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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
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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
    
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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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    # """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 .object_mesh_topology.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)
    # '''
    
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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
            global_matrix = mathutils.Matrix.Rotation(-pi / 2.0, 4, 'X')
            comments = scene.pov.comments_enable and not scene.pov.tempfiles_enable
            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()
    
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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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                tab_str = ""
    
                if tabtype == 'NONE':
                    tab_str = ""
                elif tabtype == 'TAB':
                    tab_str = "\t"
                elif tabtype == 'SPACE':
                    tab_str = spaces * " "
                return tab_str
    
            tab = set_tab(scene.pov.indentation_character, scene.pov.indentation_spaces)
            if not scene.pov.tempfiles_enable:
    
                def tab_write(str_o):
                    """Indent POV syntax from brackets levels and write to exported file """
                    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
    
            else:
    
                def tab_write(str_o):
                    """write directly to exported file if user checked autonamed temp files (faster)."""
    
                    file.write(str_o)
    
            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
    
    
            def write_matrix(matrix):
                """Translate some transform matrix from Blender UI
                to POV syntax and write to exported file """
                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"?
    
            # -----------------------------------------------------------------------------
    
            def export_meta(metas):
                """write all POV blob primitives and Blender Metas to exported file """
                # 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 = {}
                for meta_ob in metas:
                    prefix = meta_ob.name.split(".")[0]
                    if prefix not in meta_group:
                        meta_group[prefix] = meta_ob  # .data.threshold
                    elems = [
                        (elem, meta_ob)
                        for elem in meta_ob.data.elements
                        if elem.type in {'BALL', 'ELLIPSOID', 'CAPSULE', 'CUBE', 'PLANE'}
                    ]
                    if prefix in meta_elems:
                        meta_elems[prefix].extend(elems)
                    else:
                        meta_elems[prefix] = elems
    
                    # empty metaball
                    if len(elems) == 0:
                        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"
                            % (meta_ob.location.x, meta_ob.location.y, meta_ob.location.z)
                        )  # meta_ob.name > povdataname)
                    # other metaballs
                    else:
                        for mg, mob in meta_group.items():
                            if len(meta_elems[mg]) != 0:
                                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
                                    if elem.type == 'BALL':
                                        tab_write(
                                            "sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g "
                                            % (loc.x, loc.y, loc.z, elem.radius, stiffness)
    
                                        write_matrix(global_matrix @ elems[1].matrix_world)
                                        tab_write("}\n")
                                    elif elem.type == 'ELLIPSOID':
                                        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,
                                            )
    
                                        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")
                                    elif elem.type == 'CAPSULE':
                                        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,
                                            )
    
                                        # 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")
    
                                    elif elem.type == 'CUBE':
                                        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,
                                            )
    
                                        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,
                                            )
    
                                        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,
                                            )
                                        )
                                        write_matrix(global_matrix @ elems[1].matrix_world)
                                        tab_write("}\n")
    
                                    elif elem.type == 'PLANE':
                                        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,
                                            )
                                        )
                                        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,
                                            )
                                        )
                                        write_matrix(global_matrix @ elems[1].matrix_world)
                                        tab_write("}\n")
    
                                try:
                                    one_material = elems[1].data.materials[
                                        0
                                    ]  # lame! - blender cant do enything else.
                                except BaseException as e:
                                    print(e.__doc__)
                                    print('An exception occurred: {}'.format(e))
                                    one_material = None
                                if one_material:
                                    diffuse_color = one_material.diffuse_color
                                    trans = 1.0 - one_material.pov.alpha
                                    if (
                                        one_material.use_transparency
                                        and one_material.transparency_method == 'RAYTRACE'
                                    ):
                                        pov_filter = one_material.pov_raytrace_transparency.filter * (
                                            1.0 - one_material.alpha
                                        )
                                        trans = (1.0 - one_material.pov.alpha) - pov_filter
                                    else:
                                        pov_filter = 0.0
                                    material_finish = material_names_dictionary[one_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],
                                            pov_filter,
                                            trans,
    
                                    tab_write("finish{%s} " % safety(material_finish, ref_level_bound=2))
    
                                    material_finish = DEF_MAT_NAME
                                    trans = 0.0
                                    tab_write(
                                        "pigment{srgbt<1,1,1,%.3g>} finish{%s} "
                                        % (trans, safety(material_finish, ref_level_bound=2))
    
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                                    write_object_material_interior(one_material, mob, tab_write)
                                    # write_object_material_interior(one_material, elems[1])
                                    tab_write("radiosity{importance %3g}\n" % mob.pov.importance_value)
                                    tab_write("}\n\n")  # End of Metaball block
    
            '''
                    meta = ob.data
    
                    # important because no elements will break parsing.
                    elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
    
                    if elements:
                        tab_write("blob {\n")
                        tab_write("threshold %.4g\n" % meta.threshold)
                        importance = ob.pov.importance_value
    
                        try:
                            material = meta.materials[0]  # lame! - blender cant do enything else.
                        except:
                            material = None
    
                            stiffness = elem.stiffness
                            if elem.use_negative:
                                stiffness = - stiffness
    
                                tab_write("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" %
                                         (loc.x, loc.y, loc.z, elem.radius, stiffness))
    
                                # After this wecould do something simple like...
                                #     "pigment {Blue} }"
                                # except we'll write the color
    
                            elif elem.type == 'ELLIPSOID':
                                # location is modified by scale
                                tab_write("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))
                                tab_write("scale <%.6g, %.6g, %.6g> \n" %
                                         (elem.size_x, elem.size_y, elem.size_z))
    
                        if material:
                            diffuse_color = material.diffuse_color
                            trans = 1.0 - material.pov.alpha
                            if material.use_transparency and material.transparency_method == 'RAYTRACE':
                                pov_filter = material.pov_raytrace_transparency.filter * (1.0 - material.alpha)
                                trans = (1.0 - material.pov.alpha) - pov_filter
                            else:
                                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],
                                      pov_filter, trans))
                            tab_write("finish {%s}\n" % safety(material_finish, ref_level_bound=2))
    
                            tab_write("pigment {srgb 1} \n")
                            # Write the finish last.
                            tab_write("finish {%s}\n" % (safety(DEF_MAT_NAME, ref_level_bound=2)))
    
                        write_object_material_interior(material, elems[1])
    
                        write_matrix(global_matrix @ ob.matrix_world)
                        # Importance for radiosity sampling added here
                        tab_write("radiosity { \n")
                        # importance > ob.pov.importance_value
                        tab_write("importance %3g \n" % importance)
                        tab_write("}\n")
    
                        if comments and len(metas) >= 1:
                            file.write("\n")
            '''
    
            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("global_settings {\n")
                tab_write("assumed_gamma 1.0\n")
                tab_write("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("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)
    
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                    tab_write("}\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
                        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
                        sslt_samples = (11 - material.pov_subsurface_scattering.error_threshold) * 10
    
                        tab_write("subsurface { samples %d, %d }\n" % (sslt_samples, sslt_samples / 10))
                        once_sss = 0
    
                    if world and once_ambient:
                        tab_write("ambient_light rgb<%.3g, %.3g, %.3g>\n" % world.pov.ambient_color[:])
                        once_ambient = 0
    
                    if scene.pov.photon_enable:
                        if once_photons and (
                            material.pov.refraction_type == "2" or material.pov.photons_reflection
                        ):
                            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(
                                "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('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('load_file "%s"\n' % full_file_name)
                            tab_write("}\n")
                            once_photons = 0
    
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                tab_write("}\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(shading.export_pattern(texture))
                    file.write("\n")
            if comments:
                file.write("\n//--Background--\n\n")
    
            scenography.export_world(scene.world, scene, global_matrix, tab_write)
    
            if comments:
                file.write("\n//--Cameras--\n\n")
    
            scenography.export_camera(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 = no_renderable_objects()
                # export non rendered boolean objects operands
                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,
                    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,
                )
    
            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,
            )
    
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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,
                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
                # 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, 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,
                safety,
                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:
                            shading.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,
                            safety,
                            comments,
                            unique_name,
                            material_names_dictionary,
                            material,
    
                    # attributes are all the variables needed by the other python file...
            if comments:
    
                file.write("\n")
    
            export_meta([m for m in sel if m.type == 'META'])
    
            if comments:
                file.write("//--Mesh objects--\n")
    
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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,
            )
    
            # totime = time.time() - tbefore
            # print("export_meshes took" + str(totime))
    
            # What follow used to happen here:
            # 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
            #      (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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    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