Files
test/source/blender/yafray/intern/yafray_Render.cpp
Kent Mein fd7c729bd1 This is patch: [#8216] Make blender compile with gcc 4.3
minus one small include file that was commented out, I'm not
sure why it was commented out but I'm pretty sure its needed.
If there are still problems later we can sort it out, everything
else is pretty simple.

Kent
2008-02-04 21:52:03 +00:00

240 lines
7.3 KiB
C++

//----------------------------------------------------------------------------------------------------
// 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
MTC_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