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//----------------------------------------------------------------------------------------------------
// YafRay export
//
// For anyone else looking at this, this was designed for a tabspacing of 2 (YafRay/Jandro standard :)
//----------------------------------------------------------------------------------------------------
#include "yafray_Render.h"
#include <math.h>
#include <cstring>
using namespace std;
void yafrayRender_t::clearAll()
{
all_objects.clear();
used_materials.clear();
used_textures.clear();
dupliMtx_list.clear();
dup_srcob.clear();
objectData.clear();
imagetex.clear();
imgtex_shader.clear();
}
bool yafrayRender_t::exportScene(Render* re)
{
this->re = re;
// 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;
// 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;
}
if (!initExport())
{
G.afbreek = 1;
clearAll();
return false;
}
// start actual data export
writeTextures();
writeMaterialsAndModulators();
writeAllObjects();
writeLamps();
hasworld = writeWorld();
writeCamera();
writeRender();
// clear for next call, before render to free some memory
clearAll();
if (!finishExport())
{
G.afbreek = 1; //stop render and anim if doing so
return false;
}
else return true;
}
// 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()
{
ObjectInstanceRen *obi;
ObjectRen *obr;
VlakRen* vlr;
float mat[4][4];
// convert blender object instances to dupli matrices
for(obi=(ObjectInstanceRen*)re->instancetable.first; obi; obi=obi->next) {
if(obi->flag & R_DUPLI_TRANSFORMED) {
// compute object matrix with dupli transform, need to transform
// obi->mat out of view space for it
Mat4MulSerie(mat, re->viewinv, obi->mat, re->viewmat, obi->obr->ob->obmat, 0, 0, 0, 0);
addDupliMtx(obi->obr->ob, mat);
}
}
// Blender does not include object which have total 0 alpha materials,
// however, the objects might have been included in the dupliMtx list,
// so this will cause a 'Duplilist non-empty...' error after going through the renderlist.
// To solve this, keep track of all render objects included sofar,
// and remove from dupliMtx_list if object not found.
// This should also help to solve some other yet undetected 'dupli..' errors,
// but on the other hand that could also hide the real problem of course...
map<string, Object*> renderobs;
for(obr=(ObjectRen*)re->objecttable.first; obr; obr=obr->next) {
for (int i=0; i < obr->totvlak; i++) {
if ((i & 255)==0) vlr=obr->vlaknodes[i>>8].vlak; 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] = matr;
// textures, all active channels
for (int m=0;m<MAX_MTEX;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==0) ||
(txtp==TEX_MAGIC) ||
(txtp==TEX_PLUGIN) ||
(txtp==TEX_ENVMAP)) continue;
// if texture is stucci, only export if 'nor' enabled
if ((txtp==TEX_STUCCI) && !((mx->mapto & MAP_NORM) || (mx->maptoneg & MAP_NORM))) continue;
// In the case of an image texture, check that there is an actual image, otherwise ignore.
// Stupid error was here (...if (txtp & TEX_IMAGE)...),
// which happened to work sofar, but not anymore with the extended texture support..
if ((txtp==TEX_IMAGE) && (!tx->ima)) continue;
used_textures[tx->id.name] = mx;
}
}
// Make list of faces per object, ignore <3 vert faces, duplicate vertex sorting done later.
// ignore null object pointers.
// Also make list of facetexture images (material 'TexFace').
if (obr->ob) {
int nv = 0; // number of vertices
MTFace *tface;
if (vlr->v4) nv=4; else if (vlr->v3) nv=3;
if (nv) {
renderobs[obr->ob->id.name] = obr->ob;
all_objects[obr->ob].obr= obr;
all_objects[obr->ob].faces.push_back(vlr);
tface= RE_vlakren_get_tface(obr, vlr, obr->actmtface, NULL, 0);
if (tface && tface->tpage) {
Material* fmat = vlr->mat;
// only save if TexFace enabled
if(fmat && (fmat->mode & MA_FACETEXTURE))
imagetex[tface->tpage].insert(fmat);
}
}
}
}
}
// now remove any objects from dupliMtx_list which are not in the renderlist
for (map<string, vector<float> >::iterator dL=dupliMtx_list.begin();
dL!=dupliMtx_list.end();)
{
string ro_name = dL->first;
if (renderobs.find(ro_name)==renderobs.end()) {
cout << "Object " << ro_name << " not in renderlist, removing from dupliMtx_list" << endl;
dL->second.clear();
++dL;
dupliMtx_list.erase(ro_name);
}
else
++dL;
}
// 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.empty()) {
for (map<Object*, yafrayObjectRen>::const_iterator obn=all_objects.begin();
obn!=all_objects.end();++obn)
{
Object* obj = obn->first;
string obname = obj->id.name;
if (dupliMtx_list.find(obname)!=dupliMtx_list.end()) dup_srcob[obname] = obj;
}
// if the name reference list is empty, return now, something was seriously wrong
if (dup_srcob.empty()) {
// 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;
}
}
return true;
}
void yafrayRender_t::addDupliMtx(Object* obj, float mat[][4])
{
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
dupliMtx_list[obj->id.name].push_back(mat[i][j]);
}
#if 0
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()) {
Object* orgob = objectData[obj->data];
// first save original object matrix in dupliMtx_list, if not added yet
if (dupliMtx_list.find(orgob->id.name)==dupliMtx_list.end()) {
cout << "Added original 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[orgob->id.name].push_back(obj->obmat[i][j]);
return true;
}
// object not known yet
objectData[obj->data] = obj;
return false;
}
#endif
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