This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/yafray/intern/export_File.cpp
Campbell Barton c9dd69c11a remove MTC_ functions, (don't merge)
replacements...
MTC_cross3Float -> Crossf
MTC_diff3Float -> VecSubf
MTC_dot3Float -> Inpf
MTC_Mat3CpyMat4 -> Mat3CpyMat4
MTC_Mat3MulVecd -> Mat3MulVecd
MTC_Mat3MulVecfl -> Mat3MulVecfl
MTC_Mat4CpyMat4 -> Mat4CpyMat4
MTC_Mat4Invert -> Mat4Invert
MTC_Mat4Mul3Vecfl -> Mat4Mul3Vecfl
MTC_Mat4MulMat4 -> Mat4MulMat4
MTC_Mat4MulSerie -> Mat4MulSerie
MTC_Mat4MulVec4fl -> Mat4MulVec4fl
MTC_Mat4MulVecfl -> Mat4MulVecfl
MTC_Mat4One -> Mat4One
MTC_Mat4Ortho -> Mat4Ortho
MTC_Mat4SwapMat4 -> Mat4SwapMat4
2009-09-06 00:19:15 +00:00

2062 lines
73 KiB
C++

#include "export_File.h"
#include <math.h>
#include <cstring>
using namespace std;
#define MTC_cp3Float(_a, _b) VecCopyf(_b, _a)
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 const 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);
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[MTEX_NUM_BLENDTYPES] = {"mix", "mul", "add", "sub", "divide", "darken", "difference", "lighten", "screen", "hue", "sat", "val", "color"};
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))
Mat4CpyMat4(texmat, mtex->object->obmat);
else // also for refl. map
Mat4CpyMat4(texmat, maincam_obj->obmat);
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, ObjectRen *obr, 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(obr, face0, obr->actmtface, 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];
Mat4MulMat4(mat, obj->obmat, re->viewmat);
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);
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);
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);
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);
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(obr, vlr, obr->actmtface, 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(obr, vlr, obr->actmtface, 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(obr, vlr, obr->actmcol, 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*, yafrayObjectRen >::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.obr, obi->second.faces, 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];
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].obr, all_objects[obj].faces, 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];
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]);
Mat4MulVecfl(iview, lpco[0]);
MTC_cp3Float(b, lpco[1]);
Mat4MulVecfl(iview, lpco[1]);
MTC_cp3Float(c, lpco[2]);
Mat4MulVecfl(iview, lpco[2]);
MTC_cp3Float(d, lpco[3]);
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
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);
Mat4MulVecfl(iview, lpco);
MTC_cp3Float(lamp->vec, lpvec);
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.threads
<< " -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.threads << " \"" << 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
}