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# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# #**** END GPL LICENSE BLOCK #****
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# <pep8 compliant>
"""Write the POV file using this file's functions and some from other modules then render it."""
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import bpy
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from sys import platform
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from math import (
    pi,
)  # maybe move to scenography.py and topology_*****_data.py respectively with smoke and matrix

import tempfile  # generate temporary files with random names
from bpy.types import Operator
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from bpy.utils import register_class, unregister_class
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from . import (
    scripting,
)  # for writing, importing and rendering directly POV Scene Description Language items
from . import scenography  # for atmosphere, environment, effects, lighting, camera
from . import shading  # for BI POV shaders emulation
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from . import object_mesh_topology  # for mesh based geometry
from . import object_curve_topology  # for curves based geometry

# from . import object_primitives  # for import and export of POV specific primitives
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from .scenography import image_format, img_map, img_map_transforms, path_image

from .shading import write_object_material_interior
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from .object_primitives import write_object_modifiers
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def string_strip_hyphen(name):
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    """Remove hyphen characters from a string to avoid POV errors."""
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    return name.replace("-", "")
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def safety(name, ref_level_bound):
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    """append suffix characters to names of various material declinations.
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    Material declinations are necessary to POV syntax and used in shading.py
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    by the pov_has_no_specular_maps function to create the finish map trick and
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    the suffixes avoid name collisions.
    Keyword arguments:
    name -- the initial material name as a string
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    ref_level_bound -- the enum number of the ref_level_bound being written:
        ref_level_bound=1 is for texture with No specular nor Mirror reflection
        ref_level_bound=2 is for texture with translation of spec and mir levels
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        for when no map influences them
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        ref_level_bound=3 is for texture with Maximum Spec and Mirror
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    """
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    # All the try except clause below seems useless as each time
    # prefix rewritten even after and outside of it what was the point?
    # It may not even be any longer possible to feed no arg from Blender UI
    # try:
    # if name: # if int(name) > 0: # could be zero if no argument provided
    # # and always triggered exception so is this similar ?
    # prefix = "shader"
    # except BaseException as e:
    # print(e.__doc__)
    # print('An exception occurred: {}'.format(e))
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    # prefix = "" # rewritten below...
    prefix = "shader_"
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    name = string_strip_hyphen(name)
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    if ref_level_bound == 2:
        return prefix + name
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    # implicit else-if (no return yet)
    if ref_level_bound == 1:
        return prefix + name + "0"  # used for 0 of specular map
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    # implicit else-if (no return yet)
    if ref_level_bound == 3:
        return prefix + name + "1"  # used for 1 of specular map
# -------- end safety string name material

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def is_renderable(ob):
    """test for objects flagged as hidden or boolean operands not to render"""
    return not ob.hide_render and ob not in csg_list
def renderable_objects(scene):
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    """test for non hidden, non boolean operands objects to render"""
    return [ob for ob in bpy.data.objects if is_renderable(ob)]
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def no_renderable_objects():
    """Boolean operands only. Not to render"""
    return list(csg_list)
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tab_level = 0
user_dir = bpy.utils.resource_path('USER')
preview_dir = os.path.join(user_dir, "preview")

# Make sure Preview directory exists and is empty
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smoke_path = os.path.join(preview_dir, "smoke.df3")

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# below properties not added to __init__ yet to avoid conflicts with material sss scale
# unless it would override then should be interfaced also in scene units property tab
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# if scene.pov.sslt_enable:
    # file.write("    mm_per_unit %s\n"%scene.pov.mm_per_unit)
    # file.write("    subsurface {\n")
    # file.write("        samples %s, %s\n"%(scene.pov.sslt_samples_max,scene.pov.sslt_samples_min))
    # if scene.pov.sslt_radiosity:
        # file.write("        radiosity on\n")
    # file.write("}\n")
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'''
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# def write_object_modifiers(scene, ob, File):
# """Translate some object level POV statements from Blender UI
# to POV syntax and write to exported file """

# # Maybe return that string to be added instead of directly written.

# '''XXX WIP
# onceCSG = 0
# for mod in ob.modifiers:
# if onceCSG == 0:
# if mod :
# if mod.type == 'BOOLEAN':
# if ob.pov.boolean_mod == "POV":
# File.write("\tinside_vector <%.6g, %.6g, %.6g>\n" %
# (ob.pov.inside_vector[0],
# ob.pov.inside_vector[1],
# ob.pov.inside_vector[2]))
# onceCSG = 1
# '''

# if ob.pov.hollow:
# File.write("\thollow\n")
# if ob.pov.double_illuminate:
# File.write("\tdouble_illuminate\n")
# if ob.pov.sturm:
# File.write("\tsturm\n")
# if ob.pov.no_shadow:
# File.write("\tno_shadow\n")
# if ob.pov.no_image:
# File.write("\tno_image\n")
# if ob.pov.no_reflection:
# File.write("\tno_reflection\n")
# if ob.pov.no_radiosity:
# File.write("\tno_radiosity\n")
# if ob.pov.inverse:
# File.write("\tinverse\n")
# if ob.pov.hierarchy:
# File.write("\thierarchy\n")

# # XXX, Commented definitions
# '''
# if scene.pov.photon_enable:
# File.write("photons {\n")
# if ob.pov.target:
# File.write("target %.4g\n"%ob.pov.target_value)
# if ob.pov.refraction:
# File.write("refraction on\n")
# if ob.pov.reflection:
# File.write("reflection on\n")
# if ob.pov.pass_through:
# File.write("pass_through\n")
# File.write("}\n")
# if ob.pov.object_ior > 1:
# File.write("interior {\n")
# File.write("ior %.4g\n"%ob.pov.object_ior)
# if scene.pov.photon_enable and ob.pov.target and ob.pov.refraction and ob.pov.dispersion:
# File.write("ior %.4g\n"%ob.pov.dispersion_value)
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# File.write("ior %s\n"%ob.pov.dispersion_samples)
# if scene.pov.photon_enable == False:
# File.write("caustics %.4g\n"%ob.pov.fake_caustics_power)
# '''
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def write_pov(filename, scene=None, info_callback=None):
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    """Main export process from Blender UI to POV syntax and write to exported file """
    file = open(filename, "w")
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    # Only for testing
    if not scene:
        scene = bpy.data.scenes[0]

    render = scene.render
    world = scene.world
    global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
    comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
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    linebreaksinlists = scene.pov.list_lf_enable and not scene.pov.tempfiles_enable
    feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
    using_uberpov = feature_set == 'uberpov'
    pov_binary = PovrayRender._locate_binary()
    if using_uberpov:
        print("Unofficial UberPOV feature set chosen in preferences")
    else:
        print("Official POV-Ray 3.7 feature set chosen in preferences")
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    if 'uber' in pov_binary:
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        print("The name of the binary suggests you are probably rendering with Uber POV engine")
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        print("The name of the binary suggests you are probably rendering with standard POV engine")
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    def set_tab(tabtype, spaces):
        tab_str = ""
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            tab_str = ""
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            tab_str = "\t"
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            tab_str = spaces * " "
        return tab_str
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    tab = set_tab(scene.pov.indentation_character, scene.pov.indentation_spaces)
    if not scene.pov.tempfiles_enable:
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        def tab_write(str_o):
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            """Indent POV syntax from brackets levels and write to exported file """
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            global tab_level
            brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
            if brackets < 0:
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                tab_level = tab_level + brackets
            if tab_level < 0:
                print("Indentation Warning: tab_level = %s" % tab_level)
                tab_level = 0
            if tab_level >= 1:
                file.write("%s" % tab * tab_level)
            file.write(str_o)
            if brackets > 0:
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                tab_level = tab_level + brackets
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        def tab_write(str_o):
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            """write directly to exported file if user checked autonamed temp files (faster)."""
            file.write(str_o)
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    def unique_name(name, name_seq):
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        """Increment any generated POV name that could get identical to avoid collisions"""
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        if name not in name_seq:
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            name = string_strip_hyphen(name)
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            return name

        name_orig = name
        i = 1
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        while name in name_seq:
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            i += 1
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        name = string_strip_hyphen(name)
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        return name

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    def write_matrix(matrix):
        """Translate some transform matrix from Blender UI
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        to POV syntax and write to exported file """
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        tab_write(
            "matrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n"
            % (
                matrix[0][0],
                matrix[1][0],
                matrix[2][0],
                matrix[0][1],
                matrix[1][1],
                matrix[2][1],
                matrix[0][2],
                matrix[1][2],
                matrix[2][2],
                matrix[0][3],
                matrix[1][3],
                matrix[2][3],
            )
        )
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    material_names_dictionary = {}
    DEF_MAT_NAME = ""  # or "Default"?
    # -----------------------------------------------------------------------------
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    def export_meta(metas):
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        """write all POV blob primitives and Blender Metas to exported file """
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        # TODO - blenders 'motherball' naming is not supported.
        if comments and len(metas) >= 1:
            file.write("//--Blob objects--\n\n")
        # Get groups of metaballs by blender name prefix.
        meta_group = {}
        meta_elems = {}
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        for ob in metas:
            if prefix not in meta_group:
                meta_group[prefix] = ob  # .data.threshold
            elems = [
                (elem, ob)
                for elem in ob.data.elements
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                if elem.type in {'BALL', 'ELLIPSOID', 'CAPSULE', 'CUBE', 'PLANE'}
            if prefix in meta_elems:
                meta_elems[prefix].extend(elems)
                meta_elems[prefix] = elems
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                tab_write("\n//dummy sphere to represent empty meta location\n")
                tab_write(
                    "sphere {<%.6g, %.6g, %.6g>,0 pigment{rgbt 1} "
                    "no_image no_reflection no_radiosity "
                    "photons{pass_through collect off} hollow}\n\n"
                    % (ob.location.x, ob.location.y, ob.location.z)
                )  # ob.name > povdataname)
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            # other metaballs
            else:
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                for mg, mob in meta_group.items():
                    if len(meta_elems[mg]) != 0:
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                        tab_write("blob{threshold %.4g // %s \n" % (mob.data.threshold, mg))
                        for elems in meta_elems[mg]:
                            elem = elems[0]
                            loc = elem.co
                            stiffness = elem.stiffness
                            if elem.use_negative:
                                stiffness = -stiffness
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                                tab_write(
                                    "sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g "
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                                    % (loc.x, loc.y, loc.z, elem.radius, stiffness)
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
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                                tab_write(
                                    "sphere{ <%.6g, %.6g, %.6g>,%.4g,%.4g "
                                    % (
                                        loc.x / elem.size_x,
                                        loc.y / elem.size_y,
                                        loc.z / elem.size_z,
                                        elem.radius,
                                        stiffness,
                                    )
                                )
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                                tab_write(
                                    "scale <%.6g, %.6g, %.6g>"
                                    % (elem.size_x, elem.size_y, elem.size_z)
                                )
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
                            elif elem.type == 'CAPSULE':
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                                tab_write(
                                    "cylinder{ <%.6g, %.6g, %.6g>,<%.6g, %.6g, %.6g>,%.4g,%.4g "
                                    % (
                                        (loc.x - elem.size_x),
                                        (loc.y),
                                        (loc.z),
                                        (loc.x + elem.size_x),
                                        (loc.y),
                                        (loc.z),
                                        elem.radius,
                                        stiffness,
                                    )
                                )
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                                # tab_write("scale <%.6g, %.6g, %.6g>" % (elem.size_x, elem.size_y, elem.size_z))
                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
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                                tab_write(
                                    "cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale  <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
                                    % (
                                        elem.radius * 2.0,
                                        stiffness / 4.0,
                                        loc.x,
                                        loc.y,
                                        loc.z,
                                        elem.size_x,
                                        elem.size_y,
                                        elem.size_z,
                                    )
                                )
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
                                tab_write(
                                    "cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
                                    % (
                                        elem.radius * 2.0,
                                        stiffness / 4.0,
                                        loc.x,
                                        loc.y,
                                        loc.z,
                                        elem.size_x,
                                        elem.size_y,
                                        elem.size_z,
                                    )
                                )
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
                                tab_write(
                                    "cylinder { -z*8, +z*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1,1/4> scale <%.6g, %.6g, %.6g>\n"
                                    % (
                                        elem.radius * 2.0,
                                        stiffness / 4.0,
                                        loc.x,
                                        loc.y,
                                        loc.z,
                                        elem.size_x,
                                        elem.size_y,
                                        elem.size_z,
                                    )
                                )
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
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                                tab_write(
                                    "cylinder { -x*8, +x*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale  <1/4,1,1> scale <%.6g, %.6g, %.6g>\n"
                                    % (
                                        elem.radius * 2.0,
                                        stiffness / 4.0,
                                        loc.x,
                                        loc.y,
                                        loc.z,
                                        elem.size_x,
                                        elem.size_y,
                                        elem.size_z,
                                    )
                                )
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
                                tab_write(
                                    "cylinder { -y*8, +y*8,%.4g,%.4g translate<%.6g,%.6g,%.6g> scale <1,1/4,1> scale <%.6g, %.6g, %.6g>\n"
                                    % (
                                        elem.radius * 2.0,
                                        stiffness / 4.0,
                                        loc.x,
                                        loc.y,
                                        loc.z,
                                        elem.size_x,
                                        elem.size_y,
                                        elem.size_z,
                                    )
                                )
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                                write_matrix(global_matrix @ elems[1].matrix_world)
                                tab_write("}\n")
                            material = elems[1].data.materials[
                                0
                            ]  # lame! - blender cant do enything else.
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                        except BaseException as e:
                            print(e.__doc__)
                            print('An exception occurred: {}'.format(e))
                            material = None
                        if material:
                            diffuse_color = material.diffuse_color
                            if (
                                material.use_transparency
                                and material.transparency_method == 'RAYTRACE'
                            ):
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                                pov_filter = material.pov_raytrace_transparency.filter * (
                                    1.0 - material.alpha
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                                trans = (1.0 - material.pov.alpha) - pov_filter
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                                pov_filter = 0.0
                            material_finish = material_names_dictionary[material.name]
                            tab_write(
                                "pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n"
                                % (
                                    diffuse_color[0],
                                    diffuse_color[1],
                                    diffuse_color[2],
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                                    pov_filter,
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                            tab_write("finish{%s} " % safety(material_finish, ref_level_bound=2))
                            material_finish = DEF_MAT_NAME
                            trans = 0.0
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                            tab_write(
                                "pigment{srgbt<1,1,1,%.3g} finish{%s} "
                                % (trans, safety(material_finish, ref_level_bound=2))
                            write_object_material_interior(material, mob, tab_write)
                            # write_object_material_interior(material, elems[1])
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                            tab_write("radiosity{importance %3g}\n" % mob.pov.importance_value)
                            tab_write("}\n\n")  # End of Metaball block
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            meta = ob.data

            # important because no elements will break parsing.
            elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
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                tab_write("blob {\n")
                tab_write("threshold %.4g\n" % meta.threshold)
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                    material = meta.materials[0]  # lame! - blender cant do enything else.
                except:
                    material = None
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                for elem in elements:
                    loc = elem.co
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                    stiffness = elem.stiffness
                    if elem.use_negative:
                        stiffness = - stiffness
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                    if elem.type == 'BALL':
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                        tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
                                 (loc.x, loc.y, loc.z, elem.radius, stiffness))
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                        # After this wecould do something simple like...
                        # except we'll write the color
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                    elif elem.type == 'ELLIPSOID':
                        # location is modified by scale
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                        tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
                                 (loc.x / elem.size_x,
                                  loc.y / elem.size_y,
                                  loc.z / elem.size_z,
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                        tab_write("scale <%.6g, %.6g, %.6g> \n" %
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                if material:
                    diffuse_color = material.diffuse_color
                    if material.use_transparency and material.transparency_method == 'RAYTRACE':
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                        pov_filter = material.pov_raytrace_transparency.filter * (1.0 - material.alpha)
                        trans = (1.0 - material.pov.alpha) - pov_filter
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                        pov_filter = 0.0
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                    material_finish = material_names_dictionary[material.name]
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                    tab_write("pigment {srgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" %
                             (diffuse_color[0], diffuse_color[1], diffuse_color[2],
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                              pov_filter, trans))
                    tab_write("finish {%s}\n" % safety(material_finish, ref_level_bound=2))
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                    tab_write("pigment {srgb 1} \n")
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                    tab_write("finish {%s}\n" % (safety(DEF_MAT_NAME, ref_level_bound=2)))
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                write_object_material_interior(material, elems[1])
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                write_matrix(global_matrix @ ob.matrix_world)
                # Importance for radiosity sampling added here
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                tab_write("radiosity { \n")
                # importance > ob.pov.importance_value
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                tab_write("importance %3g \n" % importance)
                tab_write("}\n")
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                tab_write("}\n")  # End of Metaball block
                if comments and len(metas) >= 1:
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    def export_global_settings(scene):
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        """write all POV global settings to exported file """
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        tab_write("global_settings {\n")
        tab_write("assumed_gamma 1.0\n")
        tab_write("max_trace_level %d\n" % scene.pov.max_trace_level)
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            if not scene.pov.radio_enable:
                file.write("    adc_bailout %.6f\n" % scene.pov.adc_bailout)
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            file.write("    ambient_light <%.6f,%.6f,%.6f>\n" % scene.pov.ambient_light[:])
            file.write("    irid_wavelength <%.6f,%.6f,%.6f>\n" % scene.pov.irid_wavelength[:])
            file.write("    number_of_waves %s\n" % scene.pov.number_of_waves)
            file.write("    noise_generator %s\n" % scene.pov.noise_generator)
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            tab_write("radiosity {\n")
            tab_write("adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
            tab_write("brightness %.4g\n" % scene.pov.radio_brightness)
            tab_write("count %d\n" % scene.pov.radio_count)
            tab_write("error_bound %.4g\n" % scene.pov.radio_error_bound)
            tab_write("gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
            tab_write("low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
            tab_write("maximum_reuse %.4g\n" % scene.pov.radio_maximum_reuse)
            tab_write("minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
            tab_write("nearest_count %d\n" % scene.pov.radio_nearest_count)
            tab_write("pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
            tab_write("pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
            tab_write("recursion_limit %d\n" % scene.pov.radio_recursion_limit)
            tab_write("always_sample %d\n" % scene.pov.radio_always_sample)
            tab_write("normal %d\n" % scene.pov.radio_normal)
            tab_write("media %d\n" % scene.pov.radio_media)
            tab_write("subsurface %d\n" % scene.pov.radio_subsurface)
            tab_write("}\n")
        once_sss = 1
        once_ambient = 1
        once_photons = 1
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        for material in bpy.data.materials:
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            if material.pov_subsurface_scattering.use and once_sss:
                # In pov, the scale has reversed influence compared to blender. these number
                # should correct that
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                tab_write(
                    "mm_per_unit %.6f\n" % (material.pov_subsurface_scattering.scale * 1000.0)
                )
                # 1000 rather than scale * (-100.0) + 15.0))
                # In POV-Ray, the scale factor for all subsurface shaders needs to be the same
                # formerly sslt_samples were multiplied by 100 instead of 10
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                sslt_samples = (11 - material.pov_subsurface_scattering.error_threshold) * 10
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                tab_write("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
                once_sss = 0
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            if world and once_ambient:
                tab_write("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.pov.ambient_color[:])
                once_ambient = 0
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                if once_photons and (
                    material.pov.refraction_type == "2" or material.pov.photons_reflection
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                    tab_write("photons {\n")
                    tab_write("spacing %.6f\n" % scene.pov.photon_spacing)
                    tab_write("max_trace_level %d\n" % scene.pov.photon_max_trace_level)
                    tab_write("adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
                    tab_write(
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                        % (scene.pov.photon_gather_min, scene.pov.photon_gather_max)
                    if scene.pov.photon_map_file_save_load in {'save'}:
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                        ph_file_name = 'Photon_map_file.ph'
                        if scene.pov.photon_map_file != '':
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                            ph_file_name = scene.pov.photon_map_file + '.ph'
                        ph_file_dir = tempfile.gettempdir()
                        path = bpy.path.abspath(scene.pov.photon_map_dir)
                        if os.path.exists(path):
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                            ph_file_dir = path
                        full_file_name = os.path.join(ph_file_dir, ph_file_name)
                        tab_write('save_file "%s"\n' % full_file_name)
                        scene.pov.photon_map_file = full_file_name
                    if scene.pov.photon_map_file_save_load in {'load'}:
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                        full_file_name = bpy.path.abspath(scene.pov.photon_map_file)
                        if os.path.exists(full_file_name):
                            tab_write('load_file "%s"\n' % full_file_name)
                    tab_write("}\n")
                    once_photons = 0
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        tab_write("}\n")
    # sel = renderable_objects(scene) #removed for booleans
        file.write(
            "//----------------------------------------------\n"
            "//--Exported with POV-Ray exporter for Blender--\n"
            "//----------------------------------------------\n\n"
        )
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    file.write("#version 3.7;\n")  # Switch below as soon as 3.8 beta gets easy linked
    # file.write("#version 3.8;\n")
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        "#declare Default_texture = texture{pigment {rgb 0.8} " "finish {brilliance 3.8} }\n\n"
        file.write("\n//--Global settings--\n\n")
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    export_global_settings(scene)
        file.write("\n//--Custom Code--\n\n")
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    scripting.export_custom_code(file)

    if comments:
        file.write("\n//--Patterns Definitions--\n\n")
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    local_pattern_names = []
    for texture in bpy.data.textures:  # ok?
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        if texture.users > 0:
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            current_pat_name = string_strip_hyphen(bpy.path.clean_name(texture.name))
            # string_strip_hyphen(patternNames[texture.name]) #maybe instead of the above
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            local_pattern_names.append(current_pat_name)
            # use above list to prevent writing texture instances several times and assign in mats?
            if (
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                texture.type not in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type == 'emulator'
            ) or (texture.type in {'NONE', 'IMAGE'} and texture.pov.tex_pattern_type != 'emulator'):
                file.write("\n#declare PAT_%s = \n" % current_pat_name)
                file.write(shading.export_pattern(texture))
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            file.write("\n")
        file.write("\n//--Background--\n\n")
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    scenography.export_world(scene.world, scene, global_matrix, tab_write)
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    scenography.export_camera(scene, global_matrix, render, tab_write)
    for ob in bpy.data.objects:
        if ob.type == 'MESH':
            for mod in ob.modifiers:
                if mod.type == 'BOOLEAN' and mod.object not in csg_list:
                        csg_list.append(mod.object)
    if csg_list != []:
        csg = False
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        sel = no_renderable_objects()
        #export non rendered boolean objects operands
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        object_mesh_topology.export_meshes(
            preview_dir,
            file,
            scene,
            sel,
            csg,
            string_strip_hyphen,
            safety,
            write_object_modifiers,
            material_names_dictionary,
            write_object_material_interior,
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            scenography.exported_lights_count,
            unpacked_images,
            image_format,
            img_map,
            img_map_transforms,
            path_image,
            smoke_path,
            global_matrix,
            write_matrix,
            using_uberpov,
            comments,
            linebreaksinlists,
            tab,
            tab_level,
            tab_write,
            info_callback,
        )

    csg = True
    sel = renderable_objects(scene)

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    scenography.export_lights(
        [L for L in sel if (L.type == 'LIGHT' and L.pov.object_as != 'RAINBOW')],
        file,
        scene,
        global_matrix,
        write_matrix,
        tab_write,
    if comments:
        file.write("\n//--Rainbows--\n\n")
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    scenography.export_rainbows(
        [L for L in sel if (L.type == 'LIGHT' and L.pov.object_as == 'RAINBOW')],
        file,
        scene,
        global_matrix,
        write_matrix,
        tab_write,
    if comments:
        file.write("\n//--Special Curves--\n\n")
    for c in sel:
        if c.is_modified(scene, 'RENDER'):
            continue  # don't export as pov curves objects with modifiers, but as mesh
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        # Implicit else-if (as not skipped by previous "continue")
        if c.type == 'CURVE' and (c.pov.curveshape in {'lathe', 'sphere_sweep', 'loft', 'birail'}):
            object_curve_topology.export_curves(file, c, string_strip_hyphen, global_matrix, tab_write)
        file.write("\n//--Material Definitions--\n\n")
    # write a default pigment for objects with no material (comment out to show black)
    file.write("#default{ pigment{ color srgb 0.8 }}\n")
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    # Convert all materials to strings we can access directly per vertex.
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    shading.write_material(
        using_uberpov,
        DEF_MAT_NAME,
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        tab_write,
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        unique_name,
        material_names_dictionary,
        None,
    )  # default material
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    for material in bpy.data.materials:
        if material.users > 0:
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            r, g, b, a = material.diffuse_color[:]
            pigment_color = "pigment {rgbt <%.4g,%.4g,%.4g,%.4g>}" % (r, g, b, 1 - a)
            if material.pov.material_use_nodes:
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                # Also make here other pigment_color fallback using BSDF node main color ?
                ntree = material.node_tree
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                pov_mat_name = string_strip_hyphen(bpy.path.clean_name(material.name))
                if len(ntree.nodes) == 0:
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                    file.write('#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color))
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                    shading.write_nodes(scene, pov_mat_name, ntree, file)

                for node in ntree.nodes:
                    if node:
                        if node.bl_idname == "PovrayOutputNode":
                            if node.inputs["Texture"].is_linked:
                                for link in ntree.links:
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                                    if link.to_node.bl_idname == "PovrayOutputNode":
                                        pov_mat_name = (
                                            string_strip_hyphen(
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                                                bpy.path.clean_name(link.from_node.name)
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                                            + "_%s" % pov_mat_name
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                                    '#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color)
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                shading.write_material(
                    using_uberpov,
                    DEF_MAT_NAME,
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                    tab_write,
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                    unique_name,
                    material_names_dictionary,
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            # attributes are all the variables needed by the other python file...
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    export_meta([m for m in sel if m.type == 'META'])
        file.write("//--Mesh objects--\n")
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    # tbefore = time.time()
    object_mesh_topology.export_meshes(
        preview_dir,
        file,
        scene,
        sel,
        csg,
        string_strip_hyphen,
        safety,
        write_object_modifiers,
        material_names_dictionary,
        write_object_material_interior,
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        scenography.exported_lights_count,
        unpacked_images,
        image_format,
        img_map,
        img_map_transforms,
        path_image,
        smoke_path,
        global_matrix,
        write_matrix,
        using_uberpov,
        comments,
        linebreaksinlists,
        tab,
        tab_level,
        tab_write,
        info_callback,
    )
    # totime = time.time() - tbefore
    # print("export_meshes took" + str(totime))
    # What follow used to happen here:
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    # export_camera()
    # scenography.export_world(scene.world, scene, global_matrix, tab_write)
    # export_global_settings(scene)
    # MR:..and the order was important for implementing pov 3.7 baking
    # CR: Baking should be a special case than. If "baking", than we could change the order.
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    # print("pov file closed %s" % file.closed)
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    file.close()
    # print("pov file closed %s" % file.closed)
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def write_pov_ini(scene, filename_ini, filename_log, filename_pov, filename_image):
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    """Write ini file."""
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    feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
    using_uberpov = feature_set == 'uberpov'
    # scene = bpy.data.scenes[0]
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    render = scene.render
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    x = int(render.resolution_x * render.resolution_percentage * 0.01)
    y = int(render.resolution_y * render.resolution_percentage * 0.01)

    file = open(filename_ini, "w")
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    file.write("Version=3.7\n")
    # write povray text stream to temporary file of same name with _log suffix
    # file.write("All_File='%s'\n" % filename_log)
    # DEBUG.OUT log if none specified:
    file.write("All_File=1\n")
    file.write("Input_File_Name='%s'\n" % filename_pov)
    file.write("Output_File_Name='%s'\n" % filename_image)
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    file.write("Width=%d\n" % x)
    file.write("Height=%d\n" % y)
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    # Border render.
    if render.use_border:
        file.write("Start_Column=%4g\n" % render.border_min_x)
        file.write("End_Column=%4g\n" % (render.border_max_x))

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        file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
        file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
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    file.write("Bounding_Method=2\n")  # The new automatic BSP is faster in most scenes
    # Activated (turn this back off when better live exchange is done between the two programs
    # (see next comment)
    file.write("Display=1\n")
    # PNG, with POV-Ray 3.7, can show background color with alpha. In the long run using the
    # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
    file.write("Output_File_Type=N\n")
    # file.write("Output_File_Type=T\n") # TGA, best progressive loading
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    if scene.pov.antialias_enable:
        # method 2 (recursive) with higher max subdiv forced because no mipmapping in POV-Ray
        # needs higher sampling.
        # aa_mapping = {"5": 2, "8": 3, "11": 4, "16": 5}
        if using_uberpov:
            method = {"0": 1, "1": 2, "2": 3}
        else:
            method = {"0": 1, "1": 2, "2": 2}
        file.write("Antialias_Depth=%d\n" % scene.pov.antialias_depth)
        file.write("Antialias_Threshold=%.3g\n" % scene.pov.antialias_threshold)
        if using_uberpov and scene.pov.antialias_method == '2':
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            file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
            file.write("Antialias_Confidence=%.3g\n" % scene.pov.antialias_confidence)
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            file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
        file.write("Antialias_Gamma=%.3g\n" % scene.pov.antialias_gamma)
        if scene.pov.jitter_enable:
            file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
            file.write("Jitter=off\n")  # prevent animation flicker
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    else:
    # print("ini file closed %s" % file.closed)
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    file.close()
    # print("ini file closed %s" % file.closed)
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class PovrayRender(bpy.types.RenderEngine):
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    """Define the external renderer"""
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    bl_idname = 'POVRAY_RENDER'
    bl_label = "Persitence Of Vision"
    bl_use_shading_nodes_custom = False
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        """Identify POV engine"""
        addon_prefs = bpy.context.preferences.addons[__package__].preferences

        # Use the system preference if its set.
        pov_binary = addon_prefs.filepath_povray
        if pov_binary:
            if os.path.exists(pov_binary):
                return pov_binary
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            # Implicit else, as here return was still not triggered:
            print("User Preferences path to povray %r NOT FOUND, checking $PATH" % pov_binary)

        # Windows Only
        # assume if there is a 64bit binary that the user has a 64bit capable OS
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        if platform.startswith('win'):

            win_reg_key = winreg.OpenKey(
                winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows"
            )
            win_home = winreg.QueryValueEx(win_reg_key, "Home")[0]

            # First try 64bits UberPOV
            pov_binary = os.path.join(win_home, "bin", "uberpov64.exe")
            if os.path.exists(pov_binary):
                return pov_binary
            pov_binary = os.path.join(win_home, "bin", "pvengine64.exe")
            if os.path.exists(pov_binary):
                return pov_binary

        # search the path all os's
        pov_binary_default = "povray"

        os_path_ls = os.getenv("PATH").split(':') + [""]

        for dir_name in os_path_ls:
            pov_binary = os.path.join(dir_name, pov_binary_default)
            if os.path.exists(pov_binary):
                return pov_binary
        return ""

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    def _export(self, depsgraph, pov_path, image_render_path):
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        """gather all necessary output files paths user defined and auto generated and export there"""
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            self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
            # PNG with POV 3.7, can show the background color with alpha. In the long run using the
            # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
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            self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
            # self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
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            self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
            self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out")
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            self._temp_file_in = pov_path + ".pov"
            # PNG with POV 3.7, can show the background color with alpha. In the long run using the
            # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
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            self._temp_file_out = image_render_path + ".png"
            # self._temp_file_out = image_render_path + ".tga"
            self._temp_file_ini = pov_path + ".ini"
            log_path = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
            self._temp_file_log = os.path.join(log_path, "alltext.out")
            '''
            self._temp_file_in = "/test.pov"
            # PNG with POV 3.7, can show the background color with alpha. In the long run using the
            # POV-Ray interactive preview like bishop 3D could solve the preview for all formats.
            self._temp_file_out = "/test.png"
            #self._temp_file_out = "/test.tga"
            self._temp_file_ini = "/test.ini"
            '''
        if scene.pov.text_block == "":

            def info_callback(txt):
                self.update_stats("", "POV-Ray 3.7: " + txt)
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            # os.makedirs(user_dir, exist_ok=True)  # handled with previews
            os.makedirs(preview_dir, exist_ok=True)
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            write_pov(self._temp_file_in, scene, info_callback)
        else:
            pass
    def _render(self, depsgraph):
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        """Export necessary files and render image."""
        scene = bpy.context.scene
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        try:
            os.remove(self._temp_file_out)  # so as not to load the old file
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        except OSError:
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            pass

        pov_binary = PovrayRender._locate_binary()
        if not pov_binary:
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            print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
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            scene, self._temp_file_ini, self._temp_file_log, self._temp_file_in, self._temp_file_out
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        print("***-STARTING-***")
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            for new_arg in scene.pov.command_line_switches.split(" "):
                extra_args.append(new_arg)
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        if platform.startswith('win'):
            if "/EXIT" not in extra_args and not scene.pov.pov_editor:
                extra_args.append("/EXIT")
            # added -d option to prevent render window popup which leads to segfault on linux
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            self._process = subprocess.Popen(
                [pov_binary, self._temp_file_ini] + extra_args,
                stdout=subprocess.PIPE,
                stderr=subprocess.STDOUT,
            )
        except OSError:
            # TODO, report api
            print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
            import traceback
            print("***-DONE-***")
            print("Command line arguments passed: " + str(extra_args))
            return True
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    def _cleanup(self):
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        """Delete temp files and unpacked ones"""
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        for f in (self._temp_file_in, self._temp_file_ini, self._temp_file_out):
            for i in range(5):
                try:
                    os.unlink(f)
                    break
                except OSError:
                    # Wait a bit before retrying file might be still in use by Blender,
                    # and Windows does not know how to delete a file in use!
                    time.sleep(self.DELAY)
        for i in unpacked_images:
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            for j in range(5):
                try:
                    os.unlink(i)
                    break
                except OSError:
                    # Wait a bit before retrying file might be still in use by Blender,
                    # and Windows does not know how to delete a file in use!
                    time.sleep(self.DELAY)
    def render(self, depsgraph):
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        """Export necessary files from text editor and render image."""
        r = scene.render
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        x = int(r.resolution_x * r.resolution_percentage * 0.01)
        y = int(r.resolution_y * r.resolution_percentage * 0.01)
        # This makes some tests on the render, returning True if all goes good, and False if
        # it was finished one way or the other.
        # It also pauses the script (time.sleep())
        def _test_wait():
            time.sleep(self.DELAY)

            # User interrupts the rendering
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            if self.test_break():
                try:
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                    self._process.terminate()
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                except OSError:
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                    pass
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            try:
                poll_result = self._process.poll()
            except AttributeError:
                print("***CHECK POV PATH IN PREFERENCES***")
                return False
            # POV process is finisehd, one way or the other
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            if poll_result is not None:
                if poll_result < 0:
                    print("***POV PROCESS FAILED : %s ***" % poll_result)
                    self.update_stats("", "POV-Ray 3.7: Failed")
                return False
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        if bpy.context.scene.pov.text_block != "":
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                self._temp_file_in = tempfile.NamedTemporaryFile(suffix=".pov", delete=False).name
                self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".png", delete=False).name
                # self._temp_file_out = tempfile.NamedTemporaryFile(suffix=".tga", delete=False).name
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                self._temp_file_ini = tempfile.NamedTemporaryFile(suffix=".ini", delete=False).name
                self._temp_file_log = os.path.join(tempfile.gettempdir(), "alltext.out")
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                pov_path = scene.pov.text_block
                image_render_path = os.path.splitext(pov_path)[0]
                self._temp_file_out = os.path.join(preview_dir, image_render_path)
                self._temp_file_in = os.path.join(preview_dir, pov_path)
                self._temp_file_ini = os.path.join(
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                    preview_dir, (os.path.splitext(self._temp_file_in)[0] + ".INI")
                self._temp_file_log = os.path.join(preview_dir, "alltext.out")
            '''
            try:
                os.remove(self._temp_file_in)  # so as not to load the old file
            except OSError:
                pass
            print(scene.pov.text_block)
            text = bpy.data.texts[scene.pov.text_block]
            file = open("%s" % self._temp_file_in, "w")
            # Why are the newlines needed?
            file.write("\n")
            file.write(text.as_string())
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            file.write("\n")
            file.close()

            # has to be called to update the frame on exporting animations
            scene.frame_set(scene.frame_current)
            pov_binary = PovrayRender._locate_binary()

            if not pov_binary:
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                print("POV-Ray 3.7: could not execute povray, possibly POV-Ray isn't installed")
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            self.update_stats("", "POV-Ray 3.7: Exporting ini options from Blender")
            write_pov_ini(
                scene,
                self._temp_file_ini,
                self._temp_file_log,
                self._temp_file_in,
                self._temp_file_out,
            )
            print("***-STARTING-***")
            if scene.pov.command_line_switches != "":
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                for new_arg in scene.pov.command_line_switches.split(" "):
                    extra_args.append(new_arg)
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            if platform.startswith('win'):
                if "/EXIT" not in extra_args and not scene.pov.pov_editor:
                # added -d option to prevent render window popup which leads to segfault on linux
                extra_args.append("-d")

            # Start Rendering!
            try:
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                if scene.pov.sdl_window_enable and not platform.startswith(
                    'win'
                ):  # segfault on linux == False !!!
                    env = {'POV_DISPLAY_SCALED': 'off'}
                    env.update(os.environ)
                    self._process = subprocess.Popen(
                        [pov_binary, self._temp_file_ini],
                        stdout=subprocess.PIPE,
                        stderr=subprocess.STDOUT,
                        env=env,
                    )
                    self._process = subprocess.Popen(
                        [pov_binary, self._temp_file_ini] + extra_args,
                        stdout=subprocess.PIPE,
                        stderr=subprocess.STDOUT,
                    )
            except OSError:
                # TODO, report api
                print("POV-Ray 3.7: could not execute '%s'" % pov_binary)
                import traceback
                print("***-DONE-***")
                return False

            else:
                print("Engine ready!...")
                print("Command line arguments passed: " + str(extra_args))
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                self.update_stats("", "POV-Ray 3.7: Parsing File")
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            # Indented in main function now so repeated here but still not working
            # to bring back render result to its buffer
            if os.path.exists(self._temp_file_out):
                xmin = int(r.border_min_x * x)
                ymin = int(r.border_min_y * y)
                xmax = int(r.border_max_x * x)
                ymax = int(r.border_max_y * y)
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                result = self.begin_result(0, 0, x, y)
                time.sleep(self.DELAY)
                try:
                    lay.load_from_file(self._temp_file_out)
                except RuntimeError:
                    print("***POV ERROR WHILE READING OUTPUT FILE***")
                self.end_result(result)
            # print(self._temp_file_log) #bring the pov log to blender console with proper path?
            with open(
                self._temp_file_log
            ) as f:  # The with keyword automatically closes the file when you are done
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                print(f.read())

            if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
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                self._cleanup()
            # WIP output format
            #         if r.image_settings.file_format == 'OPENEXR':
            #             fformat = 'EXR'
            #             render.image_settings.color_mode = 'RGBA'
            #         else:
            #             fformat = 'TGA'
            #             r.image_settings.file_format = 'TARGA'
            #             r.image_settings.color_mode = 'RGBA'
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            blend_scene_name = bpy.data.filepath.split(os.path.sep)[-1].split(".")[0]
            pov_scene_name = ""
            pov_path = ""
            image_render_path = ""

            # has to be called to update the frame on exporting animations
            scene.frame_set(scene.frame_current)

            if not scene.pov.tempfiles_enable:

                # check paths
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                pov_path = bpy.path.abspath(scene.pov.scene_path).replace('\\', '/')
                if pov_path == "":
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                        pov_path = bpy.path.abspath("//")
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                        pov_path = tempfile.gettempdir()
                elif pov_path.endswith("/"):
                    if pov_path == "/":
                        pov_path = bpy.path.abspath("//")
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                        pov_path = bpy.path.abspath(scene.pov.scene_path)
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                if not os.path.exists(pov_path):
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                        os.makedirs(pov_path)
                    except BaseException as e:
                        print(e.__doc__)
                        print('An exception occurred: {}'.format(e))
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                        print("POV-Ray 3.7: Cannot create scenes directory: %r" % pov_path)
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                            "", "POV-Ray 3.7: Cannot create scenes directory %r" % pov_path
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                image_render_path = bpy.path.abspath(scene.pov.renderimage_path).replace('\\','/')
                if image_render_path == "":
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                        image_render_path = bpy.path.abspath("//")
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                        image_render_path = tempfile.gettempdir()
                    #print("Path: " + image_render_path)
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                    if image_render_path == "/":
                        image_render_path = bpy.path.abspath("//")
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                        image_render_path = bpy.path.abspath(scene.pov.)
                if not os.path.exists(path):
                    print("POV-Ray 3.7: Cannot find render image directory")
                    self.update_stats("", "POV-Ray 3.7: Cannot find render image directory")
                    time.sleep(2.0)
                    return
                '''

                # check name
                if scene.pov.scene_name == "":
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                    if blend_scene_name != "":
                        pov_scene_name = blend_scene_name
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                        pov_scene_name = "untitled"
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                    pov_scene_name = scene.pov.scene_name
                    if os.path.isfile(pov_scene_name):
                        pov_scene_name = os.path.basename(pov_scene_name)
                    pov_scene_name = pov_scene_name.split('/')[-1].split('\\')[-1]
                    if not pov_scene_name:
                        print("POV-Ray 3.7: Invalid scene name")
                        self.update_stats("", "POV-Ray 3.7: Invalid scene name")
                        time.sleep(2.0)
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                    pov_scene_name = os.path.splitext(pov_scene_name)[0]
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                print("Scene name: " + pov_scene_name)
                print("Export path: " + pov_path)
                pov_path = os.path.join(pov_path, pov_scene_name)
                pov_path = os.path.realpath(pov_path)
                image_render_path = pov_path
                # print("Render Image path: " + image_render_path)

            # start export
            self.update_stats("", "POV-Ray 3.7: Exporting data from Blender")
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            self._export(depsgraph, pov_path, image_render_path)
            self.update_stats("", "POV-Ray 3.7: Parsing File")

            if not self._render(depsgraph):
                self.update_stats("", "POV-Ray 3.7: Not found")
            # x = int(r.resolution_x * r.resolution_percentage * 0.01)
            # y = int(r.resolution_y * r.resolution_percentage * 0.01)

            # Wait for the file to be created
            # XXX This is no more valid, as 3.7 always creates output file once render is finished!
            parsing = re.compile(br"= \[Parsing\.\.\.\] =")
            rendering = re.compile(br"= \[Rendering\.\.\.\] =")
            percent = re.compile(r"\(([0-9]{1,3})%\)")
            # print("***POV WAITING FOR FILE***")

            data = b""
            last_line = ""
            while _test_wait():
                # POV in Windows did not output its stdout/stderr, it displayed them in its GUI
                # But now writes file
                if self._is_windows:
                    self.update_stats("", "POV-Ray 3.7: Rendering File")
                else:
                    t_data = self._process.stdout.read(10000)
                    if not t_data:
                        continue
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                    data += t_data
                    # XXX This is working for UNIX, not sure whether it might need adjustments for
                    #     other OSs
                    # First replace is for windows
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                    t_data = str(t_data).replace('\\r\\n', '\\n').replace('\\r', '\r')
                    lines = t_data.split('\\n')
                    last_line += lines[0]
                    lines[0] = last_line
                    print('\n'.join(lines), end="")
                    last_line = lines[-1]

                    if rendering.search(data):
                        _pov_rendering = True
                        match = percent.findall(str(data))
                        if match:
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                            self.update_stats("", "POV-Ray 3.7: Rendering File (%s%%)" % match[-1])
                        else:
                            self.update_stats("", "POV-Ray 3.7: Rendering File")
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                    elif parsing.search(data):
                        self.update_stats("", "POV-Ray 3.7: Parsing File")
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            if os.path.exists(self._temp_file_out):
                # print("***POV FILE OK***")
                # self.update_stats("", "POV-Ray 3.7: Rendering")
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                xmin = int(r.border_min_x * x)
                ymin = int(r.border_min_y * y)
                xmax = int(r.border_max_x * x)
                ymax = int(r.border_max_y * y)
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                # print("***POV UPDATING IMAGE***")
                result = self.begin_result(0, 0, x, y)
                # result = self.begin_result(xmin, ymin, xmax - xmin, ymax - ymin)
                # result = self.begin_result(0, 0, xmax - xmin, ymax - ymin)
                # This assumes the file has been fully written We wait a bit, just in case!
                time.sleep(self.DELAY)
                try:
                    lay.load_from_file(self._temp_file_out)
                    # XXX, tests for border render.
                    # lay.load_from_file(self._temp_file_out, xmin, ymin)
                    print("***POV ERROR WHILE READING OUTPUT FILE***")
                # Not needed right now, might only be useful if we find a way to use temp raw output of
                # pov 3.7 (in which case it might go under _test_wait()).
                '''
                def update_image():
                    # possible the image wont load early on.
                        lay.load_from_file(self._temp_file_out)
                        # XXX, tests for border render.
                        #lay.load_from_file(self._temp_file_out, xmin, ymin)
                        #lay.load_from_file(self._temp_file_out, xmin, ymin)
                    except RuntimeError:
                # Update while POV-Ray renders
                while True:
                    # print("***POV RENDER LOOP***")
                    # test if POV-Ray exists
                    if self._process.poll() is not None:
                        print("***POV PROCESS FINISHED***")
                        update_image()
                        break
                    # user exit
                    if self.test_break():
                        try:
                            self._process.terminate()
                            print("***POV PROCESS INTERRUPTED***")
                        except OSError:
                            pass
                    # Would be nice to redirect the output
                    # stdout_value, stderr_value = self._process.communicate() # locks
                    # check if the file updated
                    new_size = os.path.getsize(self._temp_file_out)
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                    if new_size != prev_size:
                        update_image()
                        prev_size = new_size
            else:
                print("***POV FILE NOT FOUND***")

            print("***POV FILE FINISHED***")

            # print(filename_log) #bring the pov log to blender console with proper path?
            with open(
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                self._temp_file_log, encoding='utf-8'
            ) as f:  # The with keyword automatically closes the file when you are done
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                # if isinstance(msg, str):
                # stdmsg = msg
                # decoded = False
                # else:
                # if type(msg) == bytes:
                # stdmsg = msg.split('\n')
                # stdmsg = msg.encode('utf-8', "replace")
                # stdmsg = msg.encode("utf-8", "replace")

                # stdmsg = msg.decode(encoding)
                # decoded = True
                # msg.encode('utf-8').decode('utf-8')
                msg.replace("\t", "    ")
                print(msg)
                # Also print to the interactive console used in POV centric workspace
                # To do: get a grip on new line encoding
                # and make this a function to be used elsewhere
                for win in bpy.context.window_manager.windows:
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                    if win.screen is not None:
                        scr = win.screen
                        for area in scr.areas:
                            if area.type == 'CONSOLE':
                                # pass # XXX temp override
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                                # context override
                                # ctx = {'window': win, 'screen': scr, 'area':area}#bpy.context.copy()
                                try:
                                    ctx = {}
                                    ctx['area'] = area
                                    ctx['region'] = area.regions[-1]
                                    ctx['space_data'] = area.spaces.active
                                    ctx['screen'] = scr  # C.screen
                                    ctx['window'] = win

                                    # bpy.ops.console.banner(ctx, text = "Hello world")
                                    bpy.ops.console.clear_line(ctx)
                                    stdmsg = msg.split('\n')  # XXX todo , test and see segfault crash?
                                    for i in stdmsg:
                                        # Crashes if no Terminal displayed on Windows
                                        bpy.ops.console.scrollback_append(ctx, text=i, type='INFO')
                                        # bpy.ops.console.insert(ctx, text=(i + "\n"))
                                except BaseException as e:
                                    print(e.__doc__)
                                    print('An exception occurred: {}'.format(e))
                                    pass
            self.update_stats("", "")

            if scene.pov.tempfiles_enable or scene.pov.deletefiles_enable:
                self._cleanup()
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            sound_on = bpy.context.preferences.addons[__package__].preferences.use_sounds
            finished_render_message = "\'Render completed\'"
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            if platform.startswith('win') and sound_on:
                # Could not find tts Windows command so playing beeps instead :-)
                # "Korobeiniki"(Коробе́йники)
                # aka "A-Type" Tetris theme
                import winsound
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                winsound.Beep(494, 250)  # B
                winsound.Beep(370, 125)  # F
                winsound.Beep(392, 125)  # G
                winsound.Beep(440, 250)  # A
                winsound.Beep(392, 125)  # G
                winsound.Beep(370, 125)  # F#
                winsound.Beep(330, 275)  # E
                winsound.Beep(330, 125)  # E
                winsound.Beep(392, 125)  # G
                winsound.Beep(494, 275)  # B
                winsound.Beep(440, 125)  # A
                winsound.Beep(392, 125)  # G
                winsound.Beep(370, 275)  # F
                winsound.Beep(370, 125)  # F
                winsound.Beep(392, 125)  # G
                winsound.Beep(440, 250)  # A
                winsound.Beep(494, 250)  # B
                winsound.Beep(392, 250)  # G
                winsound.Beep(330, 350)  # E
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                winsound.Beep(440, 250)  # A
                winsound.Beep(440, 150)  # A
                winsound.Beep(523, 125)  # D8
                winsound.Beep(659, 250)  # E8
                winsound.Beep(587, 125)  # D8
                winsound.Beep(523, 125)  # C8
                winsound.Beep(494, 250)  # B
                winsound.Beep(494, 125)  # B
                winsound.Beep(392, 125)  # G
                winsound.Beep(494, 250)  # B
                winsound.Beep(440, 150)  # A
                winsound.Beep(392, 125)  # G
                winsound.Beep(370, 250)  # F#
                winsound.Beep(370, 125)  # F#
                winsound.Beep(392, 125)  # G
                winsound.Beep(440, 250)  # A
                winsound.Beep(494, 250)  # B
                winsound.Beep(392, 250)  # G
                winsound.Beep(330, 300)  # E

            # Mac supports natively say command
            elif platform == "darwin":
                # We don't want the say command to block Python,
                # so we add an ampersand after the message
                os.system("say %s &" % (finished_render_message))
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            # While Linux frequently has espeak installed or at least can suggest
            # Maybe windows could as well ?
            elif platform == "linux":
                # We don't want the say command to block Python,
                # so we add an ampersand after the message
                os.system("echo %s | espeak &" % (finished_render_message))


# --------------------------------------------------------------------------------- #
# ----------------------------------- Operators ----------------------------------- #
# --------------------------------------------------------------------------------- #
class RenderPovTexturePreview(Operator):
    """Export only files necessary to texture preview and render image"""
    bl_idname = "tex.preview_update"
    bl_label = "Update preview"
    def execute(self, context):
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        tex = bpy.context.object.active_material.active_texture  # context.texture
        tex_prev_name = string_strip_hyphen(bpy.path.clean_name(tex.name)) + "_prev"
        # Make sure Preview directory exists and is empty
        if not os.path.isdir(preview_dir):
            os.mkdir(preview_dir)

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        ini_prev_file = os.path.join(preview_dir, "Preview.ini")
        input_prev_file = os.path.join(preview_dir, "Preview.pov")
        output_prev_file = os.path.join(preview_dir, tex_prev_name)
        # ---------------------------------- ini ---------------------------------- #
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        file_ini = open("%s" % ini_prev_file, "w")
        file_ini.write('Version=3.8\n')
        file_ini.write('Input_File_Name="%s"\n' % input_prev_file)
        file_ini.write('Output_File_Name="%s.png"\n' % output_prev_file)
        file_ini.write('Library_Path="%s"\n' % preview_dir)
        file_ini.write('Width=256\n')
        file_ini.write('Height=256\n')
        file_ini.write('Pause_When_Done=0\n')
        file_ini.write('Output_File_Type=N\n')
        file_ini.write('Output_Alpha=1\n')
        file_ini.write('Antialias=on\n')
        file_ini.write('Sampling_Method=2\n')
        file_ini.write('Antialias_Depth=3\n')
        file_ini.write('-d\n')
        file_ini.close()
        # ---------------------------------- pov ---------------------------------- #
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        file_pov = open("%s" % input_prev_file, "w")
        pat_name = "PAT_" + string_strip_hyphen(bpy.path.clean_name(tex.name))
        file_pov.write("#declare %s = \n" % pat_name)
        file_pov.write(shading.export_pattern(tex))

        file_pov.write("#declare Plane =\n")
        file_pov.write("mesh {\n")
        file_pov.write(
            "    triangle {<-2.021,-1.744,2.021>,<-2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
        )
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        file_pov.write(
            "    triangle {<-2.021,-1.744,-2.021>,<2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
        )
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        file_pov.write("    texture{%s}\n" % pat_name)
        file_pov.write("}\n")
        file_pov.write("object {Plane}\n")
        file_pov.write("light_source {\n")
        file_pov.write("    <0,4.38,-1.92e-07>\n")
        file_pov.write("    color rgb<4, 4, 4>\n")
        file_pov.write("    parallel\n")
        file_pov.write("    point_at  <0, 0, -1>\n")
        file_pov.write("}\n")
        file_pov.write("camera {\n")
        file_pov.write("    location  <0, 0, 0>\n")
        file_pov.write("    look_at  <0, 0, -1>\n")
        file_pov.write("    right <-1.0, 0, 0>\n")
        file_pov.write("    up <0, 1, 0>\n")
        file_pov.write("    angle  96.805211\n")
        file_pov.write("    rotate  <-90.000003, -0.000000, 0.000000>\n")
        file_pov.write("    translate <0.000000, 0.000000, 0.000000>\n")
        file_pov.write("}\n")
        file_pov.close()
        # ------------------------------- end write ------------------------------- #

        pov_binary = PovrayRender._locate_binary()
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        if platform.startswith('win'):
            p1 = subprocess.Popen(
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                ["%s" % pov_binary, "/EXIT", "%s" % ini_prev_file],
                stdout=subprocess.PIPE,
                stderr=subprocess.STDOUT,
            )
            p1 = subprocess.Popen(
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                ["%s" % pov_binary, "-d", "%s" % ini_prev_file],
                stdout=subprocess.PIPE,
                stderr=subprocess.STDOUT,
            )
        p1.wait()

        tex.use_nodes = True
        tree = tex.node_tree
        links = tree.links
        for n in tree.nodes:
            tree.nodes.remove(n)
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        im = tree.nodes.new("TextureNodeImage")
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        path_prev = "%s.png" % output_prev_file
        im.image = bpy.data.images.load(path_prev)
        name = path_prev
        name = name.split("/")
        name = name[len(name) - 1]
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        im.name = name
        im.location = 200, 200
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        previewer = tree.nodes.new('TextureNodeOutput')
        previewer.label = "Preview"
        previewer.location = 400, 400
        links.new(im.outputs[0], previewer.inputs[0])
        # tex.type="IMAGE" # makes clip extend possible
        # tex.extension="CLIP"
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    """Export files depending on text editor options and render image."""
    bl_idname = "text.run"
    bl_label = "Run"
    bl_context = "text"
    bl_description = "Run a render with this text only"
    def execute(self, context):
        scene = context.scene
        scene.pov.text_block = context.space_data.text.name

        bpy.ops.render.render()
        # empty text name property engain
classes = (
    PovrayRender,
    RenderPovTexturePreview,
    RunPovTextRender,
)


def register():
    for cls in classes:
        register_class(cls)
    scripting.register()
    scripting.unregister()
        unregister_class(cls)