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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:
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            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
            pov_binary = os.path.join(win_home, "bin", "pvengine64.exe")
            if os.path.exists(pov_binary):
                return pov_binary

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

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

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

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

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

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

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

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

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

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

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

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

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

            if not scene.pov.tempfiles_enable:

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

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

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

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

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

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

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

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

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

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

                                    # bpy.ops.console.banner(ctx, text = "Hello world")
                                    bpy.ops.console.clear_line(ctx)
                                    for i in msg.split('\n'):
                                        bpy.ops.console.scrollback_append(
                                            ctx,
                                            text=i,
                                            type='INFO'
                                        )
                                        # bpy.ops.console.insert(ctx, text=(i + "\n"))
                                except BaseException as e:
                                    print(e.__doc__)
                                    print('An exception occurred: {}'.format(e))
                                    pass
            self.update_stats("", "")

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

            # Mac supports natively say command
            elif platform == "darwin":
                # We don't want the say command to block Python,
                # so we add an ampersand after the message
                # but if the os TTS package isn't up to date it
                # still does thus, the try except clause
                try:
                    os.system("say %s &" % finished_render_message)
                except BaseException as e:
                    print(e.__doc__)
                    print("your Mac may need an update, try to restart computer")
                    pass
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            # While Linux frequently has espeak installed or at least can suggest
            # Maybe windows could as well ?
            elif platform == "linux":
                # We don't want the espeak command to block Python,
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                # so we add an ampersand after the message
                # but if the espeak TTS package isn't installed it
                # still does thus, the try except clause
                try:
                    os.system("echo %s | espeak &" % finished_render_message)
                except BaseException as e:
                    print(e.__doc__)
                    pass

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

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        ini_prev_file = os.path.join(preview_dir, "Preview.ini")
        input_prev_file = os.path.join(preview_dir, "Preview.pov")
        output_prev_file = os.path.join(preview_dir, tex_prev_name)
        # ---------------------------------- ini ---------------------------------- #
        with open(ini_prev_file, "w") as file_ini:
            file_ini.write('Version=3.8\n')
            file_ini.write('Input_File_Name="%s"\n' % input_prev_file)
            file_ini.write('Output_File_Name="%s.png"\n' % output_prev_file)
            file_ini.write('Library_Path="%s"\n' % preview_dir)
            file_ini.write('Width=256\n')
            file_ini.write('Height=256\n')
            file_ini.write('Pause_When_Done=0\n')
            file_ini.write('Output_File_Type=N\n')
            file_ini.write('Output_Alpha=1\n')
            file_ini.write('Antialias=on\n')
            file_ini.write('Sampling_Method=2\n')
            file_ini.write('Antialias_Depth=3\n')
            file_ini.write('-d\n')
        if not file_ini.closed:
            file_ini.close()
        # ---------------------------------- pov ---------------------------------- #
        with open(input_prev_file, "w") as file_pov:
            pat_name = "PAT_" + string_strip_hyphen(bpy.path.clean_name(tex.name))
            file_pov.write("#declare %s = \n" % pat_name)
            file_pov.write(shading.export_pattern(tex))

            file_pov.write("#declare Plane =\n")
            file_pov.write("mesh {\n")
            file_pov.write(
                "    triangle {<-2.021,-1.744,2.021>,<-2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
            )
            file_pov.write(
                "    triangle {<-2.021,-1.744,-2.021>,<2.021,-1.744,-2.021>,<2.021,-1.744,2.021>}\n"
            )
            file_pov.write("    texture{%s}\n" % pat_name)
            file_pov.write("}\n")
            file_pov.write("object {Plane}\n")
            file_pov.write("light_source {\n")
            file_pov.write("    <0,4.38,-1.92e-07>\n")
            file_pov.write("    color rgb<4, 4, 4>\n")
            file_pov.write("    parallel\n")
            file_pov.write("    point_at  <0, 0, -1>\n")
            file_pov.write("}\n")
            file_pov.write("camera {\n")
            file_pov.write("    location  <0, 0, 0>\n")
            file_pov.write("    look_at  <0, 0, -1>\n")
            file_pov.write("    right <-1.0, 0, 0>\n")
            file_pov.write("    up <0, 1, 0>\n")
            file_pov.write("    angle  96.805211\n")
            file_pov.write("    rotate  <-90.000003, -0.000000, 0.000000>\n")
            file_pov.write("    translate <0.000000, 0.000000, 0.000000>\n")
            file_pov.write("}\n")
        if not file_pov.closed:
            file_pov.close()
        # ------------------------------- end write ------------------------------- #

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

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

        bpy.ops.render.render()
classes = (
    PovrayRender,
    RenderPovTexturePreview,
    RunPovTextRender,
)


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