Files
test/source/blender/yafray/intern/yafray_Render.cpp
Alfredo de Greef c245379175 Bugfixes:
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.
2004-10-26 00:52:12 +00:00

205 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();
imagetex.clear();
imgtex_shader.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())
{
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;
}
// 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] = matr;
// 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==0) ||
(txtp==TEX_MAGIC) ||
(txtp==TEX_BLEND) ||
(txtp==TEX_NOISE) ||
(txtp==TEX_PLUGIN) ||
(txtp==TEX_ENVMAP)) 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 (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);
if (vlr->tface) {
Image* fc_img = (Image*)vlr->tface->tpage;
if (fc_img) {
Material* fmat = vlr->mat;
// only save if TexFace enabled
if (fmat && (fmat->mode & MA_FACETEXTURE)) imagetex[fc_img] = fmat;
}
}
}
}
// 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*, vector<VlakRen*> >::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)
{
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
dupliMtx_list[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()) {
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;
}