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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); }
+
+}
+