diff options
Diffstat (limited to 'release/scripts/io/engine_render_pov.py')
-rw-r--r-- | release/scripts/io/engine_render_pov.py | 1739 |
1 files changed, 878 insertions, 861 deletions
diff --git a/release/scripts/io/engine_render_pov.py b/release/scripts/io/engine_render_pov.py index ddca6eb43dc..3ad75f41709 100644 --- a/release/scripts/io/engine_render_pov.py +++ b/release/scripts/io/engine_render_pov.py @@ -4,18 +4,20 @@ # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. -# +# # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. -# +# # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ##### END GPL LICENSE BLOCK ##### +# <pep8 compliant> + import bpy from math import atan, pi, degrees @@ -27,819 +29,830 @@ import time import platform as pltfrm if pltfrm.architecture()[0] == '64bit': - bitness = 64 + bitness = 64 else: - bitness = 32 - -def write_pov(filename, scene=None, info_callback = None): - file = open(filename, 'w') - - # Only for testing - if not scene: - scene = bpy.data.scenes[0] - - render = scene.render_data - world = scene.world - - # --- taken from fbx exporter - ## This was used to make V, but faster not to do all that - ##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}' - ##v = range(255) - ##for c in valid: v.remove(ord(c)) - v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,46,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254] - invalid = ''.join([chr(i) for i in v]) - def cleanName(name): - for ch in invalid: name = name.replace(ch, '_') - return name - del v - - # --- done with clean name. - - def uniqueName(name, nameSeq): - - if name not in nameSeq: - return name - - name_orig = name - i = 1 - while name in nameSeq: - name = '%s_%.3d' % (name_orig, i) - i+=1 - - return name - - - def writeMatrix(matrix): - file.write('\tmatrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n' %\ - (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]) ) - - def writeObjectMaterial(material): - if material and material.transparency_method=='RAYTRACE': - file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior) - - # Other interior args - # fade_distance 2 - # fade_power [Value] - # fade_color - - # dispersion - # dispersion_samples - - materialNames = {} - DEF_MAT_NAME = 'Default' - def writeMaterial(material): - # Assumes only called once on each material - - if material: - name_orig = material.name - else: - name_orig = DEF_MAT_NAME - - name = materialNames[name_orig] = uniqueName(cleanName(name_orig), materialNames) - - file.write('#declare %s = finish {\n' % name) - - if material: - file.write('\tdiffuse %.3g\n' % material.diffuse_intensity) - file.write('\tspecular %.3g\n' % material.specular_intensity) - - file.write('\tambient %.3g\n' % material.ambient) - #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value - - # map hardness between 0.0 and 1.0 - roughness = ((1.0 - ((material.specular_hardness-1.0)/510.0))) - # scale from 0.0 to 0.1 - roughness *= 0.1 - # add a small value because 0.0 is invalid - roughness += (1/511.0) - - file.write('\troughness %.3g\n' % roughness) - - # 'phong 70.0 ' - - if material.raytrace_mirror.enabled: - raytrace_mirror= material.raytrace_mirror - if raytrace_mirror.reflect_factor: - file.write('\treflection {\n') - file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color)) - file.write('\t\tfresnel 1 falloff %.3g exponent %.3g metallic %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor, raytrace_mirror.reflect_factor)) - - else: - file.write('\tdiffuse 0.8\n') - file.write('\tspecular 0.2\n') - - - # This is written into the object - ''' - if material and material.transparency_method=='RAYTRACE': - 'interior { ior %.3g} ' % material.raytrace_transparency.ior - ''' - - #file.write('\t\t\tcrand 1.0\n') # Sand granyness - #file.write('\t\t\tmetallic %.6f\n' % material.spec) - #file.write('\t\t\tphong %.6f\n' % material.spec) - #file.write('\t\t\tphong_size %.6f\n' % material.spec) - #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness - - file.write('}\n') - - def exportCamera(): - camera = scene.camera - matrix = camera.matrix - - # compute resolution - Qsize=float(render.resolution_x)/float(render.resolution_y) - - file.write('camera {\n') - file.write('\tlocation <0, 0, 0>\n') - file.write('\tlook_at <0, 0, -1>\n') - file.write('\tright <%s, 0, 0>\n' % -Qsize) - file.write('\tup <0, 1, 0>\n') - file.write('\tangle %f \n' % (360.0*atan(16.0/camera.data.lens)/pi)) - - file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotationPart().toEuler()])) - file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2])) - file.write('}\n') - - def exportLamps(lamps): - # Get all lamps - for ob in lamps: - lamp = ob.data - - matrix = ob.matrix - - color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy - - file.write('light_source {\n') - file.write('\t< 0,0,0 >\n') - file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color) - - if lamp.type == 'POINT': # Point Lamp - pass - elif lamp.type == 'SPOT': # Spot - file.write('\tspotlight\n') - - # Falloff is the main radius from the centre line - file.write('\tfalloff %.2f\n' % (lamp.spot_size/2.0) ) # 1 TO 179 FOR BOTH - file.write('\tradius %.6f\n' % ((lamp.spot_size/2.0) * (1-lamp.spot_blend)) ) - - # Blender does not have a tightness equivilent, 0 is most like blender default. - file.write('\ttightness 0\n') # 0:10f - - file.write('\tpoint_at <0, 0, -1>\n') - elif lamp.type == 'SUN': - file.write('\tparallel\n') - file.write('\tpoint_at <0, 0, -1>\n') # *must* be after 'parallel' - - elif lamp.type == 'AREA': - - size_x = lamp.size - samples_x = lamp.shadow_ray_samples_x - if lamp.shape == 'SQUARE': - size_y = size_x - samples_y = samples_x - else: - size_y = lamp.size_y - samples_y = lamp.shadow_ray_samples_y - - file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y)) - if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED': - if lamp.jitter: - file.write('\tjitter\n') - else: - file.write('\tadaptive 1\n') - file.write('\tjitter\n') - - if lamp.shadow_method == 'NOSHADOW': - file.write('\tshadowless\n') - - file.write('\tfade_distance %.6f\n' % lamp.distance) - file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad? - writeMatrix(matrix) - - file.write('}\n') - - def exportMeta(metas): - - # TODO - blenders 'motherball' naming is not supported. - - for ob in metas: - meta = ob.data - - file.write('blob {\n') - file.write('\t\tthreshold %.4g\n' % meta.threshold) - - try: - material= meta.materials[0] # lame! - blender cant do enything else. - except: - material= None - - for elem in meta.elements: - - if elem.type not in ('BALL', 'ELLIPSOID'): - continue # Not supported - - loc = elem.location - - stiffness= elem.stiffness - if elem.negative: - stiffness = -stiffness - - if elem.type == 'BALL': - - file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness)) - - # After this wecould do something simple like... - # "pigment {Blue} }" - # except we'll write the color - - elif elem.type == 'ELLIPSOID': - # location is modified by scale - file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x/elem.size_x, loc.y/elem.size_y, loc.z/elem.size_z, elem.radius, stiffness)) - file.write( 'scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z)) - - if material: - diffuse_color = material.diffuse_color - - if material.transparency and material.transparency_method=='RAYTRACE': trans = 1-material.raytrace_transparency.filter - else: trans = 0.0 - - file.write( - 'pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \ - (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1-material.alpha, trans, materialNames[material.name]) - ) - - else: - file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last. - - writeObjectMaterial(material) - - writeMatrix(ob.matrix) - - file.write('}\n') - - def exportMeshs(sel): - - ob_num = 0 - - for ob in sel: - ob_num+= 1 - - if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE'): - continue - - me = ob.data - me_materials= me.materials - - me = ob.create_mesh(True, 'RENDER') - - if not me: - continue - - if info_callback: - info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name)) - - #if ob.type!='MESH': - # continue - # me = ob.data - - matrix = ob.matrix - try: uv_layer = me.active_uv_texture.data - except:uv_layer = None - - try: vcol_layer = me.active_vertex_color.data - except:vcol_layer = None - - faces_verts = [f.verts for f in me.faces] - faces_normals = [tuple(f.normal) for f in me.faces] - verts_normals = [tuple(v.normal) for v in me.verts] - - # quads incur an extra face - quadCount = len([f for f in faces_verts if len(f)==4]) - - file.write('mesh2 {\n') - file.write('\tvertex_vectors {\n') - file.write('\t\t%s' % (len(me.verts))) # vert count - for v in me.verts: - file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count - file.write('\n }\n') - - - # Build unique Normal list - uniqueNormals = {} - for fi, f in enumerate(me.faces): - fv = faces_verts[fi] - # [-1] is a dummy index, use a list so we can modify in place - if f.smooth: # Use vertex normals - for v in fv: - key = verts_normals[v] - uniqueNormals[key] = [-1] - else: # Use face normal - key = faces_normals[fi] - uniqueNormals[key] = [-1] - - file.write('\tnormal_vectors {\n') - file.write('\t\t%d' % len(uniqueNormals)) # vert count - idx = 0 - for no, index in uniqueNormals.items(): - file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count - index[0] = idx - idx +=1 - file.write('\n }\n') - - - # Vertex colours - vertCols = {} # Use for material colours also. - - if uv_layer: - # Generate unique UV's - uniqueUVs = {} - - for fi, uv in enumerate(uv_layer): - - if len(faces_verts[fi])==4: - uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4 - else: - uvs = uv.uv1, uv.uv2, uv.uv3 - - for uv in uvs: - uniqueUVs[tuple(uv)] = [-1] - - file.write('\tuv_vectors {\n') - #print unique_uvs - file.write('\t\t%s' % (len(uniqueUVs))) # vert count - idx = 0 - for uv, index in uniqueUVs.items(): - file.write(',\n\t\t<%.6f, %.6f>' % uv) - index[0] = idx - idx +=1 - ''' - else: - # Just add 1 dummy vector, no real UV's - file.write('\t\t1') # vert count - file.write(',\n\t\t<0.0, 0.0>') - ''' - file.write('\n }\n') - - - if me.vertex_colors: - - for fi, f in enumerate(me.faces): - material_index = f.material_index - material = me_materials[material_index] - - if material and material.vertex_color_paint: - - col = vcol_layer[fi] - - if len(faces_verts[fi])==4: - cols = col.color1, col.color2, col.color3, col.color4 - else: - cols = col.color1, col.color2, col.color3 - - for col in cols: - key = col[0], col[1], col[2], material_index # Material index! - vertCols[key] = [-1] - - else: - if material: - diffuse_color = tuple(material.diffuse_color) - key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index - vertCols[key] = [-1] - - - else: - # No vertex colours, so write material colours as vertex colours - for i, material in enumerate(me_materials): - - if material: - diffuse_color = tuple(material.diffuse_color) - key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat - vertCols[key] = [-1] - - - # Vert Colours - file.write('\ttexture_list {\n') - file.write('\t\t%s' % (len(vertCols))) # vert count - idx=0 - for col, index in vertCols.items(): - - if me_materials: - material = me_materials[col[3]] - material_finish = materialNames[material.name] - - if material.transparency and material.transparency_method=='RAYTRACE': trans = 1-material.raytrace_transparency.filter - else: trans = 0.0 - - else: - material_finish = DEF_MAT_NAME # not working properly, - trans = 0.0 - - #print material.apl - file.write( ',\n\t\ttexture { pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s}}' % - (col[0], col[1], col[2], 1-material.alpha, trans, material_finish) ) - - index[0] = idx - idx+=1 - - file.write( '\n }\n' ) - - # Face indicies - file.write('\tface_indices {\n') - file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count - for fi, f in enumerate(me.faces): - fv = faces_verts[fi] - material_index= f.material_index - if len(fv) == 4: indicies = (0,1,2), (0,2,3) - else: indicies = ((0,1,2),) - - if vcol_layer: - col = vcol_layer[fi] - - if len(fv) == 4: - cols = col.color1, col.color2, col.color3, col.color4 - else: - cols = col.color1, col.color2, col.color3 - - - if not me_materials or me_materials[material_index] == None: # No materials - for i1, i2, i3 in indicies: - file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count - else: - material = me_materials[material_index] - for i1, i2, i3 in indicies: - if me.vertex_colors and material.vertex_color_paint: - # Colour per vertex - vertex colour - - col1 = cols[i1] - col2 = cols[i2] - col3 = cols[i3] - - ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0] - ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0] - ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0] - else: - # Colour per material - flat material colour - diffuse_color= material.diffuse_color - ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0] - - file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count - - - file.write('\n }\n') - - # normal_indices indicies - file.write('\tnormal_indices {\n') - file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count - for fi, fv in enumerate(faces_verts): - - if len(fv) == 4: indicies = (0,1,2), (0,2,3) - else: indicies = ((0,1,2),) - - for i1, i2, i3 in indicies: - if f.smooth: - file.write(',\n\t\t<%d,%d,%d>' %\ - (uniqueNormals[verts_normals[fv[i1]]][0],\ - uniqueNormals[verts_normals[fv[i2]]][0],\ - uniqueNormals[verts_normals[fv[i3]]][0])) # vert count - else: - idx = uniqueNormals[faces_normals[fi]][0] - file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count - - file.write('\n }\n') - - if uv_layer: - file.write('\tuv_indices {\n') - file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count - for fi, fv in enumerate(faces_verts): - - if len(fv) == 4: indicies = (0,1,2), (0,2,3) - else: indicies = ((0,1,2),) - - uv = uv_layer[fi] - if len(faces_verts[fi])==4: - uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4) - else: - uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3) - - for i1, i2, i3 in indicies: - file.write(',\n\t\t<%d,%d,%d>' %\ - (uniqueUVs[uvs[i1]][0],\ - uniqueUVs[uvs[i2]][0],\ - uniqueUVs[uvs[i2]][0])) # vert count - file.write('\n }\n') - - if me.materials: - material = me.materials[0] # dodgy - writeObjectMaterial(material) - - writeMatrix(matrix) - file.write('}\n') - - bpy.data.remove_mesh(me) - - def exportWorld(world): - if not world: - return - - mist = world.mist - - if mist.enabled: - file.write('fog {\n') - file.write('\tdistance %.6f\n' % mist.depth) - file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1-mist.intensity,))) - #file.write('\tfog_offset %.6f\n' % mist.start) - #file.write('\tfog_alt 5\n') - #file.write('\tturbulence 0.2\n') - #file.write('\tturb_depth 0.3\n') - file.write('\tfog_type 1\n') - file.write('}\n') - - def exportGlobalSettings(scene): - - file.write('global_settings {\n') - - if scene.pov_radio_enable: - file.write('\tradiosity {\n') - file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout) - file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample) - file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness) - file.write("\t\tcount %d\n" % scene.pov_radio_count) - file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound) - file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold) - file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor) - file.write("\t\tmedia %d\n" % scene.pov_radio_media) - file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse) - file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count) - file.write("\t\tnormal %d\n" % scene.pov_radio_normal) - file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit) - file.write('\t}\n') - - if world: - file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color)) - - file.write('}\n') - - - # Convert all materials to strings we can access directly per vertex. - writeMaterial(None) # default material - - for material in bpy.data.materials: - writeMaterial(material) - - exportCamera() - #exportMaterials() - sel = scene.objects - exportLamps([l for l in sel if l.type == 'LAMP']) - exportMeta([l for l in sel if l.type == 'META']) - exportMeshs(sel) - exportWorld(scene.world) - exportGlobalSettings(scene) - - file.close() + bitness = 32 + + +def write_pov(filename, scene=None, info_callback=None): + file = open(filename, 'w') + + # Only for testing + if not scene: + scene = bpy.data.scenes[0] + + render = scene.render_data + world = scene.world + + def uniqueName(name, nameSeq): + + if name not in nameSeq: + return name + + name_orig = name + i = 1 + while name in nameSeq: + name = '%s_%.3d' % (name_orig, i) + i += 1 + + return name + + def writeMatrix(matrix): + file.write('\tmatrix <%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f>\n' %\ + (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2])) + + def writeObjectMaterial(material): + if material and material.transparency_method == 'RAYTRACE': + file.write('\tinterior { ior %.6f }\n' % material.raytrace_transparency.ior) + + # Other interior args + # fade_distance 2 + # fade_power [Value] + # fade_color + + # dispersion + # dispersion_samples + + materialNames = {} + DEF_MAT_NAME = 'Default' + + def writeMaterial(material): + # Assumes only called once on each material + + if material: + name_orig = material.name + else: + name_orig = DEF_MAT_NAME + + name = materialNames[name_orig] = uniqueName(bpy.utils.clean_name(name_orig), materialNames) + + file.write('#declare %s = finish {\n' % name) + + if material: + file.write('\tdiffuse %.3g\n' % material.diffuse_intensity) + file.write('\tspecular %.3g\n' % material.specular_intensity) + + file.write('\tambient %.3g\n' % material.ambient) + #file.write('\tambient rgb <%.3g, %.3g, %.3g>\n' % tuple([c*material.ambient for c in world.ambient_color])) # povray blends the global value + + # map hardness between 0.0 and 1.0 + roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0))) + # scale from 0.0 to 0.1 + roughness *= 0.1 + # add a small value because 0.0 is invalid + roughness += (1 / 511.0) + + file.write('\troughness %.3g\n' % roughness) + + # 'phong 70.0 ' + + if material.raytrace_mirror.enabled: + raytrace_mirror = material.raytrace_mirror + if raytrace_mirror.reflect_factor: + file.write('\treflection {\n') + file.write('\t\trgb <%.3g, %.3g, %.3g>' % tuple(material.mirror_color)) + file.write('\t\tfresnel 1 falloff %.3g exponent %.3g metallic %.3g} ' % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor, raytrace_mirror.reflect_factor)) + + else: + file.write('\tdiffuse 0.8\n') + file.write('\tspecular 0.2\n') + + + # This is written into the object + ''' + if material and material.transparency_method=='RAYTRACE': + 'interior { ior %.3g} ' % material.raytrace_transparency.ior + ''' + + #file.write('\t\t\tcrand 1.0\n') # Sand granyness + #file.write('\t\t\tmetallic %.6f\n' % material.spec) + #file.write('\t\t\tphong %.6f\n' % material.spec) + #file.write('\t\t\tphong_size %.6f\n' % material.spec) + #file.write('\t\t\tbrilliance %.6f ' % (material.specular_hardness/256.0) # Like hardness + + file.write('}\n') + + def exportCamera(): + camera = scene.camera + matrix = camera.matrix + + # compute resolution + Qsize = float(render.resolution_x) / float(render.resolution_y) + + file.write('camera {\n') + file.write('\tlocation <0, 0, 0>\n') + file.write('\tlook_at <0, 0, -1>\n') + file.write('\tright <%s, 0, 0>\n' % - Qsize) + file.write('\tup <0, 1, 0>\n') + file.write('\tangle %f \n' % (360.0 * atan(16.0 / camera.data.lens) / pi)) + + file.write('\trotate <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) for e in matrix.rotationPart().toEuler()])) + file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], matrix[3][1], matrix[3][2])) + file.write('}\n') + + def exportLamps(lamps): + # Get all lamps + for ob in lamps: + lamp = ob.data + + matrix = ob.matrix + + color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy + + file.write('light_source {\n') + file.write('\t< 0,0,0 >\n') + file.write('\tcolor rgb<%.3g, %.3g, %.3g>\n' % color) + + if lamp.type == 'POINT': # Point Lamp + pass + elif lamp.type == 'SPOT': # Spot + file.write('\tspotlight\n') + + # Falloff is the main radius from the centre line + file.write('\tfalloff %.2f\n' % (lamp.spot_size / 2.0)) # 1 TO 179 FOR BOTH + file.write('\tradius %.6f\n' % ((lamp.spot_size / 2.0) * (1.0 - lamp.spot_blend))) + + # Blender does not have a tightness equivilent, 0 is most like blender default. + file.write('\ttightness 0\n') # 0:10f + + file.write('\tpoint_at <0, 0, -1>\n') + elif lamp.type == 'SUN': + file.write('\tparallel\n') + file.write('\tpoint_at <0, 0, -1>\n') # *must* be after 'parallel' + + elif lamp.type == 'AREA': + + size_x = lamp.size + samples_x = lamp.shadow_ray_samples_x + if lamp.shape == 'SQUARE': + size_y = size_x + samples_y = samples_x + else: + size_y = lamp.size_y + samples_y = lamp.shadow_ray_samples_y + + file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, %d\n' % (size_x, size_y, samples_x, samples_y)) + if lamp.shadow_ray_sampling_method == 'CONSTANT_JITTERED': + if lamp.jitter: + file.write('\tjitter\n') + else: + file.write('\tadaptive 1\n') + file.write('\tjitter\n') + + if lamp.shadow_method == 'NOSHADOW': + file.write('\tshadowless\n') + + file.write('\tfade_distance %.6f\n' % lamp.distance) + file.write('\tfade_power %d\n' % 1) # Could use blenders lamp quad? + writeMatrix(matrix) + + file.write('}\n') + + def exportMeta(metas): + + # TODO - blenders 'motherball' naming is not supported. + + for ob in metas: + meta = ob.data + + file.write('blob {\n') + file.write('\t\tthreshold %.4g\n' % meta.threshold) + + try: + material = meta.materials[0] # lame! - blender cant do enything else. + except: + material = None + + for elem in meta.elements: + + if elem.type not in ('BALL', 'ELLIPSOID'): + continue # Not supported + + loc = elem.location + + stiffness = elem.stiffness + if elem.negative: + stiffness = - stiffness + + if elem.type == 'BALL': + + file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x, loc.y, loc.z, elem.radius, stiffness)) + + # After this wecould do something simple like... + # "pigment {Blue} }" + # except we'll write the color + + elif elem.type == 'ELLIPSOID': + # location is modified by scale + file.write('\tsphere { <%.6g, %.6g, %.6g>, %.4g, %.4g ' % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness)) + file.write('scale <%.6g, %.6g, %.6g> ' % (elem.size_x, elem.size_y, elem.size_z)) + + if material: + diffuse_color = material.diffuse_color + + if material.transparency and material.transparency_method == 'RAYTRACE': + trans = 1.0 - material.raytrace_transparency.filter + else: + trans = 0.0 + + file.write('pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s} }\n' % \ + (diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0 - material.alpha, trans, materialNames[material.name])) + + else: + file.write('pigment {rgb<1 1 1>} finish {%s} }\n' % DEF_MAT_NAME) # Write the finish last. + + writeObjectMaterial(material) + + writeMatrix(ob.matrix) + + file.write('}\n') + + def exportMeshs(sel): + + ob_num = 0 + + for ob in sel: + ob_num += 1 + + if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE'): + continue + + me = ob.data + me_materials = me.materials + + me = ob.create_mesh(True, 'RENDER') + + if not me: + continue + + if info_callback: + info_callback('Object %2.d of %2.d (%s)' % (ob_num, len(sel), ob.name)) + + #if ob.type!='MESH': + # continue + # me = ob.data + + matrix = ob.matrix + try: + uv_layer = me.active_uv_texture.data + except: + uv_layer = None + + try: + vcol_layer = me.active_vertex_color.data + except: + vcol_layer = None + + faces_verts = [f.verts for f in me.faces] + faces_normals = [tuple(f.normal) for f in me.faces] + verts_normals = [tuple(v.normal) for v in me.verts] + + # quads incur an extra face + quadCount = len([f for f in faces_verts if len(f) == 4]) + + file.write('mesh2 {\n') + file.write('\tvertex_vectors {\n') + file.write('\t\t%s' % (len(me.verts))) # vert count + for v in me.verts: + file.write(',\n\t\t<%.6f, %.6f, %.6f>' % tuple(v.co)) # vert count + file.write('\n }\n') + + + # Build unique Normal list + uniqueNormals = {} + for fi, f in enumerate(me.faces): + fv = faces_verts[fi] + # [-1] is a dummy index, use a list so we can modify in place + if f.smooth: # Use vertex normals + for v in fv: + key = verts_normals[v] + uniqueNormals[key] = [-1] + else: # Use face normal + key = faces_normals[fi] + uniqueNormals[key] = [-1] + + file.write('\tnormal_vectors {\n') + file.write('\t\t%d' % len(uniqueNormals)) # vert count + idx = 0 + for no, index in uniqueNormals.items(): + file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # vert count + index[0] = idx + idx += 1 + file.write('\n }\n') + + + # Vertex colours + vertCols = {} # Use for material colours also. + + if uv_layer: + # Generate unique UV's + uniqueUVs = {} + + for fi, uv in enumerate(uv_layer): + + if len(faces_verts[fi]) == 4: + uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4 + else: + uvs = uv.uv1, uv.uv2, uv.uv3 + + for uv in uvs: + uniqueUVs[tuple(uv)] = [-1] + + file.write('\tuv_vectors {\n') + #print unique_uvs + file.write('\t\t%s' % (len(uniqueUVs))) # vert count + idx = 0 + for uv, index in uniqueUVs.items(): + file.write(',\n\t\t<%.6f, %.6f>' % uv) + index[0] = idx + idx += 1 + ''' + else: + # Just add 1 dummy vector, no real UV's + file.write('\t\t1') # vert count + file.write(',\n\t\t<0.0, 0.0>') + ''' + file.write('\n }\n') + + + if me.vertex_colors: + + for fi, f in enumerate(me.faces): + material_index = f.material_index + material = me_materials[material_index] + + if material and material.vertex_color_paint: + + col = vcol_layer[fi] + + if len(faces_verts[fi]) == 4: + cols = col.color1, col.color2, col.color3, col.color4 + else: + cols = col.color1, col.color2, col.color3 + + for col in cols: + key = col[0], col[1], col[2], material_index # Material index! + vertCols[key] = [-1] + + else: + if material: + diffuse_color = tuple(material.diffuse_color) + key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index + vertCols[key] = [-1] + + + else: + # No vertex colours, so write material colours as vertex colours + for i, material in enumerate(me_materials): + + if material: + diffuse_color = tuple(material.diffuse_color) + key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i # i == f.mat + vertCols[key] = [-1] + + + # Vert Colours + file.write('\ttexture_list {\n') + file.write('\t\t%s' % (len(vertCols))) # vert count + idx = 0 + for col, index in vertCols.items(): + + if me_materials: + material = me_materials[col[3]] + material_finish = materialNames[material.name] + + if material.transparency and material.transparency_method == 'RAYTRACE': + trans = 1.0 - material.raytrace_transparency.filter + else: + trans = 0.0 + + else: + material_finish = DEF_MAT_NAME # not working properly, + trans = 0.0 + + #print material.apl + file.write(',\n\t\ttexture { pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} finish {%s}}' % + (col[0], col[1], col[2], 1.0 - material.alpha, trans, material_finish)) + + index[0] = idx + idx += 1 + + file.write('\n }\n') + + # Face indicies + file.write('\tface_indices {\n') + file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count + for fi, f in enumerate(me.faces): + fv = faces_verts[fi] + material_index = f.material_index + if len(fv) == 4: + indicies = (0, 1, 2), (0, 2, 3) + else: + indicies = ((0, 1, 2),) + + if vcol_layer: + col = vcol_layer[fi] + + if len(fv) == 4: + cols = col.color1, col.color2, col.color3, col.color4 + else: + cols = col.color1, col.color2, col.color3 + + + if not me_materials or me_materials[material_index] == None: # No materials + for i1, i2, i3 in indicies: + file.write(',\n\t\t<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count + else: + material = me_materials[material_index] + for i1, i2, i3 in indicies: + if me.vertex_colors and material.vertex_color_paint: + # Colour per vertex - vertex colour + + col1 = cols[i1] + col2 = cols[i2] + col3 = cols[i3] + + ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0] + ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0] + ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0] + else: + # Colour per material - flat material colour + diffuse_color = material.diffuse_color + ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], diffuse_color[2], f.material_index][0] + + file.write(',\n\t\t<%d,%d,%d>, %d,%d,%d' % (fv[i1], fv[i2], fv[i3], ci1, ci2, ci3)) # vert count + + + file.write('\n }\n') + + # normal_indices indicies + file.write('\tnormal_indices {\n') + file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count + for fi, fv in enumerate(faces_verts): + + if len(fv) == 4: + indicies = (0, 1, 2), (0, 2, 3) + else: + indicies = ((0, 1, 2),) + + for i1, i2, i3 in indicies: + if f.smooth: + file.write(',\n\t\t<%d,%d,%d>' %\ + (uniqueNormals[verts_normals[fv[i1]]][0],\ + uniqueNormals[verts_normals[fv[i2]]][0],\ + uniqueNormals[verts_normals[fv[i3]]][0])) # vert count + else: + idx = uniqueNormals[faces_normals[fi]][0] + file.write(',\n\t\t<%d,%d,%d>' % (idx, idx, idx)) # vert count + + file.write('\n }\n') + + if uv_layer: + file.write('\tuv_indices {\n') + file.write('\t\t%d' % (len(me.faces) + quadCount)) # faces count + for fi, fv in enumerate(faces_verts): + + if len(fv) == 4: + indicies = (0, 1, 2), (0, 2, 3) + else: + indicies = ((0, 1, 2),) + + uv = uv_layer[fi] + if len(faces_verts[fi]) == 4: + uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3), tuple(uv.uv4) + else: + uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3) + + for i1, i2, i3 in indicies: + file.write(',\n\t\t<%d,%d,%d>' %\ + (uniqueUVs[uvs[i1]][0],\ + uniqueUVs[uvs[i2]][0],\ + uniqueUVs[uvs[i2]][0])) # vert count + file.write('\n }\n') + + if me.materials: + material = me.materials[0] # dodgy + writeObjectMaterial(material) + + writeMatrix(matrix) + file.write('}\n') + + bpy.data.remove_mesh(me) + + def exportWorld(world): + if not world: + return + + mist = world.mist + + if mist.enabled: + file.write('fog {\n') + file.write('\tdistance %.6f\n' % mist.depth) + file.write('\tcolor rgbt<%.3g, %.3g, %.3g, %.3g>\n' % (tuple(world.horizon_color) + (1 - mist.intensity,))) + #file.write('\tfog_offset %.6f\n' % mist.start) + #file.write('\tfog_alt 5\n') + #file.write('\tturbulence 0.2\n') + #file.write('\tturb_depth 0.3\n') + file.write('\tfog_type 1\n') + file.write('}\n') + + def exportGlobalSettings(scene): + + file.write('global_settings {\n') + + if scene.pov_radio_enable: + file.write('\tradiosity {\n') + file.write("\t\tadc_bailout %.4g\n" % scene.pov_radio_adc_bailout) + file.write("\t\talways_sample %d\n" % scene.pov_radio_always_sample) + file.write("\t\tbrightness %.4g\n" % scene.pov_radio_brightness) + file.write("\t\tcount %d\n" % scene.pov_radio_count) + file.write("\t\terror_bound %.4g\n" % scene.pov_radio_error_bound) + file.write("\t\tgray_threshold %.4g\n" % scene.pov_radio_gray_threshold) + file.write("\t\tlow_error_factor %.4g\n" % scene.pov_radio_low_error_factor) + file.write("\t\tmedia %d\n" % scene.pov_radio_media) + file.write("\t\tminimum_reuse %.4g\n" % scene.pov_radio_minimum_reuse) + file.write("\t\tnearest_count %d\n" % scene.pov_radio_nearest_count) + file.write("\t\tnormal %d\n" % scene.pov_radio_normal) + file.write("\t\trecursion_limit %d\n" % scene.pov_radio_recursion_limit) + file.write('\t}\n') + + if world: + file.write("\tambient_light rgb<%.3g, %.3g, %.3g>\n" % tuple(world.ambient_color)) + + file.write('}\n') + + + # Convert all materials to strings we can access directly per vertex. + writeMaterial(None) # default material + + for material in bpy.data.materials: + writeMaterial(material) + + exportCamera() + #exportMaterials() + sel = scene.objects + exportLamps([l for l in sel if l.type == 'LAMP']) + exportMeta([l for l in sel if l.type == 'META']) + exportMeshs(sel) + exportWorld(scene.world) + exportGlobalSettings(scene) + + file.close() + def write_pov_ini(filename_ini, filename_pov, filename_image): - scene = bpy.data.scenes[0] - render = scene.render_data - - x= int(render.resolution_x*render.resolution_percentage*0.01) - y= int(render.resolution_y*render.resolution_percentage*0.01) - - file = open(filename_ini, 'w') - - file.write('Input_File_Name="%s"\n' % filename_pov) - file.write('Output_File_Name="%s"\n' % filename_image) - - file.write('Width=%d\n' % x) - file.write('Height=%d\n' % y) - - # Needed for border render. - ''' - file.write('Start_Column=%d\n' % part.x) - file.write('End_Column=%d\n' % (part.x+part.w)) - - file.write('Start_Row=%d\n' % (part.y)) - file.write('End_Row=%d\n' % (part.y+part.h)) - ''' - - file.write('Display=0\n') - file.write('Pause_When_Done=0\n') - file.write('Output_File_Type=T\n') # TGA, best progressive loading - file.write('Output_Alpha=1\n') - - if render.antialiasing: - aa_mapping = {'OVERSAMPLE_5':2, 'OVERSAMPLE_8':3, 'OVERSAMPLE_11':4, 'OVERSAMPLE_16':5} # method 1 assumed - file.write('Antialias=1\n') - file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples]) - else: - file.write('Antialias=0\n') - - file.close() + scene = bpy.data.scenes[0] + render = scene.render_data + + x = int(render.resolution_x * render.resolution_percentage * 0.01) + y = int(render.resolution_y * render.resolution_percentage * 0.01) + + file = open(filename_ini, 'w') + + file.write('Input_File_Name="%s"\n' % filename_pov) + file.write('Output_File_Name="%s"\n' % filename_image) + + file.write('Width=%d\n' % x) + file.write('Height=%d\n' % y) + + # Needed for border render. + ''' + file.write('Start_Column=%d\n' % part.x) + file.write('End_Column=%d\n' % (part.x+part.w)) + + file.write('Start_Row=%d\n' % (part.y)) + file.write('End_Row=%d\n' % (part.y+part.h)) + ''' + + file.write('Display=0\n') + file.write('Pause_When_Done=0\n') + file.write('Output_File_Type=T\n') # TGA, best progressive loading + file.write('Output_Alpha=1\n') + + if render.antialiasing: + aa_mapping = {'OVERSAMPLE_5': 2, 'OVERSAMPLE_8': 3, 'OVERSAMPLE_11': 4, 'OVERSAMPLE_16': 5} # method 1 assumed + file.write('Antialias=1\n') + file.write('Antialias_Depth=%d\n' % aa_mapping[render.antialiasing_samples]) + else: + file.write('Antialias=0\n') + + file.close() # Radiosity panel, use in the scene for now. -FloatProperty= bpy.types.Scene.FloatProperty -IntProperty= bpy.types.Scene.IntProperty -BoolProperty= bpy.types.Scene.BoolProperty +FloatProperty = bpy.types.Scene.FloatProperty +IntProperty = bpy.types.Scene.IntProperty +BoolProperty = bpy.types.Scene.BoolProperty # Not a real pov option, just to know if we should write -BoolProperty( attr="pov_radio_enable", - name="Enable Radiosity", - description="Enable povrays radiosity calculation.", - default= False) -BoolProperty( attr="pov_radio_display_advanced", - name="Advanced Options", - description="Show advanced options.", - default= False) +BoolProperty(attr="pov_radio_enable", + name="Enable Radiosity", + description="Enable povrays radiosity calculation.", + default=False) +BoolProperty(attr="pov_radio_display_advanced", + name="Advanced Options", + description="Show advanced options.", + default=False) # Real pov options -FloatProperty( attr="pov_radio_adc_bailout", - name="ADC Bailout", - description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.", - min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default= 0.01) - -BoolProperty( attr="pov_radio_always_sample", - name="Always Sample", - description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..", - default= True) - -FloatProperty( attr="pov_radio_brightness", - name="Brightness", - description="Ammount objects are brightened before being returned upwards to the rest of the system.", - min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default= 1.0) - -IntProperty( attr="pov_radio_count", - name="Ray Count", - description="number of rays that are sent out whenever a new radiosity value has to be calculated.", - min=1, max=1600, default= 35) - -FloatProperty( attr="pov_radio_error_bound", - name="Error Bound", - description="one of the two main speed/quality tuning values, lower values are more accurate.", - min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default= 1.8) - -FloatProperty( attr="pov_radio_gray_threshold", - name="Gray Threshold", - description="one of the two main speed/quality tuning values, lower values are more accurate.", - min=0.0, max=1.0, soft_min=0, soft_max=1, default= 0.0) - -FloatProperty( attr="pov_radio_low_error_factor", - name="Low Error Factor", - description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.", - min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default= 0.5) +FloatProperty(attr="pov_radio_adc_bailout", + name="ADC Bailout", + description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results.", + min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01) + +BoolProperty(attr="pov_radio_always_sample", + name="Always Sample", + description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass..", + default=True) + +FloatProperty(attr="pov_radio_brightness", + name="Brightness", + description="Ammount objects are brightened before being returned upwards to the rest of the system.", + min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0) + +IntProperty(attr="pov_radio_count", + name="Ray Count", + description="number of rays that are sent out whenever a new radiosity value has to be calculated.", + min=1, max=1600, default=35) + +FloatProperty(attr="pov_radio_error_bound", + name="Error Bound", + description="one of the two main speed/quality tuning values, lower values are more accurate.", + min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8) + +FloatProperty(attr="pov_radio_gray_threshold", + name="Gray Threshold", + description="one of the two main speed/quality tuning values, lower values are more accurate.", + min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0) + +FloatProperty(attr="pov_radio_low_error_factor", + name="Low Error Factor", + description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting.", + min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5) # max_sample - not available yet -BoolProperty( attr="pov_radio_media", - name="Media", - description="Radiosity estimation can be affected by media.", - default= False) - -FloatProperty( attr="pov_radio_minimum_reuse", - name="Minimum Reuse", - description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).", - min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default= 0.015) - -IntProperty( attr="pov_radio_nearest_count", - name="Nearest Count", - description="Number of old ambient values blended together to create a new interpolated value.", - min=1, max=20, default= 5) - -BoolProperty( attr="pov_radio_normal", - name="Normals", - description="Radiosity estimation can be affected by normals.", - default= False) - -IntProperty( attr="pov_radio_recursion_limit", - name="Recursion Limit", - description="how many recursion levels are used to calculate the diffuse inter-reflection.", - min=1, max=20, default= 3) - +BoolProperty(attr="pov_radio_media", + name="Media", + description="Radiosity estimation can be affected by media.", + default=False) + +FloatProperty(attr="pov_radio_minimum_reuse", + name="Minimum Reuse", + description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors).", + min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015) + +IntProperty(attr="pov_radio_nearest_count", + name="Nearest Count", + description="Number of old ambient values blended together to create a new interpolated value.", + min=1, max=20, default=5) + +BoolProperty(attr="pov_radio_normal", + name="Normals", + description="Radiosity estimation can be affected by normals.", + default=False) + +IntProperty(attr="pov_radio_recursion_limit", + name="Recursion Limit", + description="how many recursion levels are used to calculate the diffuse inter-reflection.", + min=1, max=20, default=3) + class PovrayRender(bpy.types.RenderEngine): - bl_idname = 'POVRAY_RENDER' - bl_label = "Povray" - DELAY = 0.02 - - def _export(self, scene): - import tempfile - - self._temp_file_in = tempfile.mktemp(suffix='.pov') - self._temp_file_out = tempfile.mktemp(suffix='.tga') - self._temp_file_ini = tempfile.mktemp(suffix='.ini') - ''' - self._temp_file_in = '/test.pov' - self._temp_file_out = '/test.tga' - self._temp_file_ini = '/test.ini' - ''' - - def info_callback(txt): - self.update_stats("", "POVRAY: " + txt) - - write_pov(self._temp_file_in, scene, info_callback) - - def _render(self): - - try: os.remove(self._temp_file_out) # so as not to load the old file - except: pass - - write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out) - - print ("***-STARTING-***") - - pov_binary = "povray" - - if sys.platform=='win32': - import winreg - regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.6\\Windows') - - if bitness == 64: - pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64' - else: - pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine' - - if 1: - self._process = subprocess.Popen([pov_binary, self._temp_file_ini]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE - else: - # This works too but means we have to wait until its done - os.system('%s %s' % (pov_binary, self._temp_file_ini)) - - print ("***-DONE-***") - - def _cleanup(self): - for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out): - try: os.remove(f) - except: pass - - self.update_stats("", "") - - def render(self, scene): - - self.update_stats("", "POVRAY: Exporting data from Blender") - self._export(scene) - self.update_stats("", "POVRAY: Parsing File") - self._render() - - r = scene.render_data - - # compute resolution - x= int(r.resolution_x*r.resolution_percentage*0.01) - y= int(r.resolution_y*r.resolution_percentage*0.01) - - # Wait for the file to be created - while not os.path.exists(self._temp_file_out): - if self.test_break(): - try: self._process.terminate() - except: pass - break - - if self._process.poll() != None: - self.update_stats("", "POVRAY: Failed") - break - - time.sleep(self.DELAY) - - if os.path.exists(self._temp_file_out): - - self.update_stats("", "POVRAY: Rendering") - - prev_size = -1 - - def update_image(): - result = self.begin_result(0, 0, x, y) - lay = result.layers[0] - # possible the image wont load early on. - try: lay.load_from_file(self._temp_file_out) - except: pass - self.end_result(result) - - # Update while povray renders - while True: - - # test if povray exists - if self._process.poll() != None: - update_image(); - break - - # user exit - if self.test_break(): - try: self._process.terminate() - except: pass - - break - - # Would be nice to redirect the output - # stdout_value, stderr_value = self._process.communicate() # locks - - - # check if the file updated - new_size = os.path.getsize(self._temp_file_out) - - if new_size != prev_size: - update_image() - prev_size = new_size - - time.sleep(self.DELAY) - - self._cleanup() + bl_idname = 'POVRAY_RENDER' + bl_label = "Povray" + DELAY = 0.02 + + def _export(self, scene): + import tempfile + + self._temp_file_in = tempfile.mktemp(suffix='.pov') + self._temp_file_out = tempfile.mktemp(suffix='.tga') + self._temp_file_ini = tempfile.mktemp(suffix='.ini') + ''' + self._temp_file_in = '/test.pov' + self._temp_file_out = '/test.tga' + self._temp_file_ini = '/test.ini' + ''' + + def info_callback(txt): + self.update_stats("", "POVRAY: " + txt) + + write_pov(self._temp_file_in, scene, info_callback) + + def _render(self): + + try: + os.remove(self._temp_file_out) # so as not to load the old file + except: + pass + + write_pov_ini(self._temp_file_ini, self._temp_file_in, self._temp_file_out) + + print ("***-STARTING-***") + + pov_binary = "povray" + + if sys.platform == 'win32': + import winreg + regKey = winreg.OpenKey(winreg.HKEY_CURRENT_USER, 'Software\\POV-Ray\\v3.6\\Windows') + + if bitness == 64: + pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine64' + else: + pov_binary = winreg.QueryValueEx(regKey, 'Home')[0] + '\\bin\\pvengine' + + if 1: + # TODO, when povray isnt found this gives a cryptic error, would be nice to be able to detect if it exists + self._process = subprocess.Popen([pov_binary, self._temp_file_ini]) # stdout=subprocess.PIPE, stderr=subprocess.PIPE + else: + # This works too but means we have to wait until its done + os.system('%s %s' % (pov_binary, self._temp_file_ini)) + + print ("***-DONE-***") + + def _cleanup(self): + for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out): + try: + os.remove(f) + except: + pass + + self.update_stats("", "") + + def render(self, scene): + + self.update_stats("", "POVRAY: Exporting data from Blender") + self._export(scene) + self.update_stats("", "POVRAY: Parsing File") + self._render() + + r = scene.render_data + + # compute resolution + x = int(r.resolution_x * r.resolution_percentage * 0.01) + y = int(r.resolution_y * r.resolution_percentage * 0.01) + + # Wait for the file to be created + while not os.path.exists(self._temp_file_out): + if self.test_break(): + try: + self._process.terminate() + except: + pass + break + + if self._process.poll() != None: + self.update_stats("", "POVRAY: Failed") + break + + time.sleep(self.DELAY) + + if os.path.exists(self._temp_file_out): + + self.update_stats("", "POVRAY: Rendering") + + prev_size = -1 + + def update_image(): + result = self.begin_result(0, 0, x, y) + lay = result.layers[0] + # possible the image wont load early on. + try: + lay.load_from_file(self._temp_file_out) + except: + pass + self.end_result(result) + + # Update while povray renders + while True: + + # test if povray exists + if self._process.poll() is not None: + update_image() + break + + # user exit + if self.test_break(): + try: + self._process.terminate() + except: + pass + + break + + # Would be nice to redirect the output + # stdout_value, stderr_value = self._process.communicate() # locks + + + # check if the file updated + new_size = os.path.getsize(self._temp_file_out) + + if new_size != prev_size: + update_image() + prev_size = new_size + + time.sleep(self.DELAY) + + self._cleanup() bpy.types.register(PovrayRender) @@ -862,69 +875,73 @@ del properties_world # Example of wrapping every class 'as is' import properties_material for member in dir(properties_material): - subclass = getattr(properties_material, member) - try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') - except: pass + subclass = getattr(properties_material, member) + try: + subclass.COMPAT_ENGINES.add('POVRAY_RENDER') + except: + pass del properties_material + class RenderButtonsPanel(bpy.types.Panel): - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "render" - # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here - - def poll(self, context): - rd = context.scene.render_data - return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES) + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "render" + # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here + + def poll(self, context): + rd = context.scene.render_data + return (rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES) + class RENDER_PT_povray_radiosity(RenderButtonsPanel): - bl_label = "Radiosity" - COMPAT_ENGINES = set(['POVRAY_RENDER']) - - def draw_header(self, context): - scene = context.scene - - self.layout.prop(scene, "pov_radio_enable", text="") - - def draw(self, context): - layout = self.layout - - scene = context.scene - rd = scene.render_data - - layout.active = scene.pov_radio_enable - - split = layout.split() - - col = split.column() - col.prop(scene, "pov_radio_count", text="Rays") - col.prop(scene, "pov_radio_recursion_limit", text="Recursions") - col = split.column() - col.prop(scene, "pov_radio_error_bound", text="Error") - - layout.prop(scene, "pov_radio_display_advanced") - - if scene.pov_radio_display_advanced: - split = layout.split() - - col = split.column() - col.prop(scene, "pov_radio_adc_bailout", slider=True) - col.prop(scene, "pov_radio_gray_threshold", slider=True) - col.prop(scene, "pov_radio_low_error_factor", slider=True) - - col = split.column() - col.prop(scene, "pov_radio_brightness") - col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse") - col.prop(scene, "pov_radio_nearest_count") - - split = layout.split() - - col = split.column() - col.label(text="Estimation Influence:") - col.prop(scene, "pov_radio_media") - col.prop(scene, "pov_radio_normal") - - col = split.column() - col.prop(scene, "pov_radio_always_sample") + bl_label = "Radiosity" + COMPAT_ENGINES = {'POVRAY_RENDER'} + + def draw_header(self, context): + scene = context.scene + + self.layout.prop(scene, "pov_radio_enable", text="") + + def draw(self, context): + layout = self.layout + + scene = context.scene + rd = scene.render_data + + layout.active = scene.pov_radio_enable + + split = layout.split() + + col = split.column() + col.prop(scene, "pov_radio_count", text="Rays") + col.prop(scene, "pov_radio_recursion_limit", text="Recursions") + col = split.column() + col.prop(scene, "pov_radio_error_bound", text="Error") + + layout.prop(scene, "pov_radio_display_advanced") + + if scene.pov_radio_display_advanced: + split = layout.split() + + col = split.column() + col.prop(scene, "pov_radio_adc_bailout", slider=True) + col.prop(scene, "pov_radio_gray_threshold", slider=True) + col.prop(scene, "pov_radio_low_error_factor", slider=True) + + col = split.column() + col.prop(scene, "pov_radio_brightness") + col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse") + col.prop(scene, "pov_radio_nearest_count") + + split = layout.split() + + col = split.column() + col.label(text="Estimation Influence:") + col.prop(scene, "pov_radio_media") + col.prop(scene, "pov_radio_normal") + + col = split.column() + col.prop(scene, "pov_radio_always_sample") bpy.types.register(RENDER_PT_povray_radiosity) |