Files
test/source/blender/yafray/intern/yafray_Render.cpp
Alejandro Conty Estevez 501adfba42 Yafray panel splitted in two so we can add more settings.
Also preliminar square arealight export, not usable yet, will be usefull
as soon as photon export is added.
2004-01-12 16:46:47 +00:00

204 lines
5.8 KiB
C++

//----------------------------------------------------------------------------------------------------
// YafRay XML 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>
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;
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;
}
if(!initExport())
{
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;
}
// 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 obn2=dup_srcob.begin();
obn2!=dup_srcob.end();++obn2)
{
if (dupliMtx_list.find(obn2->first)==dupliMtx_list.end()) {
cout << "ERROR: Source ob missing for dupli's\n";
return false;
}
}
}
return true;
}
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;
}