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.
214 lines
6.6 KiB
C++
214 lines
6.6 KiB
C++
//----------------------------------------------------------------------------------------------------
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// YafRay 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(Render* re)
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{
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this->re = re;
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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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// 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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// 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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// Blender does not include object which have total 0 alpha materials,
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// however, the objects might have been included in the dupliMtx list,
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// so this will cause a 'Duplilist non-empty...' error after going through the renderlist.
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// To solve this, keep track of all render objects included sofar,
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// and remove from dupliMtx_list if object not found.
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// This should also help to solve some other yet undetected 'dupli..' errors,
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// but on the other hand that could also hide the real problem of course...
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map<string, Object*> renderobs;
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for (int i=0; i < re->totvlak; i++) {
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if ((i & 255)==0) vlr = re->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<MAX_MTEX;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_PLUGIN) ||
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(txtp==TEX_ENVMAP)) continue;
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// if texture is stucci, only export if 'nor' enabled
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if ((txtp==TEX_STUCCI) && !((mx->mapto & MAP_NORM) || (mx->maptoneg & MAP_NORM))) 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) {
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renderobs[vlr->ob->id.name] = vlr->ob;
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all_objects[vlr->ob].push_back(vlr);
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if (vlr->tface) {
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Image* fc_img = 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].insert(fmat);
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}
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}
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}
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}
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}
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// now remove any objects from dupliMtx_list which are not in the renderlist
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for (map<string, vector<float> >::iterator dL=dupliMtx_list.begin();
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dL!=dupliMtx_list.end();++dL)
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{
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string ro_name = dL->first;
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if (renderobs.find(ro_name)==renderobs.end()) {
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cout << "Object " << ro_name << " not in renderlist, removing from dupliMtx_list" << endl;
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dL->second.clear();
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dupliMtx_list.erase(ro_name);
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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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