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|
#include"export_File.h"
#include <math.h>
using namespace std;
static string command_path = "";
#ifdef WIN32
#include<windows.h>
#ifndef FILE_MAXDIR
#define FILE_MAXDIR 160
#endif
#ifndef FILE_MAXFILE
#define FILE_MAXFILE 80
#endif
static string find_path()
{
HKEY hkey;
DWORD dwType, dwSize;
if (RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\YafRay Team\\YafRay",0,KEY_READ,&hkey)==ERROR_SUCCESS)
{
dwType = REG_EXPAND_SZ;
dwSize = MAX_PATH;
DWORD dwStat;
char *pInstallDir=new char[MAX_PATH];
dwStat=RegQueryValueEx(hkey, TEXT("InstallDir"),
NULL, NULL,(LPBYTE)pInstallDir, &dwSize);
if (dwStat == NO_ERROR)
{
string res=pInstallDir;
delete [] pInstallDir;
return res;
}
else
cout << "Couldn't READ \'InstallDir\' value. Is yafray correctly installed?\n";
delete [] pInstallDir;
RegCloseKey(hkey);
}
else
cout << "Couldn't FIND registry key for yafray, is it installed?\n";
return string("");
}
static int createDir(char* name)
{
if (BLI_exists(name))
return 2; //exists
if (CreateDirectory((LPCTSTR)(name), NULL)) {
cout << "Directory: " << name << " created\n";
return 1; // created
}
else {
cout << "Could not create directory: " << name << endl;
return 0; // fail
}
}
extern "C" { extern char bprogname[]; }
// add drive character if not in path string, using blender executable location as reference
static void addDrive(string &path)
{
int sp = path.find_first_of(":");
if (sp==-1) {
string blpath = bprogname;
sp = blpath.find_first_of(":");
if (sp!=-1) path = blpath.substr(0, sp+1) + path;
}
}
#else
#include <sys/stat.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <signal.h>
#include <stdlib.h>
#include <unistd.h>
static string unixYafrayPath()
{
static char *alternative[]=
{
"/usr/local/bin/",
"/usr/bin/",
"/bin/",
NULL
};
for(int i=0;alternative[i]!=NULL;++i)
{
string fp=string(alternative[i])+"yafray";
struct stat st;
if(stat(fp.c_str(),&st)<0) continue;
if(st.st_mode&S_IXOTH) return alternative[i];
}
return "";
}
#endif
bool yafrayFileRender_t::initExport()
{
xmlpath = "";
bool dir_failed = false;
// try the user setting setting first, export dir must be set and exist
if (strlen(U.yfexportdir)==0)
{
cout << "No export directory set in user defaults!\n";
dir_failed = true;
}
else
{
// check if it exists
if (!BLI_exists(U.yfexportdir)) {
cout << "YafRay temporary xml export directory:\n" << U.yfexportdir << "\ndoes not exist!\n";
#ifdef WIN32
// try to create it
cout << "Trying to create...\n";
if (createDir(U.yfexportdir)==0) dir_failed=true; else dir_failed=false;
#else
dir_failed = true;
#endif
}
xmlpath = U.yfexportdir;
#ifdef WIN32
// have to add drive char here too, in case win user still wants to set path him/herself
addDrive(xmlpath);
#endif
}
#ifdef WIN32
// for windows try to get the path to the yafray binary from the registry, only done once
if (command_path=="")
{
char path[FILE_MAXDIR+FILE_MAXFILE];
string yafray_path = find_path();
if (yafray_path=="")
{
// error already printed in find_path()
clearAll();
return false;
}
GetShortPathName((LPCTSTR)(yafray_path.c_str()), path, FILE_MAXDIR+FILE_MAXFILE);
command_path = string(path) + "\\";
cout << "Yafray found at : " << command_path << endl;
}
// if no export dir set, or could not create, try to create one in the yafray dir, unless it already exists
if (dir_failed)
{
string ybdir = command_path + "YBtest";
if (createDir(const_cast<char*>(ybdir.c_str()))==0) dir_failed=true; else dir_failed=false;
xmlpath = ybdir;
}
#else
if (command_path=="")
{
command_path = unixYafrayPath();
if (command_path.size()) cout << "Yafray found at : " << command_path << endl;
}
#endif
// for all
if (dir_failed) return false;
#ifdef WIN32
string DLM = "\\";
#else
string DLM = "/";
#endif
// remove trailing slash if needed
if (xmlpath.find_last_of(DLM)!=(xmlpath.length()-1)) xmlpath += DLM;
imgout = xmlpath + "YBtest.tga";
xmlpath += "YBtest.xml";
xmlfile.open(xmlpath.c_str());
if (xmlfile.fail())
{
cout << "Could not open file\n";
return false;
}
ostr << setiosflags(ios::showpoint | ios::fixed);
xmlfile << "<scene>\n\n";
return true;
}
bool yafrayFileRender_t::writeRender()
{
// finally export render block
ostr.str("");
ostr << "<render camera_name=\"MAINCAM\"\n";
ostr << "\traydepth=\"" << R.r.YF_raydepth << "\" 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.YF_AA){
ostr << "\tAA_passes=\"" << R.r.YF_AApasses << "\" AA_minsamples=\"" << R.r.YF_AAsamples << "\"";
}
else{
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=\"0.05\" bias=\""<<R.r.YF_raybias<<"\" >\n";
ostr << "\t<outfile value=\"" << imgout << "\" />\n";
ostr << "</render>\n\n";
xmlfile << ostr.str();
return true;
}
bool yafrayFileRender_t::finishExport()
{
xmlfile << "</scene>\n";
xmlfile.close();
// file exported, now render
if (executeYafray(xmlpath))
displayImage();
else
{
cout << "Could not execute yafray. Is it in path?" << endl;
return false;
}
return true;
}
// displays the image rendered with xml export
// Now loads rendered image into blender renderbuf.
void yafrayFileRender_t::displayImage()
{
// although it is possible to load the image using blender,
// maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway
// rectot already freed in initrender
R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot");
FILE* fp = fopen(imgout.c_str(), "rb");
if (fp==NULL) {
cout << "YAF_displayImage(): Could not open image file\n";
return;
}
unsigned char header[18];
fread(&header, 1, 18, fp);
unsigned short width = (unsigned short)(header[12] + (header[13]<<8));
unsigned short height = (unsigned short)(header[14] + (header[15]<<8));
unsigned char byte_per_pix = (unsigned char)(header[16]>>3);
// read past any id (none in this case though)
unsigned int idlen = (unsigned int)header[0];
if (idlen) fseek(fp, idlen, SEEK_CUR);
// read data directly into buffer, picture is upside down
for (unsigned short y=0;y<height;y++) {
unsigned char* bpt = (unsigned char*)R.rectot + ((((height-1)-y)*width)<<2);
for (unsigned short x=0;x<width;x++) {
bpt[2] = (unsigned char)fgetc(fp);
bpt[1] = (unsigned char)fgetc(fp);
bpt[0] = (unsigned char)fgetc(fp);
if (byte_per_pix==4)
bpt[3] = (unsigned char)fgetc(fp);
else
bpt[3] = 255;
bpt += 4;
}
}
fclose(fp);
fp = NULL;
}
void yafrayFileRender_t::writeTextures()
{
for (map<string, pair<Material*, MTex*> >::const_iterator blendtex=used_textures.begin();
blendtex!=used_textures.end();++blendtex) {
//Material* matr = blendtex->second.first;
MTex* mtex = blendtex->second.second;
Tex* tex = mtex->tex;
switch (tex->type) {
case TEX_STUCCI:
// stucci is clouds as bump, but could be added to yafray to handle both wall in/out as well.
// noisedepth must be at least 1 in yafray
case TEX_CLOUDS: {
ostr.str("");
ostr << "<shader type=\"clouds\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n";
ostr << "\t</attributes>\n";
ostr << "</shader >\n\n";
xmlfile << ostr.str();
break;
}
case TEX_WOOD: {
ostr.str("");
ostr << "<shader type=\"wood\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t\t<attributes>\n";
ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n";
ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n";
ostr << "\t\t<ringscale_x value=\"" << mtex->size[0] << "\" />\n";
ostr << "\t\t<ringscale_y value=\"" << mtex->size[1] << "\" />\n";
string ts = "on";
if (tex->noisetype==TEX_NOISESOFT) ts = "off";
ostr << "\t\t<hard value=\"" << ts << "\" />\n";
ostr << "\t</attributes>\n";
ostr << "</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_MARBLE: {
ostr.str("");
ostr << "<shader type=\"marble\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<depth value=\"" << tex->noisedepth+1 << "\" />\n";
ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n";
string ts = "on";
if (tex->noisetype==TEX_NOISESOFT) ts = "off";
ostr << "\t\t<hard value=\"" << ts << "\" />\n";
ts = "1";
if (tex->stype==1) ts="5"; else if (tex->stype==2) ts="10";
ostr << "\t\t<sharpness value=\"" << ts << "\" />\n";
ostr << "\t</attributes>\n";
ostr << "</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_IMAGE: {
Image* ima = tex->ima;
if (ima) {
ostr.str("");
ostr << "<shader type=\"image\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
// image->name is full path
string texpath = ima->name;
#ifdef WIN32
// add drive char if not there
addDrive(texpath);
#endif
ostr << "\t\t<filename value=\"" << texpath << "\" />\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 << "\"" <<
" a=\"" << cb->data[i].a << "\" />\n";
ostr << "\t</modulator>\n";
}
ostr << "</shader>\n\n";
xmlfile << ostr.str();
}
}
}
}
// write all materials & modulators
void yafrayFileRender_t::writeMaterialsAndModulators()
{
for (map<string, Material*>::const_iterator blendmat=used_materials.begin();
blendmat!=used_materials.end();++blendmat) {
Material* matr = blendmat->second;
// blendermappers
for (int m=0;m<8;m++) {
if (matr->septex & (1<<m)) continue;// all active channels
// ignore null mtex
MTex* mtex = matr->mtex[m];
if (mtex==NULL) continue;
// ignore null tex
Tex* tex = mtex->tex;
if (tex==NULL) continue;
//map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name+2));
// now included the full name
map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name));
if (mtexL!=used_textures.end()) {
ostr.str("");
ostr << "<shader type=\"blendermapper\" name=\"" << blendmat->first + "_map" << m <<"\"";
if ((mtex->texco & TEXCO_OBJECT) || (mtex->texco & TEXCO_REFL))
{
// For object & reflection mapping, add the object matrix to the modulator,
// as in LF script, use camera matrix if no object specified.
// In this case this means the inverse of that matrix
float texmat[4][4], itexmat[4][4];
if ((mtex->texco & TEXCO_OBJECT) && (mtex->object))
MTC_Mat4CpyMat4(texmat, mtex->object->obmat);
else // also for refl. map
MTC_Mat4CpyMat4(texmat, maincam_obj->obmat);
MTC_Mat4Invert(itexmat, texmat);
ostr << "\n m00=\"" << itexmat[0][0] << "\" m01=\"" << itexmat[1][0]
<< "\" m02=\"" << itexmat[2][0] << "\" m03=\"" << itexmat[3][0] << "\"\n\t";
ostr << " m10=\"" << itexmat[0][1] << "\" m11=\"" << itexmat[1][1]
<< "\" m12=\"" << itexmat[2][1] << "\" m13=\"" << itexmat[3][1] << "\"\n\t";
ostr << " m20=\"" << itexmat[0][2] << "\" m21=\"" << itexmat[1][2]
<< "\" m22=\"" << itexmat[2][2] << "\" m23=\"" << itexmat[3][2] << "\"\n\t";
ostr << " m30=\"" << itexmat[0][3] << "\" m31=\"" << itexmat[1][3]
<< "\" m32=\"" << itexmat[2][3] << "\" m33=\"" << itexmat[3][3] << "\">\n";
}
else ostr << ">\n";
ostr << "\t<attributes>\n";
if ((tex->flag & TEX_COLORBAND) & (tex->coba!=NULL))
ostr << "\t\t<input value=\"" << mtexL->first + "_coba" << "\" />\n";
else
ostr << "\t\t<input value=\"" << mtexL->first << "\" />\n";
// size, if the texturetype is clouds/marble/wood, also take noisesize into account
float sc = 1;
if ((tex->type==TEX_CLOUDS) || (tex->type==TEX_MARBLE) || (tex->type==TEX_WOOD)) {
sc = tex->noisesize;
if (sc!=0) sc = 1.f/sc;
}
// texture size
ostr << "\t\t<sizex value=\"" << mtex->size[0]*sc << "\" />\n";
ostr << "\t\t<sizey value=\"" << mtex->size[1]*sc << "\" />\n";
ostr << "\t\t<sizez value=\"" << mtex->size[2]*sc << "\" />\n";
// texture offset
ostr << "\t\t<ofsx value=\"" << mtex->ofs[0] << "\" />\n";
ostr << "\t\t<ofsy value=\"" << mtex->ofs[1] << "\" />\n";
ostr << "\t\t<ofsz value=\"" << mtex->ofs[2] << "\" />\n";
// texture coordinates, have to disable 'sticky' in Blender
if ((mtex->texco & TEXCO_UV) || (matr->mode & MA_FACETEXTURE))
ostr << "\t\t<texco value=\"uv\" />\n";
else if ((mtex->texco & TEXCO_GLOB) || (mtex->texco & TEXCO_OBJECT))
// object mode is also set as global, but the object matrix was specified above with <modulator..>
ostr << "\t\t<texco value=\"global\" />\n";
else if (mtex->texco & TEXCO_ORCO)
ostr << "\t\t<texco value=\"orco\" />\n";
else if (mtex->texco & TEXCO_WINDOW)
ostr << "\t\t<texco value=\"window\" />\n";
else if (mtex->texco & TEXCO_NORM)
ostr << "\t\t<texco value=\"normal\" />\n";
else if (mtex->texco & TEXCO_REFL)
ostr << "\t\t<texco value=\"reflect\" />\n";
// texture mapping parameters only relevant to image type
if (tex->type==TEX_IMAGE) {
if (mtex->mapping==MTEX_FLAT)
ostr << "\t\t<mapping value=\"flat\" />\n";
else if (mtex->mapping==MTEX_CUBE)
ostr << "\t\t<mapping value=\"cube\" />\n";
else if (mtex->mapping==MTEX_TUBE)
ostr << "\t\t<mapping value=\"tube\" />\n";
else if (mtex->mapping==MTEX_SPHERE)
ostr << "\t\t<mapping value=\"sphere\" />\n";
// texture projection axes
string proj = "nxyz"; // 'n' for 'none'
ostr << "\t\t<proj_x value=\"" << proj[mtex->projx] << "\" />\n";
ostr << "\t\t<proj_y value=\"" << proj[mtex->projy] << "\" />\n";
ostr << "\t\t<proj_z value=\"" << proj[mtex->projz] << "\" />\n";
// repeat
ostr << "\t\t<xrepeat value=\"" << tex->xrepeat << "\" />\n";
ostr << "\t\t<yrepeat value=\"" << tex->yrepeat << "\" />\n";
// clipping
if (tex->extend==TEX_EXTEND)
ostr << "\t\t<clipping value=\"extend\" />\n";
else if (tex->extend==TEX_CLIP)
ostr << "\t\t<clipping value=\"clip\" />\n";
else if (tex->extend==TEX_CLIPCUBE)
ostr << "\t\t<clipping value=\"clipcube\" />\n";
else
ostr << "\t\t<clipping value=\"repeat\" />\n";
// crop min/max
ostr << "\t\t<cropmin_x value=\"" << tex->cropxmin << "\" />\n";
ostr << "\t\t<cropmin_y value=\"" << tex->cropymin << "\" />\n";
ostr << "\t\t<cropmax_x value=\"" << tex->cropxmax << "\" />\n";
ostr << "\t\t<cropmax_y value=\"" << tex->cropymax << "\" />\n";
// rot90 flag
string ts = "off";
if (tex->imaflag & TEX_IMAROT) ts = "on";
ostr << "\t\t<rot90 value=\"" << ts << "\" />\n";
}
ostr << "\t</attributes>\n";
ostr << "</shader>\n\n";
xmlfile << ostr.str();
}
}
// blendershaders + modulators
ostr.str("");
ostr << "<shader type=\"blendershader\" name=\"" << blendmat->first << "\" >\n";
ostr << "\t<attributes>\n";
float diff=matr->alpha;
ostr << "\t\t<color r=\"" << matr->r*diff << "\" g=\"" << matr->g*diff << "\" b=\"" << matr->b*diff << "\" />\n";
ostr << "\t\t<specular_color r=\"" << matr->specr << "\" g=\"" << matr->specg << "\" b=\"" << matr->specb<< "\" />\n";
ostr << "\t\t<mirror_color r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n";
ostr << "\t\t<diffuse_reflect value=\"" << matr->ref << "\" />\n";
ostr << "\t\t<specular_amount value=\"" << matr->spec << "\" />\n";
ostr << "\t\t<hard value=\"" << matr->har << "\" />\n";
ostr << "\t\t<alpha value=\"" << matr->alpha << "\" />\n";
ostr << "\t\t<emit value=\"" << (matr->emit * R.r.GIpower) << "\" />\n";
// reflection/refraction
if ( (matr->mode & MA_RAYMIRROR) || (matr->mode & MA_RAYTRANSP) )
ostr << "\t\t<IOR value=\"" << matr->ang << "\" />\n";
if (matr->mode & MA_RAYMIRROR) {
float rf = matr->ray_mirror;
// blender uses mir color for reflection as well
ostr << "\t\t<reflected r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n";
ostr << "\t\t<min_refle value=\""<< rf << "\" />\n";
if (matr->ray_depth>maxraydepth) maxraydepth = matr->ray_depth;
}
if (matr->mode & MA_RAYTRANSP)
{
float tr=1.0-matr->alpha;
ostr << "\t\t<transmitted r=\"" << matr->r * tr << "\" g=\"" << matr->g * tr << "\" b=\"" << matr->b * tr << "\" />\n";
// tir on by default
ostr << "\t\t<tir value=\"on\" />\n";
if (matr->ray_depth_tra>maxraydepth) maxraydepth = matr->ray_depth_tra;
}
string Mmode = "";
if (matr->mode & MA_TRACEBLE) Mmode += "traceable";
if (matr->mode & MA_SHADOW) Mmode += " shadow";
if (matr->mode & MA_SHLESS) Mmode += " shadeless";
if (matr->mode & MA_VERTEXCOL) Mmode += " vcol_light";
if (matr->mode & MA_VERTEXCOLP) Mmode += " vcol_paint";
if (matr->mode & MA_ZTRA) Mmode += " ztransp";
if (matr->mode & MA_ONLYSHADOW) Mmode += " onlyshadow";
if (Mmode!="") ostr << "\t\t<matmodes value=\"" << Mmode << "\" />\n";
ostr << "\t</attributes>\n";
xmlfile << ostr.str();
// modulators
for (int m2=0;m2<8;m2++) {
if (matr->septex & (1<<m2)) continue;// all active channels
// ignore null mtex
MTex* mtex = matr->mtex[m2];
if (mtex==NULL) continue;
// ignore null tex
Tex* tex = mtex->tex;
if (tex==NULL) continue;
//map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name+2));
map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name));
if (mtexL!=used_textures.end()) {
ostr.str("");
ostr << "\t<modulator>\n";
ostr << "\t\t<input value=\"" << blendmat->first + "_map" << m2 << "\" />\n";
// blendtype
string ts = "mix";
if (mtex->blendtype==MTEX_MUL) ts="mul";
else if (mtex->blendtype==MTEX_ADD) ts="add";
else if (mtex->blendtype==MTEX_SUB) ts="sub";
ostr << "\t\t<mode value=\"" << ts << "\" />\n";
// texture color (for use with MUL and/or no_rgb etc..)
ostr << "\t\t<texcol r=\"" << mtex->r << "\" g=\"" << mtex->g << "\" b=\"" << mtex->b << "\" />\n";
// texture contrast, brightness & color adjustment
ostr << "\t\t<filtercolor r=\"" << tex->rfac << "\" g=\"" << tex->gfac << "\" b=\"" << tex->bfac << "\" />\n";
ostr << "\t\t<contrast value=\"" << tex->contrast << "\" />\n";
ostr << "\t\t<brightness value=\"" << tex->bright << "\" />\n";
// all texture flags now are switches, having the value 1 or -1 (negative option)
// the negative option only used for the intensity modulation options.
// material (diffuse) color, amount controlled by colfac (see below)
if (mtex->mapto & MAP_COL)
ostr << "\t\t<color value=\"1\" />\n";
// bumpmapping
if ((mtex->mapto & MAP_NORM) || (mtex->maptoneg & MAP_NORM)) {
// for yafray, bump factor is negated (unless negative option of 'Nor', is not affected by 'Neg')
// scaled down quite a bit for yafray when image type, otherwise used directly
float nf = -mtex->norfac;
if (mtex->maptoneg & MAP_NORM) nf *= -1.f;
if (tex->type==TEX_IMAGE) nf *= 2e-3f;
ostr << "\t\t<normal value=\"" << nf << "\" />\n";
}
// all blender texture modulation as switches, either 1 or -1 (negative state of button)
// Csp, specular color modulation
if (mtex->mapto & MAP_COLSPEC)
ostr << "\t\t<colspec value=\"1\" />\n";
// CMir, mirror color modulation
if (mtex->mapto & MAP_COLMIR)
ostr << "\t\t<colmir value=\"1\" />\n";
// Ref, diffuse reflection amount modulation
if ((mtex->mapto & MAP_REF) || (mtex->maptoneg & MAP_REF)) {
int t = 1;
if (mtex->maptoneg & MAP_REF) t = -1;
ostr << "\t\t<difref value=\"" << t << "\" />\n";
}
// Spec, specular amount mod
if ((mtex->mapto & MAP_SPEC) || (mtex->maptoneg & MAP_SPEC)) {
int t = 1;
if (mtex->maptoneg & MAP_SPEC) t = -1;
ostr << "\t\t<specular value=\"" << t << "\" />\n";
}
// hardness modulation
if ((mtex->mapto & MAP_HAR) || (mtex->maptoneg & MAP_HAR)) {
int t = 1;
if (mtex->maptoneg & MAP_HAR) t = -1;
ostr << "\t\t<hard value=\"" << t << "\" />\n";
}
// alpha modulation
if ((mtex->mapto & MAP_ALPHA) || (mtex->maptoneg & MAP_ALPHA)) {
int t = 1;
if (mtex->maptoneg & MAP_ALPHA) t = -1;
ostr << "\t\t<alpha value=\"" << t << "\" />\n";
}
// emit modulation
if ((mtex->mapto & MAP_EMIT) || (mtex->maptoneg & MAP_EMIT)) {
int t = 1;
if (mtex->maptoneg & MAP_EMIT) t = -1;
ostr << "\t\t<emit value=\"" << t << "\" />\n";
}
// texture flag, combination of strings
if (mtex->texflag & (MTEX_RGBTOINT | MTEX_STENCIL | MTEX_NEGATIVE)) {
ts = "";
if (mtex->texflag & MTEX_RGBTOINT) ts += "no_rgb ";
if (mtex->texflag & MTEX_STENCIL) ts += "stencil ";
if (mtex->texflag & MTEX_NEGATIVE) ts += "negative";
ostr << "\t\t<texflag value=\"" << ts << "\" />\n";
}
// colfac, controls amount of color modulation
ostr << "\t\t<colfac value=\"" << mtex->colfac << "\" />\n";
// def_var
ostr << "\t\t<def_var value=\"" << mtex->def_var << "\" />\n";
//varfac
ostr << "\t\t<varfac value=\"" << mtex->varfac << "\" />\n";
if ((tex->imaflag & (TEX_CALCALPHA | TEX_USEALPHA)) || (tex->flag & TEX_NEGALPHA)) {
ts = "";
if (tex->imaflag & TEX_CALCALPHA) ts += "calc_alpha ";
if (tex->imaflag & TEX_USEALPHA) ts += "use_alpha ";
if (tex->flag & TEX_NEGALPHA) ts += "neg_alpha";
ostr << "\t\t<alpha_flag value=\"" << ts << "\" />\n";
}
ostr << "\t</modulator>\n";
xmlfile << ostr.str();
}
}
xmlfile << "</shader>\n\n";
}
}
void yafrayFileRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_list, const float obmat[4][4])
{
ostr.str("");
// transform first (not necessarily actual obj->obmat, can be duplivert see below)
ostr << "<transform m00=\"" << obmat[0][0] << "\" m01=\"" << obmat[1][0]
<< "\" m02=\"" << obmat[2][0] << "\" m03=\"" << obmat[3][0] << "\"\n";
ostr << " m10=\"" << obmat[0][1] << "\" m11=\"" << obmat[1][1]
<< "\" m12=\"" << obmat[2][1] << "\" m13=\"" << obmat[3][1] << "\"\n";
ostr << " m20=\"" << obmat[0][2] << "\" m21=\"" << obmat[1][2]
<< "\" m22=\"" << obmat[2][2] << "\" m23=\"" << obmat[3][2] << "\"\n";
ostr << " m30=\"" << obmat[0][3] << "\" m31=\"" << obmat[1][3]
<< "\" m32=\"" << obmat[2][3] << "\" m33=\"" << obmat[3][3] << "\">\n";
xmlfile << ostr.str();
ostr.str("");
ostr << "<object name=\"" << obj->id.name+2 << "\"";
// yafray still needs default shader name in object def.,
// since we write a shader with every face, simply use the material of the first face
// if this is an empty string, assume default mat
char* matname = VLR_list[0]->mat->id.name;
bool shadow=VLR_list[0]->mat->mode & MA_TRACEBLE;
ostr <<" shadow=\""<< (shadow ? "on" : "off" )<<"\" ";
if (VLR_list[0]->mat->mode & MA_RAYTRANSP)
ostr << "caus_IOR=\"" << VLR_list[0]->mat->ang << "\" ";
if (strlen(matname)==0) matname = "blender_default";
//else matname+=2; //skip MA id
ostr << " shader_name=\"" << matname << "\" >\n";
ostr << "\t<attributes>\n";
if (VLR_list[0]->mat->mode & MA_RAYTRANSP)
{
float tr=1.0-VLR_list[0]->mat->alpha;
ostr << "\t\t<caus_tcolor r=\"" << VLR_list[0]->mat->r * tr
<< "\" g=\"" << VLR_list[0]->mat->g * tr
<< "\" b=\"" << VLR_list[0]->mat->b * tr << "\" />\n";
}
ostr << "\t</attributes>\n";
xmlfile << ostr.str();
// if any face in the Blender mesh uses an orco texture, every face has orco coords,
// so only need to check the first facevtx.orco in the list if they need to be exported
bool EXPORT_ORCO = (VLR_list[0]->v1->orco!=NULL);
string has_orco = "off";
if (EXPORT_ORCO) has_orco = "on";
// smooth shading if enabled
bool no_auto = true; //in case non-mesh, or mesh has no autosmooth
if (obj->type==OB_MESH) {
Mesh* mesh = (Mesh*)obj->data;
if (mesh->flag & ME_AUTOSMOOTH) {
no_auto = false;
ostr.str("");
ostr << "\t<mesh autosmooth=\"" << mesh->smoothresh << "\" has_orco=\"" << has_orco << "\" >\n";
xmlfile << ostr.str();
}
}
// this for non-mesh as well
if (no_auto) {
// If AutoSmooth not used, since yafray currently cannot specify if a face is smooth
// or flat shaded, the smooth flag of the first face is used to determine
// the shading for the whole mesh
if (VLR_list[0]->flag & ME_SMOOTH)
xmlfile << "\t<mesh autosmooth=\"90\" has_orco=\"" << has_orco << "\" >\n";
else
xmlfile << "\t<mesh autosmooth=\"0.1\" has_orco=\"" << has_orco << "\" >\n"; //0 shows artefacts
}
// now all vertices
map<VertRen*, int> vert_idx; // for removing duplicate verts and creating an index list
int vidx = 0; // vertex index counter
xmlfile << "\t\t<points>\n";
for (vector<VlakRen*>::const_iterator fci=VLR_list.begin();
fci!=VLR_list.end();++fci)
{
VlakRen* vlr = *fci;
VertRen* ver;
float* orco;
ostr.str("");
if (vert_idx.find(vlr->v1)==vert_idx.end()) {
vert_idx[vlr->v1] = vidx++;
ver = vlr->v1;
ostr << "\t\t\t<p x=\"" << ver->co[0]
<< "\" y=\"" << ver->co[1]
<< "\" z=\"" << ver->co[2] << "\" />\n";
if (EXPORT_ORCO) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
if (vert_idx.find(vlr->v2)==vert_idx.end()) {
vert_idx[vlr->v2] = vidx++;
ver = vlr->v2;
ostr << "\t\t\t<p x=\"" << ver->co[0]
<< "\" y=\"" << ver->co[1]
<< "\" z=\"" << ver->co[2] << "\" />\n";
if (EXPORT_ORCO) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
if (vert_idx.find(vlr->v3)==vert_idx.end()) {
vert_idx[vlr->v3] = vidx++;
ver = vlr->v3;
ostr << "\t\t\t<p x=\"" << ver->co[0]
<< "\" y=\"" << ver->co[1]
<< "\" z=\"" << ver->co[2] << "\" />\n";
if (EXPORT_ORCO) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
if ((vlr->v4) && (vert_idx.find(vlr->v4)==vert_idx.end())) {
vert_idx[vlr->v4] = vidx++;
ver = vlr->v4;
ostr << "\t\t\t<p x=\"" << ver->co[0]
<< "\" y=\"" << ver->co[1]
<< "\" z=\"" << ver->co[2] << "\" />\n";
if (EXPORT_ORCO) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
xmlfile << ostr.str();
}
xmlfile << "\t\t</points>\n";
// all faces using the index list created above
xmlfile << "\t\t<faces>\n";
for (vector<VlakRen*>::const_iterator fci2=VLR_list.begin();
fci2!=VLR_list.end();++fci2)
{
VlakRen* vlr = *fci2;
Material* fmat = vlr->mat;
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
char* fmatname = fmat->id.name;
if (strlen(fmatname)==0) fmatname = "blender_default";
//else fmatname+=2; //skip MA id
TFace* uvc = vlr->tface; // possible uvcoords (v upside down)
int idx1, idx2, idx3;
idx1 = vert_idx.find(vlr->v1)->second;
idx2 = vert_idx.find(vlr->v2)->second;
idx3 = vert_idx.find(vlr->v3)->second;
// make sure the indices point to the vertices when orco coords exported
if (EXPORT_ORCO) { idx1*=2; idx2*=2; idx3*=2; }
ostr.str("");
ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\"";
if (uvc) {
// use correct uv coords for this triangle
if (vlr->flag & R_FACE_SPLIT) {
ostr << " u_a=\"" << uvc->uv[0][0] << "\" v_a=\"" << 1-uvc->uv[0][1] << "\""
<< " u_b=\"" << uvc->uv[2][0] << "\" v_b=\"" << 1-uvc->uv[2][1] << "\""
<< " u_c=\"" << uvc->uv[3][0] << "\" v_c=\"" << 1-uvc->uv[3][1] << "\"";
}
else {
ostr << " u_a=\"" << uvc->uv[0][0] << "\" v_a=\"" << 1-uvc->uv[0][1] << "\""
<< " u_b=\"" << uvc->uv[1][0] << "\" v_b=\"" << 1-uvc->uv[1][1] << "\""
<< " u_c=\"" << uvc->uv[2][0] << "\" v_c=\"" << 1-uvc->uv[2][1] << "\"";
}
}
// since Blender seems to need vcols when uvs are used, for yafray only export when the material actually uses vcols
if ((EXPORT_VCOL) && (vlr->vcol)) {
// vertex colors
float vr, vg, vb;
vr = ((vlr->vcol[0] >> 24) & 255)/255.0;
vg = ((vlr->vcol[0] >> 16) & 255)/255.0;
vb = ((vlr->vcol[0] >> 8) & 255)/255.0;
ostr << " vcol_a_r=\"" << vr << "\" vcol_a_g=\"" << vg << "\" vcol_a_b=\"" << vb << "\"";
vr = ((vlr->vcol[1] >> 24) & 255)/255.0;
vg = ((vlr->vcol[1] >> 16) & 255)/255.0;
vb = ((vlr->vcol[1] >> 8) & 255)/255.0;
ostr << " vcol_b_r=\"" << vr << "\" vcol_b_g=\"" << vg << "\" vcol_b_b=\"" << vb << "\"";
vr = ((vlr->vcol[2] >> 24) & 255)/255.0;
vg = ((vlr->vcol[2] >> 16) & 255)/255.0;
vb = ((vlr->vcol[2] >> 8) & 255)/255.0;
ostr << " vcol_c_r=\"" << vr << "\" vcol_c_g=\"" << vg << "\" vcol_c_b=\"" << vb << "\"";
}
ostr << " shader_name=\"" << fmatname << "\" />\n";
if (vlr->v4) {
idx1 = vert_idx.find(vlr->v3)->second;
idx2 = vert_idx.find(vlr->v4)->second;
idx3 = vert_idx.find(vlr->v1)->second;
// make sure the indices point to the vertices when orco coords exported
if (EXPORT_ORCO) { idx1*=2; idx2*=2; idx3*=2; }
ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\"";
if (uvc) {
ostr << " u_a=\"" << uvc->uv[2][0] << "\" v_a=\"" << 1-uvc->uv[2][1] << "\""
<< " u_b=\"" << uvc->uv[3][0] << "\" v_b=\"" << 1-uvc->uv[3][1] << "\""
<< " u_c=\"" << uvc->uv[0][0] << "\" v_c=\"" << 1-uvc->uv[0][1] << "\"";
}
if ((EXPORT_VCOL) && (vlr->vcol)) {
// vertex colors
float vr, vg, vb;
vr = ((vlr->vcol[2] >> 24) & 255)/255.0;
vg = ((vlr->vcol[2] >> 16) & 255)/255.0;
vb = ((vlr->vcol[2] >> 8) & 255)/255.0;
ostr << " vcol_a_r=\"" << vr << "\" vcol_a_g=\"" << vg << "\" vcol_a_b=\"" << vb << "\"";
vr = ((vlr->vcol[3] >> 24) & 255)/255.0;
vg = ((vlr->vcol[3] >> 16) & 255)/255.0;
vb = ((vlr->vcol[3] >> 8) & 255)/255.0;
ostr << " vcol_b_r=\"" << vr << "\" vcol_b_g=\"" << vg << "\" vcol_b_b=\"" << vb << "\"";
vr = ((vlr->vcol[0] >> 24) & 255)/255.0;
vg = ((vlr->vcol[0] >> 16) & 255)/255.0;
vb = ((vlr->vcol[0] >> 8) & 255)/255.0;
ostr << " vcol_c_r=\"" << vr << "\" vcol_c_g=\"" << vg << "\" vcol_c_b=\"" << vb << "\"";
}
ostr << " shader_name=\"" << fmatname << "\" />\n";
}
xmlfile << ostr.str();
}
xmlfile << "\t\t</faces>\n\t</mesh>\n</object>\n</transform>\n\n";
}
// write all objects
void yafrayFileRender_t::writeAllObjects()
{
// first all objects except dupliverts (and main instance object for dups)
for (map<Object*, vector<VlakRen*> >::const_iterator obi=all_objects.begin();
obi!=all_objects.end(); ++obi)
{
// skip main duplivert object if in dupliMtx_list, written later
Object* obj = obi->first;
if (dupliMtx_list.find(string(obj->id.name))!=dupliMtx_list.end()) continue;
writeObject(obj, 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 (unsigned int curmtx=16;curmtx<dupMtx->second.size();curmtx+=16) { // number of 4x4 matrices
// new mtx
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
nmat[i][j] = dupMtx->second[curmtx+(i<<2)+j];
MTC_Mat4MulMat4(cmat, imat, nmat); // transform with respect to original = inverse_original * new
ostr.str("");
// yafray matrix = transpose of Blender
ostr << "<transform m00=\"" << cmat[0][0] << "\" m01=\"" << cmat[1][0]
<< "\" m02=\"" << cmat[2][0] << "\" m03=\"" << cmat[3][0] << "\"\n";
ostr << " m10=\"" << cmat[0][1] << "\" m11=\"" << cmat[1][1]
<< "\" m12=\"" << cmat[2][1] << "\" m13=\"" << cmat[3][1] << "\"\n";
ostr << " m20=\"" << cmat[0][2] << "\" m21=\"" << cmat[1][2]
<< "\" m22=\"" << cmat[2][2] << "\" m23=\"" << cmat[3][2] << "\"\n";
ostr << " m30=\"" << cmat[0][3] << "\" m31=\"" << cmat[1][3]
<< "\" m32=\"" << cmat[2][3] << "\" m33=\"" << cmat[3][3] << "\">\n";
xmlfile << ostr.str();
// new name from original
ostr.str("");
ostr << "<object name=\"" << obj->id.name+2 << "_dup" << (curmtx>>4) << "\" original=\"" << obj->id.name+2 << "\" >\n";
xmlfile << ostr.str();
xmlfile << "\t<attributes>\n\t</attributes>\n\t<null/>\n</object>\n</transform>\n\n";
}
}
}
void yafrayFileRender_t::writeAreaLamp(LampRen* lamp, int num)
{
if (lamp->area_shape!=LA_AREA_SQUARE) return;
float *a=lamp->area[0], *b=lamp->area[1], *c=lamp->area[2], *d=lamp->area[3];
float power=lamp->energy;
ostr.str("");
string md = "off";
if (R.r.GIphotons) {md = "on";power*=R.r.GIpower;}
ostr << "<light type=\"arealight\" name=\"LAMP" << num+1 << "\" dummy=\""<< md << "\" power=\"" << power << "\" ";
if (!R.r.GIphotons) {
int psm=0, sm = lamp->ray_totsamp;
if (sm>=64) psm = sm/4;
ostr << "samples=\"" << sm << "\" psamples=\"" << psm << "\" ";
}
ostr << ">\n";
ostr << "\t<a x=\""<< a[0] <<"\" y=\""<< a[1] <<"\" z=\"" << a[2] <<"\" />\n";
ostr << "\t<b x=\""<< b[0] <<"\" y=\""<< b[1] <<"\" z=\"" << b[2] <<"\" />\n";
ostr << "\t<c x=\""<< c[0] <<"\" y=\""<< c[1] <<"\" z=\"" << c[2] <<"\" />\n";
ostr << "\t<d x=\""<< d[0] <<"\" y=\""<< d[1] <<"\" z=\"" << d[2] <<"\" />\n";
ostr << "\t<color r=\"" << lamp->r << "\" g=\"" << lamp->g << "\" b=\"" << lamp->b << "\" />\n";
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
void yafrayFileRender_t::writeLamps()
{
// all lamps
for (int i=0;i<R.totlamp;i++)
{
ostr.str("");
LampRen* lamp = R.la[i];
if (lamp->type==LA_AREA) { writeAreaLamp(lamp, i); continue; }
// 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) || (lamp->type==LA_HEMI)) // for now, hemi same as sun
ostr << "sunlight";
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 (LF d.f.m. 4pi?)
pwr = lamp->dist*(lamp->dist+1)*(0.25/M_PI);
//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";
// shadows only when Blender has shadow button enabled, only spots use LA_SHAD flag
if (R.r.mode & R_SHADOW)
if (((lamp->type==LA_SPOT) && (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]+lamp->vec[0]
<< "\" y=\"" << lamp->co[1]+lamp->vec[1]
<< "\" z=\"" << lamp->co[2]+lamp->vec[2]
<< "\" />\n";
// color
// rgb in LampRen is premultiplied by energy, power is compensated for that above
ostr << "\t<color r=\"" << lamp->r << "\" g=\"" << lamp->g << "\" b=\"" << lamp->b << "\" />\n";
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
}
// write main camera
void yafrayFileRender_t::writeCamera()
{
// here Global used again
ostr.str("");
ostr << "<camera name=\"MAINCAM\"";
// render resolution including the percentage buttons (aleady calculated in initrender for R renderdata)
int xres = R.r.xsch;
int yres = R.r.ysch;
ostr << " resx=\"" << xres << "\" resy=\"" << yres;
// aspectratio can be set in Blender as well using aspX & aspY, need an extra param. for yafray cam.
float aspect = 1;
if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch);
ostr << "\" focal=\"" << mainCamLens/(aspect*32.0) << "\" >\n";
xmlfile << ostr.str();
// from, to, up vectors
// comment in MTC_matrixops.h not correct, copy is arg2->arg1
float camtx[4][4];
MTC_Mat4CpyMat4(camtx, maincam_obj->obmat);
MTC_normalise3DF(camtx[1]); //up
MTC_normalise3DF(camtx[2]); //dir
ostr.str("");
ostr << "\t<from x=\"" << camtx[3][0] << "\""
<< " y=\"" << camtx[3][1] << "\""
<< " z=\"" << camtx[3][2] << "\" />\n";
Object* dofob = findObject("OBFOCUS");
if (dofob) {
// dof empty found, modify lookat point accordingly
// location from matrix, in case animated
float fdx = dofob->obmat[3][0] - camtx[3][0];
float fdy = dofob->obmat[3][1] - camtx[3][1];
float fdz = dofob->obmat[3][2] - camtx[3][2];
float fdist = sqrt(fdx*fdx + fdy*fdy + fdz*fdz);
cout << "FOCUS object found, distance is: " << fdist << endl;
ostr << "\t<to x=\"" << camtx[3][0] - fdist*camtx[2][0]
<< "\" y=\"" << camtx[3][1] - fdist*camtx[2][1]
<< "\" z=\"" << camtx[3][2] - fdist*camtx[2][2] << "\" />\n";
}
else {
ostr << "\t<to x=\"" << camtx[3][0] - camtx[2][0]
<< "\" y=\"" << camtx[3][1] - camtx[2][1]
<< "\" z=\"" << camtx[3][2] - camtx[2][2] << "\" />\n";
}
ostr << "\t<up x=\"" << camtx[3][0] + camtx[1][0]
<< "\" y=\"" << camtx[3][1] + camtx[1][1]
<< "\" z=\"" << camtx[3][2] + camtx[1][2] << "\" />\n";
xmlfile << ostr.str();
xmlfile << "</camera>\n\n";
}
void yafrayFileRender_t::writeHemilight()
{
ostr.str("");
ostr << "<light type=\"hemilight\" name=\"hemi_LT\" power=\"1.0\" ";
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;
case 5 : ostr << " samples=\"128\" >\n"; break;
default: ostr << " samples=\"25\" >\n";
}
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
void yafrayFileRender_t::writePathlight()
{
ostr.str("");
if(R.r.GIphotons)
{
ostr << "<light type=\"globalphotonlight\" name=\"gpm\" photons=\""<<R.r.GIphotoncount<<"\""<<endl;
ostr << "\tradius=\"" <<R.r.GIphotonradius << "\" depth=\""<< ((R.r.GIdepth>2) ? (R.r.GIdepth-1) : 1)
<< "\" caus_depth=\""<<R.r.GIcausdepth<< "\" search=\""<< R.r.GImixphotons<<"\" >"<<endl;
ostr << "</light>"<<endl;
}
ostr << "<light type=\"pathlight\" name=\"path_LT\" power=\"1.0\" ";
ostr << " depth=\"" <<((R.r.GIphotons) ? 1 : R.r.GIdepth)<< "\" caus_depth=\"" << R.r.GIcausdepth <<"\"\n";
if(R.r.GIdirect && R.r.GIphotons) ostr << "direct=\"on\"" << endl;
if (R.r.GIcache && ! (R.r.GIdirect && R.r.GIphotons))
{
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;
case 5 : ostr << " samples=\"2048\" \n"; break;
default: ostr << " samples=\"512\" \n";
}
float aspect = 1;
if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch);
float sbase = 2.0*atan(0.5/(mainCamLens/(aspect*32.0)))/float(R.r.xsch);
ostr << " cache=\"on\" use_QMC=\"on\" threshold=\"" <<R.r.GIrefinement<<"\""<<endl;
ostr << " cache_size=\"" << sbase*R.r.GIpixelspersample << "\" shadow_threshold=\"" <<
1.0 - R.r.GIshadowquality << "\" grid=\"82\" search=\"35\" 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;
case 5 : ostr << " samples=\"256\" >\n"; break;
default: ostr << " samples=\"25\" >\n";
}
}
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
bool yafrayFileRender_t::writeWorld()
{
World *world = G.scene->world;
short i=0,j=0;
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;
for(i=0;i<8;i++){
if(world->mtex[i] != NULL){
if(world->mtex[i]->tex->type == TEX_IMAGE && world->mtex[i]->tex->ima != NULL){
for(j=0;j<160;j++){
if(world->mtex[i]->tex->ima->name[j] == '\0' && j > 3){
if(
(world->mtex[i]->tex->ima->name[j-3] == 'h' || world->mtex[i]->tex->ima->name[j-3] == 'H' ) &&
(world->mtex[i]->tex->ima->name[j-2] == 'd' || world->mtex[i]->tex->ima->name[j-2] == 'D' ) &&
(world->mtex[i]->tex->ima->name[j-1] == 'r' || world->mtex[i]->tex->ima->name[j-1] == 'R' )
){
ostr.str("");
ostr << "<background type=\"HDRI\" name=\"world_background\" ";
ostr << "exposure_adjust = \"";
ostr << (world->mtex[i]->tex->bright-1) << "\"";
ostr << " mapping = \"probe\" ";
ostr << ">\n";
ostr << "<filename value=\"" << world->mtex[i]->tex->ima->name << "\"/>\n";
ostr << "</background>\n\n";
xmlfile << ostr.str();
return true;
}
}
}
ostr.str("");
ostr << "<background type=\"image\" name=\"world_background\" power=\"";
ostr << world->mtex[i]->tex->bright << "\">\n";
ostr << "<filename value=\"" << world->mtex[i]->tex->ima->name << "\"/>\n";
ostr << "</background>\n\n";
xmlfile << ostr.str();
return true;
}
}
}
ostr.str("");
ostr << "<background type=\"constant\" name=\"world_background\" >\n";
// if no GI used, the GIpower parameter is not always initialized, so in that case ignore it (have to change method to init yafray vars in Blender)
float bg_mult;
if (R.r.GImethod==0) bg_mult=1; else bg_mult=R.r.GIpower;
ostr << "\t<color r=\"" << (world->horr * bg_mult) <<
"\" g=\"" << (world->horg * bg_mult) <<
"\" b=\"" << (world->horb * bg_mult) << "\" />\n";
ostr << "</background>\n\n";
xmlfile << ostr.str();
return true;
}
bool yafrayFileRender_t::executeYafray(const string &xmlpath)
{
char yfr[8];
sprintf(yfr, "%d ", R.r.YF_numprocs);
string command = command_path + "yafray -c " + yfr + "\"" + xmlpath + "\"";
#ifndef WIN32
sigset_t yaf,old;
sigemptyset(&yaf);
sigaddset(&yaf, SIGVTALRM);
sigprocmask(SIG_BLOCK, &yaf, &old);
int ret=system(command.c_str());
sigprocmask(SIG_SETMASK, &old, NULL);
if (WIFEXITED(ret))
{
if (WEXITSTATUS(ret)) cout<<"Executed -"<<command<<"-"<<endl;
switch (WEXITSTATUS(ret))
{
case 0: cout << "Yafray completed successfully\n"; return true;
case 127: cout << "Yafray not found\n"; return false;
case 126: cout << "Yafray: permission denied\n"; return false;
default: cout << "Yafray exited with errors\n"; return false;
}
}
else if (WIFSIGNALED(ret))
cout << "Yafray crashed\n";
else
cout << "Unknown error\n";
return false;
#else
int ret=system(command.c_str());
return ret==0;
#endif
}
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