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authorAlejandro Conty Estevez <conty@yafray.org>2004-01-05 01:10:36 +0300
committerAlejandro Conty Estevez <conty@yafray.org>2004-01-05 01:10:36 +0300
commiteff07b83294125ca3bf66fbec5b6abc865d04c80 (patch)
treefc9f4e2fa4e73cf32823a0a81ee81b58d028a1c1 /source/blender/src/yafray_Render.cpp
parent29d23bf86438629a0fc72313d29c40e62cd1bb7d (diff)
Basic initial yafray integration by Eeshlo.
Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme.
Diffstat (limited to 'source/blender/src/yafray_Render.cpp')
-rw-r--r--source/blender/src/yafray_Render.cpp1207
1 files changed, 1207 insertions, 0 deletions
diff --git a/source/blender/src/yafray_Render.cpp b/source/blender/src/yafray_Render.cpp
new file mode 100644
index 00000000000..29e31fe5d34
--- /dev/null
+++ b/source/blender/src/yafray_Render.cpp
@@ -0,0 +1,1207 @@
+//----------------------------------------------------------------------------------------------------
+// YafRay XML export
+//
+// For anyone else looking at this, this was designed for a tabspacing of 2 (YafRay/Jandro standard :)
+//----------------------------------------------------------------------------------------------------
+
+#include "yafray_Render.h"
+
+using namespace std;
+
+void yafrayRender_t::clearAll()
+{
+ all_objects.clear();
+ used_materials.clear();
+ used_textures.clear();
+ dupliMtx_list.clear();
+ dup_srcob.clear();
+ objectData.clear();
+}
+
+bool yafrayRender_t::exportScene()
+{
+ // get camera first, no checking should be necessary, all done by Blender
+ maincam_obj = G.scene->camera;
+
+ // use fixed lens for objects functioning as temporary camera (ctrl-0)
+ mainCamLens = 35.0;
+ if (maincam_obj->type==OB_CAMERA) mainCamLens=((Camera*)maincam_obj->data)->lens;
+
+ // export dir must be set and exist
+ if (strlen(U.yfexportdir)==0) {
+ cout << "No export directory set in user defaults!\n";
+ clearAll();
+ return false;
+ }
+ // check if it exists
+ if (!BLI_exists(U.yfexportdir)) {
+ cout << "YafRay temporary xml export directory:\n" << U.yfexportdir << "\ndoes not exist!\n";
+ clearAll();
+ return false;
+ }
+
+ string xmlpath = U.yfexportdir;
+#ifdef WIN32
+ imgout = xmlpath + "\\YBtest.tga";
+ xmlpath += "\\YBtest.xml";
+#else
+ imgout = xmlpath + "/YBtest.tga";
+ xmlpath += "/YBtest.xml";
+#endif
+
+ 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()) {
+ // 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";
+ 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();
+ 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();
+
+ // clear for next call, before render to free some memory
+ clearAll();
+
+ // file exported, now render
+ string yfr = "yafray " + xmlpath;
+ if(system(yfr.c_str())==0)
+ displayImage();
+ else cout<<"Could not execute yafray. Is it in path?";
+
+ 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;
+}
+
+
+// find object by name in global scene (+'OB'!)
+Object* yafrayRender_t::findObject(const char* name)
+{
+ Base* bs = (Base*)G.scene->base.first;
+ while (bs) {
+ Object* obj = bs->object;
+ if (!strcmp(name, obj->id.name)) return obj;
+ bs = bs->next;
+ }
+ return NULL;
+}
+
+// gets all unique face materials & textures,
+// and sorts the facelist rejecting anything that is not a quad or tri,
+// as well as associating them again with the original Object.
+bool yafrayRender_t::getAllMatTexObs()
+{
+
+ VlakRen* vlr;
+
+ for (int i=0;i<R.totvlak;i++) {
+
+ if ((i & 255)==0) vlr=R.blovl[i>>8]; else vlr++;
+
+ // ---- The materials & textures
+ // in this case, probably every face has a material assigned, which can be the default material,
+ // so checking that this is !0 is probably not necessary, but just in case...
+ Material* matr = vlr->mat;
+ if (matr) {
+ // The default assigned material seems to be nameless, no MA id, an empty string.
+ // Since this name is needed in yafray, make it 'blender_default'
+ if (strlen(matr->id.name)==0)
+ used_materials["blender_default"] = matr;
+ else
+ used_materials[matr->id.name+2] = matr; // skip 'MA' id
+ // textures, all active channels
+ for (int m=0;m<8;m++) {
+ if (matr->septex & (1<<m)) continue; // only active channels
+ MTex* mx = matr->mtex[m];
+ // if no mtex, ignore
+ if (mx==NULL) continue;
+ // if no tex, ignore
+ Tex* tx = mx->tex;
+ if (tx==NULL) continue;
+ short txtp = tx->type;
+ // if texture type not available in yafray, ignore
+ if ((txtp!=TEX_STUCCI) &&
+ (txtp!=TEX_CLOUDS) &&
+ (txtp!=TEX_WOOD) &&
+ (txtp!=TEX_MARBLE) &&
+ (txtp!=TEX_IMAGE)) continue;
+ // in the case of an image texture, check that there is an actual image, otherwise ignore
+ if ((txtp & TEX_IMAGE) && (!tx->ima)) continue;
+ used_textures[tx->id.name+2] = make_pair(matr, mx);
+ }
+ }
+
+ // make list of faces per object, ignore <3 vert faces, duplicate vertex sorting done later
+ // make sure null object pointers are ignored
+ if (vlr->ob) {
+ int nv = 0; // number of vertices
+ if (vlr->v4) nv=4; else if (vlr->v3) nv=3;
+ if (nv) all_objects[vlr->ob].push_back(vlr);
+ }
+ //else cout << "WARNING: VlakRen struct with null obj.ptr!\n";
+
+ }
+
+ // in case dupliMtx_list not empty, make sure that there is at least one source object
+ // in all_objects with the name given in dupliMtx_list
+ if (dupliMtx_list.size()!=0) {
+
+ for (map<Object*, vector<VlakRen*> >::const_iterator obn=all_objects.begin();
+ obn!=all_objects.end();++obn)
+ {
+ Object* obj = obn->first;
+ if (obj->flag & OB_YAF_DUPLISOURCE) dup_srcob[string(obj->id.name)] = obj;
+ }
+
+ // if the name reference list is empty, return now, something was seriously wrong
+ if (dup_srcob.size()==0) {
+ // error() doesn't work to well, when switching from Blender to console at least, so use stdout instead
+ cout << "ERROR: Duplilist non_empty, but no srcobs\n";
+ return false;
+ }
+ // else make sure every object is found in dupliMtx_list
+ for (map<string, Object*>::const_iterator obn=dup_srcob.begin();
+ obn!=dup_srcob.end();++obn)
+ {
+ if (dupliMtx_list.find(obn->first)==dupliMtx_list.end()) {
+ cout << "ERROR: Source ob missing for dupli's\n";
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+
+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";
+ ostr << "\t\t<color r=\"" << matr->r << "\" g=\"" << matr->g << "\" b=\"" << matr->b << "\" />\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) {
+ float rf = matr->ray_mirror;
+ // blender uses mir color for reflection as well
+ ostr << "\t\t<reflected r=\"" << matr->mirr*rf << "\" g=\"" << matr->mirg*rf << "\" b=\"" << matr->mirb*rf << "\" />\n";
+ if (matr->ray_depth) maxraydepth = matr->ray_depth;
+ }
+ if (matr->mode & MA_RAYTRANSP) {
+ ostr << "\t\t<IOR value=\"" << matr->ang << "\" />\n";
+ // blender refraction color always white?
+ //ostr << "\t\t<transmitted r=\"" << matr->r << "\" g=\"" << matr->g << "\" b=\"" << matr->b << "\" />\n";
+ ostr << "\t\t<transmitted r=\"1\" g=\"1\" b=\"1\" />\n";
+ // tir on by default
+ ostr << "\t\t<tir value=\"on\" />\n";
+ if (matr->ray_depth_tra) 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 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 << "\t<modulator>\n";
+ ostr << "\t\t<input value=\"" << blendmat->first + "_map" << m << "\" />\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;
+ if (strlen(matname)==0) matname = "blender_default"; else matname+=2; //skip MA id
+ ostr << " shader_name=\"" << matname << "\" >\n";
+ ostr << "\t<attributes>\n\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 fci=VLR_list.begin();
+ fci!=VLR_list.end();++fci)
+ {
+ VlakRen* vlr = *fci;
+ 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)
+{
+ for (int i=0;i<4;i++)
+ for (int j=0;j<4;j++)
+ dupliMtx_list[string(obj->id.name)].push_back(obj->obmat[i][j]);
+}
+
+
+bool yafrayRender_t::objectKnownData(Object* obj)
+{
+ // if object data already known, no need to include in renderlist, otherwise save object datapointer
+ if (objectData.find(obj->data)!=objectData.end()) {
+ // set OB_YAF_DUPLISOURCE flag for known object
+ Object* orgob = objectData[obj->data];
+ orgob->flag |= OB_YAF_DUPLISOURCE;
+ // first save original object matrix in dupliMtx_list, if not added yet
+ if (dupliMtx_list.find(orgob->id.name)==dupliMtx_list.end()) {
+ cout << "Added orignal matrix\n";
+ addDupliMtx(orgob);
+ }
+ // then save matrix of linked object in dupliMtx_list, using name of ORIGINAL object
+ for (int i=0;i<4;i++)
+ for (int j=0;j<4;j++)
+ dupliMtx_list[string(orgob->id.name)].push_back(obj->obmat[i][j]);
+ return true;
+ }
+ // object not known yet
+ objectData[obj->data] = 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 << "\" ";
+ 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 << " depth=\"" << R.r.GIdepth << "\" 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;
+}
+
+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); }
+
+}
+