When using xml export, yafray will now render the alpha channel as well when 'RGBA' button in blender is enabled (Plugin does this automatically). In plugin code, fixed smooth shading bug for non-mesh objects. Relative paths for textures are now recognized (plugin & xml). Fixed problem with duplicate objects (plugin & xml). Really old bug, sun position is now correct (plugin & xml). World background now can also be a regular image texture (jpeg & tga), but for now always assumes spheremapping, which is not the same as Blender either. In yafray the texture is assumed to be a full 360 (panorama type) map. convertBlenderScene.c cleanup, the identity transform 'hack' is removed. THIS AFFECTS ALL EXTERNAL RENDERERS (Aqsis and others) WHICH RELY ON THE RENDERDATA OUTPUT, VERTICES AND LAMPCOORDINATES/VECTORS NOW NEED TO BE TRANSFORMED BACK TO WORLD COORDINATES. See yafray plugin/export code.
200 lines
5.7 KiB
C++
200 lines
5.7 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] = matr; // <-- full name to avoid name collision in yafray
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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] = make_pair(matr, mx); // <-- full name to avoid name collision in yafray
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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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// test
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for (map<string, vector<float> >::const_iterator obn=dupliMtx_list.begin();
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obn!=dupliMtx_list.end();++obn)
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{
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cout << obn->first << endl;
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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[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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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[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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