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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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    import bpy
    
    import subprocess
    import os
    import sys
    import time
    
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    from math import atan, pi, degrees, sqrt
    
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    import platform as pltfrm
    
    if pltfrm.architecture()[0] == "64bit":
    
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        bitness = 64
    else:
        bitness = 32
    
    
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    ##############################SF###########################
    
    ##############find image texture
    
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    def splitExt(path):
    
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        if dotidx == -1:
    
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        else:
    
            return path[dotidx:].upper().replace(".", "")
    
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    def imageFormat(imgF):
    
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        ext_orig = splitExt(imgF)
    
        if ext_orig == 'JPG' or ext_orig == 'JPEG':
    
        elif ext_orig == 'GIF':
    
        elif ext_orig == 'TGA':
    
        elif ext_orig == 'IFF':
    
        elif ext_orig == 'PPM':
    
        elif ext_orig == 'PNG':
    
        elif ext_orig == 'SYS':
    
        elif ext_orig in ('TIFF', 'TIF'):
    
        elif ext_orig == 'EXR':
    
        elif ext_orig == 'HDR':
    
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        print(imgF)
    
            print(" WARNING: texture image format not supported ")  # % (imgF , "")) #(ext_orig)))
    
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        return ext
    
    
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    def imgMap(ts):
    
        image_map = ""
        if ts.mapping == 'FLAT':
            image_map = "map_type 0 "
        elif ts.mapping == 'SPHERE':
            image_map = "map_type 1 "  # map_type 7 in megapov
        elif ts.mapping == 'TUBE':
            image_map = "map_type 2 "
    
        #elif ts.mapping=="?":
        #    image_map = " map_type 3 "  # map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
        #elif ts.mapping=="?":
        #    image_map = " map_type 4 "  # map_type 3 and 4 in development (?) for POV-Ray, currently they just seem to default back to Flat (type 0)
    
        if ts.texture.use_interpolation:
            image_map += " interpolate 2 "
        if ts.texture.extension == 'CLIP':
            image_map += " once "
        #image_map += "}"
        #if ts.mapping=='CUBE':
    
        #    image_map+= "warp { cubic } rotate <-90,0,180>"  # no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
    
        #if image_map == "":
    
        #    print(" No texture image  found ")
    
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        return image_map
    
    
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    def imgMapBG(wts):
    
        image_mapBG = ""
        if wts.texture_coords == 'VIEW':
            image_mapBG = " map_type 0 "  # texture_coords refers to the mapping of world textures
        elif wts.texture_coords == 'ANGMAP':
            image_mapBG = " map_type 1 "
        elif wts.texture_coords == 'TUBE':
            image_mapBG = " map_type 2 "
    
        if wts.texture.use_interpolation:
            image_mapBG += " interpolate 2 "
        if wts.texture.extension == 'CLIP':
            image_mapBG += " once "
    
        #image_mapBG += "}"
        #if wts.mapping == 'CUBE':
        #   image_mapBG += "warp { cubic } rotate <-90,0,180>"  # no direct cube type mapping. Though this should work in POV 3.7 it doesn't give that good results(best suited to environment maps?)
        #if image_mapBG == "":
        #    print(" No background texture image  found ")
    
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        return image_mapBG
    
    
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    def splitFile(path):
    
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        if idx == -1:
    
            idx = path.rfind("\\")
        return path[idx:].replace("/", "").replace("\\", "")
    
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    def splitPath(path):
    
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        if idx == -1:
    
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        else:
            return path[:idx]
    
    
    
    def findInSubDir(filename, subdirectory=""):
        pahFile = ""
    
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        if subdirectory:
            path = subdirectory
        else:
            path = os.getcwd()
        try:
            for root, dirs, names in os.walk(path):
                if filename in names:
                    pahFile = os.path.join(root, filename)
            return pahFile
    
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        except OSError:
    
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    def path_image(image):
        import os
        fn = bpy.path.abspath(image)
        fn_strip = os.path.basename(fn)
        if not os.path.isfile(fn):
    
            fn = findInSubDir(splitFile(fn), splitPath(bpy.data.filepath))
    
        fn = os.path.realpath(fn)
    
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        return fn
    
    
    ##############end find image texture
    
    
            return name[hyphidx:].replace("-", "")
    
    
    def safety(name, Level):
    
        # safety string name material
        #
    
        # Level=1 is for texture with No specular nor Mirror reflection
        # Level=2 is for texture with translation of spec and mir levels for when no map influences them
    
        # Level=3 is for texture with Maximum Spec and Mirror
    
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        try:
    
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            if int(name) > 0:
    
                prefix = "shader"
    
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        except:
    
        prefix = "shader_"
    
            return prefix + name
    
            return prefix + name + "0"  # used for 0 of specular map
    
            return prefix + name + "1"  # used for 1 of specular map
    
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    ##############end safety string name material
    ##############################EndSF###########################
    
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    def write_pov(filename, scene=None, info_callback=None):
    
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        #file = filename
    
        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')
    
            elif tabtype == '1':
    
        tab = setTab(scene.pov_indentation_character, scene.pov_indentation_spaces)
    
            if not scene.pov_tempfiles_enable:
                global tabLevel
                brackets = str_o.count("{") - str_o.count("}") + str_o.count("[") - str_o.count("]")
                if brackets < 0:
                    tabLevel = tabLevel + brackets
                if tabLevel < 0:
                    print("Indentation Warning: tabLevel = %s" % tabLevel)
                    tabLevel = 0
                if tabLevel >= 1:
                    file.write("%s" % tab * tabLevel)
                file.write(str_o)
                if brackets > 0:
                    tabLevel = tabLevel + brackets
            else:
                file.write(str_o)
    
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        def uniqueName(name, nameSeq):
    
            if name not in nameSeq:
                return name
    
            name_orig = name
            i = 1
            while name in nameSeq:
    
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                i += 1
    
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            return name
    
        def writeMatrix(matrix):
    
            tabWrite("matrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n" %\
    
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            (matrix[0][0], matrix[0][1], matrix[0][2], matrix[1][0], matrix[1][1], matrix[1][2], matrix[2][0], matrix[2][1], matrix[2][2], matrix[3][0], matrix[3][1], matrix[3][2]))
    
    
        def writeObjectMaterial(material, ob):
    
            # DH - modified some variables to be function local, avoiding RNA write
            # this should be checked to see if it is functionally correct
    
            if material:  # and material.transparency_method == 'RAYTRACE':  # Commented out: always write IOR to be able to use it for SSS, Fresnel reflections...
    
                # But there can be only one!
                if material.subsurface_scattering.use:  # SSS IOR get highest priority
    
                    tabWrite("interior {\n")
                    tabWrite("ior %.6f\n" % material.subsurface_scattering.ior)
    
                elif material.pov_mirror_use_IOR:  # Then the raytrace IOR taken from raytrace transparency properties and used for reflections if IOR Mirror option is checked
    
                    tabWrite("interior {\n")
                    tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
    
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                else:
    
                    tabWrite("interior {\n")
                    tabWrite("ior %.6f\n" % material.raytrace_transparency.ior)
    
                pov_fake_caustics = False
                pov_photons_refraction = False
                pov_photons_reflection = False
    
                if material.pov_photons_reflection:
                    pov_photons_reflection = True
    
                if material.pov_refraction_type == "0":
    
                    pov_fake_caustics = False
                    pov_photons_refraction = False
    
                elif material.pov_refraction_type == "1":
    
                    pov_fake_caustics = True
                    pov_photons_refraction = False
    
                elif material.pov_refraction_type == "2":
    
                    pov_fake_caustics = False
                    pov_photons_refraction = True
    
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                #If only Raytrace transparency is set, its IOR will be used for refraction, but user can set up 'un-physical' fresnel reflections in raytrace mirror parameters.
                #Last, if none of the above is specified, user can set up 'un-physical' fresnel reflections in raytrace mirror parameters. And pov IOR defaults to 1.
    
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                if material.pov_caustics_enable:
    
                        tabWrite("caustics %.3g\n" % material.pov_fake_caustics_power)
    
                        tabWrite("dispersion %.3g\n" % material.pov_photons_dispersion)  # Default of 1 means no dispersion
    
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                # Other interior args
    
                if material.use_transparency and material.transparency_method == 'RAYTRACE':
                    # fade_distance
                    # In Blender this value has always been reversed compared to what tooltip says. 100.001 rather than 100 so that it does not get to 0
                    # which deactivates the feature in POV
                    tabWrite("fade_distance %.3g\n" % (100.001 - material.raytrace_transparency.depth_max))
                    # fade_power
                    tabWrite("fade_power %.3g\n" % material.raytrace_transparency.falloff)
                    # fade_color
                    tabWrite("fade_color <%.3g, %.3g, %.3g>\n" % material.pov_interior_fade_color[:])
    
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                # (variable) dispersion_samples (constant count for now)
    
                if not ob.pov_collect_photons:
                    tabWrite("photons{collect off}\n")
    
                if pov_photons_refraction or pov_photons_reflection:
    
                    tabWrite("photons{\n")
                    tabWrite("target\n")
    
                        tabWrite("reflection on\n")
                    tabWrite("}\n")
    
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        materialNames = {}
    
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        def writeMaterial(material):
            # Assumes only called once on each material
            if material:
                name_orig = material.name
            else:
                name_orig = DEF_MAT_NAME
    
    
            name = materialNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), materialNames)
    
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            comments = scene.pov_comments_enable
    
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            ##################Several versions of the finish: Level conditions are variations for specular/Mirror texture channel map with alternative finish of 0 specular and no mirror reflection
    
            # Level=1 Means No specular nor Mirror reflection
            # Level=2 Means translation of spec and mir levels for when no map influences them
    
            # Level=3 Means Maximum Spec and Mirror
    
            def povHasnoSpecularMaps(Level):
    
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                if Level == 1:
    
                    tabWrite("#declare %s = finish {" % safety(name, Level=1))
    
                    if not scene.pov_tempfiles_enable and comments:
    
                        file.write("  //No specular nor Mirror reflection\n")
    
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                elif Level == 2:
    
                    tabWrite("#declare %s = finish {" % safety(name, Level=2))
    
                    if not scene.pov_tempfiles_enable and comments:
    
                        file.write("  //translation of spec and mir levels for when no map influences them\n")
    
                    tabWrite("#declare %s = finish {" % safety(name, Level=3))
    
                    if not scene.pov_tempfiles_enable and comments:
    
                        file.write("  //Maximum Spec and Mirror\n")
    
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                    #POV-Ray 3.7 now uses two diffuse values respectively for front and back shading (the back diffuse is like blender translucency)
    
                    frontDiffuse = material.diffuse_intensity
                    backDiffuse = material.translucency
    
    
                    if material.pov_conserve_energy:
    
                        #Total should not go above one
                        if (frontDiffuse + backDiffuse) <= 1.0:
                            pass
    
                        elif frontDiffuse == backDiffuse:
                            frontDiffuse = backDiffuse = 0.5  # Try to respect the user's 'intention' by comparing the two values but bringing the total back to one
                        elif frontDiffuse > backDiffuse:  # Let the highest value stay the highest value
    
                            backDiffuse = min(backDiffuse, (1.0 - frontDiffuse))  # clamps the sum below 1
    
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                            frontDiffuse = min(frontDiffuse, (1.0 - backDiffuse))
    
    
                    # map hardness between 0.0 and 1.0
                    roughness = ((1.0 - ((material.specular_hardness - 1.0) / 510.0)))
                    ## scale from 0.0 to 0.1
    
                    roughness *= 0.1
    
                    # add a small value because 0.0 is invalid
    
                    roughness += (1.0 / 511.0)
    
    
                    #####################################Diffuse Shader######################################
    
                    if material.diffuse_shader == 'OREN_NAYAR' and Level != 3:
    
                        tabWrite("brilliance %.3g\n" % (0.9 + material.roughness))  # blender roughness is what is generally called oren nayar Sigma, and brilliance in POV-Ray
    
                    if material.diffuse_shader == 'TOON' and Level != 3:
    
                        tabWrite("brilliance %.3g\n" % (0.01 + material.diffuse_toon_smooth * 0.25))
    
                        frontDiffuse *= 0.5  # Lower diffuse and increase specular for toon effect seems to look better in POV-Ray
    
    
                    if material.diffuse_shader == 'MINNAERT' and Level != 3:
    
                        #tabWrite("aoi %.3g\n" % material.darkness)
    
                        pass  # let's keep things simple for now
    
                    if material.diffuse_shader == 'FRESNEL' and Level != 3:
    
                        #tabWrite("aoi %.3g\n" % material.diffuse_fresnel_factor)
    
                        pass  # let's keep things simple for now
    
                    if material.diffuse_shader == 'LAMBERT' and Level != 3:
    
                        tabWrite("brilliance 1.8\n")  # trying to best match lambert attenuation by that constant brilliance value
    
                        ####################################Specular Shader######################################
    
                        if material.specular_shader == 'COOKTORR' or material.specular_shader == 'PHONG':  # No difference between phong and cook torrence in blender HaHa!
    
                            tabWrite("phong %.3g\n" % (material.specular_intensity))
                            tabWrite("phong_size %.3g\n" % (material.specular_hardness / 2 + 0.25))
    
                        elif material.specular_shader == 'BLINN':  # POV-Ray 'specular' keyword corresponds to a Blinn model, without the ior.
    
                            tabWrite("specular %.3g\n" % (material.specular_intensity * (material.specular_ior / 4.0)))  # Use blender Blinn's IOR just as some factor for spec intensity
                            tabWrite("roughness %.3g\n" % roughness)
    
                            #Could use brilliance 2(or varying around 2 depending on ior or factor) too.
    
    
                        elif material.specular_shader == 'TOON':
    
                            tabWrite("phong %.3g\n" % (material.specular_intensity * 2))
                            tabWrite("phong_size %.3g\n" % (0.1 + material.specular_toon_smooth / 2))  # use extreme phong_size
    
                        elif material.specular_shader == 'WARDISO':
                            tabWrite("specular %.3g\n" % (material.specular_intensity / (material.specular_slope + 0.0005)))  # find best suited default constant for brilliance Use both phong and specular for some values.
                            tabWrite("roughness %.4g\n" % (0.0005 + material.specular_slope / 10.0))  # find best suited default constant for brilliance Use both phong and specular for some values.
                            tabWrite("brilliance %.4g\n" % (1.8 - material.specular_slope * 1.8))  # find best suited default constant for brilliance Use both phong and specular for some values.
    
                    #########################################################################################
    
                        tabWrite("specular 1\n")
                    tabWrite("diffuse %.3g %.3g\n" % (frontDiffuse, backDiffuse))
    
                    tabWrite("ambient %.3g\n" % material.ambient)
                    #tabWrite("ambient rgb <%.3g, %.3g, %.3g>\n" % tuple([c*material.ambient for c in world.ambient_color])) # POV-Ray blends the global value
                    tabWrite("emission %.3g\n" % material.emit)  # New in POV-Ray 3.7
    
                    #tabWrite("roughness %.3g\n" % roughness) #POV-Ray just ignores roughness if there's no specular keyword
    
                    if material.pov_conserve_energy:
    
                        tabWrite("conserve_energy\n")  # added for more realistic shading. Needs some checking to see if it really works. --Maurice.
    
    
                    # 'phong 70.0 '
                    if Level != 1:
                        if material.raytrace_mirror.use:
                            raytrace_mirror = material.raytrace_mirror
                            if raytrace_mirror.reflect_factor:
    
                                tabWrite("reflection {\n")
                                tabWrite("rgb <%.3g, %.3g, %.3g>" % material.mirror_color[:])
    
                                if material.pov_mirror_metallic:
    
                                    tabWrite("metallic %.3g" % (raytrace_mirror.reflect_factor))
    
                                if material.pov_mirror_use_IOR:  # WORKING ?
    
                                    tabWrite("fresnel 1 ")  # Removed from the line below: gives a more physically correct material but needs proper IOR. --Maurice
                                tabWrite("falloff %.3g exponent %.3g} " % (raytrace_mirror.fresnel, raytrace_mirror.fresnel_factor))
    
    
                    if material.subsurface_scattering.use:
                        subsurface_scattering = material.subsurface_scattering
    
                        tabWrite("subsurface { <%.3g, %.3g, %.3g>, <%.3g, %.3g, %.3g> }\n" % (
    
                                 sqrt(subsurface_scattering.radius[0]) * 1.5,
                                 sqrt(subsurface_scattering.radius[1]) * 1.5,
                                 sqrt(subsurface_scattering.radius[2]) * 1.5,
                                 1.0 - subsurface_scattering.color[0],
                                 1.0 - subsurface_scattering.color[1],
                                 1.0 - subsurface_scattering.color[2],
                                 )
                                )
    
    
                    if material.pov_irid_enable:
    
                        tabWrite("irid { %.4g thickness %.4g turbulence %.4g }" % (material.pov_irid_amount, material.pov_irid_thickness, material.pov_irid_turbulence))
    
                    tabWrite("diffuse 0.8\n")
                    tabWrite("phong 70.0\n")
    
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                # This is written into the object
                '''
                if material and material.transparency_method=='RAYTRACE':
                    'interior { ior %.3g} ' % material.raytrace_transparency.ior
                '''
    
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                #tabWrite("crand 1.0\n") # Sand granyness
                #tabWrite("metallic %.6f\n" % material.spec)
                #tabWrite("phong %.6f\n" % material.spec)
                #tabWrite("phong_size %.6f\n" % material.spec)
                #tabWrite("brilliance %.6f " % (material.specular_hardness/256.0) # Like hardness
    
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            # Level=2 Means translation of spec and mir levels for when no map influences them
            povHasnoSpecularMaps(Level=2)
    
                special_texture_found = False
                for t in material.texture_slots:
    
                    if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and (t.use_map_specular or t.use_map_raymir or t.use_map_normal or t.use_map_alpha):
    
                        special_texture_found = True
    
                        continue  # Some texture found
    
    
                if special_texture_found:
                    # Level=1 Means No specular nor Mirror reflection
                    povHasnoSpecularMaps(Level=1)
    
                    # Level=3 Means Maximum Spec and Mirror
                    povHasnoSpecularMaps(Level=3)
    
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        def exportCamera():
            camera = scene.camera
    
            # DH disabled for now, this isn't the correct context
    
            active_object = None  # bpy.context.active_object # does not always work  MR
    
            matrix = global_matrix * camera.matrix_world
    
            focal_point = camera.data.dof_distance
    
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            # compute resolution
            Qsize = float(render.resolution_x) / float(render.resolution_y)
    
            tabWrite("#declare camLocation  = <%.6f, %.6f, %.6f>;\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
    
            tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" % tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
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            if scene.pov_baking_enable and active_object and active_object.type == 'MESH':
    
                tabWrite("mesh_camera{ 1 3\n")  # distribution 3 is what we want here
                tabWrite("mesh{%s}\n" % active_object.name)
                tabWrite("}\n")
                tabWrite("location <0,0,.01>")
                tabWrite("direction <0,0,-1>")
    
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            # Using standard camera otherwise
            else:
    
                tabWrite("location  <0, 0, 0>\n")
                tabWrite("look_at  <0, 0, -1>\n")
                tabWrite("right <%s, 0, 0>\n" % - Qsize)
                tabWrite("up <0, 1, 0>\n")
                tabWrite("angle  %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
    
    
                tabWrite("rotate  <%.6f, %.6f, %.6f>\n" % tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
                tabWrite("translate <%.6f, %.6f, %.6f>\n" % (matrix[3][0], matrix[3][1], matrix[3][2]))
    
                if camera.data.pov_dof_enable and focal_point != 0:
    
                    tabWrite("aperture %.3g\n" % camera.data.pov_dof_aperture)
    
                    tabWrite("blur_samples %d %d\n" % (camera.data.pov_dof_samples_min, camera.data.pov_dof_samples_max))
                    tabWrite("variance 1/%d\n" % camera.data.pov_dof_variance)
                    tabWrite("confidence %.3g\n" % camera.data.pov_dof_confidence)
    
                    tabWrite("focal_point <0, 0, %f>\n" % focal_point)
            tabWrite("}\n")
    
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        def exportLamps(lamps):
            # Get all lamps
            for ob in lamps:
                lamp = ob.data
    
    
                matrix = global_matrix * ob.matrix_world
    
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                color = tuple([c * lamp.energy * 2.0 for c in lamp.color])  # Colour is modified by energy #muiltiplie by 2 for a better match --Maurice
    
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                tabWrite("light_source {\n")
                tabWrite("< 0,0,0 >\n")
                tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
    
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                if lamp.type == 'POINT':
    
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                    pass
    
                elif lamp.type == 'SPOT':
    
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                    # Falloff is the main radius from the centre line
    
                    tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0))  # 1 TO 179 FOR BOTH
                    tabWrite("radius %.6f\n" % ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
    
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                    # Blender does not have a tightness equivilent, 0 is most like blender default.
    
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                elif lamp.type == 'SUN':
    
                    tabWrite("parallel\n")
                    tabWrite("point_at  <0, 0, -1>\n")  # *must* be after 'parallel'
    
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                elif lamp.type == 'AREA':
    
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
                    tabWrite("fade_power %d\n" % 2)  # Area lights have no falloff type, so always use blenders lamp quad equivalent for those?
    
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                    size_x = lamp.size
                    samples_x = lamp.shadow_ray_samples_x
                    if lamp.shape == 'SQUARE':
                        size_y = size_x
                        samples_y = samples_x
                    else:
                        size_y = lamp.size_y
                        samples_y = lamp.shadow_ray_samples_y
    
    
                    tabWrite("area_light <%d,0,0>,<0,0,%d> %d, %d\n" % (size_x, size_y, samples_x, samples_y))
    
                    if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
    
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                        if lamp.jitter:
    
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                    else:
    
                        tabWrite("adaptive 1\n")
                        tabWrite("jitter\n")
    
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                if not scene.render.use_shadows or lamp.type == 'HEMI' or (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW'):  # HEMI never has any shadow_method attribute
    
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                if lamp.type not in ('SUN', 'AREA', 'HEMI'):  # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they are put to type 2 attenuation a little higher above.
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 5.0))
    
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                    if lamp.falloff_type == 'INVERSE_SQUARE':
    
                        tabWrite("fade_power %d\n" % 2)  # Use blenders lamp quad equivalent
    
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                    elif lamp.falloff_type == 'INVERSE_LINEAR':
    
                        tabWrite("fade_power %d\n" % 1)  # Use blenders lamp linear
    
                    elif lamp.falloff_type == 'CONSTANT':  # upposing using no fade power keyword would default to constant, no attenuation.
    
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                        pass
    
                    elif lamp.falloff_type == 'CUSTOM_CURVE':  # Using Custom curve for fade power 3 for now.
    
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                writeMatrix(matrix)
    
    
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    ##################################################################################################################################
    #Wip to be Used for fresnel, but not tested yet.
    ##################################################################################################################################
    ##    lampLocation=[0,0,0]
    ##    lampRotation=[0,0,0]
    ##    lampDistance=0.00
    ##    averageLampLocation=[0,0,0]
    ##    averageLampRotation=[0,0,0]
    ##    averageLampDistance=0.00
    ##    lamps=[]
    ##    for l in scene.objects:
    ##        if l.type == 'LAMP':#get all lamps
    ##            lamps += [l]
    ##    for ob in lamps:
    ##        lamp = ob.data
    ##        lampLocation[0]+=ob.location[0]
    ##        lampLocation[1]+=ob.location[1]
    ##        lampLocation[2]+=ob.location[2]
    ##        lampRotation[0]+=ob.rotation_euler[0]
    ##        lampRotation[1]+=ob.rotation_euler[1]
    ##        lampRotation[2]+=ob.rotation_euler[2]
    ##        lampDistance+=ob.data.distance
    ##        averageLampRotation[0]=lampRotation[0] / len(lamps)#create an average direction for all lamps.
    ##        averageLampRotation[1]=lampRotation[1] / len(lamps)#create an average direction for all lamps.
    ##        averageLampRotation[2]=lampRotation[2] / len(lamps)#create an average direction for all lamps.
    ##
    ##        averageLampLocation[0]=lampLocation[0] / len(lamps)#create an average position for all lamps.
    ##        averageLampLocation[1]=lampLocation[1] / len(lamps)#create an average position for all lamps.
    ##        averageLampLocation[2]=lampLocation[2] / len(lamps)#create an average position for all lamps.
    
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    ##        averageLampDistance=lampDistance / len(lamps)#create an average distance for all lamps.
    
    ##    file.write("\n#declare lampTarget= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);" % (-(averageLampLocation[0]-averageLampDistance), -(averageLampLocation[1]-averageLampDistance), -(averageLampLocation[2]-averageLampDistance), averageLampRotation[0], averageLampRotation[1], averageLampRotation[2]))
    
    ##    #v(A,B) rotates vector A about origin by vector B.
    
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    ##
    ####################################################################################################################################
    
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        def exportMeta(metas):
    
            # TODO - blenders 'motherball' naming is not supported.
    
            if not scene.pov_tempfiles_enable and scene.pov_comments_enable and len(metas) >= 1:
    
                file.write("//--Blob objects--\n\n")
    
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            for ob in metas:
                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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                    tabWrite("blob {\n")
                    tabWrite("threshold %.4g\n" % meta.threshold)
    
                    importance = ob.pov_importance_value
    
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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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                            tabWrite("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
    
                            tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z, elem.radius, stiffness))
                            tabWrite("scale <%.6g, %.6g, %.6g> \n" % (elem.size_x, elem.size_y, elem.size_z))
    
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                    if material:
                        diffuse_color = material.diffuse_color
    
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
    
                            povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
                            trans = (1.0 - material.alpha) - povFilter
    
                            povFilter = 0.0
    
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                        material_finish = materialNames[material.name]
    
                        tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % (diffuse_color[0], diffuse_color[1], diffuse_color[2], povFilter, trans))
    
                        tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
    
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                        tabWrite("pigment {rgb<1 1 1>} \n")
    
                        tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))		# Write the finish last.
    
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                    writeObjectMaterial(material, ob)
    
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                    writeMatrix(global_matrix * ob.matrix_world)
    
                    #Importance for radiosity sampling added here:
    
                    tabWrite("radiosity { \n")
                    tabWrite("importance %3g \n" % importance)
                    tabWrite("}\n")
    
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                    tabWrite("}\n")  # End of Metaball block
    
                    if not scene.pov_tempfiles_enable and scene.pov_comments_enable and len(metas) >= 1:
    
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        def exportMeshs(scene, sel):
    
            ob_num = 0
    
            for ob in sel:
                ob_num += 1
    
    #############################################
                #Generating a name for object just like materials to be able to use it (baking for now or anything else).
                if sel:
                    name_orig = ob.name
                else:
                    name_orig = DEF_OBJ_NAME
                name = objectNames[name_orig] = uniqueName(bpy.path.clean_name(name_orig), objectNames)
    #############################################
    
                if ob.type in ('LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'):
    
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                    continue
    
    
                try:
                    me = ob.create_mesh(scene, True, 'RENDER')
                except:
                    # happens when curves cant be made into meshes because of no-data
                    continue
    
    
                importance = ob.pov_importance_value
    
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                me_materials = me.materials
    
                me_faces = me.faces[:]
    
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                if not me or not me_faces:
    
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                    continue
    
                if info_callback:
    
                    info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
    
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                #	continue
                # me = ob.data
    
    
                matrix = global_matrix * ob.matrix_world
    
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                try:
    
                    uv_layer = me.uv_textures.active.data
    
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                except AttributeError:
    
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                    uv_layer = None
    
                try:
    
                    vcol_layer = me.vertex_colors.active.data
    
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                except AttributeError:
    
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                    vcol_layer = None
    
    
                faces_verts = [f.vertices[:] for f in me_faces]
    
                faces_normals = [f.normal[:] for f in me_faces]
                verts_normals = [v.normal[:] for v in me.vertices]
    
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                # quads incur an extra face
    
                quadCount = sum(1 for f in faces_verts if len(f) == 4)
    
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                # Use named declaration to allow reference e.g. for baking. MR
    
                file.write("\n")
                tabWrite("#declare %s =\n" % name)
                tabWrite("mesh2 {\n")
                tabWrite("vertex_vectors {\n")
                tabWrite("%d" % len(me.vertices))  # vert count
    
                for v in me.vertices:
    
                    if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
                        file.write(",\n")
                        file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                    else:
                        file.write(", ")
                        file.write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
                    #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
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                # Build unique Normal list
                uniqueNormals = {}
    
                for fi, f in enumerate(me_faces):
    
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                    fv = faces_verts[fi]
                    # [-1] is a dummy index, use a list so we can modify in place
    
                    if f.use_smooth:  # Use vertex normals
    
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                        for v in fv:
                            key = verts_normals[v]
                            uniqueNormals[key] = [-1]
    
                    else:  # Use face normal
    
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                        key = faces_normals[fi]
                        uniqueNormals[key] = [-1]
    
    
                tabWrite("normal_vectors {\n")
                tabWrite("%d" % len(uniqueNormals))  # vert count
    
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                idx = 0
    
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                for no, index in uniqueNormals.items():
    
                    if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
                        file.write(",\n")
                        file.write(tabStr + "<%.6f, %.6f, %.6f>" % no)  # vert count
                    else:
                        file.write(", ")
                        file.write("<%.6f, %.6f, %.6f>" % no)  # vert count
    
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                    index[0] = idx
                    idx += 1
    
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                # Vertex colours
    
                vertCols = {}  # Use for material colours also.
    
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                if uv_layer:
                    # Generate unique UV's
                    uniqueUVs = {}
    
                    for fi, uv in enumerate(uv_layer):
    
                        if len(faces_verts[fi]) == 4:
                            uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
                        else:
                            uvs = uv.uv1, uv.uv2, uv.uv3
    
                        for uv in uvs:
    
                            uniqueUVs[uv[:]] = [-1]
    
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                    #print unique_uvs
    
                    tabWrite("%d" % len(uniqueUVs))  # vert count
    
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                    idx = 0
    
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                    for uv, index in uniqueUVs.items():
    
                        if not scene.pov_tempfiles_enable and scene.pov_list_lf_enable:
                            file.write(",\n")
                            file.write(tabStr + "<%.6f, %.6f>" % uv)
                        else:
                            file.write(", ")
                            file.write("<%.6f, %.6f>" % uv)
    
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                        index[0] = idx
                        idx += 1
                    '''
                    else:
                        # Just add 1 dummy vector, no real UV's
    
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                        file.write(',\n\t\t<0.0, 0.0>')
                    '''
    
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                if me.vertex_colors:
    
    
                    for fi, f in enumerate(me_faces):
    
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                        material_index = f.material_index
                        material = me_materials[material_index]
    
    
                        if material and material.use_vertex_color_paint:
    
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                            col = vcol_layer[fi]
    
                            if len(faces_verts[fi]) == 4:
                                cols = col.color1, col.color2, col.color3, col.color4
                            else:
                                cols = col.color1, col.color2, col.color3
    
                            for col in cols:
    
                                key = col[0], col[1], col[2], material_index  # Material index!
    
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                                vertCols[key] = [-1]
    
                        else:
                            if material:
    
                                diffuse_color = material.diffuse_color[:]
    
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                                key = diffuse_color[0], diffuse_color[1], diffuse_color[2], material_index
                                vertCols[key] = [-1]
    
                else:
                    # No vertex colours, so write material colours as vertex colours
                    for i, material in enumerate(me_materials):
    
                        if material:
    
                            diffuse_color = material.diffuse_color[:]
    
                            key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i  # i == f.mat
    
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                            vertCols[key] = [-1]
    
                # Vert Colours
    
                file.write(tabStr + "%s" % (len(vertCols)))  # vert count
    
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                idx = 0
    
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                for col, index in vertCols.items():
                    if me_materials:
                        material = me_materials[col[3]]
                        material_finish = materialNames[material.name]
    
    
                        if material.use_transparency:
                            trans = 1.0 - material.alpha
    
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                        else:
                            trans = 0.0
    
    
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
                            povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
                            trans = (1.0 - material.alpha) - povFilter
                        else:
                            povFilter = 0.0
    
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                    else:
    
                        material_finish = DEF_MAT_NAME  # not working properly,
    
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                        trans = 0.0
    
    
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                    ##############SF
    
                    texturesDif = ""
                    texturesSpec = ""
                    texturesNorm = ""
                    texturesAlpha = ""
    
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                    for t in material.texture_slots:
    
                        if t and t.texture.type == 'IMAGE' and t.use and t.texture.image:
    
                            image_filename = path_image(t.texture.image.filepath)
    
                                if t.use_map_color_diffuse:
    
                                    texturesDif = image_filename
                                    colvalue = t.default_value
                                    t_dif = t
    
                                    if t_dif.texture.pov_tex_gamma_enable:
    
                                        imgGamma = (" gamma %.3g " % t_dif.texture.pov_tex_gamma_value)
    
                                if t.use_map_specular or t.use_map_raymir:
    
                                    texturesSpec = image_filename
                                    colvalue = t.default_value
                                    t_spec = t
    
                                if t.use_map_normal:
    
                                    texturesNorm = image_filename
                                    colvalue = t.normal_factor * 10.0
    
                                    #textNormName=t.texture.image.name + ".normal"
    
                                    #was the above used? --MR
                                    t_nor = t
    
                                if t.use_map_alpha:
    
                                    texturesAlpha = image_filename
                                    colvalue = t.alpha_factor * 10.0
    
                                    #textDispName=t.texture.image.name + ".displ"
    
                                    #was the above used? --MR
                                    t_alpha = t
    
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                    ##############################################################################################################
    
                    tabWrite("texture {\n")  # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.   --MR
    
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                    ##############################################################################################################
                    if material.diffuse_shader == 'MINNAERT':
    
                        tabWrite("\n")
                        tabWrite("aoi\n")
                        tabWrite("texture_map {\n")
                        tabWrite("[%.3g finish {diffuse %.3g}]\n" % (material.darkness / 2.0, 2.0 - material.darkness))
    
                        tabWrite("[%.3g" % (1.0 - (material.darkness / 2.0)))
    
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    ######TO OPTIMIZE? or present a more elegant way? At least make it work!##################################################################
                    #If Fresnel gets removed from 2.5, why bother?
                    if material.diffuse_shader == 'FRESNEL':
    
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    ######END of part TO OPTIMIZE? or present a more elegant way?##################################################################
    
    ##                        #lampLocation=lamp.position
    ##                        lampRotation=
    ##                        a=lamp.Rotation[0]
    ##                        b=lamp.Rotation[1]
    ##                        c=lamp.Rotation[2]
    ##                        lampLookAt=tuple (x,y,z)
    
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    ##                        lampLookAt[3]= 0.0 #Put 'target' of the lamp on the floor plane to elimianate one unknown value
    
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    ##                                   degrees(atan((lampLocation - lampLookAt).y/(lampLocation - lampLookAt).z))=lamp.rotation[0]
    ##                                   degrees(atan((lampLocation - lampLookAt).z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
    ##                                   degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
    ##                        degrees(atan((lampLocation - lampLookAt).y/(lampLocation.z))=lamp.rotation[0]
    ##                        degrees(atan((lampLocation.z/(lampLocation - lampLookAt).x))=lamp.rotation[1]
    ##                        degrees(atan((lampLocation - lampLookAt).x/(lampLocation - lampLookAt).y))=lamp.rotation[2]
    
    
                                    #color = tuple([c * lamp.energy for c in lamp.color]) # Colour is modified by energy
    
    
                        tabWrite("\n")
                        tabWrite("slope { lampTarget }\n")
                        tabWrite("texture_map {\n")
                        tabWrite("[%.3g finish {diffuse %.3g}]\n" % (material.diffuse_fresnel / 2, 2.0 - material.diffuse_fresnel_factor))
    
                        tabWrite("[%.3g\n" % (1 - (material.diffuse_fresnel / 2.0)))
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    #if material.diffuse_shader == 'FRESNEL': pigment pattern aoi pigment and texture map above, the rest below as one of its entry
    
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