Also preliminar square arealight export, not usable yet, will be usefull as soon as photon export is added.
204 lines
5.8 KiB
C++
204 lines
5.8 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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}
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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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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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// find object by name in global scene (+'OB'!)
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Object* yafrayRender_t::findObject(const char* name)
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{
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Base* bs = (Base*)G.scene->base.first;
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while (bs) {
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Object* obj = bs->object;
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if (!strcmp(name, obj->id.name)) return obj;
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bs = bs->next;
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}
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return NULL;
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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+2] = matr; // skip 'MA' id
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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!=TEX_STUCCI) &&
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(txtp!=TEX_CLOUDS) &&
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(txtp!=TEX_WOOD) &&
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(txtp!=TEX_MARBLE) &&
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(txtp!=TEX_IMAGE)) 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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if ((txtp & TEX_IMAGE) && (!tx->ima)) continue;
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used_textures[tx->id.name+2] = make_pair(matr, 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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// make sure null object pointers are ignored
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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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}
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//else cout << "WARNING: VlakRen struct with null obj.ptr!\n";
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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.size()!=0) {
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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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if (obj->flag & OB_YAF_DUPLISOURCE) dup_srcob[string(obj->id.name)] = 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.size()==0) {
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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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// else make sure every object is found in dupliMtx_list
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for (map<string, Object*>::const_iterator obn2=dup_srcob.begin();
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obn2!=dup_srcob.end();++obn2)
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{
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if (dupliMtx_list.find(obn2->first)==dupliMtx_list.end()) {
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cout << "ERROR: Source ob missing for dupli's\n";
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return false;
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}
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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[string(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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// set OB_YAF_DUPLISOURCE flag for known object
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Object* orgob = objectData[obj->data];
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orgob->flag |= OB_YAF_DUPLISOURCE;
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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 orignal 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[string(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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