; + vr = ((vlr->vcol[0] >> 24) & 255)/255.0; + vg = ((vlr->vcol[0] >> 16) & 255)/255.0; + vb = ((vlr->vcol[0] >> 8) & 255)/255.0; + ostr << " vcol_c_r=\"" << vr << "\" vcol_c_g=\"" << vg << "\" vcol_c_b=\"" << vb << "\""; + } + ostr << " shader_name=\"" << fmatname << "\" />\n"; + + } + xmlfile << ostr.str(); + } + xmlfile << "\t\t</faces>\n\t</mesh>\n</object>\n</transform>\n\n"; +} + + +// write all objects +void yafrayFileRender_t::writeAllObjects() +{ + + // first all objects except dupliverts (and main instance object for dups) + for (map<Object*, vector<VlakRen*> >::const_iterator obi=all_objects.begin(); + obi!=all_objects.end(); ++obi) + { + // skip main duplivert, written later + if (obi->first->flag & OB_YAF_DUPLISOURCE) continue; + writeObject(obi->first, obi->second, obi->first->obmat); + } + + // Now all duplivert objects (if any) as instances of main object + // The original object has been included in the VlakRen renderlist above (see convertBlenderScene.c) + // but is written here which all other duplis are instances of. + float obmat[4][4], cmat[4][4], imat[4][4], nmat[4][4]; + for (map<string, vector<float> >::const_iterator dupMtx=dupliMtx_list.begin(); + dupMtx!=dupliMtx_list.end();++dupMtx) { + + // original inverse matrix, not actual matrix of object, but first duplivert. + for (int i=0;i<4;i++) + for (int j=0;j<4;j++) + obmat[i][j] = dupMtx->second[(i<<2)+j]; + MTC_Mat4Invert(imat, obmat); + + // first object written as normal (but with transform of first duplivert) + Object* obj = dup_srcob[dupMtx->first]; + writeObject(obj, all_objects[obj], obmat); + + // all others instances of first + for (int curmtx=16;curmtx<dupMtx->second.size();curmtx+=16) { // number of 4x4 matrices + + // new mtx + for (int i=0;i<4;i++) + for (int j=0;j<4;j++) + nmat[i][j] = dupMtx->second[curmtx+(i<<2)+j]; + + MTC_Mat4MulMat4(cmat, imat, nmat); // transform with respect to original = inverse_original * new + + ostr.str(""); + // yafray matrix = transpose of Blender + ostr << "<transform m00=\"" << cmat[0][0] << "\" m01=\"" << cmat[1][0] + << "\" m02=\"" << cmat[2][0] << "\" m03=\"" << cmat[3][0] << "\"\n"; + ostr << " m10=\"" << cmat[0][1] << "\" m11=\"" << cmat[1][1] + << "\" m12=\"" << cmat[2][1] << "\" m13=\"" << cmat[3][1] << "\"\n"; + ostr << " m20=\"" << cmat[0][2] << "\" m21=\"" << cmat[1][2] + << "\" m22=\"" << cmat[2][2] << "\" m23=\"" << cmat[3][2] << "\"\n"; + ostr << " m30=\"" << cmat[0][3] << "\" m31=\"" << cmat[1][3] + << "\" m32=\"" << cmat[2][3] << "\" m33=\"" << cmat[3][3] << "\">\n"; + xmlfile << ostr.str(); + + // new name from original + ostr.str(""); + ostr << "<object name=\"" << obj->id.name+2 << "_dup" << (curmtx>>4) << "\" original=\"" << obj->id.name+2 << "\" >\n"; + xmlfile << ostr.str(); + xmlfile << "\t<attributes>\n\t</attributes>\n\t<null/>\n</object>\n</transform>\n\n"; + + } + + } + +} + + +void yafrayFileRender_t::writeLamps() +{ + // all lamps + for (int i=0;i<R.totlamp;i++) + { + ostr.str(""); + LampRen* lamp = R.la[i]; + // TODO: add decay setting in yafray + ostr << "<light type=\""; + if (lamp->type==LA_LOCAL) + ostr << "pointlight"; + else if (lamp->type==LA_SPOT) + ostr << "spotlight"; + else if (lamp->type==LA_SUN) // for now, hemi == sun + ostr << "sunlight"; + /* TODO + else if (lamp->type==LA_AREA) { + // new blender area light + ostr << "arealight"; + } + */ + else { + // possibly unknown type, ignore + cout << "Unknown Blender lamp type: " << lamp->type << endl; + continue; + } + ostr << "\" name=\"LAMP" << i+1; //no name available here, create one + // color already premultiplied by energy, so only need distance here + float pwr; + if (lamp->mode & LA_SPHERE) { + // best approx. as used in LFexport script, however, in yafray it seems incorrect, so LF must use another model + pwr = lamp->dist*(lamp->dist+1)*0.125; + //decay = 2; + } + else { + if ((lamp->type==LA_LOCAL) || (lamp->type==LA_SPOT)) { + pwr = lamp->dist; + //decay = 1; + } + else pwr = 1; // sun/hemi distance irrelevent. + } + ostr << "\" power=\"" << pwr; + string lpmode="off"; + if ((lamp->mode & LA_SHAD) || (lamp->mode & LA_SHAD_RAY)) lpmode="on";; + ostr << "\" cast_shadows=\"" << lpmode << "\""; + // spot specific stuff + if (lamp->type==LA_SPOT) { + // conversion already changed spotsize to cosine of half angle + float ld = 1-lamp->spotsi; //convert back to blender slider setting + if (ld!=0) ld = 1.f/ld; + ostr << " size=\"" << acos(lamp->spotsi)*180.0/M_PI << "\"" + << " blend=\"" << lamp->spotbl*ld << "\"" + << " beam_falloff=\"2\""; // no Blender equivalent (yet) + } + ostr << " >\n"; + // position + ostr << "\t<from x=\"" << lamp->co[0] << "\" y=\"" << lamp->co[1] << "\" z=\"" << lamp->co[2] << "\" />\n"; + // 'to' for spot, already calculated by Blender + if (lamp->type==LA_SPOT) + ostr << "\t<to x=\"" << lamp->co[0]+1e6*lamp->vec[0] + << "\" y=\"" << lamp->co[1]+1e6*lamp->vec[1] + << "\" z=\"" << lamp->co[2]+1e6*lamp->vec[2] << "\" />\n"; + // color + // rgb in LampRen is premultiplied by energy, power is compensated for that above + ostr << "\t<color r=\"" << lamp->r << "\" g=\"" << lamp->g << "\" b=\"" << lamp->b << "\" />\n"; + ostr << "</light>\n\n"; + xmlfile << ostr.str(); + } +} + + +// write main camera +void yafrayFileRender_t::writeCamera() +{ + // here Global used again + ostr.str(""); + ostr << "<camera name=\"MAINCAM\""; + + // render resolution including the percentage buttons (aleady calculated in initrender for R renderdata) + int xres = R.r.xsch; + int yres = R.r.ysch; + ostr << " resx=\"" << xres << "\" resy=\"" << yres; + + // aspectratio can be set in Blender as well using aspX & aspY, need an extra param. for yafray cam. + float aspect = 1; + if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch); + + ostr << "\" focal=\"" << mainCamLens/(aspect*32.0) << "\" >\n"; + xmlfile << ostr.str(); + + // from, to, up vectors + // comment in MTC_matrixops.h not correct, copy is arg2->arg1 + float camtx[4][4]; + MTC_Mat4CpyMat4(camtx, maincam_obj->obmat); + MTC_normalise3DF(camtx[1]); //up + MTC_normalise3DF(camtx[2]); //dir + ostr.str(""); + ostr << "\t<from x=\"" << camtx[3][0] << "\"" + << " y=\"" << camtx[3][1] << "\"" + << " z=\"" << camtx[3][2] << "\" />\n"; + Object* dofob = findObject("OBFOCUS"); + if (dofob) { + // dof empty found, modify lookat point accordingly + // location from matrix, in case animated + float fdx = dofob->obmat[3][0] - camtx[3][0]; + float fdy = dofob->obmat[3][1] - camtx[3][1]; + float fdz = dofob->obmat[3][2] - camtx[3][2]; + float fdist = sqrt(fdx*fdx + fdy*fdy + fdz*fdz); + cout << "FOCUS object found, distance is: " << fdist << endl; + ostr << "\t<to x=\"" << camtx[3][0] - fdist*camtx[2][0] + << "\" y=\"" << camtx[3][1] - fdist*camtx[2][1] + << "\" z=\"" << camtx[3][2] - fdist*camtx[2][2] << "\" />\n"; + } + else { + ostr << "\t<to x=\"" << camtx[3][0] - camtx[2][0] + << "\" y=\"" << camtx[3][1] - camtx[2][1] + << "\" z=\"" << camtx[3][2] - camtx[2][2] << "\" />\n"; + } + ostr << "\t<up x=\"" << camtx[3][0] + camtx[1][0] + << "\" y=\"" << camtx[3][1] + camtx[1][1] + << "\" z=\"" << camtx[3][2] + camtx[1][2] << "\" />\n"; + xmlfile << ostr.str(); + xmlfile << "</camera>\n\n"; +} + +void yafrayFileRender_t::writeHemilight() +{ + ostr.str(""); + ostr << "<light type=\"hemilight\" name=\"hemi_LT\" power=\"" << R.r.GIpower << "\" "; + switch (R.r.GIquality) + { + case 1 : + case 2 : ostr << " samples=\"16\" >\n"; break; + case 3 : ostr << " samples=\"36\" >\n"; break; + case 4 : ostr << " samples=\"64\" >\n"; break; + default: ostr << " samples=\"25\" >\n"; + } + ostr << "</light>\n\n"; + xmlfile << ostr.str(); +} + +void yafrayFileRender_t::writePathlight() +{ + ostr.str(""); + ostr << "<light type=\"pathlight\" name=\"path_LT\" power=\"" << R.r.GIpower << "\" "; + ostr << " depth=\"" << R.r.GIdepth << "\" caus_depth=\"" << R.r.GIcausdepth <<"\"\n"; + if (R.r.GIcache) + { + switch (R.r.GIquality) + { + case 1 : ostr << " samples=\"128\" \n"; break; + case 2 : ostr << " samples=\"256\" \n"; break; + case 3 : ostr << " samples=\"512\" \n"; break; + case 4 : ostr << " samples=\"1024\" \n"; break; + default: ostr << " samples=\"512\" \n"; + } + float aspect = 1; + if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch); + float sbase = 2.0*atan(0.5/(mainCamLens/(aspect*32.0)))/float(R.r.xsch); + ostr << " cache=\"on\" use_QMC=\"on\" \n"; + ostr << " cache_size=\"" << sbase*R.r.GIpixelspersample << "\" shadow_threshold=\"" << + 1.0 - R.r.GIshadowquality << "\" search=\"85\" gradient=\"" << + ((R.r.GIgradient)? "on" : "off") << "\" >\n"; + } + else + { + switch (R.r.GIquality) + { + case 1 : ostr << " samples=\"16\" >\n"; break; + case 2 : ostr << " samples=\"36\" >\n"; break; + case 3 : ostr << " samples=\"64\" >\n"; break; + case 4 : ostr << " samples=\"128\" >\n"; break; + default: ostr << " samples=\"25\" >\n"; + } + } + ostr << "</light>\n\n"; + xmlfile << ostr.str(); +} + +bool yafrayFileRender_t::writeWorld() +{ + World *world = G.scene->world; + + if (R.r.GIquality!=0) { + if (R.r.GImethod==1) { + if (world==NULL) cout << "WARNING: need world background for skydome!\n"; + writeHemilight(); + } + else if (R.r.GImethod==2) writePathlight(); + } + + if (world==NULL) return false; + + ostr.str(""); + ostr << "<background type=\"constant\" name=\"world_background\" >\n"; + ostr << "\t<color r=\"" << world->horr << "\" g=\"" << world->horg << "\" b=\"" << world->horb << "\" />\n"; + ostr << "</background>\n\n"; + xmlfile << ostr.str(); + + return true; +} + +bool yafrayFileRender_t::executeYafray(const string &xmlpath) +{ + char yfr[8]; + sprintf(yfr, "%d ", R.r.YF_numprocs); +#ifdef WIN32 + string command = command_path + "\\yafray -c " + yfr + "\"" + xmlpath + "\""; +#else + string command = string("yafray -c ") + yfr + "\"" + xmlpath + "\""; +#endif + return system(command.c_str())==0; +} + diff --git a/source/blender/yafray/intern/export_File.h b/source/blender/yafray/intern/export_File.h new file mode 100755 index 00000000000..69f47420d8c --- /dev/null +++ b/source/blender/yafray/intern/export_File.h @@ -0,0 +1,33 @@ +#ifndef __EXPORT_FILE_H +#define __EXPORT_FILE_H + +#include"yafray_Render.h" + +class yafrayFileRender_t : public yafrayRender_t +{ + public: + virtual ~yafrayFileRender_t() {} + protected: + std::string imgout; + std::ofstream xmlfile; + std::string xmlpath; + std::ostringstream ostr; + + void displayImage(); + bool executeYafray(const std::string &xmlpath); + virtual void writeTextures(); + virtual void writeMaterialsAndModulators(); + virtual void writeObject(Object* obj, + const std::vector<VlakRen*> &VLR_list, const float obmat[4][4]); + virtual void writeAllObjects(); + virtual void writeLamps(); + virtual void writeCamera(); + virtual void writeHemilight(); + virtual void writePathlight(); + virtual bool writeWorld(); + virtual bool writeRender(); + virtual bool initExport(); + virtual bool finishExport(); +}; + +#endif diff --git a/source/blender/yafray/intern/yafray_Render.cpp b/source/blender/yafray/intern/yafray_Render.cpp index e0dde0efc2f..8096676f0db 100644 --- a/source/blender/yafray/intern/yafray_Render.cpp +++ b/source/blender/yafray/intern/yafray_Render.cpp @@ -10,71 +10,6 @@ using namespace std; -#ifdef WIN32 - -#include<windows.h> - -#ifndef FILE_MAXDIR -#define FILE_MAXDIR 160 -#endif - -#ifndef FILE_MAXFILE -#define FILE_MAXFILE 80 -#endif - -static string command_path = ""; - -static string find_path() -{ - HKEY hkey; - DWORD dwType, dwSize; - - if (RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\YafRay Team\\YafRay",0,KEY_READ,&hkey)==ERROR_SUCCESS) - { - dwType = REG_EXPAND_SZ; - dwSize = MAX_PATH; - DWORD dwStat; - - char *pInstallDir=new char[MAX_PATH]; - - dwStat=RegQueryValueEx(hkey, TEXT("InstallDir"), - NULL, NULL,(LPBYTE)pInstallDir, &dwSize); - - if (dwStat == NO_ERROR) - { - string res=pInstallDir; - delete [] pInstallDir; - return res; - } - else - cout << "Couldn't READ \'InstallDir\' value. Is yafray correctly installed?\n"; - delete [] pInstallDir; - - RegCloseKey(hkey); - } - else - cout << "Couldn't FIND registry key for yafray, is it installed?\n"; - - return string(""); - -} - -static int createDir(char* name) -{ - if (BLI_exists(name)) - return 2; //exists - if (CreateDirectory((LPCTSTR)(name), NULL)) { - cout << "Directory: " << name << " created\n"; - return 1; // created - } - else { - cout << "Could not create directory: " << name << endl; - return 0; // fail - } -} - -#endif - void yafrayRender_t::clearAll() { all_objects.clear(); @@ -95,187 +30,37 @@ bool yafrayRender_t::exportScene() mainCamLens = 35.0; if (maincam_obj->type==OB_CAMERA) mainCamLens=((Camera*)maincam_obj->data)->lens; - string xmlpath = ""; - bool dir_failed = false; - // try the user setting setting first, export dir must be set and exist - if (strlen(U.yfexportdir)==0) { - cout << "No export directory set in user defaults!\n"; - dir_failed = true; - } - else { - // check if it exists - if (!BLI_exists(U.yfexportdir)) { - cout << "YafRay temporary xml export directory:\n" << U.yfexportdir << "\ndoes not exist!\n"; -#ifdef WIN32 - // try to create it - cout << "Trying to create...\n"; - if (createDir(U.yfexportdir)==0) dir_failed=true; else dir_failed=false; -#else - dir_failed = true; -#endif - } - xmlpath = U.yfexportdir; - } - -#ifdef WIN32 - // for windows try to get the path to the yafray binary from the registry, only done once - if (command_path=="") { - char path[FILE_MAXDIR+FILE_MAXFILE]; - string yafray_path = find_path(); - if (yafray_path=="") { - // error already printed in find_path() - clearAll(); - return false; - } - GetShortPathName((LPCTSTR)(yafray_path.c_str()), path, FILE_MAXDIR+FILE_MAXFILE); - command_path = string(path); - cout << "yafray path found: " << command_path << endl; - } - // if no export dir set, or could not create, try to create one in the yafray dir, unless it already exists - if (dir_failed) { - string ybdir = command_path + "\\YBtest"; - if (createDir(const_cast<char*>(ybdir.c_str()))==0) dir_failed=true; else dir_failed=false; - xmlpath = ybdir; - } -#endif - - // for all - if (dir_failed) { - clearAll(); - return false; - } - -#ifdef WIN32 - string DLM = "\\"; -#else - string DLM = "/"; -#endif - if (xmlpath.find_last_of(DLM)!=(xmlpath.length()-1)) xmlpath += DLM; - - imgout = xmlpath + "YBtest.tga"; - xmlpath += "YBtest.xml"; - maxraydepth = 5; // will be set to maximum depth used in blender materials // recreate the scene as object data, as well as sorting the material & textures, ignoring duplicates - if (!getAllMatTexObs()) { + if (!getAllMatTexObs()) + { // error found, clear for next call clearAll(); return false; } - // start the xml export - xmlfile.open(xmlpath.c_str()); - if (xmlfile.fail()) { - cout << "Could not open file\n"; + if(!initExport()) + { clearAll(); return false; } - // file opened, start writing - - // make sure scientific notation is disabled for writing fp.nums, yafray doesn't like that - ostr << setiosflags(ios::showpoint | ios::fixed); - - xmlfile << "<scene>\n\n"; - // start actual data export writeTextures(); writeMaterialsAndModulators(); writeAllObjects(); writeLamps(); - bool hasworld = writeWorld(); + hasworld = writeWorld(); writeCamera(); - - // finally export render block - ostr.str(""); - ostr << "<render camera_name=\"MAINCAM\"\n"; - ostr << "\traydepth=\"" << maxraydepth << "\" gamma=\"" << R.r.YF_gamma << "\" exposure=\"" << R.r.YF_exposure << "\"\n"; - - //if( (G.scene->world!=NULL) && (G.scene->world->GIquality>1) && ! G.scene->world->cache ) - if ((R.r.GImethod!=0) && (R.r.GIquality>1) && (!R.r.GIcache)) - ostr << "\tAA_passes=\"5\" AA_minsamples=\"5\" " << endl; - else if ((R.r.mode & R_OSA) && (R.r.osa)) { - int passes=(R.r.osa%4)==0 ? R.r.osa/4 : 1; - int minsamples=(R.r.osa%4)==0 ? 4 : R.r.osa; - ostr << "\tAA_passes=\"" << passes << "\" AA_minsamples=\"" << minsamples << "\""; - } - else ostr << "\tAA_passes=\"0\" AA_minsamples=\"1\""; - - ostr << "\n"; - - if (hasworld) ostr << "\tbackground_name=\"world_background\"\n"; - - ostr << "\tAA_pixelwidth=\"2\" AA_threshold=\"0.06\" bias=\"0.0001\" >\n"; - - ostr << "\t<outfile value=\"" << imgout << "\" />\n"; - - ostr << "</render>\n\n"; - xmlfile << ostr.str(); - - xmlfile << "</scene>\n"; - xmlfile.close(); - + writeRender(); + // clear for next call, before render to free some memory clearAll(); - // file exported, now render - if (executeYafray(xmlpath)) - displayImage(); - else - { + if(!finishExport()) G.afbreek = 1; //stop render and anim if doing so - cout << "Could not execute yafray. Is it in path?" << endl; - return false; - } - - return true; - -} - - -// displays the image rendered with xml export -// Now loads rendered image into blender renderbuf. -void yafrayRender_t::displayImage() -{ - // although it is possible to load the image using blender, - // maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway - - // rectot already freed in initrender - R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot"); - - FILE* fp = fopen(imgout.c_str(), "rb"); - if (fp==NULL) { - cout << "YAF_displayImage(): Could not open image file\n"; - return; - } - - unsigned char header[18]; - fread(&header, 1, 18, fp); - unsigned short width = (unsigned short)(header[12] + (header[13]<<8)); - unsigned short height = (unsigned short)(header[14] + (header[15]<<8)); - unsigned char byte_per_pix = (unsigned char)(header[16]>>3); - // read past any id (none in this case though) - unsigned int idlen = (unsigned int)header[0]; - if (idlen) fseek(fp, idlen, SEEK_CUR); - - // read data directly into buffer, picture is upside down - for (unsigned short y=0;y<height;y++) { - unsigned char* bpt = (unsigned char*)R.rectot + ((((height-1)-y)*width)<<2); - for (unsigned short x=0;x<width;x++) { - bpt[2] = (unsigned char)fgetc(fp); - bpt[1] = (unsigned char)fgetc(fp); - bpt[0] = (unsigned char)fgetc(fp); - if (byte_per_pix==4) - bpt[3] = (unsigned char)fgetc(fp); - else - bpt[3] = 255; - bpt += 4; - } - } - - fclose(fp); - fp = NULL; + else return true; } @@ -379,838 +164,6 @@ bool yafrayRender_t::getAllMatTexObs() } -void yafrayRender_t::writeTextures() -{ - for (map<string, pair<Material*, MTex*> >::const_iterator blendtex=used_textures.begin(); - blendtex!=used_textures.end();++blendtex) { - Material* matr = blendtex->second.first; - MTex* mtex = blendtex->second.second; - Tex* tex = mtex->tex; - switch (tex->type) { - case TEX_STUCCI: - // stucci is clouds as bump, but could be added to yafray to handle both wall in/out as well. - // noisedepth must be at least 1 in yafray - case TEX_CLOUDS: { - ostr.str(""); - ostr << "<shader type=\"clouds\" name=\"" << blendtex->first << "\" >\n"; - ostr << "\t<attributes>\n"; - ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n"; - ostr << "\t</attributes>\n"; - ostr << "</shader >\n\n"; - xmlfile << ostr.str(); - break; - } - case TEX_WOOD: { - ostr.str(""); - ostr << "<shader type=\"wood\" name=\"" << blendtex->first << "\" >\n"; - ostr << "\t\t<attributes>\n"; - ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n"; - ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n"; - ostr << "\t\t<ringscale_x value=\"" << mtex->size[0] << "\" />\n"; - ostr << "\t\t<ringscale_y value=\"" << mtex->size[1] << "\" />\n"; - string ts = "on"; - if (tex->noisetype==TEX_NOISESOFT) ts = "off"; - ostr << "\t\t<hard value=\"" << ts << "\" />\n"; - ostr << "\t</attributes>\n"; - ostr << "</shader>\n\n"; - xmlfile << ostr.str(); - break; - } - case TEX_MARBLE: { - ostr.str(""); - ostr << "<shader type=\"marble\" name=\"" << blendtex->first << "\" >\n"; - ostr << "\t<attributes>\n"; - ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n"; - ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n"; - string ts = "on"; - if (tex->noisetype==TEX_NOISESOFT) ts = "off"; - ostr << "\t\t<hard value=\"" << ts << "\" />\n"; - ts = "1"; - if (tex->stype==1) ts="5"; else if (tex->stype==2) ts="10"; - ostr << "\t\t<sharpness value=\"" << ts << "\" />\n"; - ostr << "\t</attributes>\n"; - ostr << "</shader>\n\n"; - xmlfile << ostr.str(); - break; - } - case TEX_IMAGE: { - Image* ima = tex->ima; - if (ima) { - ostr.str(""); - ostr << "<shader type=\"image\" name=\"" << blendtex->first << "\" >\n"; - ostr << "\t<attributes>\n"; - // image->name is full path - ostr << "\t\t<filename value=\"" << ima->name << "\" />\n"; - ostr << "\t</attributes>\n"; - ostr << "</shader>\n\n"; - xmlfile << ostr.str(); - } - break; - } - default: - cout << "Unsupported texture type\n"; - } - - // colorbands - if (tex->flag & TEX_COLORBAND) { - ColorBand* cb = tex->coba; - if (cb) { - ostr.str(""); - ostr << "<shader type=\"colorband\" name=\"" << blendtex->first + "_coba" << "\" >\n"; - ostr << "\t<attributes>\n"; - ostr << "\t\t<input value=\"" << blendtex->first << "\" />\n"; - ostr << "\t</attributes>\n"; - for (int i=0;i<cb->tot;i++) { - ostr << "\t<modulator value=\"" << cb->data[i].pos << "\" >\n"; - ostr << "\t\t<color r=\"" << cb->data[i].r << "\"" << - " g=\"" << cb->data[i].g << "\"" << - " b=\"" << cb->data[i].b << "\" />\n"; - ostr << "\t</modulator>\n"; - } - ostr << "</shader>\n\n"; - xmlfile << ostr.str(); - } - } - - } -} - - -// write all materials & modulators -void yafrayRender_t::writeMaterialsAndModulators() -{ - for (map<string, Material*>::const_iterator blendmat=used_materials.begin(); - blendmat!=used_materials.end();++blendmat) { - - Material* matr = blendmat->second; - - // blendermappers - for (int m=0;m<8;m++) { - - if (matr->septex & (1<<m)) continue;// all active channels - - // ignore null mtex - MTex* mtex = matr->mtex[m]; - if (mtex==NULL) continue; - // ignore null tex - Tex* tex = mtex->tex; - if (tex==NULL) continue; - - map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name+2)); - if (mtexL!=used_textures.end()) { - ostr.str(""); - ostr << "<shader type=\"blendermapper\" name=\"" << blendmat->first + "_map" << m <<"\""; - if ((mtex->texco & TEXCO_OBJECT) || (mtex->texco & TEXCO_REFL)) - { - // For object & reflection mapping, add the object matrix to the modulator, - // as in LF script, use camera matrix if no object specified. - // In this case this means the inverse of that matrix - float texmat[4][4], itexmat[4][4]; - if ((mtex->texco & TEXCO_OBJECT) && (mtex->object)) - MTC_Mat4CpyMat4(texmat, mtex->object->obmat); - else // also for refl. map - MTC_Mat4CpyMat4(texmat, maincam_obj->obmat); - MTC_Mat4Invert(itexmat, texmat); - ostr << "\n m00=\"" << itexmat[0][0] << "\" m01=\"" << itexmat[1][0] - << "\" m02=\"" << itexmat[2][0] << "\" m03=\"" << itexmat[3][0] << "\"\n\t"; - ostr << " m10=\"" << itexmat[0][1] << "\" m11=\"" << itexmat[1][1] - << "\" m12=\"" << itexmat[2][1] << "\" m13=\"" << itexmat[3][1] << "\"\n\t"; - ostr << " m20=\"" << itexmat[0][2] << "\" m21=\"" << itexmat[1][2] - << "\" m22=\"" << itexmat[2][2] << "\" m23=\"" << itexmat[3][2] << "\"\n\t"; - ostr << " m30=\"" << itexmat[0][3] << "\" m31=\"" << itexmat[1][3] - << "\" m32=\"" << itexmat[2][3] << "\" m33=\"" << itexmat[3][3] << "\">\n"; - } - else ostr << ">\n"; - ostr << "\t<attributes>\n"; - - if ((tex->flag & TEX_COLORBAND) & (tex->coba!=NULL)) - ostr << "\t\t<input value=\"" << mtexL->first + "_coba" << "\" />\n"; - else - ostr << "\t\t<input value=\"" << mtexL->first << "\" />\n"; - - // size, if the texturetype is clouds/marble/wood, also take noisesize into account - float sc = 1; - if ((tex->type==TEX_CLOUDS) || (tex->type==TEX_MARBLE) || (tex->type==TEX_WOOD)) { - sc = tex->noisesize; - if (sc!=0) sc = 1.f/sc; - - } - // texture size - ostr << "\t\t<sizex value=\"" << mtex->size[0]*sc << "\" />\n"; - ostr << "\t\t<sizey value=\"" << mtex->size[1]*sc << "\" />\n"; - ostr << "\t\t<sizez value=\"" << mtex->size[2]*sc << "\" />\n"; - - // texture offset - ostr << "\t\t<ofsx value=\"" << mtex->ofs[0] << "\" />\n"; - ostr << "\t\t<ofsy value=\"" << mtex->ofs[1] << "\" />\n"; - ostr << "\t\t<ofsz value=\"" << mtex->ofs[2] << "\" />\n"; - - // texture coordinates, have to disable 'sticky' in Blender - if ((mtex->texco & TEXCO_UV) || (matr->mode & MA_FACETEXTURE)) - ostr << "\t\t<texco value=\"uv\" />\n"; - else if ((mtex->texco & TEXCO_GLOB) || (mtex->texco & TEXCO_OBJECT)) - // object mode is also set as global, but the object matrix was specified above with <modulator..> - ostr << "\t\t<texco value=\"global\" />\n"; - else if (mtex->texco & TEXCO_ORCO) - ostr << "\t\t<texco value=\"orco\" />\n"; - else if (mtex->texco & TEXCO_WINDOW) - ostr << "\t\t<texco value=\"window\" />\n"; - else if (mtex->texco & TEXCO_NORM) - ostr << "\t\t<texco value=\"normal\" />\n"; - else if (mtex->texco & TEXCO_REFL) - ostr << "\t\t<texco value=\"reflect\" />\n"; - - // texture mapping parameters only relevant to image type - if (tex->type==TEX_IMAGE) { - if (mtex->mapping==MTEX_FLAT) - ostr << "\t\t<mapping value=\"flat\" />\n"; - else if (mtex->mapping==MTEX_CUBE) - ostr << "\t\t<mapping value=\"cube\" />\n"; - else if (mtex->mapping==MTEX_TUBE) - ostr << "\t\t<mapping value=\"tube\" />\n"; - else if (mtex->mapping==MTEX_SPHERE) - ostr << "\t\t<mapping value=\"sphere\" />\n"; - - // texture projection axes - string proj = "nxyz"; // 'n' for 'none' - ostr << "\t\t<proj_x value=\"" << proj[mtex->projx] << "\" />\n"; - ostr << "\t\t<proj_y value=\"" << proj[mtex->projy] << "\" />\n"; - ostr << "\t\t<proj_z value=\"" << proj[mtex->projz] << "\" />\n"; - - // repeat - ostr << "\t\t<xrepeat value=\"" << tex->xrepeat << "\" />\n"; - ostr << "\t\t<yrepeat value=\"" << tex->yrepeat << "\" />\n"; - - // clipping - if (tex->extend==TEX_EXTEND) - ostr << "\t\t<clipping value=\"extend\" />\n"; - else if (tex->extend==TEX_CLIP) - ostr << "\t\t<clipping value=\"clip\" />\n"; - else if (tex->extend==TEX_CLIPCUBE) - ostr << "\t\t<clipping value=\"clipcube\" />\n"; - else - ostr << "\t\t<clipping value=\"repeat\" />\n"; - - // crop min/max - ostr << "\t\t<cropmin_x value=\"" << tex->cropxmin << "\" />\n"; - ostr << "\t\t<cropmin_y value=\"" << tex->cropymin << "\" />\n"; - ostr << "\t\t<cropmax_x value=\"" << tex->cropxmax << "\" />\n"; - ostr << "\t\t<cropmax_y value=\"" << tex->cropymax << "\" />\n"; - - // rot90 flag - string ts = "off"; - if (tex->imaflag & TEX_IMAROT) ts = "on"; - ostr << "\t\t<rot90 value=\"" << ts << "\" />\n"; - } - - ostr << "\t</attributes>\n"; - ostr << "</shader>\n\n"; - - xmlfile << ostr.str(); - } - } - - // blendershaders + modulators - ostr.str(""); - ostr << "<shader type=\"blendershader\" name=\"" << blendmat->first << "\" >\n"; - ostr << "\t<attributes>\n"; - float diff=matr->alpha; - ostr << "\t\t<color r=\"" << matr->r*diff << "\" g=\"" << matr->g*diff << "\" b=\"" << matr->b*diff << "\" />\n"; - ostr << "\t\t<specular_color r=\"" << matr->specr << "\" g=\"" << matr->specg << "\" b=\"" << matr->specb<< "\" />\n"; - ostr << "\t\t<mirror_color r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n"; - ostr << "\t\t<diffuse_reflect value=\"" << matr->ref << "\" />\n"; - ostr << "\t\t<specular_amount value=\"" << matr->spec << "\" />\n"; - ostr << "\t\t<hard value=\"" << matr->har << "\" />\n"; - ostr << "\t\t<alpha value=\"" << matr->alpha << "\" />\n"; - ostr << "\t\t<emit value=\"" << matr->emit << "\" />\n"; - - // reflection/refraction - if ( (matr->mode & MA_RAYMIRROR) || (matr->mode & MA_RAYTRANSP) ) - ostr << "\t\t<IOR value=\"" << matr->ang << "\" />\n"; - if (matr->mode & MA_RAYMIRROR) { - float rf = matr->ray_mirror; - // blender uses mir color for reflection as well - ostr << "\t\t<reflected r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n"; - ostr << "\t\t<min_refle value=\""<< rf << "\" />\n"; - if (matr->ray_depth>maxraydepth) maxraydepth = matr->ray_depth; - } - if (matr->mode & MA_RAYTRANSP) - { - float tr=1.0-matr->alpha; - ostr << "\t\t<transmitted r=\"" << matr->r * tr << "\" g=\"" << matr->g * tr << "\" b=\"" << matr->b * tr << "\" />\n"; - // tir on by default - ostr << "\t\t<tir value=\"on\" />\n"; - if (matr->ray_depth_tra>maxraydepth) maxraydepth = matr->ray_depth_tra; - } - - string Mmode = ""; - if (matr->mode & MA_TRACEBLE) Mmode += "traceable"; - if (matr->mode & MA_SHADOW) Mmode += " shadow"; - if (matr->mode & MA_SHLESS) Mmode += " shadeless"; - if (matr->mode & MA_VERTEXCOL) Mmode += " vcol_light"; - if (matr->mode & MA_VERTEXCOLP) Mmode += " vcol_paint"; - if (matr->mode & MA_ZTRA) Mmode += " ztransp"; - if (matr->mode & MA_ONLYSHADOW) Mmode += " onlyshadow"; - if (Mmode!="") ostr << "\t\t<matmodes value=\"" << Mmode << "\" />\n"; - ostr << "\t</attributes>\n"; - xmlfile << ostr.str(); - - // modulators - for (int m2=0;m2<8;m2++) { - - if (matr->septex & (1<<m2)) continue;// all active channels - - // ignore null mtex - MTex* mtex = matr->mtex[m2]; - if (mtex==NULL) continue; - - // ignore null tex - Tex* tex = mtex->tex; - if (tex==NULL) continue; - - map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name+2)); - if (mtexL!=used_textures.end()) { - - ostr.str(""); - ostr << "\t<modulator>\n"; - ostr << "\t\t<input value=\"" << blendmat->first + "_map" << m2 << "\" />\n"; - - // blendtype - string ts = "mix"; - if (mtex->blendtype==MTEX_MUL) ts="mul"; - else if (mtex->blendtype==MTEX_ADD) ts="add"; - else if (mtex->blendtype==MTEX_SUB) ts="sub"; - ostr << "\t\t<mode value=\"" << ts << "\" />\n"; - - // texture color (for use with MUL and/or no_rgb etc..) - ostr << "\t\t<texcol r=\"" << mtex->r << "\" g=\"" << mtex->g << "\" b=\"" << mtex->b << "\" />\n"; - - // texture contrast, brightness & color adjustment - ostr << "\t\t<filtercolor r=\"" << tex->rfac << "\" g=\"" << tex->gfac << "\" b=\"" << tex->bfac << "\" />\n"; - ostr << "\t\t<contrast value=\"" << tex->contrast << "\" />\n"; - ostr << "\t\t<brightness value=\"" << tex->bright << "\" />\n"; - - // all texture flags now are switches, having the value 1 or -1 (negative option) - // the negative option only used for the intensity modulation options. - - // material (diffuse) color, amount controlled by colfac (see below) - if (mtex->mapto & MAP_COL) - ostr << "\t\t<color value=\"1\" />\n"; - - // bumpmapping - if ((mtex->mapto & MAP_NORM) || (mtex->maptoneg & MAP_NORM)) { - // for yafray, bump factor is negated (unless negative option of 'Nor', is not affected by 'Neg') - // scaled down quite a bit for yafray when image type, otherwise used directly - float nf = -mtex->norfac; - if (mtex->maptoneg & MAP_NORM) nf *= -1.f; - if (tex->type==TEX_IMAGE) nf *= 2e-3f; - ostr << "\t\t<normal value=\"" << nf << "\" />\n"; - - } - - // all blender texture modulation as switches, either 1 or -1 (negative state of button) - // Csp, specular color modulation - if (mtex->mapto & MAP_COLSPEC) - ostr << "\t\t<colspec value=\"1\" />\n"; - - // CMir, mirror color modulation - if (mtex->mapto & MAP_COLMIR) - ostr << "\t\t<colmir value=\"1\" />\n"; - - // Ref, diffuse reflection amount modulation - if ((mtex->mapto & MAP_REF) || (mtex->maptoneg & MAP_REF)) { - int t = 1; - if (mtex->maptoneg & MAP_REF) t = -1; - ostr << "\t\t<difref value=\"" << t << "\" />\n"; - } - - // Spec, specular amount mod - if ((mtex->mapto & MAP_SPEC) || (mtex->maptoneg & MAP_SPEC)) { - int t = 1; - if (mtex->maptoneg & MAP_SPEC) t = -1; - ostr << "\t\t<specular value=\"" << t << "\" />\n"; - } - - // hardness modulation - if ((mtex->mapto & MAP_HAR) || (mtex->maptoneg & MAP_HAR)) { - int t = 1; - if (mtex->maptoneg & MAP_HAR) t = -1; - ostr << "\t\t<hard value=\"" << t << "\" />\n"; - } - - // alpha modulation - if ((mtex->mapto & MAP_ALPHA) || (mtex->maptoneg & MAP_ALPHA)) { - int t = 1; - if (mtex->maptoneg & MAP_ALPHA) t = -1; - ostr << "\t\t<alpha value=\"" << t << "\" />\n"; - - } - - // emit modulation - if ((mtex->mapto & MAP_EMIT) || (mtex->maptoneg & MAP_EMIT)) { - int t = 1; - if (mtex->maptoneg & MAP_EMIT) t = -1; - ostr << "\t\t<emit value=\"" << t << "\" />\n"; - } - - // texture flag, combination of strings - if (mtex->texflag & (MTEX_RGBTOINT | MTEX_STENCIL | MTEX_NEGATIVE)) { - ts = ""; - if (mtex->texflag & MTEX_RGBTOINT) ts += "no_rgb "; - if (mtex->texflag & MTEX_STENCIL) ts += "stencil "; - if (mtex->texflag & MTEX_NEGATIVE) ts += "negative"; - ostr << "\t\t<texflag value=\"" << ts << "\" />\n"; - } - - // colfac, controls amount of color modulation - ostr << "\t\t<colfac value=\"" << mtex->colfac << "\" />\n"; - - // def_var - ostr << "\t\t<def_var value=\"" << mtex->def_var << "\" />\n"; - - //varfac - ostr << "\t\t<varfac value=\"" << mtex->varfac << "\" />\n"; - - if ((tex->imaflag & (TEX_CALCALPHA | TEX_USEALPHA)) || (tex->flag & TEX_NEGALPHA)) { - ts = ""; - if (tex->imaflag & TEX_CALCALPHA) ts += "calc_alpha "; - if (tex->imaflag & TEX_USEALPHA) ts += "use_alpha "; - if (tex->flag & TEX_NEGALPHA) ts += "neg_alpha"; - ostr << "\t\t<alpha_flag value=\"" << ts << "\" />\n"; - } - - ostr << "\t</modulator>\n"; - xmlfile << ostr.str(); - - } - } - xmlfile << "</shader>\n\n"; - } -} - - -void yafrayRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_list, const float obmat[4][4]) -{ - ostr.str(""); - // transform first (not necessarily actual obj->obmat, can be duplivert see below) - ostr << "<transform m00=\"" << obmat[0][0] << "\" m01=\"" << obmat[1][0] - << "\" m02=\"" << obmat[2][0] << "\" m03=\"" << obmat[3][0] << "\"\n"; - ostr << " m10=\"" << obmat[0][1] << "\" m11=\"" << obmat[1][1] - << "\" m12=\"" << obmat[2][1] << "\" m13=\"" << obmat[3][1] << "\"\n"; - ostr << " m20=\"" << obmat[0][2] << "\" m21=\"" << obmat[1][2] - << "\" m22=\"" << obmat[2][2] << "\" m23=\"" << obmat[3][2] << "\"\n"; - ostr << " m30=\"" << obmat[0][3] << "\" m31=\"" << obmat[1][3] - << "\" m32=\"" << obmat[2][3] << "\" m33=\"" << obmat[3][3] << "\">\n"; - xmlfile << ostr.str(); - - ostr.str(""); - ostr << "<object name=\"" << obj->id.name+2 << "\""; - // yafray still needs default shader name in object def., - // since we write a shader with every face, simply use the material of the first face - // if this is an empty string, assume default mat - char* matname = VLR_list[0]->mat->id.name; - bool shadow=VLR_list[0]->mat->mode & MA_TRACEBLE; - ostr <<" shadow=\""<< (shadow ? "on" : "off" )<<"\" "; - if (VLR_list[0]->mat->mode & MA_RAYTRANSP) - ostr << "caus_IOR=\"" << VLR_list[0]->mat->ang << "\" "; - if (strlen(matname)==0) matname = "blender_default"; else matname+=2; //skip MA id - ostr << " shader_name=\"" << matname << "\" >\n"; - ostr << "\t<attributes>\n"; - if (VLR_list[0]->mat->mode & MA_RAYTRANSP) - { - float tr=1.0-VLR_list[0]->mat->alpha; - ostr << "\t\t<caus_tcolor r=\"" << VLR_list[0]->mat->r * tr - << "\" g=\"" << VLR_list[0]->mat->g * tr - << "\" b=\"" << VLR_list[0]->mat->b * tr << "\" />\n"; - } - ostr << "\t</attributes>\n"; - xmlfile << ostr.str(); - - // if any face in the Blender mesh uses an orco texture, every face has orco coords, - // so only need to check the first facevtx.orco in the list if they need to be exported - bool EXPORT_ORCO = (VLR_list[0]->v1->orco!=NULL); - - string has_orco = "off"; - if (EXPORT_ORCO) has_orco = "on"; - - // smooth shading if enabled - bool no_auto = true; //in case non-mesh, or mesh has no autosmooth - if (obj->type==OB_MESH) { - Mesh* mesh = (Mesh*)obj->data; - - if (mesh->flag & ME_AUTOSMOOTH) { - no_auto = false; - ostr.str(""); - ostr << "\t<mesh autosmooth=\"" << mesh->smoothresh << "\" has_orco=\"" << has_orco << "\" >\n"; - xmlfile << ostr.str(); - } - } - // this for non-mesh as well - if (no_auto) { - // If AutoSmooth not used, since yafray currently cannot specify if a face is smooth - // or flat shaded, the smooth flag of the first face is used to determine - // the shading for the whole mesh - if (VLR_list[0]->flag & ME_SMOOTH) - xmlfile << "\t<mesh autosmooth=\"90\" has_orco=\"" << has_orco << "\" >\n"; - else - xmlfile << "\t<mesh autosmooth=\"0.1\" has_orco=\"" << has_orco << "\" >\n"; //0 shows artefacts - } - - // now all vertices - map<VertRen*, int> vert_idx; // for removing duplicate verts and creating an index list - int vidx = 0; // vertex index counter - - xmlfile << "\t\t<points>\n"; - for (vector<VlakRen*>::const_iterator fci=VLR_list.begin(); - fci!=VLR_list.end();++fci) - { - VlakRen* vlr = *fci; - VertRen* ver; - float* orco; - ostr.str(""); - if (vert_idx.find(vlr->v1)==vert_idx.end()) { - vert_idx[vlr->v1] = vidx++; - ver = vlr->v1; - ostr << "\t\t\t<p x=\"" << ver->co[0] - << "\" y=\"" << ver->co[1] - << "\" z=\"" << ver->co[2] << "\" />\n"; - if (EXPORT_ORCO) { - orco = ver->orco; - ostr << "\t\t\t<p x=\"" << orco[0] - << "\" y=\"" << orco[1] - << "\" z=\"" << orco[2] << "\" />\n"; - } - } - if (vert_idx.find(vlr->v2)==vert_idx.end()) { - vert_idx[vlr->v2] = vidx++; - ver = vlr->v2; - ostr << "\t\t\t<p x=\"" << ver->co[0] - << "\" y=\"" << ver->co[1] - << "\" z=\"" << ver->co[2] << "\" />\n"; - if (EXPORT_ORCO) { - orco = ver->orco; - ostr << "\t\t\t<p x=\"" << orco[0] - << "\" y=\"" << orco[1] - << "\" z=\"" << orco[2] << "\" />\n"; - } - } - if (vert_idx.find(vlr->v3)==vert_idx.end()) { - vert_idx[vlr->v3] = vidx++; - ver = vlr->v3; - ostr << "\t\t\t<p x=\"" << ver->co[0] - << "\" y=\"" << ver->co[1] - << "\" z=\"" << ver->co[2] << "\" />\n"; - if (EXPORT_ORCO) { - orco = ver->orco; - ostr << "\t\t\t<p x=\"" << orco[0] - << "\" y=\"" << orco[1] - << "\" z=\"" << orco[2] << "\" />\n"; - } - } - if ((vlr->v4) && (vert_idx.find(vlr->v4)==vert_idx.end())) { - vert_idx[vlr->v4] = vidx++; - ver = vlr->v4; - ostr << "\t\t\t<p x=\"" << ver->co[0] - << "\" y=\"" << ver->co[1] - << "\" z=\"" << ver->co[2] << "\" />\n"; - if (EXPORT_ORCO) { - orco = ver->orco; - ostr << "\t\t\t<p x=\"" << orco[0] - << "\" y=\"" << orco[1] - << "\" z=\"" << orco[2] << "\" />\n"; - } - } - xmlfile << ostr.str(); - } - xmlfile << "\t\t</points>\n"; - - // all faces using the index list created above - xmlfile << "\t\t<faces>\n"; - for (vector<VlakRen*>::const_iterator fci2=VLR_list.begin(); - fci2!=VLR_list.end();++fci2) - { - VlakRen* vlr = *fci2; - Material* fmat = vlr->mat; - bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0); - char* fmatname = fmat->id.name; - if (strlen(fmatname)==0) fmatname = "blender_default"; else fmatname+=2; //skip MA id - TFace* uvc = vlr->tface; // possible uvcoords (v upside down) - int idx1, idx2, idx3; - - idx1 = vert_idx.find(vlr->v1)->second; - idx2 = vert_idx.find(vlr->v2)->second; - idx3 = vert_idx.find(vlr->v3)->second; - - // make sure the indices point to the vertices when orco coords exported - if (EXPORT_ORCO) { idx1*=2; idx2*=2; idx3*=2; } - - ostr.str(""); - ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\""; - - if (uvc) { - // use correct uv coords for this triangle - if (vlr->flag & R_FACE_SPLIT) { - ostr << " u_a=\"" << uvc->uv[0][0] << "\" v_a=\"" << 1-uvc->uv[0][1] << "\"" - << " u_b=\"" << uvc->uv[2][0] << "\" v_b=\"" << 1-uvc->uv[2][1] << "\"" - << " u_c=\"" << uvc->uv[3][0] << "\" v_c=\"" << 1-uvc->uv[3][1] << "\""; - } - else { - ostr << " u_a=\"" << uvc->uv[0][0] << "\" v_a=\"" << 1-uvc->uv[0][1] << "\"" - << " u_b=\"" << uvc->uv[1][0] << "\" v_b=\"" << 1-uvc->uv[1][1] << "\"" - << " u_c=\"" << uvc->uv[2][0] << "\" v_c=\"" << 1-uvc->uv[2][1] << "\""; - } - } - - // since Blender seems to need vcols when uvs are used, for yafray only export when the material actually uses vcols - if ((EXPORT_VCOL) && (vlr->vcol)) { - // vertex colors - float vr, vg, vb; - vr = ((vlr->vcol[0] >> 24) & 255)/255.0; - vg = ((vlr->vcol[0] >> 16) & 255)/255.0; - vb = ((vlr->vcol[0] >> 8) & 255)/255.0; - ostr << " vcol_a_r=\"" << vr << "\" vcol_a_g=\"" << vg << "\" vcol_a_b=\"" << vb << "\""; - vr = ((vlr->vcol[1] >> 24) & 255)/255.0; - vg = ((vlr->vcol[1] >> 16) & 255)/255.0; - vb = ((vlr->vcol[1] >> 8) & 255)/255.0; - ostr << " vcol_b_r=\"" << vr << "\" vcol_b_g=\"" << vg << "\" vcol_b_b=\"" << vb << "\""; - vr = ((vlr->vcol[2] >> 24) & 255)/255.0; - vg = ((vlr->vcol[2] >> 16) & 255)/255.0; - vb = ((vlr->vcol[2] >> 8) & 255)/255.0; - ostr << " vcol_c_r=\"" << vr << "\" vcol_c_g=\"" << vg << "\" vcol_c_b=\"" << vb << "\""; - } - ostr << " shader_name=\"" << fmatname << "\" />\n"; - - if (vlr->v4) { - - idx1 = vert_idx.find(vlr->v3)->second; - idx2 = vert_idx.find(vlr->v4)->second; - idx3 = vert_idx.find(vlr->v1)->second; - - // make sure the indices point to the vertices when orco coords exported - if (EXPORT_ORCO) { idx1*=2; idx2*=2; idx3*=2; } - - ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\""; - - if (uvc) { - ostr << " u_a=\"" << uvc->uv[2][0] << "\" v_a=\"" << 1-uvc->uv[2][1] << "\"" - << " u_b=\"" << uvc->uv[3][0] << "\" v_b=\"" << 1-uvc->uv[3][1] << "\"" - << " u_c=\"" << uvc->uv[0][0] << "\" v_c=\"" << 1-uvc->uv[0][1] << "\""; - } - if ((EXPORT_VCOL) && (vlr->vcol)) { - // vertex colors - float vr, vg, vb; - vr = ((vlr->vcol[2] >> 24) & 255)/255.0; - vg = ((vlr->vcol[2] >> 16) & 255)/255.0; - vb = ((vlr->vcol[2] >> 8) & 255)/255.0; - ostr << " vcol_a_r=\"" << vr << "\" vcol_a_g=\"" << vg << "\" vcol_a_b=\"" << vb << "\""; - vr = ((vlr->vcol[3] >> 24) & 255)/255.0; - vg = ((vlr->vcol[3] >> 16) & 255)/255.0; - vb = ((vlr->vcol[3] >> 8) & 255)/255.0; - ostr << " vcol_b_r=\"" << vr << "\" vcol_b_g=\"" << vg << "\" vcol_b_b=\"" << vb << "\""; - vr = ((vlr->vcol[0] >> 24) & 255)/255.0; - vg = ((vlr->vcol[0] >> 16) & 255)/255.0; - vb = ((vlr->vcol[0] >> 8) & 255)/255.0; - ostr << " vcol_c_r=\"" << vr << "\" vcol_c_g=\"" << vg << "\" vcol_c_b=\"" << vb << "\""; - } - ostr << " shader_name=\"" << fmatname << "\" />\n"; - - } - xmlfile << ostr.str(); - } - xmlfile << "\t\t</faces>\n\t</mesh>\n</object>\n</transform>\n\n"; -} - - -// write all objects -void yafrayRender_t::writeAllObjects() -{ - - // first all objects except dupliverts (and main instance object for dups) - for (map<Object*, vector<VlakRen*> >::const_iterator obi=all_objects.begin(); - obi!=all_objects.end(); ++obi) - { - // skip main duplivert, written later - if (obi->first->flag & OB_YAF_DUPLISOURCE) continue; - writeObject(obi->first, obi->second, obi->first->obmat); - } - - // Now all duplivert objects (if any) as instances of main object - // The original object has been included in the VlakRen renderlist above (see convertBlenderScene.c) - // but is written here which all other duplis are instances of. - float obmat[4][4], cmat[4][4], imat[4][4], nmat[4][4]; - for (map<string, vector<float> >::const_iterator dupMtx=dupliMtx_list.begin(); - dupMtx!=dupliMtx_list.end();++dupMtx) { - - // original inverse matrix, not actual matrix of object, but first duplivert. - for (int i=0;i<4;i++) - for (int j=0;j<4;j++) - obmat[i][j] = dupMtx->second[(i<<2)+j]; - MTC_Mat4Invert(imat, obmat); - - // first object written as normal (but with transform of first duplivert) - Object* obj = dup_srcob[dupMtx->first]; - writeObject(obj, all_objects[obj], obmat); - - // all others instances of first - for (int curmtx=16;curmtx<dupMtx->second.size();curmtx+=16) { // number of 4x4 matrices - - // new mtx - for (int i=0;i<4;i++) - for (int j=0;j<4;j++) - nmat[i][j] = dupMtx->second[curmtx+(i<<2)+j]; - - MTC_Mat4MulMat4(cmat, imat, nmat); // transform with respect to original = inverse_original * new - - ostr.str(""); - // yafray matrix = transpose of Blender - ostr << "<transform m00=\"" << cmat[0][0] << "\" m01=\"" << cmat[1][0] - << "\" m02=\"" << cmat[2][0] << "\" m03=\"" << cmat[3][0] << "\"\n"; - ostr << " m10=\"" << cmat[0][1] << "\" m11=\"" << cmat[1][1] - << "\" m12=\"" << cmat[2][1] << "\" m13=\"" << cmat[3][1] << "\"\n"; - ostr << " m20=\"" << cmat[0][2] << "\" m21=\"" << cmat[1][2] - << "\" m22=\"" << cmat[2][2] << "\" m23=\"" << cmat[3][2] << "\"\n"; - ostr << " m30=\"" << cmat[0][3] << "\" m31=\"" << cmat[1][3] - << "\" m32=\"" << cmat[2][3] << "\" m33=\"" << cmat[3][3] << "\">\n"; - xmlfile << ostr.str(); - - // new name from original - ostr.str(""); - ostr << "<object name=\"" << obj->id.name+2 << "_dup" << (curmtx>>4) << "\" original=\"" << obj->id.name+2 << "\" >\n"; - xmlfile << ostr.str(); - xmlfile << "\t<attributes>\n\t</attributes>\n\t<null/>\n</object>\n</transform>\n\n"; - - } - - } - -} - - -void yafrayRender_t::writeLamps() -{ - // all lamps - for (int i=0;i<R.totlamp;i++) - { - ostr.str(""); - LampRen* lamp = R.la[i]; - // TODO: add decay setting in yafray - ostr << "<light type=\""; - if (lamp->type==LA_LOCAL) - ostr << "pointlight"; - else if (lamp->type==LA_SPOT) - ostr << "spotlight"; - else if (lamp->type==LA_SUN) // for now, hemi == sun - ostr << "sunlight"; - /* TODO - else if (lamp->type==LA_AREA) { - // new blender area light - ostr << "arealight"; - } - */ - else { - // possibly unknown type, ignore - cout << "Unknown Blender lamp type: " << lamp->type << endl; - continue; - } - ostr << "\" name=\"LAMP" << i+1; //no name available here, create one - // color already premultiplied by energy, so only need distance here - float pwr; - if (lamp->mode & LA_SPHERE) { - // best approx. as used in LFexport script, however, in yafray it seems incorrect, so LF must use another model - pwr = lamp->dist*(lamp->dist+1)*0.125; - //decay = 2; - } - else { - if ((lamp->type==LA_LOCAL) || (lamp->type==LA_SPOT)) { - pwr = lamp->dist; - //decay = 1; - } - else pwr = 1; // sun/hemi distance irrelevent. - } - ostr << "\" power=\"" << pwr; - string lpmode="off"; - if ((lamp->mode & LA_SHAD) || (lamp->mode & LA_SHAD_RAY)) lpmode="on";; - ostr << "\" cast_shadows=\"" << lpmode << "\""; - // spot specific stuff - if (lamp->type==LA_SPOT) { - // conversion already changed spotsize to cosine of half angle - float ld = 1-lamp->spotsi; //convert back to blender slider setting - if (ld!=0) ld = 1.f/ld; - ostr << " size=\"" << acos(lamp->spotsi)*180.0/M_PI << "\"" - << " blend=\"" << lamp->spotbl*ld << "\"" - << " beam_falloff=\"2\""; // no Blender equivalent (yet) - } - ostr << " >\n"; - // position - ostr << "\t<from x=\"" << lamp->co[0] << "\" y=\"" << lamp->co[1] << "\" z=\"" << lamp->co[2] << "\" />\n"; - // 'to' for spot, already calculated by Blender - if (lamp->type==LA_SPOT) - ostr << "\t<to x=\"" << lamp->co[0]+1e6*lamp->vec[0] - << "\" y=\"" << lamp->co[1]+1e6*lamp->vec[1] - << "\" z=\"" << lamp->co[2]+1e6*lamp->vec[2] << "\" />\n"; - // color - // rgb in LampRen is premultiplied by energy, power is compensated for that above - ostr << "\t<color r=\"" << lamp->r << "\" g=\"" << lamp->g << "\" b=\"" << lamp->b << "\" />\n"; - ostr << "</light>\n\n"; - xmlfile << ostr.str(); - } -} - - -// write main camera -void yafrayRender_t::writeCamera() -{ - // here Global used again - ostr.str(""); - ostr << "<camera name=\"MAINCAM\""; - - // render resolution including the percentage buttons (aleady calculated in initrender for R renderdata) - int xres = R.r.xsch; - int yres = R.r.ysch; - ostr << " resx=\"" << xres << "\" resy=\"" << yres; - - // aspectratio can be set in Blender as well using aspX & aspY, need an extra param. for yafray cam. - float aspect = 1; - if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch); - - ostr << "\" focal=\"" << mainCamLens/(aspect*32.0) << "\" >\n"; - xmlfile << ostr.str(); - - // from, to, up vectors - // comment in MTC_matrixops.h not correct, copy is arg2->arg1 - float camtx[4][4]; - MTC_Mat4CpyMat4(camtx, maincam_obj->obmat); - MTC_normalise3DF(camtx[1]); //up - MTC_normalise3DF(camtx[2]); //dir - ostr.str(""); - ostr << "\t<from x=\"" << camtx[3][0] << "\"" - << " y=\"" << camtx[3][1] << "\"" - << " z=\"" << camtx[3][2] << "\" />\n"; - Object* dofob = findObject("OBFOCUS"); - if (dofob) { - // dof empty found, modify lookat point accordingly - // location from matrix, in case animated - float fdx = dofob->obmat[3][0] - camtx[3][0]; - float fdy = dofob->obmat[3][1] - camtx[3][1]; - float fdz = dofob->obmat[3][2] - camtx[3][2]; - float fdist = sqrt(fdx*fdx + fdy*fdy + fdz*fdz); - cout << "FOCUS object found, distance is: " << fdist << endl; - ostr << "\t<to x=\"" << camtx[3][0] - fdist*camtx[2][0] - << "\" y=\"" << camtx[3][1] - fdist*camtx[2][1] - << "\" z=\"" << camtx[3][2] - fdist*camtx[2][2] << "\" />\n"; - } - else { - ostr << "\t<to x=\"" << camtx[3][0] - camtx[2][0] - << "\" y=\"" << camtx[3][1] - camtx[2][1] - << "\" z=\"" << camtx[3][2] - camtx[2][2] << "\" />\n"; - } - ostr << "\t<up x=\"" << camtx[3][0] + camtx[1][0] - << "\" y=\"" << camtx[3][1] + camtx[1][1] - << "\" z=\"" << camtx[3][2] + camtx[1][2] << "\" />\n"; - xmlfile << ostr.str(); - xmlfile << "</camera>\n\n"; -} - void yafrayRender_t::addDupliMtx(Object* obj) { @@ -1243,105 +196,5 @@ bool yafrayRender_t::objectKnownData(Object* obj) return false; } -void yafrayRender_t::writeHemilight() -{ - ostr.str(""); - ostr << "<light type=\"hemilight\" name=\"hemi_LT\" power=\"" << R.r.GIpower << "\" "; - switch (R.r.GIquality) - { - case 1 : - case 2 : ostr << " samples=\"16\" >\n"; break; - case 3 : ostr << " samples=\"36\" >\n"; break; - case 4 : ostr << " samples=\"64\" >\n"; break; - default: ostr << " samples=\"25\" >\n"; - } - ostr << "</light>\n\n"; - xmlfile << ostr.str(); -} -void yafrayRender_t::writePathlight() -{ - ostr.str(""); - ostr << "<light type=\"pathlight\" name=\"path_LT\" power=\"" << R.r.GIpower << "\" "; - ostr << " depth=\"" << R.r.GIdepth << "\" caus_depth=\"" << R.r.GIcausdepth <<"\"\n"; - if (R.r.GIcache) - { - switch (R.r.GIquality) - { - case 1 : ostr << " samples=\"128\" \n"; break; - case 2 : ostr << " samples=\"256\" \n"; break; - case 3 : ostr << " samples=\"512\" \n"; break; - case 4 : ostr << " samples=\"1024\" \n"; break; - default: ostr << " samples=\"512\" \n"; - } - float aspect = 1; - if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch); - float sbase = 2.0*atan(0.5/(mainCamLens/(aspect*32.0)))/float(R.r.xsch); - ostr << " cache=\"on\" use_QMC=\"on\" \n"; - ostr << " cache_size=\"" << sbase*R.r.GIpixelspersample << "\" shadow_threshold=\"" << - 1.0 - R.r.GIshadowquality << "\" search=\"85\" gradient=\"" << - ((R.r.GIgradient)? "on" : "off") << "\" >\n"; - } - else - { - switch (R.r.GIquality) - { - case 1 : ostr << " samples=\"16\" >\n"; break; - case 2 : ostr << " samples=\"36\" >\n"; break; - case 3 : ostr << " samples=\"64\" >\n"; break; - case 4 : ostr << " samples=\"128\" >\n"; break; - default: ostr << " samples=\"25\" >\n"; - } - } - ostr << "</light>\n\n"; - xmlfile << ostr.str(); -} - -bool yafrayRender_t::writeWorld() -{ - World *world = G.scene->world; - - if (R.r.GIquality!=0) { - if (R.r.GImethod==1) { - if (world==NULL) cout << "WARNING: need world background for skydome!\n"; - writeHemilight(); - } - else if (R.r.GImethod==2) writePathlight(); - } - - if (world==NULL) return false; - - ostr.str(""); - ostr << "<background type=\"constant\" name=\"world_background\" >\n"; - ostr << "\t<color r=\"" << world->horr << "\" g=\"" << world->horg << "\" b=\"" << world->horb << "\" />\n"; - ostr << "</background>\n\n"; - xmlfile << ostr.str(); - - return true; -} - -bool yafrayRender_t::executeYafray(const string &xmlpath) -{ - char yfr[8]; - sprintf(yfr, "%d ", R.r.YF_numprocs); -#ifdef WIN32 - string command = command_path + "\\yafray -c " + yfr + "\"" + xmlpath + "\""; -#else - string command = string("yafray -c ") + yfr + "\"" + xmlpath + "\""; -#endif - return system(command.c_str())==0; -} - - -yafrayRender_t YAFBLEND; - -extern "C" -{ - -int YAF_exportScene() { return (int)YAFBLEND.exportScene(); } -void YAF_displayImage() { YAFBLEND.displayImage(); } -void YAF_addDupliMtx(Object* obj) { YAFBLEND.addDupliMtx(obj); } -int YAF_objectKnownData(Object* obj) { return (int)YAFBLEND.objectKnownData(obj); } - -} diff --git a/source/blender/yafray/intern/yafray_Render.h b/source/blender/yafray/intern/yafray_Render.h index 3a46f025115..4b6a679aa9d 100644 --- a/source/blender/yafray/intern/yafray_Render.h +++ b/source/blender/yafray/intern/yafray_Render.h @@ -65,55 +65,53 @@ extern void error (char *fmt, ...); class yafrayRender_t { -public: - // ctor - yafrayRender_t() {} - // dtor - ~yafrayRender_t() {} - - // mtds - bool exportScene(); - - void displayImage(); - void addDupliMtx(Object* obj); - - bool objectKnownData(Object* obj); - -private: - Object* maincam_obj; - float mainCamLens; - - int maxraydepth; - - std::string imgout; - - std::ofstream xmlfile; - std::ostringstream ostr; - std::map<Object*, std::vector<VlakRen*> > all_objects; - std::map<std::string, Material*> used_materials; - std::map<std::string, std::pair<Material*, MTex*> > used_textures; - std::map<std::string, std::vector<float> > dupliMtx_list; - std::map<std::string, Object*> dup_srcob; - std::map<void*, Object*> objectData; - - Object* findObject(const char* name); - bool getAllMatTexObs(); - void writeTextures(); - void writeMaterialsAndModulators(); - void writeObject(Object* obj, const std::vector<VlakRen*> &VLR_list, const float obmat[4][4]); - void writeAllObjects(); - void writeLamps(); - void writeCamera(); - void writeHemilight(); - void writePathlight(); - bool writeWorld(); - void clearAll(); - bool executeYafray(const std::string &xmlpath); + public: + // ctor + yafrayRender_t() {} + // dtor + virtual ~yafrayRender_t() {} + + // mtds + bool exportScene(); + + void addDupliMtx(Object* obj); + + bool objectKnownData(Object* obj); + + protected: + Object* maincam_obj; + float mainCamLens; + + int maxraydepth; + bool hasworld; + + std::map<Object*, std::vector<VlakRen*> > all_objects; + std::map<std::string, Material*> used_materials; + std::map<std::string, std::pair<Material*, MTex*> > used_textures; + std::map<std::string, std::vector<float> > dupliMtx_list; + std::map<std::string, Object*> dup_srcob; + std::map<void*, Object*> objectData; + + Object* findObject(const char* name); + bool getAllMatTexObs(); + + virtual void writeTextures()=0; + virtual void writeMaterialsAndModulators()=0; + virtual void writeObject(Object* obj, const std::vector<VlakRen*> &VLR_list, const float obmat[4][4])=0; + virtual void writeAllObjects()=0; + virtual void writeLamps()=0; + virtual void writeCamera()=0; + virtual void writeHemilight()=0; + virtual void writePathlight()=0; + virtual bool writeWorld()=0; + virtual bool writeRender()=0; + virtual bool initExport()=0; + virtual bool finishExport()=0; + + void clearAll(); }; -/* C access to yafray */ -extern yafrayRender_t YAFBLEND; #endif |