diff options
Diffstat (limited to 'source/blender/src/yafray_Render.cpp')
-rw-r--r-- | source/blender/src/yafray_Render.cpp | 1207 |
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); } + +} + |