Texture matrix bug in plugin code reported by Mel_Q. Vertex colors, this was basically the same as the previous uv coord splitting bug, for xml export, uv coord splitting was actually not quite complete either (reported by richie). Added: Camera Ipo curves for DoF aperture and focal distance. Aspect ratio set with AspX & AspY are now taken into account as well. (needs yafray from cvs) Bokeh parameters for DoF (also needs yafray from cvs). 'Bokeh' controls the shape of out of focus points when rendering with depth of field enabled. This is mostly visible on very out of focus highlights in the image. There are currently seven types to choose from.: 'Disk1' is the default, the same as was used before. 'Disk2' is similar, but allows you to modify the shape further with the 'bias' parameter, see below. Triangle/Square/Pentagon/Hexagon, in addition to the bias control, you can offset the rotation with the 'Rotation' parameter (in degrees). 'Ring', a weird ring shaped lens, no additional controls. The 'bias' menu controls accentuation of the shape. Three types available, uniform, center or edge, with uniform the default. Although based on an actual phenomenon of real camera's, the current code is bit of a hack and not physically based, and doesn't work all that well yet (in yafray anyway). Since this is also mostly visible in the very out of focus parts of the image, it usually also means that you need lots of samples to get a reasonably smooth result.
193 lines
5.5 KiB
C++
193 lines
5.5 KiB
C++
//----------------------------------------------------------------------------------------------------
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// YafRay XML export
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//
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// For anyone else looking at this, this was designed for a tabspacing of 2 (YafRay/Jandro standard :)
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//----------------------------------------------------------------------------------------------------
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#include "yafray_Render.h"
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#include <math.h>
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using namespace std;
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void yafrayRender_t::clearAll()
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{
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all_objects.clear();
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used_materials.clear();
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used_textures.clear();
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dupliMtx_list.clear();
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dup_srcob.clear();
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objectData.clear();
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imagetex.clear();
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imgtex_shader.clear();
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}
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bool yafrayRender_t::exportScene()
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{
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// get camera first, no checking should be necessary, all done by Blender
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maincam_obj = G.scene->camera;
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// use fixed lens for objects functioning as temporary camera (ctrl-0)
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mainCamLens = 35.0;
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if (maincam_obj->type==OB_CAMERA) mainCamLens=((Camera*)maincam_obj->data)->lens;
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maxraydepth = 5; // will be set to maximum depth used in blender materials
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// recreate the scene as object data, as well as sorting the material & textures, ignoring duplicates
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if (!getAllMatTexObs())
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{
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// error found, clear for next call
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clearAll();
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return false;
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}
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if (!initExport())
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{
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G.afbreek = 1;
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clearAll();
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return false;
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}
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// start actual data export
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writeTextures();
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writeMaterialsAndModulators();
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writeAllObjects();
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writeLamps();
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hasworld = writeWorld();
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writeCamera();
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writeRender();
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// clear for next call, before render to free some memory
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clearAll();
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if (!finishExport())
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{
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G.afbreek = 1; //stop render and anim if doing so
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return false;
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}
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else return true;
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}
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// gets all unique face materials & textures,
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// and sorts the facelist rejecting anything that is not a quad or tri,
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// as well as associating them again with the original Object.
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bool yafrayRender_t::getAllMatTexObs()
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{
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VlakRen* vlr;
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for (int i=0;i<R.totvlak;i++) {
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if ((i & 255)==0) vlr=R.blovl[i>>8]; else vlr++;
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// ---- The materials & textures
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// in this case, probably every face has a material assigned, which can be the default material,
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// so checking that this is !0 is probably not necessary, but just in case...
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Material* matr = vlr->mat;
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if (matr) {
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// The default assigned material seems to be nameless, no MA id, an empty string.
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// Since this name is needed in yafray, make it 'blender_default'
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if (strlen(matr->id.name)==0)
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used_materials["blender_default"] = matr;
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else
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used_materials[matr->id.name] = matr;
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// textures, all active channels
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for (int m=0;m<8;m++) {
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if (matr->septex & (1<<m)) continue; // only active channels
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MTex* mx = matr->mtex[m];
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// if no mtex, ignore
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if (mx==NULL) continue;
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// if no tex, ignore
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Tex* tx = mx->tex;
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if (tx==NULL) continue;
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short txtp = tx->type;
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// if texture type not available in yafray, ignore
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if ((txtp==0) ||
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(txtp==TEX_MAGIC) ||
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(txtp==TEX_BLEND) ||
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(txtp==TEX_NOISE) ||
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(txtp==TEX_PLUGIN) ||
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(txtp==TEX_ENVMAP)) continue;
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// In the case of an image texture, check that there is an actual image, otherwise ignore.
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// Stupid error was here (...if (txtp & TEX_IMAGE)...),
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// which happened to work sofar, but not anymore with the extended texture support..
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if ((txtp==TEX_IMAGE) && (!tx->ima)) continue;
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used_textures[tx->id.name] = mx;
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}
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}
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// Make list of faces per object, ignore <3 vert faces, duplicate vertex sorting done later.
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// ignore null object pointers.
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// Also make list of facetexture images (material 'TexFace').
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if (vlr->ob) {
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int nv = 0; // number of vertices
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if (vlr->v4) nv=4; else if (vlr->v3) nv=3;
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if (nv) all_objects[vlr->ob].push_back(vlr);
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if (vlr->tface) {
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Image* fc_img = (Image*)vlr->tface->tpage;
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if (fc_img) {
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Material* fmat = vlr->mat;
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// only save if TexFace enabled
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if (fmat && (fmat->mode & MA_FACETEXTURE)) imagetex[fc_img] = fmat;
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}
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}
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}
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}
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// in case dupliMtx_list not empty, make sure that there is at least one source object
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// in all_objects with the name given in dupliMtx_list
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if (!dupliMtx_list.empty()) {
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for (map<Object*, vector<VlakRen*> >::const_iterator obn=all_objects.begin();
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obn!=all_objects.end();++obn)
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{
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Object* obj = obn->first;
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string obname = obj->id.name;
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if (dupliMtx_list.find(obname)!=dupliMtx_list.end()) dup_srcob[obname] = obj;
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}
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// if the name reference list is empty, return now, something was seriously wrong
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if (dup_srcob.empty()) {
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// error() doesn't work to well, when switching from Blender to console at least, so use stdout instead
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cout << "ERROR: Duplilist non_empty, but no srcobs\n";
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return false;
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}
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}
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return true;
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}
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void yafrayRender_t::addDupliMtx(Object* obj)
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{
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for (int i=0;i<4;i++)
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for (int j=0;j<4;j++)
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dupliMtx_list[obj->id.name].push_back(obj->obmat[i][j]);
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}
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bool yafrayRender_t::objectKnownData(Object* obj)
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{
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// if object data already known, no need to include in renderlist, otherwise save object datapointer
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if (objectData.find(obj->data)!=objectData.end()) {
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Object* orgob = objectData[obj->data];
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// first save original object matrix in dupliMtx_list, if not added yet
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if (dupliMtx_list.find(orgob->id.name)==dupliMtx_list.end()) {
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cout << "Added original matrix\n";
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addDupliMtx(orgob);
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}
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// then save matrix of linked object in dupliMtx_list, using name of ORIGINAL object
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for (int i=0;i<4;i++)
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for (int j=0;j<4;j++)
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dupliMtx_list[orgob->id.name].push_back(obj->obmat[i][j]);
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return true;
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}
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// object not known yet
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objectData[obj->data] = obj;
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return false;
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}
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