Files
test2/source/blender/yafray/intern/yafray_Render.cpp
Brecht Van Lommel e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00

214 lines
6.6 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>
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()
{
VlakRen* vlr;
// 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 (int i=0; i < re->totvlak; i++) {
if ((i & 255)==0) vlr = re->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<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 (vlr->ob) {
int nv = 0; // number of vertices
if (vlr->v4) nv=4; else if (vlr->v3) nv=3;
if (nv) {
renderobs[vlr->ob->id.name] = vlr->ob;
all_objects[vlr->ob].push_back(vlr);
if (vlr->tface) {
Image* fc_img = vlr->tface->tpage;
if (fc_img) {
Material* fmat = vlr->mat;
// only save if TexFace enabled
if (fmat && (fmat->mode & MA_FACETEXTURE)) imagetex[fc_img].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();++dL)
{
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();
dupliMtx_list.erase(ro_name);
}
}
// 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;
}