2004-06-16 18:44:12 +00:00
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#include"export_Plugin.h"
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#include <math.h>
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using namespace std;
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#ifdef WIN32
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#include<windows.h>
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#ifndef FILE_MAXDIR
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#define FILE_MAXDIR 160
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#endif
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#ifndef FILE_MAXFILE
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#define FILE_MAXFILE 80
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#endif
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static string find_path()
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{
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HKEY hkey;
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DWORD dwType, dwSize;
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if (RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\YafRay Team\\YafRay",0,KEY_READ,&hkey)==ERROR_SUCCESS)
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{
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dwType = REG_EXPAND_SZ;
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dwSize = MAX_PATH;
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DWORD dwStat;
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char *pInstallDir=new char[MAX_PATH];
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dwStat=RegQueryValueEx(hkey, TEXT("InstallDir"),
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NULL, NULL,(LPBYTE)pInstallDir, &dwSize);
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if (dwStat == NO_ERROR)
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{
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string res=pInstallDir;
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delete [] pInstallDir;
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return res;
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}
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else
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cout << "Couldn't READ \'InstallDir\' value. Is yafray correctly installed?\n";
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delete [] pInstallDir;
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RegCloseKey(hkey);
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}
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else
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cout << "Couldn't FIND registry key for yafray, is it installed?\n";
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return string("");
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}
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static int createDir(char* name)
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{
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if (BLI_exists(name))
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return 2; //exists
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if (CreateDirectory((LPCTSTR)(name), NULL)) {
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cout << "Directory: " << name << " created\n";
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return 1; // created
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}
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else {
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cout << "Could not create directory: " << name << endl;
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return 0; // fail
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}
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}
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extern "C" { extern char bprogname[]; }
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// add drive character if not in path string, using blender executable location as reference
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static void addDrive(string &path)
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{
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int sp = path.find_first_of(":");
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if (sp==-1) {
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string blpath = bprogname;
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sp = blpath.find_first_of(":");
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if (sp!=-1) path = blpath.substr(0, sp+1) + path;
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}
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}
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#else
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#include <sys/stat.h>
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#include <sys/types.h>
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#include <sys/wait.h>
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#include <signal.h>
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#include <stdlib.h>
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#include <unistd.h>
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#endif
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static string YafrayPath()
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{
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#ifdef WIN32
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string path=find_path();
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2004-06-21 08:17:05 +00:00
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return path;
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2004-06-16 18:44:12 +00:00
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#else
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static char *alternative[]=
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{
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"/usr/local/lib/",
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"/usr/lib/",
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NULL
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};
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for(int i=0;alternative[i]!=NULL;++i)
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{
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string fp=string(alternative[i])+"libyafrayplugin.so";
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struct stat st;
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if(stat(fp.c_str(),&st)<0) continue;
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if(st.st_mode&S_IXOTH) return fp;
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}
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return "";
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#endif
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}
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static string YafrayPluginPath()
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{
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#ifdef WIN32
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2004-06-21 08:17:05 +00:00
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return find_path()+"\\plugins";
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2004-06-16 18:44:12 +00:00
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#else
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static char *alternative[]=
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{
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"/usr/local/lib/yafray",
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"/usr/lib/yafray",
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NULL
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};
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for(int i=0;alternative[i]!=NULL;++i)
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{
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struct stat st;
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if(stat(alternative[i],&st)<0) continue;
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if(S_ISDIR(st.st_mode) && (st.st_mode&S_IXOTH)) return alternative[i];
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}
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return "";
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#endif
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}
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yafrayPluginRender_t::~yafrayPluginRender_t()
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{
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if(yafrayGate!=NULL) delete yafrayGate;
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if(handle!=NULL) PIL_dynlib_close(handle);
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2004-06-21 08:17:05 +00:00
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#ifdef WIN32
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if(corehandle!=NULL) PIL_dynlib_close(corehandle);
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#endif
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2004-06-16 18:44:12 +00:00
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}
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bool yafrayPluginRender_t::initExport()
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{
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if(handle==NULL)
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{
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string location=YafrayPath();
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2004-06-21 08:17:05 +00:00
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#ifdef WIN32
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/* Win 32 loader cannot find needed libs in yafray dir, so we have to load them
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* by hand. This could be fixed using setdlldirectory function, but it is not
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* available in all win32 versions
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*/
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corehandle=PIL_dynlib_open((char *)(location+"\\yafraycore.dll").c_str());
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if(corehandle==NULL)
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{
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cerr<<"Error loading yafray plugin: "<<PIL_dynlib_get_error_as_string(corehandle)<<endl;
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return false;
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}
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location+="\\yafrayplugin.dll";
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#endif
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2004-06-16 18:44:12 +00:00
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handle=PIL_dynlib_open((char *)location.c_str());
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if(handle==NULL)
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{
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//cerr<<"Error loading yafray plugin: "<<dlerror()<<endl;
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cerr<<"Error loading yafray plugin: "<<PIL_dynlib_get_error_as_string(handle)<<endl;
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return false;
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}
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2004-06-21 08:17:05 +00:00
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yafray::yafrayConstructor *constructor;
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constructor=(yafray::yafrayConstructor *)PIL_dynlib_find_symbol(handle,YAFRAY_SYMBOL);
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if(constructor==NULL)
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{
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cerr<<"Error loading yafray plugin: "<<PIL_dynlib_get_error_as_string(handle)<<endl;
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return false;
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}
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yafrayGate=constructor(1,YafrayPluginPath());
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cout<<"YafRay plugin loaded"<<endl;
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2004-06-16 18:44:12 +00:00
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}
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if(R.rectot == NULL)
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R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot");
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for (unsigned short y=0;y<R.recty;y++) {
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unsigned char* bpt = (unsigned char*)R.rectot + ((((R.recty-1)-y)*R.rectx)<<2);
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for (unsigned short x=0;x<R.rectx;x++) {
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bpt[2] = 128;
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bpt[1] = 0;
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bpt[0] = 0;
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bpt[3] = 255;
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bpt += 4;
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}
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}
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cout<<"Image allocated"<<endl;
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return true;
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}
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bool yafrayPluginRender_t::writeRender()
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{
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yafray::paramMap_t params;
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params["camera_name"]=yafray::parameter_t("MAINCAM");
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2004-06-27 20:10:20 +00:00
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params["raydepth"]=yafray::parameter_t((float)R.r.YF_raydepth);
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2004-06-16 18:44:12 +00:00
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params["gamma"]=yafray::parameter_t(R.r.YF_gamma);
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params["exposure"]=yafray::parameter_t(R.r.YF_exposure);
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2004-07-13 19:22:41 +00:00
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if (R.r.YF_AA)
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2004-06-16 18:44:12 +00:00
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{
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2004-07-13 19:22:41 +00:00
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params["AA_passes"] = yafray::parameter_t((int)R.r.YF_AApasses);
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params["AA_minsamples"] = yafray::parameter_t(R.r.YF_AAsamples);
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params["AA_pixelwidth"] = yafray::parameter_t(R.r.YF_AApixelsize);
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params["AA_threshold"] = yafray::parameter_t(R.r.YF_AAthreshold);
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2004-06-16 18:44:12 +00:00
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}
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else
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{
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if ((R.r.GImethod!=0) && (R.r.GIquality>1) && (!R.r.GIcache))
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{
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params["AA_passes"]=yafray::parameter_t(5);
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params["AA_minsamples"]=yafray::parameter_t(5);
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}
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else if ((R.r.mode & R_OSA) && (R.r.osa))
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{
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params["AA_passes"]=yafray::parameter_t((R.r.osa%4)==0 ? R.r.osa/4 : 1);
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params["AA_minsamples"]=yafray::parameter_t((R.r.osa%4)==0 ? 4 : R.r.osa);
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}
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else
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{
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params["AA_passes"]=yafray::parameter_t(0);
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params["AA_minsamples"]=yafray::parameter_t(1);
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}
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2004-07-13 19:22:41 +00:00
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params["AA_pixelwidth"]=yafray::parameter_t(1.5);
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params["AA_threshold"]=yafray::parameter_t(0.05f);
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2004-06-16 18:44:12 +00:00
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}
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if (hasworld) params["background_name"]=yafray::parameter_t("world_background");
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params["bias"]=yafray::parameter_t(R.r.YF_raybias);
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//params["outfile"]=yafray::parameter_t(imgout);
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blenderYafrayOutput_t output;
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yafrayGate->render(params,output);
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cout<<"render finished"<<endl;
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yafrayGate->clear();
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return true;
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}
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bool yafrayPluginRender_t::finishExport()
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{
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//displayImage();
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return true;
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}
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// displays the image rendered with xml export
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// Now loads rendered image into blender renderbuf.
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void yafrayPluginRender_t::displayImage()
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{
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// although it is possible to load the image using blender,
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// maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway
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// rectot already freed in initrender
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R.rectot = (unsigned int *)MEM_callocN(sizeof(int)*R.rectx*R.recty, "rectot");
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FILE* fp = fopen(imgout.c_str(), "rb");
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if (fp==NULL) {
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cout << "YAF_displayImage(): Could not open image file\n";
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return;
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}
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unsigned char header[18];
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fread(&header, 1, 18, fp);
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unsigned short width = (unsigned short)(header[12] + (header[13]<<8));
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unsigned short height = (unsigned short)(header[14] + (header[15]<<8));
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unsigned char byte_per_pix = (unsigned char)(header[16]>>3);
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// read past any id (none in this case though)
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unsigned int idlen = (unsigned int)header[0];
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if (idlen) fseek(fp, idlen, SEEK_CUR);
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// read data directly into buffer, picture is upside down
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for (unsigned short y=0;y<height;y++) {
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unsigned char* bpt = (unsigned char*)R.rectot + ((((height-1)-y)*width)<<2);
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for (unsigned short x=0;x<width;x++) {
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bpt[2] = (unsigned char)fgetc(fp);
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bpt[1] = (unsigned char)fgetc(fp);
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bpt[0] = (unsigned char)fgetc(fp);
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if (byte_per_pix==4)
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bpt[3] = (unsigned char)fgetc(fp);
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else
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bpt[3] = 255;
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bpt += 4;
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}
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}
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fclose(fp);
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fp = NULL;
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}
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2004-07-12 03:20:31 +00:00
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static void adjustPath(string &path)
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{
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// if relative, expand to full path
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if ((path[0]=='/') && (path[1]=='/')) {
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string basepath = G.sce;
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// fwd slash valid for win32 as well
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int ls = basepath.find_last_of("/");
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#ifdef WIN32
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if (ls==-1) ls = basepath.find_last_of("\\");
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#endif
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path = basepath.substr(0, ls) + path.substr(1, path.length());
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}
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#ifdef WIN32
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// add drive char if not there
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addDrive(path);
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#endif
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}
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2004-06-16 18:44:12 +00:00
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void yafrayPluginRender_t::writeTextures()
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{
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for (map<string, pair<Material*, MTex*> >::const_iterator blendtex=used_textures.begin();
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blendtex!=used_textures.end();++blendtex)
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|
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{
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yafray::paramMap_t params;
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list<yafray::paramMap_t> lparams;
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MTex* mtex = blendtex->second.second;
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Tex* tex = mtex->tex;
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params["name"]=yafray::parameter_t(blendtex->first);
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switch (tex->type) {
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case TEX_STUCCI:
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// stucci is clouds as bump, but could be added to yafray to handle both wall in/out as well.
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// noisedepth must be at least 1 in yafray
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case TEX_CLOUDS:
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params["type"]=yafray::parameter_t("clouds");
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params["depth"]=yafray::parameter_t(tex->noisedepth+1);
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break;
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case TEX_WOOD:
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{
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params["type"]=yafray::parameter_t("wood");
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params["depth"]=yafray::parameter_t(tex->noisedepth+1);
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params["turbulence"]=yafray::parameter_t(tex->turbul);
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params["ringscale_x"]=yafray::parameter_t(mtex->size[0]);
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params["ringscale_y"]=yafray::parameter_t(mtex->size[1]);
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string ts = "on";
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if (tex->noisetype==TEX_NOISESOFT) ts = "off";
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params["hard"]=yafray::parameter_t(ts);
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break;
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}
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case TEX_MARBLE:
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{
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params["type"]=yafray::parameter_t("marble");
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params["depth"]=yafray::parameter_t(tex->noisedepth+1);
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params["turbulence"]=yafray::parameter_t(tex->turbul);
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string ts = "on";
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if (tex->noisetype==TEX_NOISESOFT) ts = "off";
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params["hard"]=yafray::parameter_t(ts);
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if (tex->stype==1)
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params["sharpness"]=yafray::parameter_t(5);
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else if (tex->stype==2)
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params["sharpness"]=yafray::parameter_t(10);
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else
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params["sharpness"]=yafray::parameter_t(1);
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break;
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}
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case TEX_IMAGE:
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{
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Image* ima = tex->ima;
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if (ima) {
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params["type"]=yafray::parameter_t("image");
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string texpath = ima->name;
|
2004-07-12 03:20:31 +00:00
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adjustPath(texpath);
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params["filename"] = yafray::parameter_t(texpath);
|
2004-06-16 18:44:12 +00:00
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}
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break;
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}
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default:
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cout << "Unsupported texture type\n";
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}
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yafrayGate->addShader(params,lparams);
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// colorbands
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if (tex->flag & TEX_COLORBAND)
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{
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ColorBand* cb = tex->coba;
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if (cb)
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{
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params.clear();
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params["type"]=yafray::parameter_t("colorband");
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params["name"]=yafray::parameter_t(blendtex->first + "_coba");
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params["input"]=yafray::parameter_t(blendtex->first);
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for (int i=0;i<cb->tot;i++)
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{
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yafray::paramMap_t mparams;
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mparams["value"]=yafray::parameter_t(cb->data[i].pos);
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mparams["color"]=yafray::parameter_t(yafray::colorA_t(cb->data[i].r,
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cb->data[i].g,
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cb->data[i].b,
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cb->data[i].a));
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lparams.push_back(mparams);
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}
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yafrayGate->addShader(params,lparams);
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}
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}
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}
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}
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// write all materials & modulators
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|
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void yafrayPluginRender_t::writeMaterialsAndModulators()
|
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|
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{
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for (map<string, Material*>::const_iterator blendmat=used_materials.begin();
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blendmat!=used_materials.end();++blendmat)
|
|
|
|
|
{
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|
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Material* matr = blendmat->second;
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// blendermappers
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for (int m=0;m<8;m++)
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{
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if (matr->septex & (1<<m)) continue;// all active channels
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// ignore null mtex
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MTex* mtex = matr->mtex[m];
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if (mtex==NULL) continue;
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// ignore null tex
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|
|
Tex* tex = mtex->tex;
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|
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if (tex==NULL) continue;
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|
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// now included the full name
|
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|
|
map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name));
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|
|
if (mtexL!=used_textures.end())
|
|
|
|
|
{
|
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|
|
|
yafray::paramMap_t params;
|
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|
|
list<yafray::paramMap_t> lparams;
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|
|
//params.clear();
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|
|
//lparams.clear();
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|
|
char temp[16];
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|
|
sprintf(temp,"%d",m);
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|
|
params["type"]=yafray::parameter_t("blendermapper");
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params["name"]=yafray::parameter_t(blendmat->first + "_map"+temp);
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if ((mtex->texco & TEXCO_OBJECT) || (mtex->texco & TEXCO_REFL))
|
|
|
|
|
{
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|
|
// For object & reflection mapping, add the object matrix to the modulator,
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|
|
// as in LF script, use camera matrix if no object specified.
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|
|
// In this case this means the inverse of that matrix
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|
|
float texmat[4][4], itexmat[4][4];
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|
|
if ((mtex->texco & TEXCO_OBJECT) && (mtex->object))
|
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|
|
|
MTC_Mat4CpyMat4(texmat, mtex->object->obmat);
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|
|
else // also for refl. map
|
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|
|
|
MTC_Mat4CpyMat4(texmat, maincam_obj->obmat);
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|
|
MTC_Mat4Invert(itexmat, texmat);
|
|
|
|
|
#define flp yafray::parameter_t
|
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|
|
|
params["m00"]=flp(itexmat[0][0]);params["m01"]=flp(itexmat[1][0]);
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|
params["m02"]=flp(itexmat[2][0]);params["m03"]=flp(itexmat[3][0]);
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|
|
params["m10"]=flp(itexmat[0][1]);params["m11"]=flp(itexmat[1][1]);
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|
params["m12"]=flp(itexmat[2][1]);params["m13"]=flp(itexmat[3][1]);
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|
params["m20"]=flp(itexmat[0][2]);params["m21"]=flp(itexmat[1][2]);
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|
|
params["m22"]=flp(itexmat[2][2]);params["m23"]=flp(itexmat[3][2]);
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|
|
params["m30"]=flp(itexmat[0][3]);params["m31"]=flp(itexmat[1][3]);
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|
|
|
params["m32"]=flp(itexmat[2][3]);params["m33"]=flp(itexmat[3][3]);
|
|
|
|
|
#undef flp
|
|
|
|
|
}
|
|
|
|
|
if ((tex->flag & TEX_COLORBAND) & (tex->coba!=NULL))
|
|
|
|
|
params["input"]=yafray::parameter_t(mtexL->first + "_coba");
|
|
|
|
|
else
|
|
|
|
|
params["input"]=yafray::parameter_t(mtexL->first);
|
|
|
|
|
|
|
|
|
|
// size, if the texturetype is clouds/marble/wood, also take noisesize into account
|
|
|
|
|
float sc = 1;
|
|
|
|
|
if ((tex->type==TEX_CLOUDS) || (tex->type==TEX_MARBLE) || (tex->type==TEX_WOOD))
|
|
|
|
|
{
|
|
|
|
|
sc = tex->noisesize;
|
|
|
|
|
if (sc!=0) sc = 1.f/sc;
|
|
|
|
|
}
|
|
|
|
|
// texture size
|
|
|
|
|
params["sizex"]=yafray::parameter_t(mtex->size[0]*sc);
|
|
|
|
|
params["sizey"]=yafray::parameter_t(mtex->size[1]*sc);
|
|
|
|
|
params["sizez"]=yafray::parameter_t(mtex->size[2]*sc);
|
|
|
|
|
|
|
|
|
|
// texture offset
|
|
|
|
|
params["ofsx"]=yafray::parameter_t(mtex->ofs[0]*sc);
|
|
|
|
|
params["ofsy"]=yafray::parameter_t(mtex->ofs[1]*sc);
|
|
|
|
|
params["ofsz"]=yafray::parameter_t(mtex->ofs[2]*sc);
|
|
|
|
|
|
|
|
|
|
// texture coordinates, have to disable 'sticky' in Blender
|
|
|
|
|
if ((mtex->texco & TEXCO_UV) || (matr->mode & MA_FACETEXTURE))
|
|
|
|
|
params["texco"]=yafray::parameter_t("uv");
|
|
|
|
|
else if ((mtex->texco & TEXCO_GLOB) || (mtex->texco & TEXCO_OBJECT))
|
|
|
|
|
// object mode is also set as global, but the object matrix
|
|
|
|
|
// was specified above with <modulator..>
|
|
|
|
|
params["texco"]=yafray::parameter_t("global");
|
|
|
|
|
else if (mtex->texco & TEXCO_ORCO)
|
|
|
|
|
params["texco"]=yafray::parameter_t("orco");
|
|
|
|
|
else if (mtex->texco & TEXCO_WINDOW)
|
|
|
|
|
params["texco"]=yafray::parameter_t("window");
|
|
|
|
|
else if (mtex->texco & TEXCO_NORM)
|
|
|
|
|
params["texco"]=yafray::parameter_t("normal");
|
|
|
|
|
else if (mtex->texco & TEXCO_REFL)
|
|
|
|
|
params["texco"]=yafray::parameter_t("reflect");
|
|
|
|
|
|
|
|
|
|
// texture mapping parameters only relevant to image type
|
|
|
|
|
if (tex->type==TEX_IMAGE)
|
|
|
|
|
{
|
|
|
|
|
if (mtex->mapping==MTEX_FLAT)
|
|
|
|
|
params["mapping"]=yafray::parameter_t("flat");
|
|
|
|
|
else if (mtex->mapping==MTEX_CUBE)
|
|
|
|
|
params["mapping"]=yafray::parameter_t("cube");
|
|
|
|
|
else if (mtex->mapping==MTEX_TUBE)
|
|
|
|
|
params["mapping"]=yafray::parameter_t("tube");
|
|
|
|
|
else if (mtex->mapping==MTEX_SPHERE)
|
|
|
|
|
params["mapping"]=yafray::parameter_t("sphere");
|
|
|
|
|
|
|
|
|
|
// texture projection axes
|
|
|
|
|
string proj = "nxyz"; // 'n' for 'none'
|
|
|
|
|
params["proj_x"]=yafray::parameter_t(string(1,proj[mtex->projx]));
|
|
|
|
|
params["proj_y"]=yafray::parameter_t(string(1,proj[mtex->projy]));
|
|
|
|
|
params["proj_z"]=yafray::parameter_t(string(1,proj[mtex->projz]));
|
|
|
|
|
|
|
|
|
|
// repeat
|
|
|
|
|
params["xrepeat"]=yafray::parameter_t(tex->xrepeat);
|
|
|
|
|
params["yrepeat"]=yafray::parameter_t(tex->yrepeat);
|
|
|
|
|
|
|
|
|
|
// clipping
|
|
|
|
|
if (tex->extend==TEX_EXTEND)
|
|
|
|
|
params["clipping"]=yafray::parameter_t("extend");
|
|
|
|
|
else if (tex->extend==TEX_CLIP)
|
|
|
|
|
params["clipping"]=yafray::parameter_t("clip");
|
|
|
|
|
else if (tex->extend==TEX_CLIPCUBE)
|
|
|
|
|
params["clipping"]=yafray::parameter_t("clipcube");
|
|
|
|
|
else
|
|
|
|
|
params["clipping"]=yafray::parameter_t("repeat");
|
|
|
|
|
|
|
|
|
|
// crop min/max
|
|
|
|
|
params["cropmin_x"]=yafray::parameter_t(tex->cropxmin);
|
|
|
|
|
params["cropmin_y"]=yafray::parameter_t(tex->cropymin);
|
|
|
|
|
params["cropmax_x"]=yafray::parameter_t(tex->cropxmax);
|
|
|
|
|
params["cropmax_y"]=yafray::parameter_t(tex->cropymax);
|
|
|
|
|
|
|
|
|
|
// rot90 flag
|
|
|
|
|
if (tex->imaflag & TEX_IMAROT)
|
|
|
|
|
params["rot90"]=yafray::parameter_t("on");
|
|
|
|
|
else
|
|
|
|
|
params["rot90"]=yafray::parameter_t("off");
|
|
|
|
|
}
|
|
|
|
|
yafrayGate->addShader(params,lparams);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
// blendershaders + modulators
|
|
|
|
|
params["type"]=yafray::parameter_t("blendershader");
|
|
|
|
|
params["name"]=yafray::parameter_t(blendmat->first);
|
|
|
|
|
float diff=matr->alpha;
|
2004-06-27 20:10:20 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
params["color"]=yafray::parameter_t(yafray::color_t(matr->r*diff,matr->g*diff,matr->b*diff));
|
2004-06-27 20:10:20 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
params["specular_color"]=yafray::parameter_t(yafray::color_t(matr->specr,
|
|
|
|
|
matr->specg,
|
|
|
|
|
matr->specb));
|
|
|
|
|
params["mirror_color"]=yafray::parameter_t(yafray::color_t(matr->mirr, matr->mirg,matr->mirb));
|
|
|
|
|
params["diffuse_reflect"]=yafray::parameter_t(matr->ref);
|
|
|
|
|
params["specular_amount"]=yafray::parameter_t(matr->spec);
|
|
|
|
|
params["hard"]=yafray::parameter_t(matr->har);
|
|
|
|
|
params["alpha"]=yafray::parameter_t(matr->alpha);
|
2004-07-26 00:48:28 +00:00
|
|
|
// if no GI used, the GIpower parameter is not always initialized, so in that case ignore it
|
|
|
|
|
float bg_mult;
|
|
|
|
|
if (R.r.GImethod==0) bg_mult=1; else bg_mult=R.r.GIpower;
|
|
|
|
|
params["emit"]=yafray::parameter_t(matr->emit * bg_mult);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
|
// reflection/refraction
|
|
|
|
|
if ( (matr->mode & MA_RAYMIRROR) || (matr->mode & MA_RAYTRANSP) )
|
|
|
|
|
params["IOR"]=yafray::parameter_t(matr->ang);
|
|
|
|
|
if (matr->mode & MA_RAYMIRROR)
|
|
|
|
|
{
|
|
|
|
|
float rf = matr->ray_mirror;
|
|
|
|
|
// blender uses mir color for reflection as well
|
|
|
|
|
params["reflected"]=yafray::parameter_t(yafray::color_t(matr->mirr, matr->mirg,matr->mirb));
|
|
|
|
|
params["min_refle"]=yafray::parameter_t(rf);
|
|
|
|
|
if (matr->ray_depth>maxraydepth) maxraydepth = matr->ray_depth;
|
|
|
|
|
}
|
|
|
|
|
if (matr->mode & MA_RAYTRANSP)
|
|
|
|
|
{
|
|
|
|
|
float tr=1.0-matr->alpha;
|
|
|
|
|
params["transmitted"]=yafray::parameter_t(yafray::color_t(matr->r*tr,matr->g*tr,matr->b*tr));
|
|
|
|
|
// tir on by default
|
|
|
|
|
params["tir"]=yafray::parameter_t("on");
|
|
|
|
|
if (matr->ray_depth_tra>maxraydepth) maxraydepth = matr->ray_depth_tra;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
string Mmode = "";
|
|
|
|
|
if (matr->mode & MA_TRACEBLE) Mmode += "traceable";
|
|
|
|
|
if (matr->mode & MA_SHADOW) Mmode += " shadow";
|
|
|
|
|
if (matr->mode & MA_SHLESS) Mmode += " shadeless";
|
|
|
|
|
if (matr->mode & MA_VERTEXCOL) Mmode += " vcol_light";
|
|
|
|
|
if (matr->mode & MA_VERTEXCOLP) Mmode += " vcol_paint";
|
|
|
|
|
if (matr->mode & MA_ZTRA) Mmode += " ztransp";
|
|
|
|
|
if (matr->mode & MA_ONLYSHADOW) Mmode += " onlyshadow";
|
|
|
|
|
if (Mmode!="") params["matmodes"]=yafray::parameter_t(Mmode);
|
|
|
|
|
|
|
|
|
|
// modulators
|
|
|
|
|
list<yafray::paramMap_t> lparams;
|
|
|
|
|
for (int m2=0;m2<8;m2++)
|
|
|
|
|
{
|
|
|
|
|
if (matr->septex & (1<<m2)) continue;// all active channels
|
|
|
|
|
// ignore null mtex
|
|
|
|
|
MTex* mtex = matr->mtex[m2];
|
|
|
|
|
if (mtex==NULL) continue;
|
|
|
|
|
// ignore null tex
|
|
|
|
|
Tex* tex = mtex->tex;
|
|
|
|
|
if (tex==NULL) continue;
|
|
|
|
|
|
|
|
|
|
map<string, pair<Material*, MTex*> >::const_iterator mtexL = used_textures.find(string(tex->id.name));
|
|
|
|
|
if (mtexL!=used_textures.end())
|
|
|
|
|
{
|
|
|
|
|
yafray::paramMap_t mparams;
|
|
|
|
|
char temp[16];
|
|
|
|
|
sprintf(temp,"%d",m2);
|
|
|
|
|
mparams["input"]=yafray::parameter_t(blendmat->first + "_map" + temp);
|
|
|
|
|
// blendtype
|
|
|
|
|
string ts = "mix";
|
|
|
|
|
if (mtex->blendtype==MTEX_MUL) ts="mul";
|
|
|
|
|
else if (mtex->blendtype==MTEX_ADD) ts="add";
|
|
|
|
|
else if (mtex->blendtype==MTEX_SUB) ts="sub";
|
|
|
|
|
mparams["mode"]=yafray::parameter_t(ts);
|
|
|
|
|
|
|
|
|
|
// texture color (for use with MUL and/or no_rgb etc..)
|
|
|
|
|
mparams["texcol"]=yafray::parameter_t(yafray::color_t(mtex->r,mtex->g,mtex->b));
|
|
|
|
|
// texture contrast, brightness & color adjustment
|
|
|
|
|
mparams["filtercolor"]=yafray::parameter_t(yafray::color_t(tex->rfac,tex->gfac,tex->bfac));
|
|
|
|
|
mparams["contrast"]=yafray::parameter_t(tex->contrast);
|
|
|
|
|
mparams["brightness"]=yafray::parameter_t(tex->bright);
|
|
|
|
|
// all texture flags now are switches, having the value 1 or -1 (negative option)
|
|
|
|
|
// the negative option only used for the intensity modulation options.
|
|
|
|
|
|
|
|
|
|
// material (diffuse) color, amount controlled by colfac (see below)
|
|
|
|
|
if (mtex->mapto & MAP_COL)
|
|
|
|
|
mparams["color"]=yafray::parameter_t(1.0);
|
|
|
|
|
// bumpmapping
|
|
|
|
|
if ((mtex->mapto & MAP_NORM) || (mtex->maptoneg & MAP_NORM))
|
|
|
|
|
{
|
|
|
|
|
// for yafray, bump factor is negated (unless negative option of 'Nor',
|
|
|
|
|
// is not affected by 'Neg')
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
// scaled down quite a bit for yafray
|
2004-06-16 18:44:12 +00:00
|
|
|
float nf = -mtex->norfac;
|
|
|
|
|
if (mtex->maptoneg & MAP_NORM) nf *= -1.f;
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
if (tex->type==TEX_IMAGE) nf/=60.f; else nf/=30.f;
|
2004-06-16 18:44:12 +00:00
|
|
|
mparams["normal"]=yafray::parameter_t(nf);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// all blender texture modulation as switches, either 1 or -1 (negative state of button)
|
|
|
|
|
// Csp, specular color modulation
|
|
|
|
|
if (mtex->mapto & MAP_COLSPEC)
|
|
|
|
|
mparams["colspec"]=yafray::parameter_t(1.0);
|
|
|
|
|
// CMir, mirror color modulation
|
|
|
|
|
if (mtex->mapto & MAP_COLMIR)
|
|
|
|
|
mparams["colmir"]=yafray::parameter_t(1.0);
|
|
|
|
|
|
|
|
|
|
// Ref, diffuse reflection amount modulation
|
|
|
|
|
if ((mtex->mapto & MAP_REF) || (mtex->maptoneg & MAP_REF))
|
|
|
|
|
{
|
|
|
|
|
int t = 1;
|
|
|
|
|
if (mtex->maptoneg & MAP_REF) t = -1;
|
|
|
|
|
mparams["difref"]=yafray::parameter_t(t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Spec, specular amount mod
|
|
|
|
|
if ((mtex->mapto & MAP_SPEC) || (mtex->maptoneg & MAP_SPEC))
|
|
|
|
|
{
|
|
|
|
|
int t = 1;
|
|
|
|
|
if (mtex->maptoneg & MAP_SPEC) t = -1;
|
|
|
|
|
mparams["specular"]=yafray::parameter_t(t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// hardness modulation
|
|
|
|
|
if ((mtex->mapto & MAP_HAR) || (mtex->maptoneg & MAP_HAR))
|
|
|
|
|
{
|
|
|
|
|
int t = 1;
|
|
|
|
|
if (mtex->maptoneg & MAP_HAR) t = -1;
|
|
|
|
|
mparams["hard"]=yafray::parameter_t(t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// alpha modulation
|
|
|
|
|
if ((mtex->mapto & MAP_ALPHA) || (mtex->maptoneg & MAP_ALPHA))
|
|
|
|
|
{
|
|
|
|
|
int t = 1;
|
|
|
|
|
if (mtex->maptoneg & MAP_ALPHA) t = -1;
|
|
|
|
|
mparams["alpha"]=yafray::parameter_t(t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// emit modulation
|
|
|
|
|
if ((mtex->mapto & MAP_EMIT) || (mtex->maptoneg & MAP_EMIT)) {
|
|
|
|
|
int t = 1;
|
|
|
|
|
if (mtex->maptoneg & MAP_EMIT) t = -1;
|
|
|
|
|
mparams["emit"]=yafray::parameter_t(t);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// texture flag, combination of strings
|
|
|
|
|
if (mtex->texflag & (MTEX_RGBTOINT | MTEX_STENCIL | MTEX_NEGATIVE)) {
|
|
|
|
|
ts = "";
|
|
|
|
|
if (mtex->texflag & MTEX_RGBTOINT) ts += "no_rgb ";
|
|
|
|
|
if (mtex->texflag & MTEX_STENCIL) ts += "stencil ";
|
|
|
|
|
if (mtex->texflag & MTEX_NEGATIVE) ts += "negative";
|
|
|
|
|
mparams["texflag"]=yafray::parameter_t(ts);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// colfac, controls amount of color modulation
|
|
|
|
|
mparams["colfac"]=yafray::parameter_t(mtex->colfac);
|
|
|
|
|
// def_var
|
|
|
|
|
mparams["def_var"]=yafray::parameter_t(mtex->def_var);
|
|
|
|
|
//varfac
|
|
|
|
|
mparams["varfac"]=yafray::parameter_t(mtex->varfac);
|
|
|
|
|
|
|
|
|
|
if ((tex->imaflag & (TEX_CALCALPHA | TEX_USEALPHA)) || (tex->flag & TEX_NEGALPHA))
|
|
|
|
|
{
|
|
|
|
|
ts = "";
|
|
|
|
|
if (tex->imaflag & TEX_CALCALPHA) ts += "calc_alpha ";
|
|
|
|
|
if (tex->imaflag & TEX_USEALPHA) ts += "use_alpha ";
|
|
|
|
|
if (tex->flag & TEX_NEGALPHA) ts += "neg_alpha";
|
|
|
|
|
mparams["alpha_flag"]=yafray::parameter_t(ts);
|
|
|
|
|
}
|
|
|
|
|
lparams.push_back(mparams);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
yafrayGate->addShader(params,lparams);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-06-17 11:24:30 +00:00
|
|
|
void yafrayPluginRender_t::genUVcoords(vector<yafray::GFLOAT> &uvcoords,VlakRen *vlr,TFace* uvc)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
|
if (uvc)
|
|
|
|
|
{
|
|
|
|
|
// use correct uv coords for this triangle
|
|
|
|
|
if (vlr->flag & R_FACE_SPLIT)
|
|
|
|
|
{
|
2004-06-17 11:24:30 +00:00
|
|
|
uvcoords.push_back(uvc->uv[0][0]);uvcoords.push_back(1-uvc->uv[0][1]);
|
|
|
|
|
uvcoords.push_back(uvc->uv[2][0]);uvcoords.push_back(1-uvc->uv[2][1]);
|
|
|
|
|
uvcoords.push_back(uvc->uv[3][0]);uvcoords.push_back(1-uvc->uv[3][1]);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2004-06-17 11:24:30 +00:00
|
|
|
uvcoords.push_back(uvc->uv[0][0]);uvcoords.push_back(1-uvc->uv[0][1]);
|
|
|
|
|
uvcoords.push_back(uvc->uv[1][0]);uvcoords.push_back(1-uvc->uv[1][1]);
|
|
|
|
|
uvcoords.push_back(uvc->uv[2][0]);uvcoords.push_back(1-uvc->uv[2][1]);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2004-06-17 11:24:30 +00:00
|
|
|
uvcoords.push_back(0);uvcoords.push_back(0);
|
|
|
|
|
uvcoords.push_back(0);uvcoords.push_back(0);
|
|
|
|
|
uvcoords.push_back(0);uvcoords.push_back(0);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-06-17 11:24:30 +00:00
|
|
|
void yafrayPluginRender_t::genCompleUVcoords(vector<yafray::GFLOAT> &uvcoords,/*VlakRen *vlr,*/TFace* uvc)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
|
if (uvc)
|
|
|
|
|
{
|
|
|
|
|
// use correct uv coords for this triangle
|
2004-06-17 11:24:30 +00:00
|
|
|
uvcoords.push_back(uvc->uv[2][0]);uvcoords.push_back(1-uvc->uv[2][1]);
|
|
|
|
|
uvcoords.push_back(uvc->uv[3][0]);uvcoords.push_back(1-uvc->uv[3][1]);
|
|
|
|
|
uvcoords.push_back(uvc->uv[0][0]);uvcoords.push_back(1-uvc->uv[0][1]);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2004-06-17 11:24:30 +00:00
|
|
|
uvcoords.push_back(0);uvcoords.push_back(0);
|
|
|
|
|
uvcoords.push_back(0);uvcoords.push_back(0);
|
|
|
|
|
uvcoords.push_back(0);uvcoords.push_back(0);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-06-17 11:24:30 +00:00
|
|
|
void yafrayPluginRender_t::genVcol(vector<yafray::CFLOAT> &vcol,VlakRen *vlr,
|
2004-06-16 18:44:12 +00:00
|
|
|
int p1,int p2,int p3,bool EXPORT_VCOL)
|
|
|
|
|
{
|
|
|
|
|
if ((EXPORT_VCOL) && (vlr->vcol))
|
|
|
|
|
{
|
|
|
|
|
// vertex colors
|
|
|
|
|
float vr, vg, vb;
|
|
|
|
|
vr = ((vlr->vcol[p1] >> 24) & 255)/255.0;
|
|
|
|
|
vg = ((vlr->vcol[p1] >> 16) & 255)/255.0;
|
|
|
|
|
vb = ((vlr->vcol[p1] >> 8) & 255)/255.0;
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(vr); vcol.push_back(vg); vcol.push_back(vb);
|
2004-06-16 18:44:12 +00:00
|
|
|
vr = ((vlr->vcol[p2] >> 24) & 255)/255.0;
|
|
|
|
|
vg = ((vlr->vcol[p2] >> 16) & 255)/255.0;
|
|
|
|
|
vb = ((vlr->vcol[p2] >> 8) & 255)/255.0;
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(vr); vcol.push_back(vg); vcol.push_back(vb);
|
2004-06-16 18:44:12 +00:00
|
|
|
vr = ((vlr->vcol[p3] >> 24) & 255)/255.0;
|
|
|
|
|
vg = ((vlr->vcol[p3] >> 16) & 255)/255.0;
|
|
|
|
|
vb = ((vlr->vcol[p3] >> 8) & 255)/255.0;
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(vr); vcol.push_back(vg); vcol.push_back(vb);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2004-07-26 00:48:28 +00:00
|
|
|
vcol.push_back(0); vcol.push_back(0); vcol.push_back(0);
|
|
|
|
|
vcol.push_back(0); vcol.push_back(0); vcol.push_back(0);
|
|
|
|
|
vcol.push_back(0); vcol.push_back(0); vcol.push_back(0);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::genFace(vector<int> &faces,vector<string> &shaders,vector<int> &faceshader,
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::GFLOAT> &uvcoords,vector<yafray::CFLOAT> &vcol,
|
2004-06-16 18:44:12 +00:00
|
|
|
map<VertRen*, int> &vert_idx,VlakRen *vlr,
|
2004-07-26 00:48:28 +00:00
|
|
|
bool has_orco,bool has_uv, bool has_vcol)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
|
Material* fmat = vlr->mat;
|
|
|
|
|
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
|
|
|
|
|
string fmatname = fmat->id.name;
|
|
|
|
|
if (fmatname=="") fmatname = "blender_default";
|
|
|
|
|
bool newmat=true;
|
|
|
|
|
for(unsigned int i=0;i<shaders.size();++i)
|
|
|
|
|
if(shaders[i]==fmatname)
|
|
|
|
|
{
|
|
|
|
|
newmat=false;
|
|
|
|
|
faceshader.push_back(i);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if(newmat)
|
|
|
|
|
{
|
|
|
|
|
shaders.push_back(fmatname);
|
|
|
|
|
faceshader.push_back(shaders.size()-1);
|
|
|
|
|
}
|
|
|
|
|
TFace* uvc = vlr->tface; // possible uvcoords (v upside down)
|
|
|
|
|
int idx1, idx2, idx3;
|
|
|
|
|
|
|
|
|
|
idx1 = vert_idx.find(vlr->v1)->second;
|
|
|
|
|
idx2 = vert_idx.find(vlr->v2)->second;
|
|
|
|
|
idx3 = vert_idx.find(vlr->v3)->second;
|
|
|
|
|
|
|
|
|
|
// make sure the indices point to the vertices when orco coords exported
|
|
|
|
|
if (has_orco) { idx1*=2; idx2*=2; idx3*=2; }
|
|
|
|
|
|
|
|
|
|
faces.push_back(idx1);faces.push_back(idx2);faces.push_back(idx3);
|
|
|
|
|
|
|
|
|
|
if(has_uv) genUVcoords(uvcoords,vlr,uvc);
|
|
|
|
|
|
|
|
|
|
// since Blender seems to need vcols when uvs are used, for yafray only export when the material actually uses vcols
|
2004-07-26 00:48:28 +00:00
|
|
|
if (has_vcol) genVcol(vcol,vlr,0,1,2,EXPORT_VCOL);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::genCompleFace(vector<int> &faces,/*vector<string> &shaders,*/vector<int> &faceshader,
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::GFLOAT> &uvcoords,vector<yafray::CFLOAT> &vcol,
|
2004-06-16 18:44:12 +00:00
|
|
|
map<VertRen*, int> &vert_idx,VlakRen *vlr,
|
2004-07-26 00:48:28 +00:00
|
|
|
bool has_orco,bool has_uv, bool has_vcol)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
|
Material* fmat = vlr->mat;
|
|
|
|
|
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
|
|
|
|
|
|
|
|
|
|
faceshader.push_back(faceshader.back());
|
|
|
|
|
TFace* uvc = vlr->tface; // possible uvcoords (v upside down)
|
|
|
|
|
int idx1, idx2, idx3;
|
|
|
|
|
idx1 = vert_idx.find(vlr->v3)->second;
|
|
|
|
|
idx2 = vert_idx.find(vlr->v4)->second;
|
|
|
|
|
idx3 = vert_idx.find(vlr->v1)->second;
|
|
|
|
|
|
|
|
|
|
// make sure the indices point to the vertices when orco coords exported
|
|
|
|
|
if (has_orco) { idx1*=2; idx2*=2; idx3*=2; }
|
|
|
|
|
|
|
|
|
|
faces.push_back(idx1);faces.push_back(idx2);faces.push_back(idx3);
|
|
|
|
|
|
|
|
|
|
if(has_uv) genCompleUVcoords(uvcoords,/*vlr,*/uvc);
|
2004-07-26 00:48:28 +00:00
|
|
|
if (has_vcol) genVcol(vcol,vlr,2,3,0,EXPORT_VCOL);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
void yafrayPluginRender_t::genVertices(vector<yafray::point3d_t> &verts, int &vidx,
|
|
|
|
|
map<VertRen*, int> &vert_idx, VlakRen* vlr, bool has_orco, Object* obj)
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
|
VertRen* ver;
|
2004-07-12 03:20:31 +00:00
|
|
|
float tvec[3]; // for back2world transform
|
2004-06-16 18:44:12 +00:00
|
|
|
if (vert_idx.find(vlr->v1)==vert_idx.end())
|
|
|
|
|
{
|
|
|
|
|
vert_idx[vlr->v1] = vidx++;
|
|
|
|
|
ver = vlr->v1;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
if (vert_idx.find(vlr->v2)==vert_idx.end())
|
|
|
|
|
{
|
|
|
|
|
vert_idx[vlr->v2] = vidx++;
|
|
|
|
|
ver = vlr->v2;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
if (vert_idx.find(vlr->v3)==vert_idx.end())
|
|
|
|
|
{
|
|
|
|
|
vert_idx[vlr->v3] = vidx++;
|
|
|
|
|
ver = vlr->v3;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
if ((vlr->v4) && (vert_idx.find(vlr->v4)==vert_idx.end()))
|
|
|
|
|
{
|
|
|
|
|
vert_idx[vlr->v4] = vidx++;
|
|
|
|
|
ver = vlr->v4;
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(ver->co, tvec);
|
|
|
|
|
MTC_Mat4MulVecfl(obj->imat, tvec);
|
|
|
|
|
verts.push_back(yafray::point3d_t(tvec[0], tvec[1], tvec[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
if (has_orco)
|
2004-06-17 11:24:30 +00:00
|
|
|
verts.push_back(yafray::point3d_t(ver->orco[0],ver->orco[1],ver->orco[2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_list, const float obmat[4][4])
|
|
|
|
|
{
|
|
|
|
|
float mtr[4*4];
|
2004-07-26 00:48:28 +00:00
|
|
|
mtr[0*4+0]=obmat[0][0]; mtr[0*4+1]=obmat[1][0]; mtr[0*4+2]=obmat[2][0]; mtr[0*4+3]=obmat[3][0];
|
|
|
|
|
mtr[1*4+0]=obmat[0][1]; mtr[1*4+1]=obmat[1][1]; mtr[1*4+2]=obmat[2][1]; mtr[1*4+3]=obmat[3][1];
|
|
|
|
|
mtr[2*4+0]=obmat[0][2]; mtr[2*4+1]=obmat[1][2]; mtr[2*4+2]=obmat[2][2]; mtr[2*4+3]=obmat[3][2];
|
|
|
|
|
mtr[3*4+0]=obmat[0][3]; mtr[3*4+1]=obmat[1][3]; mtr[3*4+2]=obmat[2][3]; mtr[3*4+3]=obmat[3][3];
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->transformPush(mtr);
|
|
|
|
|
string name=string(obj->id.name+2);
|
|
|
|
|
bool castShadows=VLR_list[0]->mat->mode & MA_TRACEBLE;
|
|
|
|
|
float caus_IOR=1.0;
|
|
|
|
|
yafray::color_t caus_tcolor(0.0,0.0,0.0),caus_rcolor(0.0,0.0,0.0);
|
2004-07-29 18:51:17 +00:00
|
|
|
bool caus = (((VLR_list[0]->mat->mode & MA_RAYTRANSP) | (VLR_list[0]->mat->mode & MA_RAYMIRROR))!=0);
|
|
|
|
|
if (caus) {
|
|
|
|
|
caus_IOR = VLR_list[0]->mat->ang;
|
|
|
|
|
float tr = 1.0-VLR_list[0]->mat->alpha;
|
2004-07-26 00:48:28 +00:00
|
|
|
caus_tcolor.set(VLR_list[0]->mat->r*tr, VLR_list[0]->mat->g*tr, VLR_list[0]->mat->b*tr);
|
2004-07-29 18:51:17 +00:00
|
|
|
tr = VLR_list[0]->mat->ray_mirror;
|
|
|
|
|
caus_rcolor.set(VLR_list[0]->mat->mirr*tr, VLR_list[0]->mat->mirg*tr, VLR_list[0]->mat->mirb*tr);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
2004-07-29 18:51:17 +00:00
|
|
|
bool has_orco = (VLR_list[0]->v1->orco!=NULL);
|
2004-07-12 03:20:31 +00:00
|
|
|
bool no_auto = true; //in case non-mesh, or mesh has no autosmooth
|
|
|
|
|
float sm_angle = 0.1f;
|
2004-06-16 18:44:12 +00:00
|
|
|
if (obj->type==OB_MESH)
|
|
|
|
|
{
|
|
|
|
|
Mesh* mesh = (Mesh*)obj->data;
|
2004-07-12 03:20:31 +00:00
|
|
|
if (mesh->flag & ME_AUTOSMOOTH) {
|
|
|
|
|
sm_angle = mesh->smoothresh;
|
|
|
|
|
no_auto = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// this for non-mesh as well
|
|
|
|
|
if (no_auto) {
|
|
|
|
|
// no per face smooth flag in yafray, if AutoSmooth not used,
|
|
|
|
|
// use smooth flag of the first face instead
|
|
|
|
|
if (VLR_list[0]->flag & ME_SMOOTH) sm_angle=90;
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
// Guess if we need to set vertex colors Could be faster? sure
|
|
|
|
|
bool has_vcol=false;
|
2004-07-26 00:48:28 +00:00
|
|
|
if ((obj->type==OB_MESH) && (obj->data!=NULL))
|
|
|
|
|
has_vcol = (((Mesh*)obj->data)->mcol!=NULL);
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::point3d_t> verts;
|
|
|
|
|
vector<yafray::CFLOAT> vcol;
|
2004-06-16 18:44:12 +00:00
|
|
|
// now all vertices
|
|
|
|
|
map<VertRen*, int> vert_idx; // for removing duplicate verts and creating an index list
|
|
|
|
|
int vidx = 0; // vertex index counter
|
|
|
|
|
bool has_uv=false;
|
|
|
|
|
for (vector<VlakRen*>::const_iterator fci=VLR_list.begin();
|
|
|
|
|
fci!=VLR_list.end();++fci)
|
|
|
|
|
{
|
|
|
|
|
VlakRen* vlr = *fci;
|
2004-07-12 03:20:31 +00:00
|
|
|
genVertices(verts, vidx, vert_idx, vlr, has_orco, obj);
|
2004-06-16 18:44:12 +00:00
|
|
|
if(vlr->tface) has_uv=true;
|
|
|
|
|
}
|
|
|
|
|
// all faces using the index list created above
|
|
|
|
|
vector<int> faces;
|
|
|
|
|
vector<string> shaders;
|
|
|
|
|
vector<int> faceshader;
|
2004-06-17 11:24:30 +00:00
|
|
|
vector<yafray::GFLOAT> uvcoords;
|
2004-06-16 18:44:12 +00:00
|
|
|
for (vector<VlakRen*>::const_iterator fci2=VLR_list.begin();
|
|
|
|
|
fci2!=VLR_list.end();++fci2)
|
|
|
|
|
{
|
|
|
|
|
VlakRen* vlr = *fci2;
|
2004-07-26 00:48:28 +00:00
|
|
|
genFace(faces, shaders, faceshader, uvcoords, vcol, vert_idx, vlr, has_orco, has_uv, has_vcol);
|
2004-06-16 18:44:12 +00:00
|
|
|
if (vlr->v4)
|
2004-07-26 00:48:28 +00:00
|
|
|
genCompleFace(faces, /*shaders,*/ faceshader, uvcoords, vcol, vert_idx, vlr, has_orco, has_uv, has_vcol);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
yafrayGate->addObject_trimesh(name,verts,faces,uvcoords,vcol,
|
|
|
|
|
shaders,faceshader,sm_angle,castShadows,true,true,caus,has_orco,
|
|
|
|
|
caus_rcolor,caus_tcolor,caus_IOR);
|
|
|
|
|
yafrayGate->transformPop();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// write all objects
|
|
|
|
|
void yafrayPluginRender_t::writeAllObjects()
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
// first all objects except dupliverts (and main instance object for dups)
|
|
|
|
|
for (map<Object*, vector<VlakRen*> >::const_iterator obi=all_objects.begin();
|
|
|
|
|
obi!=all_objects.end(); ++obi)
|
|
|
|
|
{
|
|
|
|
|
// skip main duplivert object if in dupliMtx_list, written later
|
|
|
|
|
Object* obj = obi->first;
|
|
|
|
|
if (dupliMtx_list.find(string(obj->id.name))!=dupliMtx_list.end()) continue;
|
2004-07-12 03:20:31 +00:00
|
|
|
writeObject(obj, obi->second, obj->obmat);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Now all duplivert objects (if any) as instances of main object
|
|
|
|
|
// The original object has been included in the VlakRen renderlist above (see convertBlenderScene.c)
|
|
|
|
|
// but is written here which all other duplis are instances of.
|
|
|
|
|
float obmat[4][4], cmat[4][4], imat[4][4], nmat[4][4];
|
|
|
|
|
for (map<string, vector<float> >::const_iterator dupMtx=dupliMtx_list.begin();
|
|
|
|
|
dupMtx!=dupliMtx_list.end();++dupMtx) {
|
|
|
|
|
|
|
|
|
|
// original inverse matrix, not actual matrix of object, but first duplivert.
|
|
|
|
|
for (int i=0;i<4;i++)
|
|
|
|
|
for (int j=0;j<4;j++)
|
|
|
|
|
obmat[i][j] = dupMtx->second[(i<<2)+j];
|
|
|
|
|
MTC_Mat4Invert(imat, obmat);
|
|
|
|
|
|
|
|
|
|
// first object written as normal (but with transform of first duplivert)
|
|
|
|
|
Object* obj = dup_srcob[dupMtx->first];
|
|
|
|
|
writeObject(obj, all_objects[obj], obmat);
|
|
|
|
|
|
|
|
|
|
// all others instances of first
|
|
|
|
|
for (unsigned int curmtx=16;curmtx<dupMtx->second.size();curmtx+=16)
|
|
|
|
|
{ // number of 4x4 matrices
|
|
|
|
|
// new mtx
|
|
|
|
|
for (int i=0;i<4;i++)
|
|
|
|
|
for (int j=0;j<4;j++)
|
|
|
|
|
nmat[i][j] = dupMtx->second[curmtx+(i<<2)+j];
|
|
|
|
|
|
|
|
|
|
MTC_Mat4MulMat4(cmat, imat, nmat); // transform with respect to original = inverse_original * new
|
|
|
|
|
|
|
|
|
|
float mtr[4*4];
|
2004-07-26 00:48:28 +00:00
|
|
|
mtr[0*4+0]=cmat[0][0]; mtr[0*4+1]=cmat[1][0]; mtr[0*4+2]=cmat[2][0]; mtr[0*4+3]=cmat[3][0];
|
|
|
|
|
mtr[1*4+0]=cmat[0][1]; mtr[1*4+1]=cmat[1][1]; mtr[1*4+2]=cmat[2][1]; mtr[1*4+3]=cmat[3][1];
|
|
|
|
|
mtr[2*4+0]=cmat[0][2]; mtr[2*4+1]=cmat[1][2]; mtr[2*4+2]=cmat[2][2]; mtr[2*4+3]=cmat[3][2];
|
|
|
|
|
mtr[3*4+0]=cmat[0][3]; mtr[3*4+1]=cmat[1][3]; mtr[3*4+2]=cmat[2][3]; mtr[3*4+3]=cmat[3][3];
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->transformPush(mtr);
|
|
|
|
|
|
|
|
|
|
// new name from original
|
|
|
|
|
string name=(obj->id.name+2);
|
|
|
|
|
char temp[16];
|
|
|
|
|
sprintf(temp,"_dup%d",(curmtx>>4));
|
|
|
|
|
name+=temp;
|
|
|
|
|
yafrayGate->addObject_reference(name,obj->id.name+2);
|
|
|
|
|
yafrayGate->transformPop();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
void yafrayPluginRender_t::writeAreaLamp(LampRen* lamp, int num, float iview[4][4])
|
2004-06-16 18:44:12 +00:00
|
|
|
{
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
|
|
|
|
|
if (lamp->area_shape!=LA_AREA_SQUARE) return;
|
|
|
|
|
float *a=lamp->area[0], *b=lamp->area[1], *c=lamp->area[2], *d=lamp->area[3];
|
|
|
|
|
float power=lamp->energy;
|
|
|
|
|
|
|
|
|
|
string md = "off";
|
2004-07-26 00:48:28 +00:00
|
|
|
// if no GI used, the GIphotons flag can still be set, so only use when 'full' selected
|
|
|
|
|
if ((R.r.GImethod==2) && (R.r.GIphotons)) { md="on"; power*=R.r.GIpower; }
|
2004-06-16 18:44:12 +00:00
|
|
|
params["type"]=yafray::parameter_t("arealight");
|
|
|
|
|
char temp[16];
|
|
|
|
|
sprintf(temp,"LAMP%d",num+1);
|
|
|
|
|
params["name"]=yafray::parameter_t(temp);
|
|
|
|
|
params["dummy"]=yafray::parameter_t(md);
|
|
|
|
|
params["power"]=yafray::parameter_t(power);
|
|
|
|
|
if (!R.r.GIphotons)
|
|
|
|
|
{
|
|
|
|
|
int psm=0, sm = lamp->ray_totsamp;
|
|
|
|
|
if (sm>=64) psm = sm/4;
|
|
|
|
|
params["samples"]=yafray::parameter_t(sm);
|
|
|
|
|
params["psamples"]=yafray::parameter_t(psm);
|
|
|
|
|
}
|
2004-07-12 03:20:31 +00:00
|
|
|
|
|
|
|
|
// transform area lamp coords back to world
|
|
|
|
|
float lpco[4][3];
|
|
|
|
|
MTC_Mat4Invert(iview, R.viewmat);
|
|
|
|
|
MTC_cp3Float(a, lpco[0]);
|
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[0]);
|
|
|
|
|
MTC_cp3Float(b, lpco[1]);
|
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[1]);
|
|
|
|
|
MTC_cp3Float(c, lpco[2]);
|
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[2]);
|
|
|
|
|
MTC_cp3Float(d, lpco[3]);
|
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco[3]);
|
|
|
|
|
params["a"] = yafray::parameter_t(yafray::point3d_t(lpco[0][0], lpco[0][1], lpco[0][2]));
|
|
|
|
|
params["b"] = yafray::parameter_t(yafray::point3d_t(lpco[1][0], lpco[1][1], lpco[1][2]));
|
|
|
|
|
params["c"] = yafray::parameter_t(yafray::point3d_t(lpco[2][0], lpco[2][1], lpco[2][2]));
|
|
|
|
|
params["d"] = yafray::parameter_t(yafray::point3d_t(lpco[3][0], lpco[3][1], lpco[3][2]));
|
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
params["color"]=yafray::parameter_t(yafray::color_t(lamp->r,lamp->g,lamp->b));
|
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writeLamps()
|
|
|
|
|
{
|
2004-07-12 03:20:31 +00:00
|
|
|
// inver viewmatrix needed for back2world transform
|
|
|
|
|
float iview[4][4];
|
|
|
|
|
// R.viewinv != inv.R.viewmat because of possible ortho mode (see convertBlenderScene.c)
|
|
|
|
|
// have to invert it here
|
|
|
|
|
MTC_Mat4Invert(iview, R.viewmat);
|
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// all lamps
|
|
|
|
|
for (int i=0;i<R.totlamp;i++)
|
|
|
|
|
{
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
string type="";
|
|
|
|
|
LampRen* lamp = R.la[i];
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
if (lamp->type==LA_AREA) { writeAreaLamp(lamp, i, iview); continue; }
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// TODO: add decay setting in yafray
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
bool is_softL=false, is_sphereL=false;
|
|
|
|
|
if (lamp->type==LA_LOCAL) {
|
|
|
|
|
if (lamp->mode & LA_YF_SOFT) {
|
|
|
|
|
// shadowmapped omnidirectional light
|
|
|
|
|
params["type"] = yafray::parameter_t("softlight");
|
|
|
|
|
is_softL = true;
|
|
|
|
|
}
|
|
|
|
|
else if ((lamp->mode & LA_SHAD_RAY) && (lamp->YF_ltradius>0.0)) {
|
|
|
|
|
// area sphere, only when ray shadows enabled and radius>0.0
|
|
|
|
|
params["type"] = yafray::parameter_t("spherelight");
|
|
|
|
|
is_sphereL = true;
|
|
|
|
|
}
|
|
|
|
|
else params["type"] = yafray::parameter_t("pointlight");
|
|
|
|
|
}
|
2004-06-16 18:44:12 +00:00
|
|
|
else if (lamp->type==LA_SPOT)
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
params["type"] = yafray::parameter_t("spotlight");
|
|
|
|
|
else if ((lamp->type==LA_SUN) || (lamp->type==LA_HEMI)) // hemi exported as sun
|
|
|
|
|
params["type"] = yafray::parameter_t("sunlight");
|
|
|
|
|
else if (lamp->type==LA_YF_PHOTON)
|
|
|
|
|
params["type"] = yafray::parameter_t("photonlight");
|
|
|
|
|
else {
|
2004-06-16 18:44:12 +00:00
|
|
|
// possibly unknown type, ignore
|
|
|
|
|
cout << "Unknown Blender lamp type: " << lamp->type << endl;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
//no name available here, create one
|
|
|
|
|
char temp[16];
|
|
|
|
|
sprintf(temp,"LAMP%d",i+1);
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
params["name"] = yafray::parameter_t(temp);
|
2004-06-16 18:44:12 +00:00
|
|
|
// color already premultiplied by energy, so only need distance here
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
float pwr = 1; // default for sun/hemi, distance irrelevant
|
|
|
|
|
if ((lamp->type!=LA_SUN) && (lamp->type!=LA_HEMI)) {
|
|
|
|
|
if (lamp->mode & LA_SPHERE) {
|
|
|
|
|
// best approx. as used in LFexport script (LF d.f.m. 4pi?)
|
|
|
|
|
pwr = lamp->dist*(lamp->dist+1)*(0.25/M_PI);
|
|
|
|
|
//decay = 2;
|
|
|
|
|
}
|
|
|
|
|
else {
|
2004-06-16 18:44:12 +00:00
|
|
|
pwr = lamp->dist;
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
//decay = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
params["power"] = yafray::parameter_t(pwr);
|
|
|
|
|
|
|
|
|
|
// cast_shadows flag not used with softlight, spherelight or photonlight
|
|
|
|
|
if ((!is_softL) && (!is_sphereL) && (lamp->type!=LA_YF_PHOTON)) {
|
|
|
|
|
string lpmode="off";
|
|
|
|
|
// shadows only when Blender has shadow button enabled, only spots use LA_SHAD flag
|
|
|
|
|
if (R.r.mode & R_SHADOW)
|
|
|
|
|
if (((lamp->type==LA_SPOT) && (lamp->mode & LA_SHAD)) || (lamp->mode & LA_SHAD_RAY)) lpmode="on";
|
|
|
|
|
params["cast_shadows"] = yafray::parameter_t(lpmode);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// spot specific stuff
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
bool has_halo = ((lamp->type==LA_SPOT) && (lamp->mode & LA_HALO) && (lamp->haint>0.0));
|
|
|
|
|
if (lamp->type==LA_SPOT) {
|
2004-06-16 18:44:12 +00:00
|
|
|
// conversion already changed spotsize to cosine of half angle
|
|
|
|
|
float ld = 1-lamp->spotsi; //convert back to blender slider setting
|
|
|
|
|
if (ld!=0) ld = 1.f/ld;
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
params["size"] = yafray::parameter_t(acos(lamp->spotsi)*180.0/M_PI);
|
|
|
|
|
params["blend"] = yafray::parameter_t(lamp->spotbl*ld);
|
|
|
|
|
params["beam_falloff"] = yafray::parameter_t(2.0);
|
|
|
|
|
// halo params
|
|
|
|
|
if (has_halo) {
|
|
|
|
|
params["halo"] = yafray::parameter_t("on");
|
|
|
|
|
params["res"] = yafray::parameter_t(lamp->YF_bufsize);
|
|
|
|
|
int hsmp = ((12-lamp->shadhalostep)*16)/12;
|
|
|
|
|
hsmp = (hsmp+1)*16; // makes range (16, 272) for halostep(12, 0), good enough?
|
|
|
|
|
params["samples"] = yafray::parameter_t(hsmp);
|
|
|
|
|
params["shadow_samples"] = yafray::parameter_t(lamp->samp*lamp->samp);
|
|
|
|
|
params["halo_blur"] = yafray::parameter_t(0.0);
|
|
|
|
|
params["shadow_blur"] = yafray::parameter_t(lamp->soft*0.01f);
|
|
|
|
|
params["fog_density"] = yafray::parameter_t(lamp->haint*0.2f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (is_softL) {
|
|
|
|
|
// softlight
|
|
|
|
|
params["res"] = yafray::parameter_t(lamp->YF_bufsize);
|
|
|
|
|
params["radius"] = yafray::parameter_t(lamp->soft);
|
|
|
|
|
params["bias"] = yafray::parameter_t(lamp->bias);
|
|
|
|
|
}
|
|
|
|
|
else if (is_sphereL) {
|
|
|
|
|
// spherelight
|
|
|
|
|
int psm=0, sm = lamp->samp*lamp->samp;
|
|
|
|
|
if (sm>=25) psm = sm/5;
|
|
|
|
|
params["radius"] = yafray::parameter_t(lamp->YF_ltradius);
|
|
|
|
|
params["samples"] = yafray::parameter_t(sm);
|
|
|
|
|
params["psamples"] = yafray::parameter_t(psm);
|
|
|
|
|
params["qmc_method"] = yafray::parameter_t(1);
|
|
|
|
|
}
|
|
|
|
|
else if (lamp->type==LA_YF_PHOTON) {
|
|
|
|
|
string qmc="off";
|
|
|
|
|
if (lamp->YF_useqmc) qmc="on";
|
|
|
|
|
params["photons"] = yafray::parameter_t(lamp->YF_numphotons);
|
|
|
|
|
params["search"] = yafray::parameter_t(lamp->YF_numsearch);
|
|
|
|
|
params["depth"] = yafray::parameter_t(lamp->YF_phdepth);
|
|
|
|
|
params["use_QMC"] = yafray::parameter_t(qmc);
|
|
|
|
|
params["angle"] = yafray::parameter_t(acos(lamp->spotsi)*180.0/M_PI);
|
|
|
|
|
float cl = lamp->YF_causticblur/sqrt((float)lamp->YF_numsearch);
|
|
|
|
|
params["fixedradius"] = yafray::parameter_t(lamp->YF_causticblur);
|
|
|
|
|
params["cluster"] = yafray::parameter_t(cl);
|
2004-06-16 18:44:12 +00:00
|
|
|
}
|
2004-07-12 03:20:31 +00:00
|
|
|
|
|
|
|
|
// transform lamp co & vec back to world
|
2004-07-26 00:48:28 +00:00
|
|
|
float lpco[3], lpvec[3];
|
2004-07-12 03:20:31 +00:00
|
|
|
MTC_cp3Float(lamp->co, lpco);
|
|
|
|
|
MTC_Mat4MulVecfl(iview, lpco);
|
|
|
|
|
MTC_cp3Float(lamp->vec, lpvec);
|
2004-07-26 00:48:28 +00:00
|
|
|
MTC_Mat4Mul3Vecfl(iview, lpvec);
|
2004-07-12 03:20:31 +00:00
|
|
|
|
|
|
|
|
// position, (==-blendir for sun/hemi)
|
|
|
|
|
if ((lamp->type==LA_SUN) || (lamp->type==LA_HEMI))
|
|
|
|
|
params["from"] = yafray::parameter_t(yafray::point3d_t(-lpvec[0], -lpvec[1], -lpvec[2]));
|
|
|
|
|
else
|
|
|
|
|
params["from"] = yafray::parameter_t(yafray::point3d_t(lpco[0], lpco[1], lpco[2]));
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
// 'to' for spot/photonlight, already calculated by Blender
|
|
|
|
|
if ((lamp->type==LA_SPOT) || (lamp->type==LA_YF_PHOTON)) {
|
|
|
|
|
params["to"] = yafray::parameter_t(yafray::point3d_t(lpco[0] + lpvec[0],
|
|
|
|
|
lpco[1] + lpvec[1],
|
|
|
|
|
lpco[2] + lpvec[2]));
|
|
|
|
|
if (has_halo) params["fog"] = yafray::parameter_t(yafray::color_t(1.0, 1.0, 1.0));
|
|
|
|
|
}
|
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
// color
|
|
|
|
|
// rgb in LampRen is premultiplied by energy, power is compensated for that above
|
Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
|
|
|
params["color"] = yafray::parameter_t(yafray::color_t(lamp->r, lamp->g, lamp->b));
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->addLight(params);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// write main camera
|
|
|
|
|
void yafrayPluginRender_t::writeCamera()
|
|
|
|
|
{
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
params["name"]=yafray::parameter_t("MAINCAM");
|
2004-07-12 03:20:31 +00:00
|
|
|
if (R.r.mode & R_ORTHO)
|
|
|
|
|
params["type"] = yafray::parameter_t("ortho");
|
|
|
|
|
else
|
|
|
|
|
params["type"] = yafray::parameter_t("perspective");
|
2004-06-16 18:44:12 +00:00
|
|
|
params["resx"]=yafray::parameter_t(R.r.xsch);
|
|
|
|
|
params["resy"]=yafray::parameter_t(R.r.ysch);
|
|
|
|
|
float aspect = 1;
|
2004-07-12 03:20:31 +00:00
|
|
|
if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch);
|
2004-06-16 18:44:12 +00:00
|
|
|
|
|
|
|
|
params["focal"]=yafray::parameter_t(mainCamLens/(aspect*32.0));
|
2004-07-13 19:22:41 +00:00
|
|
|
|
|
|
|
|
// dof params, only valid for real camera
|
|
|
|
|
if (maincam_obj->type==OB_CAMERA) {
|
|
|
|
|
Camera* cam = (Camera*)maincam_obj->data;
|
|
|
|
|
params["dof_distance"] = yafray::parameter_t(cam->YF_dofdist);
|
|
|
|
|
params["aperture"] = yafray::parameter_t(cam->YF_aperture);
|
|
|
|
|
if (cam->flag & CAM_YF_NO_QMC)
|
|
|
|
|
params["use_qmc"] = yafray::parameter_t("off");
|
|
|
|
|
else
|
|
|
|
|
params["use_qmc"] = yafray::parameter_t("on");
|
|
|
|
|
}
|
|
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
params["from"]=yafray::parameter_t(
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::point3d_t(maincam_obj->obmat[3][0], maincam_obj->obmat[3][1], maincam_obj->obmat[3][2]));
|
2004-07-26 00:48:28 +00:00
|
|
|
float fdist = fabs(R.viewmat[3][2]);
|
2004-07-12 03:20:31 +00:00
|
|
|
if (R.r.mode & R_ORTHO) fdist *= 0.01f;
|
2004-06-16 18:44:12 +00:00
|
|
|
params["to"]=yafray::parameter_t(
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::point3d_t(maincam_obj->obmat[3][0] - fdist * R.viewmat[0][2],
|
|
|
|
|
maincam_obj->obmat[3][1] - fdist * R.viewmat[1][2],
|
|
|
|
|
maincam_obj->obmat[3][2] - fdist * R.viewmat[2][2]));
|
2004-06-16 18:44:12 +00:00
|
|
|
params["up"]=yafray::parameter_t(
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::point3d_t(maincam_obj->obmat[3][0] + R.viewmat[0][1],
|
|
|
|
|
maincam_obj->obmat[3][1] + R.viewmat[1][1],
|
|
|
|
|
maincam_obj->obmat[3][2] + R.viewmat[2][1]));
|
2004-07-13 19:22:41 +00:00
|
|
|
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->addCamera(params);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writeHemilight()
|
|
|
|
|
{
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
params["type"]=yafray::parameter_t("hemilight");
|
|
|
|
|
params["name"]=yafray::parameter_t("hemi_LT");
|
|
|
|
|
params["power"]=yafray::parameter_t(1.0);
|
|
|
|
|
switch (R.r.GIquality)
|
|
|
|
|
{
|
|
|
|
|
case 1 :
|
|
|
|
|
case 2 : params["samples"]=yafray::parameter_t(16); break;
|
|
|
|
|
case 3 : params["samples"]=yafray::parameter_t(36); break;
|
|
|
|
|
case 4 : params["samples"]=yafray::parameter_t(64); break;
|
|
|
|
|
case 5 : params["samples"]=yafray::parameter_t(128); break;
|
|
|
|
|
default: params["samples"]=yafray::parameter_t(25);
|
|
|
|
|
}
|
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void yafrayPluginRender_t::writePathlight()
|
|
|
|
|
{
|
|
|
|
|
if(R.r.GIphotons)
|
|
|
|
|
{
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
params["type"]=yafray::parameter_t("globalphotonlight");
|
|
|
|
|
params["name"]=yafray::parameter_t("gpm");
|
|
|
|
|
params["photons"]=yafray::parameter_t(R.r.GIphotoncount);
|
|
|
|
|
params["radius"]=yafray::parameter_t(R.r.GIphotonradius);
|
|
|
|
|
params["depth"]=yafray::parameter_t(((R.r.GIdepth>2) ? (R.r.GIdepth-1) : 1));
|
|
|
|
|
params["caus_depth"]=yafray::parameter_t(R.r.GIcausdepth);
|
|
|
|
|
params["search"]=yafray::parameter_t(R.r.GImixphotons);
|
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
|
}
|
|
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
params["type"]=yafray::parameter_t("pathlight");
|
|
|
|
|
params["name"]=yafray::parameter_t("path_LT");
|
|
|
|
|
params["power"]=yafray::parameter_t(1.0);
|
|
|
|
|
params["depth"]=yafray::parameter_t(((R.r.GIphotons) ? 1 : R.r.GIdepth));
|
|
|
|
|
params["caus_depth"]=yafray::parameter_t(R.r.GIcausdepth);
|
|
|
|
|
if(R.r.GIdirect && R.r.GIphotons) params["direct"]=yafray::parameter_t("on");
|
|
|
|
|
if (R.r.GIcache && ! (R.r.GIdirect && R.r.GIphotons))
|
|
|
|
|
{
|
|
|
|
|
switch (R.r.GIquality)
|
|
|
|
|
{
|
|
|
|
|
case 1 : params["samples"]=yafray::parameter_t(128);break;
|
|
|
|
|
case 2 : params["samples"]=yafray::parameter_t(256);break;
|
|
|
|
|
case 3 : params["samples"]=yafray::parameter_t(512);break;
|
|
|
|
|
case 4 : params["samples"]=yafray::parameter_t(1024);break;
|
|
|
|
|
case 5 : params["samples"]=yafray::parameter_t(2048);break;
|
|
|
|
|
default: params["samples"]=yafray::parameter_t(256);
|
|
|
|
|
}
|
|
|
|
|
float aspect = 1;
|
|
|
|
|
if (R.r.xsch < R.r.ysch) aspect = float(R.r.xsch)/float(R.r.ysch);
|
2004-07-14 10:20:56 +00:00
|
|
|
//float sbase = 2.0*atan(0.5/(mainCamLens/(aspect*32.0)))/float(R.r.xsch);
|
|
|
|
|
float sbase = 2.0/float(R.r.xsch);
|
2004-06-16 18:44:12 +00:00
|
|
|
params["cache"]=yafray::parameter_t("on");
|
|
|
|
|
params["use_QMC"]=yafray::parameter_t("on");
|
|
|
|
|
params["threshold"]=yafray::parameter_t(R.r.GIrefinement);
|
|
|
|
|
params["cache_size"]=yafray::parameter_t(sbase*R.r.GIpixelspersample);
|
|
|
|
|
params["shadow_threshold"]=yafray::parameter_t(1.0 - R.r.GIshadowquality);
|
|
|
|
|
params["grid"]=yafray::parameter_t(82);
|
|
|
|
|
params["search"]=yafray::parameter_t(35);
|
|
|
|
|
//params["gradient"]=yafray::parameter_t("off");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
switch (R.r.GIquality)
|
|
|
|
|
{
|
|
|
|
|
case 1 : params["samples"]=yafray::parameter_t(16);break;
|
|
|
|
|
case 2 : params["samples"]=yafray::parameter_t(36);break;
|
|
|
|
|
case 3 : params["samples"]=yafray::parameter_t(64);break;
|
|
|
|
|
case 4 : params["samples"]=yafray::parameter_t(128);break;
|
|
|
|
|
case 5 : params["samples"]=yafray::parameter_t(256);break;
|
|
|
|
|
default: params["samples"]=yafray::parameter_t(25);break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
yafrayGate->addLight(params);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool yafrayPluginRender_t::writeWorld()
|
|
|
|
|
{
|
|
|
|
|
World *world = G.scene->world;
|
|
|
|
|
if (R.r.GIquality!=0) {
|
|
|
|
|
if (R.r.GImethod==1) {
|
|
|
|
|
if (world==NULL) cout << "WARNING: need world background for skydome!\n";
|
|
|
|
|
writeHemilight();
|
|
|
|
|
}
|
|
|
|
|
else if (R.r.GImethod==2) writePathlight();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (world==NULL) return false;
|
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
yafray::paramMap_t params;
|
|
|
|
|
for (int i=0;i<6;i++) {
|
|
|
|
|
MTex* wtex = world->mtex[i];
|
|
|
|
|
if (!wtex) continue;
|
|
|
|
|
Image* wimg = wtex->tex->ima;
|
|
|
|
|
if ((wtex->tex->type==TEX_IMAGE) && (wimg!=NULL)) {
|
|
|
|
|
string wt_path = wimg->name;
|
|
|
|
|
adjustPath(wt_path);
|
|
|
|
|
if (BLI_testextensie(wimg->name, ".hdr")) {
|
|
|
|
|
params["type"] = yafray::parameter_t("HDRI");
|
|
|
|
|
params["name"] = yafray::parameter_t("world_background");
|
|
|
|
|
// since exposure adjust is an integer, using the texbri slider isn't actually very useful here (result either -1/0/1)
|
|
|
|
|
params["exposure_adjust"] = yafray::parameter_t(int(world->mtex[i]->tex->bright-1));
|
|
|
|
|
params["mapping"] = yafray::parameter_t("probe");
|
|
|
|
|
params["filename"] = yafray::parameter_t(wt_path);
|
|
|
|
|
yafrayGate->addBackground(params);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
else if (BLI_testextensie(wimg->name, ".jpg") || BLI_testextensie(wimg->name, ".jpeg") || BLI_testextensie(wimg->name, ".tga")) {
|
|
|
|
|
params["type"] = yafray::parameter_t("image");
|
|
|
|
|
params["name"] = yafray::parameter_t("world_background");
|
|
|
|
|
/*
|
|
|
|
|
// not yet in yafray, always assumes spheremap for now, not the same as in Blender,
|
|
|
|
|
// which for some reason is scaled by 2 in Blender???
|
|
|
|
|
if (wtex->texco & TEXCO_ANGMAP)
|
|
|
|
|
params["mapping"] = yafray::parameter_t("probe");
|
|
|
|
|
else
|
|
|
|
|
params["mapping"] = yafray::parameter_t("sphere");
|
|
|
|
|
*/
|
|
|
|
|
params["filename"] = yafray::parameter_t(wt_path);
|
2004-06-16 18:44:12 +00:00
|
|
|
yafrayGate->addBackground(params);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2004-07-12 03:20:31 +00:00
|
|
|
params.clear();
|
|
|
|
|
params["type"] = yafray::parameter_t("constant");
|
|
|
|
|
params["name"] = yafray::parameter_t("world_background");
|
|
|
|
|
// if no GI used, the GIpower parameter is not always initialized, so in that case ignore it
|
|
|
|
|
// (have to change method to init yafray vars in Blender)
|
2004-06-16 18:44:12 +00:00
|
|
|
float bg_mult;
|
|
|
|
|
if (R.r.GImethod==0) bg_mult=1; else bg_mult=R.r.GIpower;
|
|
|
|
|
params["color"]=yafray::parameter_t(yafray::color_t(world->horr * bg_mult,
|
|
|
|
|
world->horg * bg_mult,
|
|
|
|
|
world->horb * bg_mult));
|
|
|
|
|
yafrayGate->addBackground(params);
|
|
|
|
|
return true;
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}
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#include "RE_callbacks.h"
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bool blenderYafrayOutput_t::putPixel(int x, int y,const yafray::color_t &c,
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yafray::CFLOAT alpha,yafray::PFLOAT depth)
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{
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unsigned char* bpt = (unsigned char*)R.rectot + ((((R.recty-1)-y)*R.rectx)<<2);
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int temp=(int)(c.R*255.0+0.5);
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if(temp>255) temp=255;
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bpt[4*x]=temp;
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temp=(int)(c.G*255.0+0.5);
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if(temp>255) temp=255;
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bpt[4*x+1]=temp;
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temp=(int)(c.B*255.0+0.5);
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if(temp>255) temp=255;
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bpt[4*x+2]=temp;
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temp=(int)(alpha*255.0+0.5);
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if(temp>255) temp=255;
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bpt[4*x+3]=temp;
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out++;
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if(out==4096)
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{
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RE_local_render_display(0,R.recty-1, R.rectx, R.recty, R.rectot);
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out=0;
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}
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if(RE_local_test_break())
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return false;
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return true;
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}
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