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blender-archive/source/blender/yafray/intern/export_File.cpp
Brecht Van Lommel 47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00

2059 lines
73 KiB
C++
Executable File

#include "export_File.h"
#include <math.h>
using namespace std;
static string command_path = "";
#ifdef WIN32
#define WIN32_SKIP_HKEY_PROTECTION
#include "BLI_winstuff.h"
#ifndef FILE_MAXDIR
#define FILE_MAXDIR 160
#endif
#ifndef FILE_MAXFILE
#define FILE_MAXFILE 80
#endif
static string find_path()
{
HKEY hkey;
DWORD dwType, dwSize;
if (RegOpenKeyEx(HKEY_LOCAL_MACHINE,"Software\\YafRay Team\\YafRay",0,KEY_READ,&hkey)==ERROR_SUCCESS)
{
dwType = REG_EXPAND_SZ;
dwSize = MAX_PATH;
DWORD dwStat;
char *pInstallDir=new char[MAX_PATH];
dwStat=RegQueryValueEx(hkey, TEXT("InstallDir"),
NULL, NULL,(LPBYTE)pInstallDir, &dwSize);
if (dwStat == NO_ERROR)
{
string res=pInstallDir;
delete [] pInstallDir;
return res;
}
else
cout << "Couldn't READ \'InstallDir\' value. Is yafray correctly installed?\n";
delete [] pInstallDir;
RegCloseKey(hkey);
}
else
cout << "Couldn't FIND registry key for yafray, is it installed?\n";
return string("");
}
static int createDir(char* name)
{
if (BLI_exists(name))
return 2; //exists
if (CreateDirectory((LPCTSTR)(name), NULL)) {
cout << "Directory: " << name << " created\n";
return 1; // created
}
else {
cout << "Could not create directory: " << name << endl;
return 0; // fail
}
}
extern "C" { extern char bprogname[]; }
// add drive character if not in path string, using blender executable location as reference
// later added note: doesn't make much sense actually,
// the intended file might not be located on the same drive as where blender is located...
static void addDrive(string &path)
{
int sp = path.find_first_of(":");
if (sp==-1) {
string blpath = bprogname;
sp = blpath.find_first_of(":");
if (sp!=-1) path = blpath.substr(0, sp+1) + path;
}
}
#else
#include <sys/stat.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <signal.h>
#include <stdlib.h>
#include <unistd.h>
static string unixYafrayPath()
{
static char *alternative[]=
{
"/usr/local/bin/",
"/usr/bin/",
"/bin/",
NULL
};
for(int i=0;alternative[i]!=NULL;++i)
{
string fp=string(alternative[i])+"yafray";
struct stat st;
if(stat(fp.c_str(),&st)<0) continue;
if(st.st_mode&S_IXOTH) return alternative[i];
}
return "";
}
#endif
#ifdef WIN32
#define MAXPATHLEN MAX_PATH
#else
#include <sys/param.h>
#endif
static void adjustPath(string &path)
{
// if relative, expand to full path
char cpath[MAXPATHLEN];
strcpy(cpath, path.c_str());
BLI_convertstringcode(cpath, G.sce, 0);
path = cpath;
#ifdef WIN32
// add drive char if not there
addDrive(path);
#endif
}
bool yafrayFileRender_t::initExport()
{
xmlpath = "";
bool dir_failed = false;
// try the user setting setting first, export dir must be set and exist
if (strlen(U.yfexportdir)==0)
{
cout << "No export directory set in user defaults!" << endl;
char* temp = getenv("TEMP");
// if no envar, use /tmp
xmlpath = temp ? temp : "/tmp";
cout << "Will try TEMP instead: " << xmlpath << endl;
// no fail here, but might fail when opening file...
}
else
{
xmlpath = U.yfexportdir;
adjustPath(xmlpath); // possibly relative
cout << "YFexport path is: " << xmlpath << endl;
// check if it exists
if (!BLI_exists(const_cast<char*>(xmlpath.c_str()))) {
cout << "YafRay temporary xml export directory:\n" << U.yfexportdir << "\ndoes not exist!\n";
#ifdef WIN32
// try to create it
cout << "Trying to create...\n";
if (createDir(const_cast<char*>(xmlpath.c_str()))==0) dir_failed=true; else dir_failed=false;
#else
dir_failed = true;
#endif
}
}
#ifdef WIN32
// for windows try to get the path to the yafray binary from the registry, only done once
if (command_path=="")
{
char path[FILE_MAXDIR+FILE_MAXFILE];
string yafray_path = find_path();
if (yafray_path=="")
{
// error already printed in find_path()
clearAll();
return false;
}
GetShortPathName((LPCTSTR)(yafray_path.c_str()), path, FILE_MAXDIR+FILE_MAXFILE);
command_path = string(path) + "\\";
cout << "Yafray found at : " << command_path << endl;
}
// if no export dir set, or could not create, try to create one in the yafray dir, unless it already exists
if (dir_failed)
{
string ybdir = command_path + "YBtest";
if (createDir(const_cast<char*>(ybdir.c_str()))==0) dir_failed=true; else dir_failed=false;
xmlpath = ybdir;
}
#else
if (command_path=="")
{
command_path = unixYafrayPath();
if (command_path.size()) cout << "Yafray found at : " << command_path << endl;
}
#endif
// for all
if (dir_failed) return false;
#ifdef WIN32
string DLM = "\\";
#else
string DLM = "/";
#endif
// remove trailing slash if needed
if (xmlpath.find_last_of(DLM)!=(xmlpath.length()-1)) xmlpath += DLM;
imgout = xmlpath + "YBtest.tga";
xmlpath += "YBtest.xml";
xmlfile.open(xmlpath.c_str());
if (xmlfile.fail())
{
cout << "Could not open file\n";
return false;
}
ostr << setiosflags(ios::showpoint | ios::fixed);
xmlfile << "<scene>\n\n";
return true;
}
bool yafrayFileRender_t::writeRender()
{
// finally export render block
ostr.str("");
ostr << "<render camera_name=\"MAINCAM\"\n";
ostr << "\traydepth=\"" << re->r.YF_raydepth << "\" gamma=\"" << re->r.YF_gamma << "\" exposure=\"" << re->r.YF_exposure << "\"\n";
if(re->r.YF_AA) {
ostr << "\tAA_passes=\"" << re->r.YF_AApasses << "\" AA_minsamples=\"" << re->r.YF_AAsamples << "\"\n";
ostr << "\tAA_pixelwidth=\"" << re->r.YF_AApixelsize << "\" AA_threshold=\"" << re->r.YF_AAthreshold << "\"\n";
}
else {
// removed the default AA settings for midquality GI, better leave it to user
if ((re->r.mode & R_OSA) && (re->r.osa)) {
int passes = (re->r.osa & 3)==0 ? (re->r.osa >> 2) : 1;
int minsamples=(re->r.osa & 3)==0 ? 4 : re->r.osa;
ostr << "\tAA_passes=\"" << passes << "\" AA_minsamples=\"" << minsamples << "\"\n";
}
else ostr << "\tAA_passes=\"0\" AA_minsamples=\"1\"\n";
ostr << "\tAA_pixelwidth=\"1.5\" AA_threshold=\"0.05\" bias=\"" << re->r.YF_raybias
<< "\" clamp_rgb=\"" << ((re->r.YF_clamprgb==0) ? "on" : "off") << "\"\n";
}
World *world = G.scene->world;
if (world) ostr << "\tbackground_name=\"world_background\"\n";
// alpha channel render when RGBA button enabled
if (re->r.planes==R_PLANES32) ostr << "\n\tsave_alpha=\"on\"";
ostr << " >\n";
// basic fog
if (world && (world->mode & WO_MIST)) {
float fd = world->mistdist;
if (fd>0) fd=1.f/fd; else fd=1;
ostr << "\t<fog_density value=\"" << fd << "\" />\n";
ostr << "\t<fog_color r=\"" << world->horr << "\" g=\"" << world->horg << "\" b=\"" << world->horb << "\" />\n";
}
ostr << "\t<outfile value=\"" << imgout << "\" />\n";
ostr << "</render>\n\n";
xmlfile << ostr.str();
return true;
}
bool yafrayFileRender_t::finishExport()
{
xmlfile << "</scene>\n";
xmlfile.close();
// file exported, now render
if (executeYafray(xmlpath))
displayImage();
else
{
cout << "Could not execute yafray. Is it in path?" << endl;
return false;
}
return true;
}
// displays the image rendered with xml export
// Now loads rendered image into blender renderbuf.
void yafrayFileRender_t::displayImage()
{
// although it is possible to load the image using blender,
// maybe it is best to just do a read here, for now the yafray output is always a raw tga anyway
FILE* fp = fopen(imgout.c_str(), "rb");
if (fp==NULL) {
cout << "YAF_displayImage(): Could not open image file\n";
return;
}
unsigned char header[18];
fread(&header, 1, 18, fp);
unsigned short width = (unsigned short)(header[12] + (header[13]<<8));
unsigned short height = (unsigned short)(header[14] + (header[15]<<8));
// don't do anything if resolution doesn't match that of rectot
if ((width!=re->winx) || (height!=re->winy)) {
cout << "Wrong image width/height: " << width << "/" << height <<
" expected " << re->winx << "/" << re->winy << endl;
fclose(fp);
fp = NULL;
return;
}
unsigned char byte_per_pix = (unsigned char)(header[16]>>3);
// read past any id (none in this case though)
unsigned int idlen = (unsigned int)header[0];
if (idlen) fseek(fp, idlen, SEEK_CUR);
/* XXX how to get the image from Blender and write to it. This call doesn't allow to change buffer rects */
RenderResult rres;
RE_GetResultImage(re, &rres);
// rres.rectx, rres.recty is width/height
// rres.rectf is float buffer, scanlines starting in bottom
// rres.rectz is zbuffer, available when associated pass is set
// read data directly into buffer, picture is upside down
const float btf = 1.f/255.f;
if (re->r.mode & R_BORDER) {
// border render, yafray is full size render, blender at this point only wants the region
unsigned int xs = (unsigned int)(re->r.border.xmin * re->winx),
ys = (unsigned int)((1.f-re->r.border.ymax) * re->winy);
for (unsigned short y=0; y<height; y++) {
for (unsigned short x=0; x<width; x++) {
char r = fgetc(fp);
char g = fgetc(fp);
char b = fgetc(fp);
char a = (byte_per_pix==4) ? fgetc(fp) : 255;
int bx = x-xs, by = y-ys;
if ((bx >= 0) && (bx < (int)re->rectx) && (by >= 0) && (by < re->recty)) {
float* bpt = (float*)rres.rectf + (bx + (((re->recty-1) - by)*re->rectx) << 2);
bpt[2] = (float)r * btf;
bpt[1] = (float)g * btf;
bpt[0] = (float)b * btf;
bpt[3] = (float)a * btf;
bpt += 4;
}
}
}
}
else {
for (unsigned short y=0; y<height; y++) {
float* bpt = (float*)rres.rectf + ((((height-1)-y)*width) << 2);
for (unsigned short x=0; x<width; x++) {
bpt[2] = ((float)fgetc(fp) * btf);
bpt[1] = ((float)fgetc(fp) * btf);
bpt[0] = ((float)fgetc(fp) * btf);
bpt[3] = (byte_per_pix==4) ? ((float)fgetc(fp) * btf) : 1.f;
bpt += 4;
}
}
}
fclose(fp);
fp = NULL;
// based on another assumption of ogl errors on my system, forgot to actually draw it...
re->result->renlay = render_get_active_layer(re, re->result);
re->display_draw(re->result, NULL);
}
static string noise2string(short nbtype)
{
switch (nbtype) {
case TEX_BLENDER:
return "blender";
case TEX_STDPERLIN:
return "stdperlin";
case TEX_VORONOI_F1:
return "voronoi_f1";
case TEX_VORONOI_F2:
return "voronoi_f2";
case TEX_VORONOI_F3:
return "voronoi_f3";
case TEX_VORONOI_F4:
return "voronoi_f4";
case TEX_VORONOI_F2F1:
return "voronoi_f2f1";
case TEX_VORONOI_CRACKLE:
return "voronoi_crackle";
case TEX_CELLNOISE:
return "cellnoise";
default:
case TEX_NEWPERLIN:
return "newperlin";
}
}
void yafrayFileRender_t::writeTextures()
{
// used to keep track of images already written
// (to avoid duplicates if also in imagetex for material TexFace texture)
set<Image*> dupimg;
for (map<string, MTex*>::const_iterator blendtex=used_textures.begin();
blendtex!=used_textures.end();++blendtex) {
MTex* mtex = blendtex->second;
Tex* tex = mtex->tex;
float nsz = tex->noisesize;
if (nsz!=0.f) nsz=1.f/nsz;
// noisebasis type
string ntype = noise2string(tex->noisebasis);
string ts, hardnoise=(tex->noisetype==TEX_NOISESOFT) ? "off" : "on";
switch (tex->type) {
case TEX_STUCCI:
// stucci is clouds as bump, only difference is an extra parameter to handle wall in/out
// turbulence value is not used, so for large values will not match well
case TEX_CLOUDS: {
ostr.str("");
ostr << "<shader type=\"clouds\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<size value=\"" << nsz << "\" />\n";
ostr << "\t\t<hard value=\"" << hardnoise << "\" />\n";
if (tex->type==TEX_STUCCI) {
if (tex->stype==1)
ts = "positive";
else if (tex->stype==2)
ts = "negative";
else ts = "none";
ostr << "\t\t<bias value=\"" << ts << "\" />\n";
ostr << "\t\t<depth value=\"0\" />\n"; // for stucci always 0
}
else ostr << "\t\t<depth value=\"" << tex->noisedepth << "\" />\n";
ostr << "\t\t<color_type value=\"" << tex->stype << "\" />\n";
ostr << "\t\t<noise_type value=\"" << ntype << "\" />\n";
ostr << "\t</attributes>\n</shader >\n\n";
xmlfile << ostr.str();
break;
}
case TEX_WOOD: {
ostr.str("");
ostr << "<shader type=\"wood\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t\t<attributes>\n";
// blender does not use depth value for wood, always 0
ostr << "\t\t<depth value=\"0\" />\n";
float turb = (tex->stype<2) ? 0.0 : tex->turbul;
ostr << "\t\t<turbulence value=\"" << turb << "\" />\n";
ostr << "\t\t<size value=\"" << nsz << "\" />\n";
ostr << "\t\t<hard value=\"" << hardnoise << "\" />\n";
ts = (tex->stype & 1) ? "rings" : "bands"; //stype 1&3 ringtype
ostr << "\t\t<wood_type value=\"" << ts << "\" />\n";
ostr << "\t\t<noise_type value=\"" << ntype << "\" />\n";
// shape parameter, for some reason noisebasis2 is used...
ts = "sin";
if (tex->noisebasis2==1) ts="saw"; else if (tex->noisebasis2==2) ts="tri";
ostr << "\t\t<shape value=\"" << ts << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_MARBLE: {
ostr.str("");
ostr << "<shader type=\"marble\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<depth value=\"" << tex->noisedepth << "\" />\n";
ostr << "\t\t<turbulence value=\"" << tex->turbul << "\" />\n";
ostr << "\t\t<size value=\"" << nsz << "\" />\n";
ostr << "\t\t<hard value=\"" << hardnoise << "\" />\n";
ostr << "\t\t<sharpness value=\"" << (float)(1<<tex->stype) << "\" />\n";
ostr << "\t\t<noise_type value=\"" << ntype << "\" />\n";
ts = "sin";
if (tex->noisebasis2==1) ts="saw"; else if (tex->noisebasis2==2) ts="tri";
ostr << "\t\t<shape value=\"" << ts << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_VORONOI: {
ostr.str("");
ostr << "<shader type=\"voronoi\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ts = "int";
if (tex->vn_coltype==1)
ts = "col1";
else if (tex->vn_coltype==2)
ts = "col2";
else if (tex->vn_coltype==3)
ts = "col3";
ostr << "\t\t<color_type value=\"" << ts << "\" />\n";
ostr << "\t\t<weight1 value=\"" << tex->vn_w1 << "\" />\n";
ostr << "\t\t<weight2 value=\"" << tex->vn_w2 << "\" />\n";
ostr << "\t\t<weight3 value=\"" << tex->vn_w3 << "\" />\n";
ostr << "\t\t<weight4 value=\"" << tex->vn_w4 << "\" />\n";
ostr << "\t\t<mk_exponent value=\"" << tex->vn_mexp << "\" />\n";
ostr << "\t\t<intensity value=\"" << tex->ns_outscale << "\" />\n";
ostr << "\t\t<size value=\"" << nsz << "\" />\n";
ts = "actual";
if (tex->vn_distm==TEX_DISTANCE_SQUARED)
ts = "squared";
else if (tex->vn_distm==TEX_MANHATTAN)
ts = "manhattan";
else if (tex->vn_distm==TEX_CHEBYCHEV)
ts = "chebychev";
else if (tex->vn_distm==TEX_MINKOVSKY_HALF)
ts = "minkovsky_half";
else if (tex->vn_distm==TEX_MINKOVSKY_FOUR)
ts = "minkovsky_four";
else if (tex->vn_distm==TEX_MINKOVSKY)
ts = "minkovsky";
ostr << "\t\t<distance_metric value=\"" << ts << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_MUSGRAVE: {
ostr.str("");
ostr << "<shader type=\"musgrave\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
switch (tex->stype) {
case TEX_MFRACTAL:
ts = "multifractal";
break;
case TEX_RIDGEDMF:
ts = "ridgedmf";
break;
case TEX_HYBRIDMF:
ts = "hybridmf";
break;
case TEX_HTERRAIN:
ts = "heteroterrain";
break;
default:
case TEX_FBM:
ts = "fBm";
}
ostr << "\t\t<musgrave_type value=\"" << ts << "\" />\n";
ostr << "\t\t<noise_type value=\"" << ntype << "\" />\n";
ostr << "\t\t<H value=\"" << tex->mg_H << "\" />\n";
ostr << "\t\t<lacunarity value=\"" << tex->mg_lacunarity << "\" />\n";
ostr << "\t\t<octaves value=\"" << tex->mg_octaves << "\" />\n";
if ((tex->stype==TEX_HTERRAIN) || (tex->stype==TEX_RIDGEDMF) || (tex->stype==TEX_HYBRIDMF)) {
ostr << "\t\t<offset value=\"" << tex->mg_offset << "\" />\n";
if ((tex->stype==TEX_RIDGEDMF) || (tex->stype==TEX_HYBRIDMF))
ostr << "\t\t<gain value=\"" << tex->mg_gain << "\" />\n";
}
ostr << "\t\t<size value=\"" << nsz << "\" />\n";
ostr << "\t\t<intensity value=\"" << tex->ns_outscale << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_DISTNOISE: {
ostr.str("");
ostr << "<shader type=\"distorted_noise\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<distort value=\"" << tex->dist_amount << "\" />\n";
ostr << "\t\t<size value=\"" << nsz << "\" />\n";
ostr << "\t\t<noise_type1 value=\"" << ntype << "\" />\n";
ostr << "\t\t<noise_type2 value=\"" << noise2string(tex->noisebasis2) << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_BLEND: {
ostr.str("");
ostr << "<shader type=\"gradient\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
switch (tex->stype) {
case 1: ts="quadratic"; break;
case 2: ts="cubic"; break;
case 3: ts="diagonal"; break;
case 4: ts="sphere"; break;
case 5: ts="halo"; break;
default:
case 0: ts="linear"; break;
}
ostr << "\t\t<gradient_type value=\"" << ts << "\" />\n";
if (tex->flag & TEX_FLIPBLEND) ts="on"; else ts="off";
ostr << "\t\t<flip_xy value=\"" << ts << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_NOISE: {
ostr.str("");
ostr << "<shader type=\"random_noise\" name=\"" << blendtex->first << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<depth value=\"" << tex->noisedepth << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
break;
}
case TEX_IMAGE: {
Image* ima = tex->ima;
if (ima) {
// remember image to avoid duplicates later if also in imagetex
// (formerly done by removing from imagetex, but need image/material link)
dupimg.insert(ima);
ostr.str("");
// use image name instead of texname here
ostr << "<shader type=\"image\" name=\"" << ima->id.name << "\" >\n";
ostr << "\t<attributes>\n";
string texpath(ima->name);
adjustPath(texpath);
ostr << "\t\t<filename value=\"" << texpath << "\" />\n";
ostr << "\t\t<interpolate value=\"" << ((tex->imaflag & TEX_INTERPOL) ? "bilinear" : "none") << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
}
break;
}
default:
cout << "Unsupported texture type\n";
}
// colorbands
if (tex->flag & TEX_COLORBAND) {
ColorBand* cb = tex->coba;
if (cb) {
ostr.str("");
ostr << "<shader type=\"colorband\" name=\"" << blendtex->first + "_coba" << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<input value=\"" << blendtex->first << "\" />\n";
ostr << "\t</attributes>\n";
for (int i=0;i<cb->tot;i++) {
ostr << "\t<modulator value=\"" << cb->data[i].pos << "\" >\n";
ostr << "\t\t<color r=\"" << cb->data[i].r << "\"" <<
" g=\"" << cb->data[i].g << "\"" <<
" b=\"" << cb->data[i].b << "\"" <<
" a=\"" << cb->data[i].a << "\" />\n";
ostr << "\t</modulator>\n";
}
ostr << "</shader>\n\n";
xmlfile << ostr.str();
}
}
}
// If used, textures for the material 'TexFace' case
if (!imagetex.empty()) {
for (map<Image*, set<Material*> >::const_iterator imgtex=imagetex.begin();
imgtex!=imagetex.end();++imgtex)
{
// skip if already written above
Image* ima = imgtex->first;
if (dupimg.find(ima)==dupimg.end()) {
ostr.str("");
ostr << "<shader type=\"image\" name=\"" << ima->id.name << "\" >\n";
ostr << "\t<attributes>\n";
string texpath(ima->name);
adjustPath(texpath);
ostr << "\t\t<filename value=\"" << texpath << "\" />\n";
ostr << "\t</attributes>\n</shader>\n\n";
xmlfile << ostr.str();
}
}
}
}
void yafrayFileRender_t::writeShader(const string &shader_name, Material* matr, const string &facetexname)
{
// if material has ramps, export colorbands first
if (matr->mode & (MA_RAMP_COL|MA_RAMP_SPEC))
{
// both colorbands without input shader
ColorBand* cb = matr->ramp_col;
if ((matr->mode & MA_RAMP_COL) && (cb!=NULL))
{
ostr.str("");
ostr << "<shader type=\"colorband\" name=\"" << shader_name+"_difframp" << "\" >\n";
ostr << "\t<attributes>\n\t</attributes>\n";
for (int i=0;i<cb->tot;i++) {
ostr << "\t<modulator value=\"" << cb->data[i].pos << "\" >\n";
ostr << "\t\t<color r=\"" << cb->data[i].r << "\"" <<
" g=\"" << cb->data[i].g << "\"" <<
" b=\"" << cb->data[i].b << "\"" <<
" a=\"" << cb->data[i].a << "\" />\n";
ostr << "\t</modulator>\n";
}
ostr << "</shader>\n\n";
xmlfile << ostr.str();
}
cb = matr->ramp_spec;
if ((matr->mode & MA_RAMP_SPEC) && (cb!=NULL))
{
ostr.str("");
ostr << "<shader type=\"colorband\" name=\"" << shader_name+"_specramp" << "\" >\n";
ostr << "\t<attributes>\n\t</attributes>\n";
for (int i=0;i<cb->tot;i++) {
ostr << "\t<modulator value=\"" << cb->data[i].pos << "\" >\n";
ostr << "\t\t<color r=\"" << cb->data[i].r << "\"" <<
" g=\"" << cb->data[i].g << "\"" <<
" b=\"" << cb->data[i].b << "\"" <<
" a=\"" << cb->data[i].a << "\" />\n";
ostr << "\t</modulator>\n";
}
ostr << "</shader>\n\n";
xmlfile << ostr.str();
}
}
ostr.str("");
ostr << "<shader type=\"blendershader\" name=\"" << shader_name << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<color r=\"" << matr->r << "\" g=\"" << matr->g << "\" b=\"" << matr->b << "\" />\n";
float sr=matr->specr, sg=matr->specg, sb=matr->specb;
if (matr->spec_shader==MA_SPEC_WARDISO) {
// ........
sr /= M_PI;
sg /= M_PI;
sb /= M_PI;
}
ostr << "\t\t<specular_color r=\"" << sr << "\" g=\"" << sg << "\" b=\"" << sb << "\" />\n";
ostr << "\t\t<mirror_color r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n";
ostr << "\t\t<diffuse_reflect value=\"" << matr->ref << "\" />\n";
ostr << "\t\t<specular_amount value=\"" << matr->spec << "\" />\n";
ostr << "\t\t<alpha value=\"" << matr->alpha << "\" />\n";
// if no GI used, the GIpower parameter is not always initialized, so in that case ignore it
float bg_mult = (re->r.GImethod==0) ? 1 : re->r.GIpower;
ostr << "\t\t<emit value=\"" << (matr->emit * bg_mult) << "\" />\n";
// reflection/refraction
if ( (matr->mode & MA_RAYMIRROR) || (matr->mode & MA_RAYTRANSP) )
ostr << "\t\t<IOR value=\"" << matr->ang << "\" />\n";
if (matr->mode & MA_RAYMIRROR)
{
// Sofar yafray's min_refle parameter (which misleadingly actually controls fresnel reflection offset)
// has been mapped to Blender's ray_mirror parameter.
// This causes it be be misinterpreted and misused as a reflection amount control however.
// Besides that, it also causes extra complications for the yafray Blendershader.
// So added an actual amount of reflection parameter instead, and another
// extra parameter 'frsOfs' to actually control fresnel offset (re-uses Blender fresnel_mir_i param).
ostr << "\t\t<reflect value=\"on\" />\n";
ostr << "\t\t<reflect_amount value=\""<< matr->ray_mirror << "\" />\n";
float fo = 1.f-(matr->fresnel_mir_i-1.f)*0.25f; // blender param range [1,5], also here reversed (1 in Blender -> no fresnel)
ostr << "\t\t<fresnel_offset value=\""<< fo << "\" />\n";
// for backward compatibility, also add old 'reflected' parameter, copy of mirror_color
ostr << "\t\t<reflected r=\"" << matr->mirr << "\" g=\"" << matr->mirg << "\" b=\"" << matr->mirb << "\" />\n";
// same for 'min_refle' param. Instead of the ray_mirror parameter that was used before, since now
// the parameter's function is taken over by the fresnel offset parameter, use that instead.
ostr << "\t\t<min_refle value=\"" << fo << "\" />\n";
}
if (matr->mode & MA_RAYTRANSP)
{
ostr << "\t\t<refract value=\"on\" />\n";
ostr << "\t\t<transmit_filter value=\"" << matr->filter << "\" />\n";
// tir on by default
ostr << "\t\t<tir value=\"on\" />\n";
// transmit absorption color
// to make things easier(?) for user it now specifies the actual color at 1 unit / YF_dscale of distance
const float maxlog = -log(1e-38);
float ar = (matr->YF_ar>0) ? -log(matr->YF_ar) : maxlog;
float ag = (matr->YF_ag>0) ? -log(matr->YF_ag) : maxlog;
float ab = (matr->YF_ab>0) ? -log(matr->YF_ab) : maxlog;
float sc = matr->YF_dscale;
if (sc!=0.f) sc=1.f/sc;
ostr << "\t\t<absorption r=\"" << ar*sc << "\" g=\"" << ag*sc << "\" b=\"" << ab*sc << "\" />\n";
// dispersion
ostr << "\t\t<dispersion_power value=\"" << matr->YF_dpwr << "\" />\n";
ostr << "\t\t<dispersion_samples value=\"" << matr->YF_dsmp << "\" />\n";
ostr << "\t\t<dispersion_jitter value=\"" << (matr->YF_djit ? "on" : "off") << "\" />\n";
// for backward compatibility, also add old 'transmitted' parameter, copy of 'color' * (1-alpha)
float na = 1.f-matr->alpha;
ostr << "\t\t<transmitted r=\"" << matr->r*na << "\" g=\"" << matr->g*na << "\" b=\"" << matr->b*na << "\" />\n";
}
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!="") ostr << "\t\t<matmodes value=\"" << Mmode << "\" />\n";
// diffuse & specular brdf, lambert/cooktorr defaults
// diffuse
if (matr->diff_shader==MA_DIFF_ORENNAYAR) {
ostr << "\t\t<diffuse_brdf value=\"oren_nayar\" />\n";
ostr << "\t\t<roughness value=\"" << matr->roughness << "\" />\n";
}
else if (matr->diff_shader==MA_DIFF_TOON) {
ostr << "\t\t<diffuse_brdf value=\"toon\" />\n";
ostr << "\t\t<toondiffuse_size value=\"" << matr->param[0] << "\" />\n";
ostr << "\t\t<toondiffuse_smooth value=\"" << matr->param[1] << "\" />\n";
}
else if (matr->diff_shader==MA_DIFF_MINNAERT) {
ostr << "\t\t<diffuse_brdf value=\"minnaert\" />\n";
ostr << "\t\t<darkening value=\"" << matr->darkness << "\" />\n";
}
else ostr << "\t\t<diffuse_brdf value=\"lambert\" />\n";
// specular
if (matr->spec_shader==MA_SPEC_PHONG) {
ostr << "\t\t<specular_brdf value=\"phong\" />\n";
ostr << "\t\t<hard value=\"" << matr->har << "\" />\n";
}
else if (matr->spec_shader==MA_SPEC_BLINN) {
ostr << "\t\t<specular_brdf value=\"blinn\" />\n";
ostr << "\t\t<blinn_ior value=\"" << matr->refrac << "\" />\n";
ostr << "\t\t<hard value=\"" << matr->har << "\" />\n";
}
else if (matr->spec_shader==MA_SPEC_TOON) {
ostr << "\t\t<specular_brdf value=\"toon\" />\n";
ostr << "\t\t<toonspecular_size value=\"" << matr->param[2] << "\" />\n";
ostr << "\t\t<toonspecular_smooth value=\"" << matr->param[3] << "\" />\n";
}
else if (matr->spec_shader==MA_SPEC_WARDISO) {
ostr << "\t\t<specular_brdf value=\"ward\" />\n";
ostr << "\t\t<u_roughness value=\"" << matr->rms << "\" />\n";
ostr << "\t\t<v_roughness value=\"" << matr->rms << "\" />\n";
}
else {
ostr << "\t\t<specular_brdf value=\"blender_cooktorr\" />\n";
ostr << "\t\t<hard value=\"" << matr->har << "\" />\n";
}
// ramps, if used
if (matr->mode & (MA_RAMP_COL|MA_RAMP_SPEC))
{
const string rm_blend[9] = {"mix", "add", "mul", "sub", "screen", "divide", "difference", "darken", "lighten"};
const string rm_mode[4] = {"shader", "energy", "normal", "result"};
// diffuse
if ((matr->mode & MA_RAMP_COL) && (matr->ramp_col!=NULL))
{
ostr << "\t\t<diffuse_ramp value=\"" << shader_name+"_difframp" << "\" />\n";
ostr << "\t\t<diffuse_ramp_mode value=\"" << rm_mode[(int)matr->rampin_col] << "\" />\n";
ostr << "\t\t<diffuse_ramp_blend value=\"" << rm_blend[(int)matr->rampblend_col] << "\" />\n";
ostr << "\t\t<diffuse_ramp_factor value=\"" << matr->rampfac_col << "\" />\n";
}
// specular
if ((matr->mode & MA_RAMP_SPEC) && (matr->ramp_spec!=NULL)) {
ostr << "\t\t<specular_ramp value=\"" << shader_name+"_specramp" << "\" />\n";
ostr << "\t\t<specular_ramp_mode value=\"" << rm_mode[(int)matr->rampin_spec] << "\" />\n";
ostr << "\t\t<specular_ramp_blend value=\"" << rm_blend[(int)matr->rampblend_spec] << "\" />\n";
ostr << "\t\t<specular_ramp_factor value=\"" << matr->rampfac_spec << "\" />\n";
}
}
ostr << "\t</attributes>\n";
xmlfile << ostr.str();
// modulators
// first modulator is the texture of the face, if used (TexFace mode)
if (facetexname.length()!=0) {
ostr.str("");
ostr << "\t<modulator>\n";
ostr << "\t\t<input value=\"" << facetexname << "\" />\n";
ostr << "\t\t<color value=\"1\" />\n";
ostr << "\t</modulator>\n";
xmlfile << ostr.str();
}
for (int m2=0;m2<MAX_MTEX;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, MTex*>::const_iterator mtexL = used_textures.find(string(tex->id.name));
if (mtexL!=used_textures.end()) {
ostr.str("");
ostr << "\t<modulator>\n";
// when no facetex used, shader_name is created from original material name
if (facetexname.length()!=0)
ostr << "\t\t<input value=\"" << matr->id.name << "_map" << m2 << "\" />\n";
else
ostr << "\t\t<input value=\"" << shader_name << "_map" << m2 << "\" />\n";
// blendtype, would have been nice if the order would have been the same as for ramps...
const string blendtype[9] = {"mix", "mul", "add", "sub", "divide", "darken", "difference", "lighten", "screen"};
ostr << "\t\t<mode value=\"" << blendtype[(int)mtex->blendtype] << "\" />\n";
// texture color (for use with MUL and/or no_rgb etc..)
ostr << "\t\t<texcol r=\"" << mtex->r << "\" g=\"" << mtex->g << "\" b=\"" << mtex->b << "\" />\n";
// texture contrast, brightness & color adjustment
ostr << "\t\t<filtercolor r=\"" << tex->rfac << "\" g=\"" << tex->gfac << "\" b=\"" << tex->bfac << "\" />\n";
ostr << "\t\t<contrast value=\"" << tex->contrast << "\" />\n";
ostr << "\t\t<brightness value=\"" << tex->bright << "\" />\n";
// 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)
ostr << "\t\t<color value=\"1\" />\n";
// bumpmapping
if ((mtex->mapto & MAP_NORM) || (mtex->maptoneg & MAP_NORM)) {
// for yafray, bump factor is negated (unless tex is stucci, not affected by 'Neg')
// scaled down quite a bit
float nf = mtex->norfac;
if (tex->type!=TEX_STUCCI) nf *= -1.f;
if (mtex->maptoneg & MAP_NORM) nf *= -1.f;
ostr << "\t\t<normal value=\"" << (nf/60.f) << "\" />\n";
}
// all blender texture modulation as switches, either 1 or -1 (negative state of button)
// Csp, specular color modulation
if (mtex->mapto & MAP_COLSPEC)
ostr << "\t\t<colspec value=\"1\" />\n";
// CMir, mirror color modulation
if (mtex->mapto & MAP_COLMIR)
ostr << "\t\t<colmir value=\"1\" />\n";
// Ref, diffuse reflection amount modulation
if ((mtex->mapto & MAP_REF) || (mtex->maptoneg & MAP_REF)) {
int t = 1;
if (mtex->maptoneg & MAP_REF) t = -1;
ostr << "\t\t<difref value=\"" << t << "\" />\n";
}
// Spec, specular amount mod
if ((mtex->mapto & MAP_SPEC) || (mtex->maptoneg & MAP_SPEC)) {
int t = 1;
if (mtex->maptoneg & MAP_SPEC) t = -1;
ostr << "\t\t<specular value=\"" << t << "\" />\n";
}
// hardness modulation
if ((mtex->mapto & MAP_HAR) || (mtex->maptoneg & MAP_HAR)) {
int t = 1;
if (mtex->maptoneg & MAP_HAR) t = -1;
ostr << "\t\t<hard value=\"" << t << "\" />\n";
}
// alpha modulation
if ((mtex->mapto & MAP_ALPHA) || (mtex->maptoneg & MAP_ALPHA)) {
int t = 1;
if (mtex->maptoneg & MAP_ALPHA) t = -1;
ostr << "\t\t<alpha value=\"" << t << "\" />\n";
}
// emit modulation
if ((mtex->mapto & MAP_EMIT) || (mtex->maptoneg & MAP_EMIT)) {
int t = 1;
if (mtex->maptoneg & MAP_EMIT) t = -1;
ostr << "\t\t<emit value=\"" << t << "\" />\n";
}
// raymir modulation
if ((mtex->mapto & MAP_RAYMIRR) || (mtex->maptoneg & MAP_RAYMIRR)) {
int t = 1;
if (mtex->maptoneg & MAP_RAYMIRR) t = -1;
ostr << "\t\t<raymir value=\"" << t << "\" />\n";
}
// texture flag, combination of strings
string ts = "";
if (mtex->texflag & (MTEX_RGBTOINT | MTEX_STENCIL | MTEX_NEGATIVE)) {
if (mtex->texflag & MTEX_RGBTOINT) ts += "no_rgb ";
if (mtex->texflag & MTEX_STENCIL) ts += "stencil ";
if (mtex->texflag & MTEX_NEGATIVE) ts += "negative";
ostr << "\t\t<texflag value=\"" << ts << "\" />\n";
}
// colfac, controls amount of color modulation
ostr << "\t\t<colfac value=\"" << mtex->colfac << "\" />\n";
// def_var
ostr << "\t\t<def_var value=\"" << mtex->def_var << "\" />\n";
//varfac
ostr << "\t\t<varfac value=\"" << mtex->varfac << "\" />\n";
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";
ostr << "\t\t<alpha_flag value=\"" << ts << "\" />\n";
}
// image as normalmap flag
if (tex->imaflag & TEX_NORMALMAP) ostr << "\t\t<normalmap value=\"on\" />\n";
ostr << "\t</modulator>\n";
xmlfile << ostr.str();
}
}
xmlfile << "</shader>\n\n";
}
// write all materials & modulators
void yafrayFileRender_t::writeMaterialsAndModulators()
{
// shaders/mappers for regular texture (or non-texture) mode
// In case material has texface mode, and all faces have an image texture,
// this shader will not be used, but still be written
for (map<string, Material*>::const_iterator blendmat=used_materials.begin();
blendmat!=used_materials.end();++blendmat)
{
Material* matr = blendmat->second;
// mapper(s)
for (int m=0;m<MAX_MTEX;m++)
{
if (matr->septex & (1<<m)) continue;// all active channels
// ignore null mtex
MTex* mtex = matr->mtex[m];
if (mtex==NULL) continue;
// ignore null tex
Tex* tex = mtex->tex;
if (tex==NULL) continue;
map<string, MTex*>::const_iterator mtexL = used_textures.find(string(tex->id.name));
if (mtexL!=used_textures.end()) {
ostr.str("");
ostr << "<shader type=\"blendermapper\" name=\"" << blendmat->first + "_map" << m <<"\"";
if ((mtex->texco & TEXCO_OBJECT) || (mtex->texco & TEXCO_REFL) || (mtex->texco & TEXCO_NORM))
{
// For object, reflection & normal mapping, add the object matrix to the modulator,
// as in LF script, use camera matrix if no object specified.
// In this case this means the inverse of that matrix
float texmat[4][4], itexmat[4][4];
if ((mtex->texco & TEXCO_OBJECT) && (mtex->object))
MTC_Mat4CpyMat4(texmat, mtex->object->obmat);
else // also for refl. map
MTC_Mat4CpyMat4(texmat, maincam_obj->obmat);
MTC_Mat4Invert(itexmat, texmat);
ostr << "\n\t\tm00=\"" << itexmat[0][0] << "\" m01=\"" << itexmat[1][0]
<< "\" m02=\"" << itexmat[2][0] << "\" m03=\"" << itexmat[3][0] << "\"\n";
ostr << "\t\tm10=\"" << itexmat[0][1] << "\" m11=\"" << itexmat[1][1]
<< "\" m12=\"" << itexmat[2][1] << "\" m13=\"" << itexmat[3][1] << "\"\n";
ostr << "\t\tm20=\"" << itexmat[0][2] << "\" m21=\"" << itexmat[1][2]
<< "\" m22=\"" << itexmat[2][2] << "\" m23=\"" << itexmat[3][2] << "\"\n";
ostr << "\t\tm30=\"" << itexmat[0][3] << "\" m31=\"" << itexmat[1][3]
<< "\" m32=\"" << itexmat[2][3] << "\" m33=\"" << itexmat[3][3] << "\">\n";
}
else ostr << ">\n";
ostr << "\t<attributes>\n";
// use image name instead of texname when texture is image
if ((tex->type==TEX_IMAGE) && tex->ima)
ostr << "\t\t<input value=\"" << tex->ima->id.name << "\" />\n";
else if ((tex->flag & TEX_COLORBAND) & (tex->coba!=NULL))
ostr << "\t\t<input value=\"" << mtexL->first + "_coba" << "\" />\n";
else
ostr << "\t\t<input value=\"" << mtexL->first << "\" />\n";
// texture size
ostr << "\t\t<sizex value=\"" << mtex->size[0] << "\" />\n";
ostr << "\t\t<sizey value=\"" << mtex->size[1] << "\" />\n";
ostr << "\t\t<sizez value=\"" << mtex->size[2] << "\" />\n";
// texture offset
ostr << "\t\t<ofsx value=\"" << mtex->ofs[0] << "\" />\n";
ostr << "\t\t<ofsy value=\"" << mtex->ofs[1] << "\" />\n";
ostr << "\t\t<ofsz value=\"" << mtex->ofs[2] << "\" />\n";
// texture coordinates, have to disable 'sticky' in Blender
if (mtex->texco & TEXCO_UV)
ostr << "\t\t<texco value=\"uv\" />\n";
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..>
ostr << "\t\t<texco value=\"global\" />\n";
else if ((mtex->texco & TEXCO_ORCO) || (mtex->texco & TEXCO_STRAND))
// orco flag now used for 'strand'-mapping as well, see mesh code
ostr << "\t\t<texco value=\"orco\" />\n";
else if (mtex->texco & TEXCO_WINDOW)
ostr << "\t\t<texco value=\"window\" />\n";
else if (mtex->texco & TEXCO_NORM)
ostr << "\t\t<texco value=\"normal\" />\n";
else if (mtex->texco & TEXCO_REFL)
ostr << "\t\t<texco value=\"reflect\" />\n";
// texture projection axes, both image & procedural
string proj = "nxyz"; // 'n' for 'none'
ostr << "\t\t<proj_x value=\"" << proj[mtex->projx] << "\" />\n";
ostr << "\t\t<proj_y value=\"" << proj[mtex->projy] << "\" />\n";
ostr << "\t\t<proj_z value=\"" << proj[mtex->projz] << "\" />\n";
// texture mapping parameters only relevant to image type
if (tex->type==TEX_IMAGE) {
if (mtex->mapping==MTEX_FLAT)
ostr << "\t\t<mapping value=\"flat\" />\n";
else if (mtex->mapping==MTEX_CUBE)
ostr << "\t\t<mapping value=\"cube\" />\n";
else if (mtex->mapping==MTEX_TUBE)
ostr << "\t\t<mapping value=\"tube\" />\n";
else if (mtex->mapping==MTEX_SPHERE)
ostr << "\t\t<mapping value=\"sphere\" />\n";
// repeat
ostr << "\t\t<xrepeat value=\"" << tex->xrepeat << "\" />\n";
ostr << "\t\t<yrepeat value=\"" << tex->yrepeat << "\" />\n";
// clipping
if (tex->extend==TEX_EXTEND)
ostr << "\t\t<clipping value=\"extend\" />\n";
else if (tex->extend==TEX_CLIP)
ostr << "\t\t<clipping value=\"clip\" />\n";
else if (tex->extend==TEX_CLIPCUBE)
ostr << "\t\t<clipping value=\"clipcube\" />\n";
else if (tex->extend==TEX_CHECKER) {
ostr << "\t\t<clipping value=\"checker\" />\n";
string ts = "";
if (tex->flag & TEX_CHECKER_ODD) ts += "odd";
if (tex->flag & TEX_CHECKER_EVEN) ts += " even";
ostr << "\t\t<checker_mode value=\"" << ts << "\" />\n";
ostr << "\t\t<checker_dist value=\"" << tex->checkerdist << "\" />\n";
}
else
ostr << "\t\t<clipping value=\"repeat\" />\n";
// crop min/max
ostr << "\t\t<cropmin_x value=\"" << tex->cropxmin << "\" />\n";
ostr << "\t\t<cropmin_y value=\"" << tex->cropymin << "\" />\n";
ostr << "\t\t<cropmax_x value=\"" << tex->cropxmax << "\" />\n";
ostr << "\t\t<cropmax_y value=\"" << tex->cropymax << "\" />\n";
// rot90 flag
string ts = "off";
if (tex->imaflag & TEX_IMAROT) ts = "on";
ostr << "\t\t<rot90 value=\"" << ts << "\" />\n";
}
ostr << "\t</attributes>\n";
ostr << "</shader>\n\n";
xmlfile << ostr.str();
}
}
// shader + modulators
writeShader(blendmat->first, matr);
}
// write the mappers & shaders for the TexFace case
if (!imagetex.empty()) {
// Yafray doesn't have per-face-textures, only per-face-shaders,
// so create as many mappers/shaders as the images used by the object
int snum = 0;
for (map<Image*, set<Material*> >::const_iterator imgtex=imagetex.begin();
imgtex!=imagetex.end();++imgtex)
{
for (set<Material*>::const_iterator imgmat=imgtex->second.begin();
imgmat!=imgtex->second.end();++imgmat)
{
Material* matr = *imgmat;
// mapper
ostr.str("");
ostr << "<shader type=\"blendermapper\" name=\"" << string(matr->id.name) + "_ftmap" << snum << "\" >\n";
ostr << "\t<attributes>\n";
ostr << "\t\t<input value=\"" << imgtex->first->id.name << "\" />\n";
// all yafray default settings, except for texco, so no need to set others
ostr << "\t\t<texco value=\"uv\" />\n";
ostr << "\t</attributes>\n";
ostr << "</shader>\n\n";
xmlfile << ostr.str();
// shader, remember name, used later when writing per-face-shaders
ostr.str("");
ostr << matr->id.name << "_ftsha" << snum;
string shader_name = ostr.str();
imgtex_shader[string(matr->id.name) + string(imgtex->first->id.name)] = shader_name;
ostr.str("");
ostr << matr->id.name << "_ftmap" << snum++;
writeShader(shader_name, matr, ostr.str());
}
}
}
}
void yafrayFileRender_t::writeObject(Object* obj, const vector<VlakRen*> &VLR_list, const float obmat[4][4])
{
ostr.str("");
// transform first (not necessarily actual obj->obmat, can be duplivert see below)
ostr << "<transform m00=\"" << obmat[0][0] << "\" m01=\"" << obmat[1][0]
<< "\" m02=\"" << obmat[2][0] << "\" m03=\"" << obmat[3][0] << "\"\n";
ostr << " m10=\"" << obmat[0][1] << "\" m11=\"" << obmat[1][1]
<< "\" m12=\"" << obmat[2][1] << "\" m13=\"" << obmat[3][1] << "\"\n";
ostr << " m20=\"" << obmat[0][2] << "\" m21=\"" << obmat[1][2]
<< "\" m22=\"" << obmat[2][2] << "\" m23=\"" << obmat[3][2] << "\"\n";
ostr << " m30=\"" << obmat[0][3] << "\" m31=\"" << obmat[1][3]
<< "\" m32=\"" << obmat[2][3] << "\" m33=\"" << obmat[3][3] << "\">\n";
xmlfile << ostr.str();
ostr.str("");
// using the ObjectRen database, contruct a new name if object has a parent.
// This is done to prevent name clashes (group/library link related)
string obname(obj->id.name);
// previous implementation, keep around, in case this is still useful
//if (obj->id.flag & (LIB_EXTERN|LIB_INDIRECT))obname = "lib_" + obname;
ObjectRen *obren;
for (obren = static_cast<ObjectRen*>(re->objecttable.first);
obren; obren=static_cast<ObjectRen*>(obren->next))
{
Object *db_ob = obren->ob, *db_par = obren->par;
if (db_ob==obj)
if ((db_ob!=NULL) && (db_par!=NULL)) {
obname += "_" + string(db_par->id.name);
break;
}
}
ostr << "<object name=\"" << obname << "\"";
// Yafray still needs default shader name in object def.,
// since we write a shader with every face, simply use the material of the first face.
// If this is an empty string, assume default material.
VlakRen* face0 = VLR_list[0];
Material* face0mat = face0->mat;
string matname(face0mat->id.name);
// use name in imgtex_shader list if 'TexFace' enabled for this material
if (face0mat->mode & MA_FACETEXTURE) {
MTFace* tface = RE_vlakren_get_tface(re, face0, 0, NULL, 0);
if (tface) {
Image* fimg = (Image*)tface->tpage;
if (fimg) matname = imgtex_shader[string(face0mat->id.name) + string(fimg->id.name)];
}
}
bool shadow = face0mat->mode & MA_TRACEBLE;
ostr <<" shadow=\""<< (shadow ? "on" : "off" ) << "\" ";
bool caus = (((face0mat->mode & MA_RAYTRANSP) | (face0->mat->mode & MA_RAYMIRROR))!=0);
if (caus) ostr << "caus_IOR=\"" << face0mat->ang << "\"";
if (matname.length()==0) matname = "blender_default";
ostr << " shader_name=\"" << matname << "\" >\n";
ostr << "\t<attributes>\n";
if (caus)
{
float tr = 1.0-face0mat->alpha;
ostr << "\t\t<caus_tcolor r=\"" << face0mat->r*tr
<< "\" g=\"" << face0mat->g*tr
<< "\" b=\"" << face0mat->b*tr << "\" />\n";
tr = face0mat->ray_mirror;
ostr << "\t\t<caus_rcolor r=\"" << face0mat->mirr*tr
<< "\" g=\"" << face0mat->mirg*tr
<< "\" b=\"" << face0mat->mirb*tr << "\" />\n";
}
ostr << "\t</attributes>\n";
xmlfile << ostr.str();
// Export orco coords test.
// Previously was done by checking orco pointer, however this can be non-null but still not initialized.
// Test the rendermaterial texco flag instead.
// update2: bug #3193 it seems it has changed again with the introduction of static 'hair' particles,
// now it uses the vert pointer again as an extra test to make sure there are orco coords available
int has_orco = 0;
if (face0mat->texco & TEXCO_STRAND)
has_orco = 1;
else
has_orco = (((face0mat->texco & TEXCO_ORCO)!=0) && (face0->v1->orco!=NULL)) ? 2 : 0;
string has_orco_st = has_orco ? "on" : "off";
// smooth shading if enabled
bool no_auto = true; //in case non-mesh, or mesh has no autosmooth
if (obj->type==OB_MESH) {
Mesh* mesh = (Mesh*)obj->data;
if (mesh->flag & ME_AUTOSMOOTH) {
no_auto = false;
ostr.str("");
ostr << "\t<mesh autosmooth=\"" << mesh->smoothresh << "\" has_orco=\"" << has_orco_st << "\" >\n";
xmlfile << ostr.str();
}
}
// this for non-mesh as well
if (no_auto) {
// If AutoSmooth not used, since yafray currently cannot specify if a face is smooth
// or flat shaded, the smooth flag of the first face is used to determine
// the shading for the whole mesh
if (face0->flag & ME_SMOOTH)
xmlfile << "\t<mesh autosmooth=\"180\" has_orco=\"" << has_orco_st << "\" >\n";
else
xmlfile << "\t<mesh autosmooth=\"0.1\" has_orco=\"" << has_orco_st << "\" >\n"; //0 shows artefacts
}
// now all vertices
map<VertRen*, int> vert_idx; // for removing duplicate verts and creating an index list
int vidx = 0; // vertex index counter
// vertices, transformed back to world
xmlfile << "\t\t<points>\n";
// for deformed objects, object->imat is no longer valid,
// so have to create inverse render matrix ourselves here
float mat[4][4], imat[4][4];
MTC_Mat4MulMat4(mat, obj->obmat, re->viewmat);
MTC_Mat4Invert(imat, mat);
for (vector<VlakRen*>::const_iterator fci=VLR_list.begin();
fci!=VLR_list.end();++fci)
{
VlakRen* vlr = *fci;
VertRen* ver;
float* orco;
float tvec[3];
ostr.str("");
if (vert_idx.find(vlr->v1)==vert_idx.end()) {
vert_idx[vlr->v1] = vidx++;
ver = vlr->v1;
MTC_cp3Float(ver->co, tvec);
MTC_Mat4MulVecfl(imat, tvec);
ostr << "\t\t\t<p x=\"" << tvec[0]
<< "\" y=\"" << tvec[1]
<< "\" z=\"" << tvec[2] << "\" />\n";
// has_orco now an int, if 1 -> strand mapping, if 2 -> normal orco mapping
if (has_orco==1) {
ostr << "\t\t\t<p x=\"" << ver->accum
<< "\" y=\"" << ver->accum
<< "\" z=\"" << ver->accum << "\" />\n";
}
else if (has_orco==2) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
if (vert_idx.find(vlr->v2)==vert_idx.end()) {
vert_idx[vlr->v2] = vidx++;
ver = vlr->v2;
MTC_cp3Float(ver->co, tvec);
MTC_Mat4MulVecfl(imat, tvec);
ostr << "\t\t\t<p x=\"" << tvec[0]
<< "\" y=\"" << tvec[1]
<< "\" z=\"" << tvec[2] << "\" />\n";
// has_orco now an int, if 1 -> strand mapping, if 2 -> normal orco mapping
if (has_orco==1) {
ostr << "\t\t\t<p x=\"" << ver->accum
<< "\" y=\"" << ver->accum
<< "\" z=\"" << ver->accum << "\" />\n";
}
else if (has_orco==2) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
if (vert_idx.find(vlr->v3)==vert_idx.end()) {
vert_idx[vlr->v3] = vidx++;
ver = vlr->v3;
MTC_cp3Float(ver->co, tvec);
MTC_Mat4MulVecfl(imat, tvec);
ostr << "\t\t\t<p x=\"" << tvec[0]
<< "\" y=\"" << tvec[1]
<< "\" z=\"" << tvec[2] << "\" />\n";
// has_orco now an int, if 1 -> strand mapping, if 2 -> normal orco mapping
if (has_orco==1) {
ostr << "\t\t\t<p x=\"" << ver->accum
<< "\" y=\"" << ver->accum
<< "\" z=\"" << ver->accum << "\" />\n";
}
else if (has_orco==2) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
if ((vlr->v4) && (vert_idx.find(vlr->v4)==vert_idx.end())) {
vert_idx[vlr->v4] = vidx++;
ver = vlr->v4;
MTC_cp3Float(ver->co, tvec);
MTC_Mat4MulVecfl(imat, tvec);
ostr << "\t\t\t<p x=\"" << tvec[0]
<< "\" y=\"" << tvec[1]
<< "\" z=\"" << tvec[2] << "\" />\n";
// has_orco now an int, if 1 -> strand mapping, if 2 -> normal orco mapping
if (has_orco==1) {
ostr << "\t\t\t<p x=\"" << ver->accum
<< "\" y=\"" << ver->accum
<< "\" z=\"" << ver->accum << "\" />\n";
}
else if (has_orco==2) {
orco = ver->orco;
ostr << "\t\t\t<p x=\"" << orco[0]
<< "\" y=\"" << orco[1]
<< "\" z=\"" << orco[2] << "\" />\n";
}
}
xmlfile << ostr.str();
}
xmlfile << "\t\t</points>\n";
// all faces using the index list created above
xmlfile << "\t\t<faces>\n";
for (vector<VlakRen*>::const_iterator fci2=VLR_list.begin();
fci2!=VLR_list.end();++fci2)
{
VlakRen* vlr = *fci2;
Material* fmat = vlr->mat;
bool EXPORT_VCOL = ((fmat->mode & (MA_VERTEXCOL|MA_VERTEXCOLP))!=0);
string fmatname(fmat->id.name);
// use name in imgtex_shader list if 'TexFace' enabled for this face material
if (fmat->mode & MA_FACETEXTURE) {
MTFace* tface = RE_vlakren_get_tface(re, vlr, 0, NULL, 0);
if (tface) {
Image* fimg = (Image*)tface->tpage;
if (fimg) fmatname = imgtex_shader[fmatname + string(fimg->id.name)];
}
}
else if (fmatname.length()==0) fmatname = "blender_default";
int idx1 = vert_idx.find(vlr->v1)->second;
int idx2 = vert_idx.find(vlr->v2)->second;
int 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; }
ostr.str("");
ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\"";
// triangle uv and vcol indices
int ui1=0, ui2=1, ui3=2;
if (vlr->flag & R_DIVIDE_24) {
ui3++;
if (vlr->flag & R_FACE_SPLIT) { ui1++; ui2++; }
}
else if (vlr->flag & R_FACE_SPLIT) { ui2++; ui3++; }
MTFace* uvc = RE_vlakren_get_tface(re, vlr, 0, NULL, 0); // possible uvcoords (v upside down)
if (uvc) {
ostr << " u_a=\"" << uvc->uv[ui1][0] << "\" v_a=\"" << 1-uvc->uv[ui1][1] << "\""
<< " u_b=\"" << uvc->uv[ui2][0] << "\" v_b=\"" << 1-uvc->uv[ui2][1] << "\""
<< " u_c=\"" << uvc->uv[ui3][0] << "\" v_c=\"" << 1-uvc->uv[ui3][1] << "\"";
}
MCol *mcol= RE_vlakren_get_mcol(re, vlr, 0, NULL, 0);
// since Blender seems to need vcols when uvs are used, for yafray only export when the material actually uses vcols
if ((EXPORT_VCOL) && mcol) {
// vertex colors
unsigned char* pt = reinterpret_cast<unsigned char*>(&mcol[ui1]);
ostr << " vcol_a_r=\"" << (float)pt[3]/255.f << "\" vcol_a_g=\"" << (float)pt[2]/255.f
<< "\" vcol_a_b=\"" << (float)pt[1]/255.f << "\"";
pt = reinterpret_cast<unsigned char*>(&mcol[ui2]);
ostr << " vcol_b_r=\"" << (float)pt[3]/255.f << "\" vcol_b_g=\"" << (float)pt[2]/255.f
<< "\" vcol_b_b=\"" << (float)pt[1]/255.f << "\"";
pt = reinterpret_cast<unsigned char*>(&mcol[ui3]);
ostr << " vcol_c_r=\"" << (float)pt[3]/255.f << "\" vcol_c_g=\"" << (float)pt[2]/255.f
<< "\" vcol_c_b=\"" << (float)pt[1]/255.f << "\"";
}
ostr << " shader_name=\"" << fmatname << "\" />\n";
if (vlr->v4) {
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; }
ostr << "\t\t\t<f a=\"" << idx1 << "\" b=\"" << idx2 << "\" c=\"" << idx3 << "\"";
// increment uv & vcol indices
ui1 = (ui1+2) & 3;
ui2 = (ui2+2) & 3;
ui3 = (ui3+2) & 3;
if (uvc) {
ostr << " u_a=\"" << uvc->uv[ui1][0] << "\" v_a=\"" << 1-uvc->uv[ui1][1] << "\""
<< " u_b=\"" << uvc->uv[ui2][0] << "\" v_b=\"" << 1-uvc->uv[ui2][1] << "\""
<< " u_c=\"" << uvc->uv[ui3][0] << "\" v_c=\"" << 1-uvc->uv[ui3][1] << "\"";
}
if ((EXPORT_VCOL) && mcol) {
// vertex colors
unsigned char* pt = reinterpret_cast<unsigned char*>(&mcol[ui1]);
ostr << " vcol_a_r=\"" << (float)pt[3]/255.f << "\" vcol_a_g=\"" << (float)pt[2]/255.f
<< "\" vcol_a_b=\"" << (float)pt[1]/255.f << "\"";
pt = reinterpret_cast<unsigned char*>(&mcol[ui2]);
ostr << " vcol_b_r=\"" << (float)pt[3]/255.f << "\" vcol_b_g=\"" << (float)pt[2]/255.f
<< "\" vcol_b_b=\"" << (float)pt[1]/255.f << "\"";
pt = reinterpret_cast<unsigned char*>(&mcol[ui3]);
ostr << " vcol_c_r=\"" << (float)pt[3]/255.f << "\" vcol_c_g=\"" << (float)pt[2]/255.f
<< "\" vcol_c_b=\"" << (float)pt[1]/255.f << "\"";
}
ostr << " shader_name=\"" << fmatname << "\" />\n";
}
xmlfile << ostr.str();
}
xmlfile << "\t\t</faces>\n\t</mesh>\n</object>\n</transform>\n\n";
}
// write all objects
void yafrayFileRender_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;
writeObject(obj, obi->second, obj->obmat);
}
// 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
ostr.str("");
// yafray matrix = transpose of Blender
ostr << "<transform m00=\"" << cmat[0][0] << "\" m01=\"" << cmat[1][0]
<< "\" m02=\"" << cmat[2][0] << "\" m03=\"" << cmat[3][0] << "\"\n";
ostr << " m10=\"" << cmat[0][1] << "\" m11=\"" << cmat[1][1]
<< "\" m12=\"" << cmat[2][1] << "\" m13=\"" << cmat[3][1] << "\"\n";
ostr << " m20=\"" << cmat[0][2] << "\" m21=\"" << cmat[1][2]
<< "\" m22=\"" << cmat[2][2] << "\" m23=\"" << cmat[3][2] << "\"\n";
ostr << " m30=\"" << cmat[0][3] << "\" m31=\"" << cmat[1][3]
<< "\" m32=\"" << cmat[2][3] << "\" m33=\"" << cmat[3][3] << "\">\n";
xmlfile << ostr.str();
// new name from original
ostr.str("");
ostr << "<object name=\"" << obj->id.name << "_dup" << (curmtx>>4) << "\" original=\"" << obj->id.name << "\" >\n";
xmlfile << ostr.str();
xmlfile << "\t<attributes>\n\t</attributes>\n\t<null/>\n</object>\n</transform>\n\n";
}
}
}
void yafrayFileRender_t::writeAreaLamp(LampRen* lamp, int num, float iview[4][4])
{
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;
ostr.str("");
string md = "off";
// if no GI used, the GIphotons flag can still be set, so only use when 'full' selected
if ((re->r.GImethod==2) && (re->r.GIphotons)) { md="on"; power*=re->r.GIpower; }
ostr << "<light type=\"arealight\" name=\"LAMP" << num+1 << "\" dummy=\""<< md << "\" power=\"" << power << "\" ";
// samples not used for GI with photons, can still be exported, is ignored
int psm=0, sm = lamp->ray_totsamp;
if (sm>=25) psm = sm/5;
ostr << "samples=\"" << sm << "\" psamples=\"" << psm << "\" ";
ostr << ">\n";
// transform area lamp coords back to world
float lpco[4][3];
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]);
ostr << "\t<a x=\""<< lpco[0][0] <<"\" y=\""<< lpco[0][1] <<"\" z=\"" << lpco[0][2] <<"\" />\n";
ostr << "\t<b x=\""<< lpco[1][0] <<"\" y=\""<< lpco[1][1] <<"\" z=\"" << lpco[1][2] <<"\" />\n";
ostr << "\t<c x=\""<< lpco[2][0] <<"\" y=\""<< lpco[2][1] <<"\" z=\"" << lpco[2][2] <<"\" />\n";
ostr << "\t<d x=\""<< lpco[3][0] <<"\" y=\""<< lpco[3][1] <<"\" z=\"" << lpco[3][2] <<"\" />\n";
ostr << "\t<color r=\"" << lamp->r << "\" g=\"" << lamp->g << "\" b=\"" << lamp->b << "\" />\n";
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
void yafrayFileRender_t::writeLamps()
{
GroupObject *go;
int i=0;
// inverse viewmatrix needed for back2world transform
float iview[4][4];
// re->viewinv != inv.re->viewmat because of possible ortho mode (see convertBlenderScene.c)
// have to invert it here
MTC_Mat4Invert(iview, re->viewmat);
// all lamps
for(go=(GroupObject *)re->lights.first; go; go= go->next, i++) {
LampRen* lamp = (LampRen *)go->lampren;
ostr.str("");
if (lamp->type==LA_AREA) { writeAreaLamp(lamp, i, iview); continue; }
// TODO: add decay setting in yafray
ostr << "<light type=\"";
bool is_softL=false, is_sphereL=false;
if (lamp->type==LA_LOCAL) {
if (lamp->mode & LA_YF_SOFT) {
// shadowmapped omnidirectional light
ostr << "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
ostr << "spherelight\"";
is_sphereL = true;
}
else ostr << "pointlight\"";
ostr << " glow_intensity=\"" << lamp->YF_glowint << "\" glow_offset=\"" << lamp->YF_glowofs
<< "\" glow_type=\"" << lamp->YF_glowtype << "\"";
}
else if (lamp->type==LA_SPOT)
ostr << "spotlight\"";
else if ((lamp->type==LA_SUN) || (lamp->type==LA_HEMI)) // hemi exported as sun
ostr << "sunlight\"";
else if (lamp->type==LA_YF_PHOTON)
ostr << "photonlight\"";
else {
// possibly unknown type, ignore
cout << "Unknown Blender lamp type: " << lamp->type << endl;
continue;
}
//no name available here, create one
ostr << " name=\"LAMP" << i+1;
// color already premultiplied by energy, so only need distance here
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 {
pwr = lamp->dist;
//decay = 1;
}
}
if (is_sphereL) {
// 'dummy' mode for spherelight when used with gpm
string md = "off";
// if no GI used, the GIphotons flag can still be set, so only use when 'full' selected
if ((re->r.GImethod==2) && (re->r.GIphotons)) { md="on"; pwr*=re->r.GIpower; }
ostr << "\" power=\"" << pwr << "\" dummy=\"" << md << "\"";
}
else ostr << "\" power=\"" << pwr << "\"";
// cast_shadows flag not used with softlight, spherelight or photonlight
if ((!is_softL) && (!is_sphereL) && (lamp->type!=LA_YF_PHOTON)) {
string lpmode="off";
// Blender hemilights exported as sunlights which might have shadow flag set
// should have cast_shadows set to off (reported by varuag)
if (lamp->type!=LA_HEMI) {
if (re->r.mode & R_SHADOW) {
// old bug was here since the yafray lamp settings panel was added,
// blender spotlight shadbuf flag should be ignored, since it is not in the panel anymore
if (lamp->mode & LA_SHAD_RAY) lpmode="on";
}
}
ostr << " cast_shadows=\"" << lpmode << "\"";
}
// spot specific stuff
bool has_halo = ((lamp->type==LA_SPOT) && (lamp->mode & LA_HALO) && (lamp->haint>0.0));
if (lamp->type==LA_SPOT) {
// 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;
ostr << " size=\"" << acos(lamp->spotsi)*180.0/M_PI << "\""
<< " blend=\"" << lamp->spotbl*ld << "\""
<< " beam_falloff=\"2\""; // no Blender equivalent (yet)
// halo params
if (has_halo) {
ostr << "\n\thalo=\"on\" " << "res=\"" << lamp->YF_bufsize << "\"\n";
int hsmp = ((12-lamp->shadhalostep)*16)/12;
hsmp = (hsmp+1)*16; // makes range (16, 272) for halostep(12, 0), good enough?
// halo 'samples' now 'stepsize'
// convert from old integer samples value to some reasonable stepsize
ostr << "\tstepsize=\"" << (1.0/sqrt((float)hsmp)) << "\" shadow_samples=\"" << (lamp->samp*lamp->samp) << "\"\n";
ostr << "\thalo_blur=\"0\" shadow_blur=\"" << (lamp->soft*0.01f) << "\"\n";
ostr << "\tfog_density=\"" << (lamp->haint*0.2f) << "\"";
}
}
else if (is_softL) {
// softlight
ostr << " res=\"" << lamp->YF_bufsize << "\""
<< " radius=\"" << lamp->soft << "\""
<< " bias=\"" << lamp->bias << "\"";
}
else if (is_sphereL) {
// spherelight
int psm=0, sm = lamp->ray_samp*lamp->ray_samp;
if (sm>=25) psm = sm/5;
ostr << " radius=\"" << lamp->YF_ltradius << "\""
<< " samples=\"" << sm << "\""
<< " psamples=\"" << psm << "\""
<< " qmc_method=\"1\"";
}
else if (lamp->type==LA_YF_PHOTON) {
string qmc="off";
if (lamp->YF_useqmc) qmc="on";
ostr << "\n\tphotons=\"" << lamp->YF_numphotons << "\""
<< " search=\"" << lamp->YF_numsearch << "\""
<< " depth=\"" << lamp->YF_phdepth << "\""
<< " use_QMC=\"" << qmc << "\""
<< " angle=\"" << acos(lamp->spotsi)*180.0/M_PI << "\"";
float cl = lamp->YF_causticblur/sqrt((float)lamp->YF_numsearch);
ostr << "\n\tfixedradius=\"" << lamp->YF_causticblur << "\" cluster=\"" << cl << "\"";
}
ostr << " >\n";
// transform lamp co & vec back to world
float lpco[3], lpvec[3];
MTC_cp3Float(lamp->co, lpco);
MTC_Mat4MulVecfl(iview, lpco);
MTC_cp3Float(lamp->vec, lpvec);
MTC_Mat4Mul3Vecfl(iview, lpvec);
// position, (==-blendir for sun/hemi)
if ((lamp->type==LA_SUN) || (lamp->type==LA_HEMI))
ostr << "\t<from x=\"" << -lpvec[0] << "\" y=\"" << -lpvec[1] << "\" z=\"" << -lpvec[2] << "\" />\n";
else
ostr << "\t<from x=\"" << lpco[0] << "\" y=\"" << lpco[1] << "\" z=\"" << lpco[2] << "\" />\n";
// 'to' for spot/photonlight, already calculated by Blender
if ((lamp->type==LA_SPOT) || (lamp->type==LA_YF_PHOTON)) {
ostr << "\t<to x=\"" << lpco[0] + lpvec[0]
<< "\" y=\"" << lpco[1] + lpvec[1]
<< "\" z=\"" << lpco[2] + lpvec[2] << "\" />\n";
if (has_halo) ostr << "\t<fog r=\"1\" g=\"1\" b=\"1\" />\n";
}
// color
// rgb in LampRen is premultiplied by energy, power is compensated for that above
ostr << "\t<color r=\"" << lamp->r << "\" g=\"" << lamp->g << "\" b=\"" << lamp->b << "\" />\n";
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
}
// write main camera
void yafrayFileRender_t::writeCamera()
{
// here Global used again
ostr.str("");
ostr << "<camera name=\"MAINCAM\" ";
if (re->r.mode & R_ORTHO)
ostr << "type=\"ortho\"";
else
ostr << "type=\"perspective\"";
// render resolution including the percentage buttons
ostr << " resx=\"" << re->winx << "\" resy=\"" << re->winy << "\"";
float f_aspect = 1;
if ((re->winx * re->r.xasp) <= (re->winy * re->r.yasp))
f_aspect = float(re->winx * re->r.xasp) / float(re->winy * re->r.yasp);
ostr << "\n\tfocal=\"" << mainCamLens/(f_aspect*32.f);
// bug #4532, when field rendering is enabled, ycor is doubled
if (re->r.mode & R_FIELDS)
ostr << "\" aspect_ratio=\"" << (re->ycor * 0.5f) << "\"";
else
ostr << "\" aspect_ratio=\"" << re->ycor << "\"";
// dof params, only valid for real camera
float fdist = 1; // only changes for ortho
if (maincam_obj->type==OB_CAMERA) {
Camera* cam = (Camera*)maincam_obj->data;
if (re->r.mode & R_ORTHO) fdist = cam->ortho_scale*(mainCamLens/32.f);
ostr << "\n\tdof_distance=\"" << cam->YF_dofdist << "\"";
ostr << " aperture=\"" << cam->YF_aperture << "\"";
string st = "on";
if (cam->flag & CAM_YF_NO_QMC) st = "off";
ostr << " use_qmc=\"" << st << "\"";
// bokeh params
st = "disk1";
if (cam->YF_bkhtype==1)
st = "disk2";
else if (cam->YF_bkhtype==2)
st = "triangle";
else if (cam->YF_bkhtype==3)
st = "square";
else if (cam->YF_bkhtype==4)
st = "pentagon";
else if (cam->YF_bkhtype==5)
st = "hexagon";
else if (cam->YF_bkhtype==6)
st = "ring";
ostr << "\n\tbokeh_type=\"" << st << "\"";
st = "uniform";
if (cam->YF_bkhbias==1)
st = "center";
else if (cam->YF_bkhbias==2)
st = "edge";
ostr << " bokeh_bias=\"" << st << "\"";
ostr << " bokeh_rotation=\"" << cam->YF_bkhrot << "\"";
}
ostr << " >\n";
xmlfile << ostr.str();
ostr.str("");
ostr << "\t<from x=\"" << maincam_obj->obmat[3][0] << "\""
<< " y=\"" << maincam_obj->obmat[3][1] << "\""
<< " z=\"" << maincam_obj->obmat[3][2] << "\" />\n";
ostr << "\t<to x=\"" << maincam_obj->obmat[3][0] - fdist * re->viewmat[0][2]
<< "\" y=\"" << maincam_obj->obmat[3][1] - fdist * re->viewmat[1][2]
<< "\" z=\"" << maincam_obj->obmat[3][2] - fdist * re->viewmat[2][2] << "\" />\n";
ostr << "\t<up x=\"" << maincam_obj->obmat[3][0] + re->viewmat[0][1]
<< "\" y=\"" << maincam_obj->obmat[3][1] + re->viewmat[1][1]
<< "\" z=\"" << maincam_obj->obmat[3][2] + re->viewmat[2][1] << "\" />\n";
xmlfile << ostr.str();
xmlfile << "</camera>\n\n";
}
void yafrayFileRender_t::writeHemilight()
{
World *world = G.scene->world;
bool fromAO = false;
if (re->r.GIquality==6){
// use Blender AO params is possible
if (world==NULL) return;
if ((world->mode & WO_AMB_OCC)==0) {
// no AO, use default GIquality
cout << "No ambient occlusion enabled\nUsing defaults of 25 samples & infinite distance instead" << endl;
}
else fromAO = true;
}
ostr.str("");
if (re->r.GIcache) {
ostr << "<light type=\"pathlight\" name=\"path_LT\" power=\"" << re->r.GIpower << "\" mode=\"occlusion\"";
ostr << "\n\tcache=\"on\" use_QMC=\"on\" threshold=\"" << re->r.GIrefinement << "\" "
<< "cache_size=\"" << ((2.0/float(re->winx))*re->r.GIpixelspersample) << "\"";
ostr << "\n\tshadow_threshold=\"" << (1.0-re->r.GIshadowquality) << "\" grid=\"82\" search=\"35\"";
ostr << "\n\tignore_bumpnormals=\"" << (re->r.YF_nobump ? "on" : "off") << "\"";
if (fromAO) {
// for AO, with cache, using range of 32*1 to 32*16 seems good enough
ostr << "\n\tsamples=\"" << 32*world->aosamp << "\" maxdistance=\"" << world->aodist << "\" >\n";
}
else {
switch (re->r.GIquality)
{
case 1 : ostr << " samples=\"128\" >\n"; break;
case 2 : ostr << " samples=\"256\" >\n"; break;
case 3 : ostr << " samples=\"512\" >\n"; break;
case 4 : ostr << " samples=\"1024\" >\n"; break;
case 5 : ostr << " samples=\"2048\" >\n"; break;
default: ostr << " samples=\"256\" >\n";
}
}
}
else {
ostr << "<light type=\"hemilight\" name=\"hemi_LT\" power=\"" << re->r.GIpower << "\"";
if (fromAO) {
// use minimum of 4 samples for lowest sample setting, single sample way too noisy
ostr << "\n\tsamples=\"" << 3 + world->aosamp*world->aosamp
<< "\" maxdistance=\"" << world->aodist
<< "\" use_QMC=\"" << ((world->aomode & WO_AORNDSMP) ? "off" : "on") << "\" >\n";
}
else {
switch (re->r.GIquality)
{
case 1 :
case 2 : ostr << " samples=\"16\" >\n"; break;
case 3 : ostr << " samples=\"36\" >\n"; break;
case 4 : ostr << " samples=\"64\" >\n"; break;
case 5 : ostr << " samples=\"128\" >\n"; break;
default: ostr << " samples=\"25\" >\n";
}
}
}
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
void yafrayFileRender_t::writePathlight()
{
ostr.str("");
if (re->r.GIphotons)
{
ostr << "<light type=\"globalphotonlight\" name=\"gpm\" photons=\"" << re->r.GIphotoncount << "\"" << endl;
ostr << "\tradius=\"" << re->r.GIphotonradius << "\" depth=\"" << ((re->r.GIdepth>2) ? (re->r.GIdepth-1) : 1)
<< "\" caus_depth=\"" << re->r.GIcausdepth << "\" search=\"" << re->r.GImixphotons << "\" >"<<endl;
ostr << "</light>"<<endl;
}
ostr << "<light type=\"pathlight\" name=\"path_LT\" power=\"" << re->r.GIindirpower << "\"";
ostr << " depth=\"" << ((re->r.GIphotons) ? 1 : re->r.GIdepth) << "\" caus_depth=\"" << re->r.GIcausdepth <<"\"\n";
if (re->r.GIdirect && re->r.GIphotons) ostr << "direct=\"on\"" << endl;
if (re->r.GIcache && !(re->r.GIdirect && re->r.GIphotons))
{
switch (re->r.GIquality)
{
case 1 : ostr << " samples=\"128\" \n"; break;
case 2 : ostr << " samples=\"256\" \n"; break;
case 3 : ostr << " samples=\"512\" \n"; break;
case 4 : ostr << " samples=\"1024\" \n"; break;
case 5 : ostr << " samples=\"2048\" \n"; break;
default: ostr << " samples=\"512\" \n";
}
ostr << " cache=\"on\" use_QMC=\"on\" threshold=\"" << re->r.GIrefinement << "\"" << endl;
ostr << "\tignore_bumpnormals=\"" << (re->r.YF_nobump ? "on" : "off") << "\"\n";
float sbase = 2.0/float(re->winx);
ostr << "\tcache_size=\"" << sbase*re->r.GIpixelspersample << "\" shadow_threshold=\"" <<
1.0-re->r.GIshadowquality << "\" grid=\"82\" search=\"35\" >\n";
}
else
{
switch (re->r.GIquality)
{
case 1 : ostr << " samples=\"16\" >\n"; break;
case 2 : ostr << " samples=\"36\" >\n"; break;
case 3 : ostr << " samples=\"64\" >\n"; break;
case 4 : ostr << " samples=\"128\" >\n"; break;
case 5 : ostr << " samples=\"256\" >\n"; break;
default: ostr << " samples=\"25\" >\n";
}
}
ostr << "</light>\n\n";
xmlfile << ostr.str();
}
bool yafrayFileRender_t::writeWorld()
{
World *world = G.scene->world;
if (re->r.GIquality!=0) {
if (re->r.GImethod==1) {
if (world==NULL) cout << "WARNING: need world background for skydome!\n";
writeHemilight();
}
else if (re->r.GImethod==2) writePathlight();
}
if (world==NULL) return false;
for (int i=0;i<MAX_MTEX;i++) {
MTex* wtex = world->mtex[i];
if (!wtex) continue;
Image* wimg = wtex->tex->ima;
// now always exports if image used as world texture (and 'Hori' mapping enabled)
if ((wtex->tex->type==TEX_IMAGE) && (wimg!=NULL) && (wtex->mapto & WOMAP_HORIZ)) {
string wt_path = wimg->name;
adjustPath(wt_path);
ostr.str("");
ostr << "<background type=\"image\" name=\"world_background\" ";
// exposure_adjust not restricted to integer range anymore
ostr << "exposure_adjust=\"" << wtex->tex->bright-1.f << "\"";
if (wtex->texco & TEXCO_ANGMAP)
ostr << " mapping=\"probe\" >\n";
else if (wtex->texco & TEXCO_H_SPHEREMAP) // in yafray full sphere
ostr << " mapping=\"sphere\" >\n";
else // assume 'tube' for anything else
ostr << " mapping=\"tube\" >\n";
ostr << "\t<filename value=\"" << wt_path << "\" />\n";
ostr << "\t<interpolate value=\"" << ((wtex->tex->imaflag & TEX_INTERPOL) ? "bilinear" : "none") << "\" />\n";
if (wtex->tex->filtersize>1.f) ostr << "\t<prefilter value=\"on\" />\n";
ostr << "</background>\n\n";
xmlfile << ostr.str();
return true;
}
}
ostr.str("");
ostr << "<background type=\"constant\" name=\"world_background\" >\n";
// 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)
float bg_mult = (re->r.GImethod==0) ? 1 : re->r.GIpower;
ostr << "\t<color r=\"" << (world->horr * bg_mult) <<
"\" g=\"" << (world->horg * bg_mult) <<
"\" b=\"" << (world->horb * bg_mult) << "\" />\n";
ostr << "</background>\n\n";
xmlfile << ostr.str();
return true;
}
bool yafrayFileRender_t::executeYafray(const string &xmlpath)
{
ostr.str("");
if (re->r.mode & R_BORDER) {
ostr << command_path << "yafray -c " << re->r.YF_numprocs
<< " -r " << (2.f*re->r.border.xmin - 1.f)
<< ":" << (2.f*re->r.border.xmax - 1.f)
<< ":" << (2.f*re->r.border.ymin - 1.f)
<< ":" << (2.f*re->r.border.ymax - 1.f)
<< " \"" << xmlpath << "\"";
}
else
ostr << command_path << "yafray -c " << re->r.YF_numprocs << " \"" << xmlpath << "\"";
string command = ostr.str();
cout << "COMMAND: " << command << endl;
#ifndef WIN32
sigset_t yaf,old;
sigemptyset(&yaf);
sigaddset(&yaf, SIGVTALRM);
sigprocmask(SIG_BLOCK, &yaf, &old);
int ret=system(command.c_str());
sigprocmask(SIG_SETMASK, &old, NULL);
if (WIFEXITED(ret))
{
if (WEXITSTATUS(ret)) cout<<"Executed -"<<command<<"-"<<endl;
switch (WEXITSTATUS(ret))
{
case 0: cout << "Yafray completed successfully\n"; return true;
case 127: cout << "Yafray not found\n"; return false;
case 126: cout << "Yafray: permission denied\n"; return false;
default: cout << "Yafray exited with errors\n"; return false;
}
}
else if (WIFSIGNALED(ret))
cout << "Yafray crashed\n";
else
cout << "Unknown error\n";
return false;
#else
int ret=system(command.c_str());
return ret==0;
#endif
}