Blender hemilight shadow flag now ignored (reported by varuag). Texture axes were not exported for procedural textures. Duplicate armatures were not handled correctly (reported by richie). Triangle uv-coord splitting (reported by anael, richie & Alvaro). Additions: Material 'TexFace' mode now works too, as in Blender it functions as an extra first texture channel, replacing the base color. The new noise functions for procedural textures are now supported in yafray, but is not quite completed yet, still undergoing changes. (needs yafray from cvs). The 'power' button has been renamed to 'EmitPwr', since it controls background, arealight (including lamp with radius) & material emit power. This button can now be used with the 'SkyDome' method as well to control background lighting. To control indirect lighting power, a button called 'GI pwr' has been added, only use this when really necessary, first try modifying 'EmitPwr' instead. Removed: The 'gradient' button. This includes the python code to set this parameter as well.
205 lines
5.8 KiB
C++
205 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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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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// 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] = 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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