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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
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    """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 mathutils #import less than full
    
    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
    
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    from . import scenography  # for atmosphere, environment, effects, lighting, camera
    
    from . import shading  # for BI POV shaders emulation
    
    from . import nodes_fn
    from . import texturing_procedural # for Blender procedurals to POV patterns emulation
    from . import model_all  # for mesh based geometry
    from . import model_meta_topology  # for mesh based geometry
    from . import model_curve_topology  # for curves based geometry
    
    # from . import model_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
    
    from .model_primitives import write_object_modifiers
    
    
    tab_level = 0
    tab=""
    comments = False
    using_uberpov = False
    unpacked_images = []
    
    from .render_core import (
        preview_dir,
        PovRender,
    )
    
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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
    
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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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        """Boolean operands only. Not to render"""
        return list(csg_list)
    
    def set_tab(tabtype, spaces):
        """Apply the configured indentation all along the exported POV file
    
        Arguments:
            tabtype -- Specifies user preference between tabs or spaces indentation
            spaces -- If using spaces, sets the number of space characters to use
        Returns:
            The beginning blank space for each line of the generated pov file
        """
        tab_str = ""
        match tabtype:
            case 'SPACE':
                tab_str = spaces * " "
            case 'NONE':
                tab_str = ""
            case 'TAB':
                tab_str = "\t"
        return tab_str
    
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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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    # """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
    
    # import .model_all.write_object_csg_inside_vector
    
    # write_object_csg_inside_vector(ob, file)
    
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    # '''
    
    # 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)
    # 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)
    # '''
    
    def tab_write(file, str_o, scene=None):
        """write directly to exported file if user checked autonamed temp files (faster).
        Otherwise, indent POV syntax from brackets levels and write to exported file"""
    
        if not scene:
            scene = bpy.data.scenes[0]
        global tab
        tab = set_tab(scene.pov.indentation_character, scene.pov.indentation_spaces)
        if scene.pov.tempfiles_enable:
            file.write(str_o)
        else:
            global tab_level
            brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
            if brackets < 0:
                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:
                tab_level = tab_level + brackets
    
    def write_matrix(file, matrix):
        """Translate some transform matrix from Blender UI
        to POV syntax and write to exported file """
        tab_write(file,
            "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],
            )
        )
    global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
    
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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 """
    
        with open(filename, "w") as file:
            # Only for testing
            if not scene:
                scene = bpy.data.scenes[0]
    
            render = scene.render
            world = scene.world
    
            comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
    
            feature_set = bpy.context.preferences.addons[__package__].preferences.branch_feature_set_povray
    
            pov_binary = PovRender._locate_binary()
    
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            if using_uberpov:
                print("Unofficial UberPOV feature set chosen in preferences")
            else:
                print("Official POV-Ray 3.7 feature set chosen in preferences")
            if 'uber' in pov_binary:
                print("The name of the binary suggests you are probably rendering with Uber POV engine")
            else:
                print("The name of the binary suggests you are probably rendering with standard POV engine")
    
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            def unique_name(name, name_seq):
                """Increment any generated POV name that could get identical to avoid collisions"""
    
                if name not in name_seq:
                    name = string_strip_hyphen(name)
                    return name
    
                name_orig = name
                i = 1
                while name in name_seq:
                    name = "%s_%.3d" % (name_orig, i)
                    i += 1
    
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                name = string_strip_hyphen(name)
    
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                return name
    
    
            material_names_dictionary = {}
            DEF_MAT_NAME = ""  # or "Default"?
    
            # -----------------------------------------------------------------------------
    
            def export_global_settings(scene):
                """write all POV global settings to exported file """
                # Imperial units warning
                if scene.unit_settings.system == "IMPERIAL":
                    print("Warning: Imperial units not supported")
    
    
                tab_write(file, "global_settings {\n")
                tab_write(file, "assumed_gamma 1.0\n")
                tab_write(file, "max_trace_level %d\n" % scene.pov.max_trace_level)
    
    
                if scene.pov.global_settings_advanced:
                    if not scene.pov.radio_enable:
                        file.write("    adc_bailout %.6f\n" % scene.pov.adc_bailout)
                    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)
                if scene.pov.radio_enable:
    
                    tab_write(file, "radiosity {\n")
                    tab_write(file, "adc_bailout %.4g\n" % scene.pov.radio_adc_bailout)
                    tab_write(file, "brightness %.4g\n" % scene.pov.radio_brightness)
                    tab_write(file, "count %d\n" % scene.pov.radio_count)
                    tab_write(file, "error_bound %.4g\n" % scene.pov.radio_error_bound)
                    tab_write(file, "gray_threshold %.4g\n" % scene.pov.radio_gray_threshold)
                    tab_write(file, "low_error_factor %.4g\n" % scene.pov.radio_low_error_factor)
                    tab_write(file, "maximum_reuse %.4g\n" % scene.pov.radio_maximum_reuse)
                    tab_write(file, "minimum_reuse %.4g\n" % scene.pov.radio_minimum_reuse)
                    tab_write(file, "nearest_count %d\n" % scene.pov.radio_nearest_count)
                    tab_write(file, "pretrace_start %.3g\n" % scene.pov.radio_pretrace_start)
                    tab_write(file, "pretrace_end %.3g\n" % scene.pov.radio_pretrace_end)
                    tab_write(file, "recursion_limit %d\n" % scene.pov.radio_recursion_limit)
                    tab_write(file, "always_sample %d\n" % scene.pov.radio_always_sample)
                    tab_write(file, "normal %d\n" % scene.pov.radio_normal)
                    tab_write(file, "media %d\n" % scene.pov.radio_media)
                    tab_write(file, "subsurface %d\n" % scene.pov.radio_subsurface)
                    tab_write(file, "}\n")
    
                once_sss = 1
                once_ambient = 1
                once_photons = 1
                for material in bpy.data.materials:
                    if material.pov_subsurface_scattering.use and once_sss:
                        # In pov, the scale has reversed influence compared to blender. these number
                        # should correct that
    
                            "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
                        sslt_samples = (11 - material.pov_subsurface_scattering.error_threshold) * 10
    
    
                        tab_write(file, "subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
    
                        tab_write(file, "ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.pov.ambient_color[:])
    
                    if (
                        scene.pov.photon_enable
                        and once_photons
                        and (
                            material.pov.refraction_type == "2"
                            or material.pov.photons_reflection
                        )
                    ):
                        tab_write(file, "photons {\n")
                        tab_write(file, "spacing %.6f\n" % scene.pov.photon_spacing)
                        tab_write(file, "max_trace_level %d\n" % scene.pov.photon_max_trace_level)
                        tab_write(file, "adc_bailout %.3g\n" % scene.pov.photon_adc_bailout)
                        tab_write(file,
                            "gather %d, %d\n"
                            % (scene.pov.photon_gather_min, scene.pov.photon_gather_max)
                        )
                        if scene.pov.photon_map_file_save_load in {'save'}:
                            ph_file_name = 'Photon_map_file.ph'
                            if scene.pov.photon_map_file != '':
                                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):
                                ph_file_dir = path
                            full_file_name = os.path.join(ph_file_dir, ph_file_name)
                            tab_write(file, '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'}:
                            full_file_name = bpy.path.abspath(scene.pov.photon_map_file)
                            if os.path.exists(full_file_name):
                                tab_write(file, 'load_file "%s"\n' % full_file_name)
                        tab_write(file, "}\n")
                        once_photons = 0
    
                tab_write(file, "}\n")
    
            # sel = renderable_objects() #removed for booleans
            if comments:
                file.write(
                    "//----------------------------------------------\n"
                    "//--Exported with POV-Ray exporter for Blender--\n"
                    "//----------------------------------------------\n\n"
                )
            file.write("#version 3.7;\n")  # Switch below as soon as 3.8 beta gets easy linked
            # file.write("#version 3.8;\n")
            file.write(
                "#declare Default_texture = texture{pigment {rgb 0.8} " "finish {brilliance 3.8} }\n\n"
            )
            if comments:
                file.write("\n//--Global settings--\n\n")
    
            export_global_settings(scene)
    
            if comments:
                file.write("\n//--Custom Code--\n\n")
            scripting.export_custom_code(file)
    
            if comments:
                file.write("\n//--Patterns Definitions--\n\n")
            local_pattern_names = []
            for texture in bpy.data.textures:  # ok?
                if texture.users > 0:
                    current_pat_name = string_strip_hyphen(bpy.path.clean_name(texture.name))
                    # string_strip_hyphen(patternNames[texture.name]) #maybe instead of the above
                    local_pattern_names.append(current_pat_name)
                    # use above list to prevent writing texture instances several times and assign in mats?
                    if (
                        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(texturing_procedural.export_pattern(texture))
    
                    file.write("\n")
            if comments:
                file.write("\n//--Background--\n\n")
    
    
            scenography.export_world(file, scene.world, scene, global_matrix, tab_write)
    
            scenography.export_camera(file, scene, global_matrix, render, tab_write)
    
    
            if comments:
                file.write("\n//--Lamps--\n\n")
    
            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
    
                sel = non_renderable_objects()
    
                # export non rendered boolean objects operands
    
                    file,
                    scene,
                    sel,
                    csg,
                    material_names_dictionary,
                    unpacked_images,
                    tab_level,
                    tab_write,
                    info_callback,
                )
    
            scenography.export_lights(
                [L for L in sel if (L.type == 'LIGHT' and L.pov.object_as != 'RAINBOW')],
                file,
                scene,
                global_matrix,
                tab_write,
            )
    
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            if comments:
                file.write("\n//--Rainbows--\n\n")
            scenography.export_rainbows(
                [L for L in sel if (L.type == 'LIGHT' and L.pov.object_as == 'RAINBOW')],
                file,
                scene,
                global_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
                # Implicit else-if (as not skipped by previous "continue")
                if c.type == 'CURVE' and (c.pov.curveshape in {'lathe', 'sphere_sweep', 'loft', 'birail'}):
    
                    model_curve_topology.export_curves(file, c, tab_write)
    
    
            if comments:
                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")
            # Convert all materials to strings we can access directly per vertex.
            # exportMaterials()
            shading.write_material(
    
                using_uberpov,
                DEF_MAT_NAME,
                tab_write,
                comments,
                unique_name,
                material_names_dictionary,
                None,
            )  # default material
            for material in bpy.data.materials:
                if material.users > 0:
                    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:
                        # Also make here other pigment_color fallback using BSDF node main color ?
                        ntree = material.node_tree
                        pov_mat_name = string_strip_hyphen(bpy.path.clean_name(material.name))
                        if len(ntree.nodes) == 0:
                            file.write('#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color))
                        else:
    
                            nodes_fn.write_nodes(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:
                                            if link.to_node.bl_idname == "PovrayOutputNode":
                                                pov_mat_name = (
                                                    string_strip_hyphen(
                                                        bpy.path.clean_name(link.from_node.name)
                                                    )
                                                    + "_%s" % pov_mat_name
                                                )
                                    else:
                                        file.write(
                                            '#declare %s = texture {%s}\n' % (pov_mat_name, pigment_color)
                                        )
                    else:
                        shading.write_material(
    
                            using_uberpov,
                            DEF_MAT_NAME,
                            tab_write,
                            comments,
                            unique_name,
                            material_names_dictionary,
                            material,
    
                    # attributes are all the variables needed by the other python file...
            if comments:
    
                file.write("\n")
    
            model_meta_topology.export_meta(file,
                                             [m for m in sel if m.type == 'META'],
                                             tab_write,
                                             DEF_MAT_NAME,)
    
            if comments:
                file.write("//--Mesh objects--\n")
    
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                file,
                scene,
                sel,
                csg,
                material_names_dictionary,
                unpacked_images,
                tab_level,
                tab_write,
                info_callback,
            )
    
            # print("objects_loop took" + str(totime))
    
            # What follow used to happen here:
            # export_camera()
    
            # scenography.export_world(file, scene.world, scene, global_matrix, tab_write)
    
            # export_global_settings(scene)
            # MR:..and the order was important for implementing pov 3.7 baking
            #      (mesh camera) comment for the record
            # CR: Baking should be a special case than. If "baking", than we could change the order.
    
        if not file.closed:
            file.close()
    
    def write_pov_ini(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)
    
    
        with open(filename_ini, "w") as file:
            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)
    
            file.write("Width=%d\n" % x)
            file.write("Height=%d\n" % y)
    
            # 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)
    
                file.write("Start_Row=%4g\n" % (1.0 - render.border_max_y))
                file.write("End_Row=%4g\n" % (1.0 - render.border_min_y))
    
            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")
            file.write("Pause_When_Done=0\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
            file.write("Output_Alpha=1\n")
    
            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=on\n")
                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':
                    file.write("Sampling_Method=%s\n" % method[scene.pov.antialias_method])
                    file.write("Antialias_Confidence=%.3g\n" % scene.pov.antialias_confidence)
                else:
                    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=on\n")
                    file.write("Jitter_Amount=%3g\n" % scene.pov.jitter_amount)
                else:
                    file.write("Jitter=off\n")  # prevent animation flicker
    
            else:
                file.write("Antialias=off\n")
        if not file.closed:
            file.close()
    
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    # --------------------------------------------------------------------------------- #
    # ----------------------------------- 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 ---------------------------------- #
    
            with open(ini_prev_file, "w") as file_ini:
                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')
            if not file_ini.closed:
                file_ini.close()
    
            # ---------------------------------- pov ---------------------------------- #
    
            with open(input_prev_file, "w") as file_pov:
                pat_name = "PAT_" + string_strip_hyphen(bpy.path.clean_name(tex.name))
                file_pov.write("#declare %s = \n" % pat_name)
    
                file_pov.write(texturing_procedural.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"
                )
                file_pov.write(
                    "    triangle {<-2.021,-1.744,-2.021>,<2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
                )
                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")
            if not file_pov.closed:
                file_pov.close()
    
            # ------------------------------- end write ------------------------------- #
    
            pov_binary = PovRender._locate_binary()
    
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            if platform.startswith('win'):
    
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                    ["%s" % pov_binary, "/EXIT", "%s" % ini_prev_file],
    
                    stdout=subprocess.PIPE,
                    stderr=subprocess.STDOUT,
    
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                    ["%s" % pov_binary, "-d", "%s" % ini_prev_file],
    
                    stdout=subprocess.PIPE,
                    stderr=subprocess.STDOUT,
    
    
            tex.use_nodes = True
            tree = tex.node_tree
            links = tree.links
            for n in tree.nodes:
                tree.nodes.remove(n)
    
            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]
    
            im.name = name
    
            im.location = 200, 200
    
            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()
    
    classes = (
    
        RenderPovTexturePreview,
        RunPovTextRender,
    )
    
    
    
    def register():
        for cls in classes:
            register_class(cls)
    
        scripting.register()
    
        scripting.unregister()
    
            unregister_class(cls)