Skip to content
Snippets Groups Projects
render.py 171 KiB
Newer Older
  • Learn to ignore specific revisions
  •                 povHasnoSpecularMaps(Level=3)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
        def exportCamera():
            camera = scene.camera
    
            # DH disabled for now, this isn't the correct context
    
            active_object = None  # bpy.context.active_object # does not always work  MR
    
            matrix = global_matrix * camera.matrix_world
    
            focal_point = camera.data.dof_distance
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
            # compute resolution
            Qsize = float(render.resolution_x) / float(render.resolution_y)
    
            tabWrite("#declare camLocation  = <%.6f, %.6f, %.6f>;\n" %
                     matrix.translation[:])
            tabWrite("#declare camLookAt = <%.6f, %.6f, %.6f>;\n" %
    
                     tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
            if scene.pov.baking_enable and active_object and active_object.type == 'MESH':
    
                tabWrite("mesh_camera{ 1 3\n")  # distribution 3 is what we want here
                tabWrite("mesh{%s}\n" % active_object.name)
                tabWrite("}\n")
                tabWrite("location <0,0,.01>")
                tabWrite("direction <0,0,-1>")
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
            # Using standard camera otherwise
            else:
    
                tabWrite("location  <0, 0, 0>\n")
                tabWrite("look_at  <0, 0, -1>\n")
                tabWrite("right <%s, 0, 0>\n" % - Qsize)
                tabWrite("up <0, 1, 0>\n")
                tabWrite("angle  %f\n" % (360.0 * atan(16.0 / camera.data.lens) / pi))
    
    
                tabWrite("rotate  <%.6f, %.6f, %.6f>\n" % \
                         tuple([degrees(e) for e in matrix.to_3x3().to_euler()]))
    
                tabWrite("translate <%.6f, %.6f, %.6f>\n" % matrix.translation[:])
    
                if camera.data.pov.dof_enable and focal_point != 0:
                    tabWrite("aperture %.3g\n" % camera.data.pov.dof_aperture)
                    tabWrite("blur_samples %d %d\n" % \
                             (camera.data.pov.dof_samples_min, camera.data.pov.dof_samples_max))
                    tabWrite("variance 1/%d\n" % camera.data.pov.dof_variance)
                    tabWrite("confidence %.3g\n" % camera.data.pov.dof_confidence)
    
                    tabWrite("focal_point <0, 0, %f>\n" % focal_point)
            tabWrite("}\n")
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
        def exportLamps(lamps):
    
            # Incremented after each lamp export to declare its target
            # currently used for Fresnel diffuse shader as their slope vector:
            global lampCount
            lampCount = 0
    
    Luca Bonavita's avatar
    Luca Bonavita committed
            # Get all lamps
            for ob in lamps:
                lamp = ob.data
    
    
                matrix = global_matrix * ob.matrix_world
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                # Color is modified by energy #muiltiplie by 2 for a better match --Maurice
    
                color = tuple([c * lamp.energy * 2.0 for c in lamp.color])
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                tabWrite("light_source {\n")
                tabWrite("< 0,0,0 >\n")
                tabWrite("color rgb<%.3g, %.3g, %.3g>\n" % color)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                if lamp.type == 'POINT':
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    pass
    
                elif lamp.type == 'SPOT':
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                    # Falloff is the main radius from the centre line
    
                    tabWrite("falloff %.2f\n" % (degrees(lamp.spot_size) / 2.0))  # 1 TO 179 FOR BOTH
    
                    tabWrite("radius %.6f\n" % \
                             ((degrees(lamp.spot_size) / 2.0) * (1.0 - lamp.spot_blend)))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                    # Blender does not have a tightness equivilent, 0 is most like blender default.
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                elif lamp.type == 'SUN':
    
                    tabWrite("parallel\n")
                    tabWrite("point_at  <0, 0, -1>\n")  # *must* be after 'parallel'
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                elif lamp.type == 'AREA':
    
                    tabWrite("area_illumination\n")
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
    
                    # Area lights have no falloff type, so always use blenders lamp quad equivalent
                    # for those?
                    tabWrite("fade_power %d\n" % 2)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    size_x = lamp.size
                    samples_x = lamp.shadow_ray_samples_x
                    if lamp.shape == 'SQUARE':
                        size_y = size_x
                        samples_y = samples_x
                    else:
                        size_y = lamp.size_y
                        samples_y = lamp.shadow_ray_samples_y
    
    
                    tabWrite("area_light <%.6f,0,0>,<0,%.6f,0> %d, %d\n" % \
    
                             (size_x, size_y, samples_x, samples_y))
    
                    if lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    else:
    
                        tabWrite("adaptive 1\n")
                        tabWrite("jitter\n")
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                # HEMI never has any shadow_method attribute
                if(not scene.render.use_shadows or lamp.type == 'HEMI' or
                   (lamp.type != 'HEMI' and lamp.shadow_method == 'NOSHADOW')):
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                # Sun shouldn't be attenuated. Hemi and area lights have no falloff attribute so they
                # are put to type 2 attenuation a little higher above.
    
                if lamp.type not in {'SUN', 'AREA', 'HEMI'}:
    
                    tabWrite("fade_distance %.6f\n" % (lamp.distance / 2.0))
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    if lamp.falloff_type == 'INVERSE_SQUARE':
    
                        tabWrite("fade_power %d\n" % 2)  # Use blenders lamp quad equivalent
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    elif lamp.falloff_type == 'INVERSE_LINEAR':
    
                        tabWrite("fade_power %d\n" % 1)  # Use blenders lamp linear
    
                    # supposing using no fade power keyword would default to constant, no attenuation.
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                        pass
    
                    # Using Custom curve for fade power 3 for now.
                    elif lamp.falloff_type == 'CUSTOM_CURVE':
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                writeMatrix(matrix)
    
    
    
                lampCount += 1
    
                # v(A,B) rotates vector A about origin by vector B.
    
                file.write("#declare lampTarget%s= vrotate(<%.4g,%.4g,%.4g>,<%.4g,%.4g,%.4g>);\n" % \
                           (lampCount, -(ob.location.x), -(ob.location.y), -(ob.location.z),
                            ob.rotation_euler.x, ob.rotation_euler.y, ob.rotation_euler.z))
    
    ####################################################################################################
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
        def exportMeta(metas):
    
            # TODO - blenders 'motherball' naming is not supported.
    
            if comments and len(metas) >= 1:
    
                file.write("//--Blob objects--\n\n")
    
    Luca Bonavita's avatar
    Luca Bonavita committed
            for ob in metas:
                meta = ob.data
    
    
                # important because no elements will break parsing.
    
                elements = [elem for elem in meta.elements if elem.type in {'BALL', 'ELLIPSOID'}]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    tabWrite("blob {\n")
                    tabWrite("threshold %.4g\n" % meta.threshold)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                        material = meta.materials[0]  # lame! - blender cant do enything else.
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    for elem in elements:
                        loc = elem.co
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                        stiffness = elem.stiffness
                        if elem.use_negative:
                            stiffness = - stiffness
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                        if elem.type == 'BALL':
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                            tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
                                     (loc.x, loc.y, loc.z, elem.radius, stiffness))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                            # After this wecould do something simple like...
    
                            # except we'll write the color
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                        elif elem.type == 'ELLIPSOID':
                            # location is modified by scale
    
                            tabWrite("sphere { <%.6g, %.6g, %.6g>, %.4g, %.4g }\n" % \
                                     (loc.x / elem.size_x, loc.y / elem.size_y, loc.z / elem.size_z,
                                      elem.radius, stiffness))
                            tabWrite("scale <%.6g, %.6g, %.6g> \n" % \
                                     (elem.size_x, elem.size_y, elem.size_z))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    if material:
                        diffuse_color = material.diffuse_color
    
                        if material.use_transparency and material.transparency_method == 'RAYTRACE':
    
                            povFilter = material.raytrace_transparency.filter * (1.0 - material.alpha)
                            trans = (1.0 - material.alpha) - povFilter
    
                            povFilter = 0.0
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                        material_finish = materialNames[material.name]
    
                        tabWrite("pigment {rgbft<%.3g, %.3g, %.3g, %.3g, %.3g>} \n" % \
                                 (diffuse_color[0], diffuse_color[1], diffuse_color[2],
                                  povFilter, trans))
    
                        tabWrite("finish {%s}\n" % safety(material_finish, Level=2))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                        tabWrite("pigment {rgb<1 1 1>} \n")
    
                        # Write the finish last.
                        tabWrite("finish {%s}\n" % (safety(DEF_MAT_NAME, Level=2)))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    writeObjectMaterial(material, ob)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    writeMatrix(global_matrix * ob.matrix_world)
    
                    # Importance for radiosity sampling added here
    
                    tabWrite("radiosity { \n")
                    tabWrite("importance %3g \n" % importance)
                    tabWrite("}\n")
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    tabWrite("}\n")  # End of Metaball block
    
                    if comments and len(metas) >= 1:
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
        def exportMeshes(scene, sel):
    #        obmatslist = []
    #        def hasUniqueMaterial():
    #            # Grab materials attached to object instances ...
    #            if hasattr(ob, 'material_slots'):
    #                for ms in ob.material_slots:
    
    #                    if ms.material is not None and ms.link == 'OBJECT':
    
    #                        if ms.material in obmatslist:
    #                            return False
    #                        else:
    #                            obmatslist.append(ms.material)
    #                            return True
    #        def hasObjectMaterial(ob):
    #            # Grab materials attached to object instances ...
    #            if hasattr(ob, 'material_slots'):
    #                for ms in ob.material_slots:
    
    #                    if ms.material is not None and ms.link == 'OBJECT':
    
    #                        # If there is at least one material slot linked to the object
    
    #                        # and not the data (mesh), always create a new, "private" data instance.
    
    #                        return True
    #            return False
            # For objects using local material(s) only!
    
            # This is a mapping between a tuple (dataname, materialnames, ...), and the POV dataname.
    
            # As only objects using:
            #     * The same data.
            #     * EXACTLY the same materials, in EXACTLY the same sockets.
    
            # ... can share a same instance in POV export.
    
            def checkObjectMaterials(ob, name, dataname):
                if hasattr(ob, 'material_slots'):
                    has_local_mats = False
                    key = [dataname]
                    for ms in ob.material_slots:
    
                        if ms.material is not None:
    
                            key.append(ms.material.name)
                            if ms.link == 'OBJECT' and not has_local_mats:
                                has_local_mats = True
                        else:
    
                            # Even if the slot is empty, it is important to grab it...
    
                            key.append("")
                    if has_local_mats:
                        # If this object uses local material(s), lets find if another object
                        # using the same data and exactly the same list of materials
    
                        # (in the same slots) has already been processed...
    
                        # Note that here also, we use object name as new, unique dataname for Pov.
    
                        key = tuple(key)  # Lists are not hashable...
    
                        if key not in obmats2data:
                            obmats2data[key] = name
                        return obmats2data[key]
                return None
    
            data_ref = {}
    
            def store(scene, ob, name, dataname, matrix):
                # The Object needs to be written at least once but if its data is
                # already in data_ref this has already been done.
    
                # This func returns the "povray" name of the data, or None
    
                # if no writing is needed.
                if ob.is_modified(scene, 'RENDER'):
                    # Data modified.
                    # Create unique entry in data_ref by using object name
                    # (always unique in Blender) as data name.
                    data_ref[name] = [(name, MatrixAsPovString(matrix))]
                    return name
                # Here, we replace dataname by the value returned by checkObjectMaterials, only if
                # it is not evaluated to False (i.e. only if the object uses some local material(s)).
                dataname = checkObjectMaterials(ob, name, dataname) or dataname
                if dataname in data_ref:
                    # Data already known, just add the object instance.
                    data_ref[dataname].append((name, MatrixAsPovString(matrix)))
                    # No need to write data
                    return None
                else:
                    # Data not yet processed, create a new entry in data_ref.
                    data_ref[dataname] = [(name, MatrixAsPovString(matrix))]
                    return dataname
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
    Luca Bonavita's avatar
    Luca Bonavita committed
            for ob in sel:
                ob_num += 1
    
    
                # XXX I moved all those checks here, as there is no need to compute names
    
                if ob.type in {'LAMP', 'CAMERA', 'EMPTY', 'META', 'ARMATURE', 'LATTICE'}:
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    continue
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                renderEmitter = True
    
    Campbell Barton's avatar
    Campbell Barton committed
                if hasattr(ob, 'particle_systems'):
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    renderEmitter = False
    
                    for pSys in ob.particle_systems:
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                        if pSys.settings.use_render_emitter:
                            renderEmitter = True
    
                        for mod in [m for m in ob.modifiers if (m is not None) and (m.type == 'PARTICLE_SYSTEM')]:
                            if (pSys.settings.render_type == 'PATH') and mod.show_render and (pSys.name == mod.particle_system.name):
                                tstart = time.time()
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                texturedHair=0
    
                                if ob.active_material is not None:
    
                                    pmaterial = ob.material_slots[pSys.settings.material - 1].material
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                    for th in pmaterial.texture_slots:
                                        if th and th.use:
                                            if (th.texture.type == 'IMAGE' and th.texture.image) or th.texture.type != 'IMAGE':
                                                if th.use_map_color_diffuse:
                                                    texturedHair=1
    
                                    if pmaterial.strand.use_blender_units:
                                        strandStart = pmaterial.strand.root_size
                                        strandEnd = pmaterial.strand.tip_size
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                        strandShape = pmaterial.strand.shape 
    
                                    else:  # Blender unit conversion
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                        strandStart = pmaterial.strand.root_size / 200.0
                                        strandEnd = pmaterial.strand.tip_size / 200.0
    
                                        strandShape = pmaterial.strand.shape
                                else:
                                    pmaterial = "default"  # No material assigned in blender, use default one
                                    strandStart = 0.01
                                    strandEnd = 0.01
                                    strandShape = 0.0
    
                                # Set the number of particles to render count rather than 3d view display    
                                pSys.set_resolution(scene, ob, 'RENDER')    
                                steps = pSys.settings.draw_step
                                steps = 3 ** steps # or (power of 2 rather than 3) + 1 # Formerly : len(particle.hair_keys)
                                
                                totalNumberOfHairs = ( len(pSys.particles) + len(pSys.child_particles) )
                                #hairCounter = 0
    
                                file.write('#declare HairArray = array[%i] {\n' % totalNumberOfHairs)
    
                                for pindex in range(0, totalNumberOfHairs):
    
                                    #if particle.is_exist and particle.is_visible:
                                        #hairCounter += 1
                                        #controlPointCounter = 0
    
                                        # Each hair is represented as a separate sphere_sweep in POV-Ray.
                                        
                                        file.write('sphere_sweep{')
                                        if pSys.settings.use_hair_bspline:
                                            file.write('b_spline ')
    
                                            file.write('%i,\n' % (steps + 2))  # +2 because the first point needs tripling to be more than a handle in POV
    
                                        else:
                                            file.write('linear_spline ')
    
                                            file.write('%i,\n' % (steps))
    
                                        #changing world coordinates to object local coordinates by multiplying with inverted matrix    
                                        initCo = ob.matrix_world.inverted()*(pSys.co_hair(ob, pindex, 0))
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                        if ob.active_material is not None:
                                            pmaterial = ob.material_slots[pSys.settings.material-1].material
                                            for th in pmaterial.texture_slots:
    
                                                if th and th.use and th.use_map_color_diffuse:
                                                    #treat POV textures as bitmaps
                                                    if (th.texture.type == 'IMAGE' and th.texture.image and th.texture_coords == 'UV' and ob.data.uv_textures != None): # or (th.texture.pov.tex_pattern_type != 'emulator' and th.texture_coords == 'UV' and ob.data.uv_textures != None):
                                                        image=th.texture.image
                                                        image_width = image.size[0]
                                                        image_height = image.size[1]
                                                        image_pixels = image.pixels[:]
                                                        uv_co = pSys.uv_on_emitter(mod, pSys.particles[pindex], pindex, 0)
                                                        x_co = round(uv_co[0] * (image_width - 1))
                                                        y_co = round(uv_co[1] * (image_height - 1))
                                                        pixelnumber = (image_width * y_co) + x_co
                                                        r = image_pixels[pixelnumber*4]
                                                        g = image_pixels[pixelnumber*4+1]
                                                        b = image_pixels[pixelnumber*4+2]
                                                        a = image_pixels[pixelnumber*4+3]
                                                        initColor=(r,g,b,a)                                              
                                                    else:
                                                        #only overwrite variable for each competing texture for now
                                                        initColor=th.texture.evaluate((initCo[0],initCo[1],initCo[2]))
    
                                        for step in range(0, steps):
    
                                            co = pSys.co_hair(ob, pindex, step)
    
                                        #for controlPoint in particle.hair_keys:
    
                                            if pSys.settings.clump_factor != 0:
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                                hDiameter = pSys.settings.clump_factor / 200.0 * random.uniform(0.5, 1)
    
                                            elif step == 0:
    
                                                hDiameter = strandStart
                                            else:
    
                                                hDiameter += (strandEnd-strandStart)/(pSys.settings.draw_step+1) #XXX +1 or not?
                                            if step == 0 and pSys.settings.use_hair_bspline:
    
                                                # Write three times the first point to compensate pov Bezier handling
    
                                                file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))
                                                file.write('<%.6g,%.6g,%.6g>,%.7g,\n' % (co[0], co[1], co[2], abs(hDiameter)))                                          
    
                                                #file.write('<%.6g,%.6g,%.6g>,%.7g' % (particle.location[0], particle.location[1], particle.location[2], abs(hDiameter))) # Useless because particle location is the tip, not the root.
    
                                                #file.write(',\n')
    
                                            #controlPointCounter += 1
    
                                            #totalNumberOfHairs += len(pSys.particles)# len(particle.hair_keys)
                                                 
                                          # Each control point is written out, along with the radius of the
                                          # hair at that point.
    
                                            file.write('<%.6g,%.6g,%.6g>,%.7g' % (co[0], co[1], co[2], abs(hDiameter)))
    
    
                                          # All coordinates except the last need a following comma.
    
    
                                            if step != steps - 1:
    
                                                file.write(',\n')
                                            else:
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                                if texturedHair:
    
                                                    # Write pigment and alpha (between Pov and Blender alpha 0 and 1 are reversed)
    
                                                    file.write('\npigment{ color rgbf < %.3g, %.3g, %.3g, %.3g> }\n' %(initColor[0], initColor[1], initColor[2], 1.0-initColor[3]))
    
                                                # End the sphere_sweep declaration for this hair
                                                file.write('}\n')
                                            
                                          # All but the final sphere_sweep (each array element) needs a terminating comma.
    
    
                                        if pindex != totalNumberOfHairs:
    
                                            file.write(',\n')
                                        else:
                                            file.write('\n')
    
                                # End the array declaration.
    
                                file.write('}\n')
                                file.write('\n')
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                
                                if not texturedHair:
                                    # Pick up the hair material diffuse color and create a default POV-Ray hair texture.
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                    file.write('#ifndef (HairTexture)\n')
                                    file.write('  #declare HairTexture = texture {\n')
                                    file.write('    pigment {rgbt <%s,%s,%s,%s>}\n' % (pmaterial.diffuse_color[0], pmaterial.diffuse_color[1], pmaterial.diffuse_color[2], (pmaterial.strand.width_fade + 0.05)))
                                    file.write('  }\n')
                                    file.write('#end\n')
                                    file.write('\n')
    
                                # Dynamically create a union of the hairstrands (or a subset of them).
                                # By default use every hairstrand, commented line is for hand tweaking test renders.
                                file.write('//Increasing HairStep divides the amount of hair for test renders.\n')
                                file.write('#ifndef(HairStep) #declare HairStep = 1; #end\n')
    
                                file.write('union{\n')
                                file.write('  #local I = 0;\n')
                                file.write('  #while (I < %i)\n' % totalNumberOfHairs)
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                file.write('    object {HairArray[I]')
                                if not texturedHair:
                                    file.write(' texture{HairTexture}\n')
                                else:
                                    file.write('\n')
    
                                # Translucency of the hair:
                                file.write('        hollow\n')
                                file.write('        double_illuminate\n')
                                file.write('        interior {\n')
                                file.write('            ior 1.45\n')
                                file.write('            media {\n')
                                file.write('                scattering { 1, 10*<0.73, 0.35, 0.15> /*extinction 0*/ }\n')
                                file.write('                absorption 10/<0.83, 0.75, 0.15>\n')
                                file.write('                samples 1\n')
                                file.write('                method 2\n')
                                file.write('                density {\n')
                                file.write('                    color_map {\n')
                                file.write('                        [0.0 rgb <0.83, 0.45, 0.35>]\n')
                                file.write('                        [0.5 rgb <0.8, 0.8, 0.4>]\n')
                                file.write('                        [1.0 rgb <1,1,1>]\n')
                                file.write('                    }\n')
                                file.write('                }\n')
                                file.write('            }\n')
                                file.write('        }\n')
                                file.write('    }\n')
                                
                                file.write('    #local I = I + HairStep;\n')
                                file.write('  #end\n')
                                
                                writeMatrix(global_matrix * ob.matrix_world)
    
                                
                                file.write('}')
                                print('Totals hairstrands written: %i' % totalNumberOfHairs)
                                print('Number of tufts (particle systems)', len(ob.particle_systems))
    
                                
                                # Set back the displayed number of particles to preview count
                                pSys.set_resolution(scene, ob, 'PREVIEW')
                                
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                                if renderEmitter == False:
                                    continue #don't render mesh, skip to next object.
    
                    me = ob.to_mesh(scene, True, 'RENDER')
    
                except:
                    # happens when curves cant be made into meshes because of no-data
                    continue
    
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                me_materials = me.materials
    
                if not me or not me_faces:
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    continue
    
    
    #############################################
                # Generating a name for object just like materials to be able to use it
                # (baking for now or anything else).
    
                # XXX I don't understand that:&nbsp;if we are here, sel if a non-empty iterable,
    
                #     so this condition is always True, IMO -- mont29
                if sel:
                    name_orig = "OB" + ob.name
                    dataname_orig = "DATA" + ob.data.name
                else:
                    name_orig = DEF_OBJ_NAME
                    dataname_orig = DEF_OBJ_NAME
    
    Campbell Barton's avatar
    Campbell Barton committed
                name = string_strip_hyphen(bpy.path.clean_name(name_orig))
                dataname = string_strip_hyphen(bpy.path.clean_name(dataname_orig))
    
    ##                if slot.material is not None and slot.link == 'OBJECT':
    
    ##                    obmaterial = slot.material
    
    #############################################
    
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                if info_callback:
    
                    info_callback("Object %2.d of %2.d (%s)" % (ob_num, len(sel), ob.name))
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                # me = ob.data
    
    
                matrix = global_matrix * ob.matrix_world
    
                povdataname = store(scene, ob, name, dataname, matrix)
                if povdataname is None:
                    print("This is an instance")
                    continue
    
                print("Writing Down First Occurence")
    
    
                uv_textures = me.tessface_uv_textures
                if len(uv_textures) > 0:
                    if me.uv_textures.active and uv_textures.active.data:
                        uv_layer = uv_textures.active.data
                else:
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    uv_layer = None
    
                try:
    
                    #vcol_layer = me.vertex_colors.active.data
                    vcol_layer = me.tessface_vertex_colors.active.data
    
    Campbell Barton's avatar
    Campbell Barton committed
                except AttributeError:
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    vcol_layer = None
    
    
                faces_verts = [f.vertices[:] for f in me_faces]
    
                faces_normals = [f.normal[:] for f in me_faces]
                verts_normals = [v.normal[:] for v in me.vertices]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                # quads incur an extra face
    
                quadCount = sum(1 for f in faces_verts if len(f) == 4)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                # Use named declaration to allow reference e.g. for baking. MR
    
                tabWrite("mesh2 {\n")
                tabWrite("vertex_vectors {\n")
                tabWrite("%d" % len(me.vertices))  # vert count
    
                for v in me.vertices:
    
                    if linebreaksinlists:
    
                        file.write(",\n")
                        file.write(tabStr + "<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
                    else:
                        file.write(", ")
                        file.write("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
                    #tabWrite("<%.6f, %.6f, %.6f>" % v.co[:])  # vert count
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                # Build unique Normal list
                uniqueNormals = {}
    
                for fi, f in enumerate(me_faces):
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    fv = faces_verts[fi]
                    # [-1] is a dummy index, use a list so we can modify in place
    
                    if f.use_smooth:  # Use vertex normals
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        for v in fv:
                            key = verts_normals[v]
                            uniqueNormals[key] = [-1]
    
                    else:  # Use face normal
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        key = faces_normals[fi]
                        uniqueNormals[key] = [-1]
    
    
                tabWrite("normal_vectors {\n")
                tabWrite("%d" % len(uniqueNormals))  # vert count
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                idx = 0
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                for no, index in uniqueNormals.items():
    
                    if linebreaksinlists:
    
                        file.write(",\n")
                        file.write(tabStr + "<%.6f, %.6f, %.6f>" % no)  # vert count
                    else:
                        file.write(", ")
                        file.write("<%.6f, %.6f, %.6f>" % no)  # vert count
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    index[0] = idx
                    idx += 1
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                # Vertex colors
                vertCols = {}  # Use for material colors also.
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                if uv_layer:
                    # Generate unique UV's
                    uniqueUVs = {}
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    for fi, uv in enumerate(uv_layer):
    
                        if len(faces_verts[fi]) == 4:
    
                            uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2], uv_layer[fi].uv[3]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        else:
    
                            uvs = uv_layer[fi].uv[0], uv_layer[fi].uv[1], uv_layer[fi].uv[2]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                        for uv in uvs:
    
                            uniqueUVs[uv[:]] = [-1]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    #print unique_uvs
    
                    tabWrite("%d" % len(uniqueUVs))  # vert count
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    idx = 0
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    for uv, index in uniqueUVs.items():
    
                        if linebreaksinlists:
    
                            file.write(",\n")
                            file.write(tabStr + "<%.6f, %.6f>" % uv)
                        else:
                            file.write(", ")
                            file.write("<%.6f, %.6f>" % uv)
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        index[0] = idx
                        idx += 1
                    '''
                    else:
                        # Just add 1 dummy vector, no real UV's
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        file.write(',\n\t\t<0.0, 0.0>')
                    '''
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
                if me.vertex_colors:
    
                    #Write down vertex colors as a texture for each vertex
                    tabWrite("texture_list {\n")
                    tabWrite("%d\n" % (((len(me_faces)-quadCount) * 3 )+ quadCount * 4)) # works only with tris and quad mesh for now
                    VcolIdx=0
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
                    if comments:
                        file.write("\n  //Vertex colors: one simple pigment texture per vertex\n")
    
                    for fi, f in enumerate(me_faces):
    
                        # annoying, index may be invalid
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        material_index = f.material_index
    
                        try:
                            material = me_materials[material_index]
                        except:
                            material = None
    
                        if material: #and material.use_vertex_color_paint: #Always use vertex color when there is some for now
                         
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                            col = vcol_layer[fi]
    
                            if len(faces_verts[fi]) == 4:
                                cols = col.color1, col.color2, col.color3, col.color4
                            else:
                                cols = col.color1, col.color2, col.color3
    
                            for col in cols:
    
                                key = col[0], col[1], col[2], material_index  # Material index!
    
                                VcolIdx+=1
                                vertCols[key] = [VcolIdx]
    
                                if linebreaksinlists:
                                    tabWrite("texture {pigment{ color rgb <%6f,%6f,%6f> }}\n" % (col[0], col[1], col[2]))
                                else:
                                    tabWrite("texture {pigment{ color rgb <%6f,%6f,%6f> }}" % (col[0], col[1], col[2]))
                                    tabStr = tab * tabLevel
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                        else:
                            if material:
    
                                # Multiply diffuse with SSS Color
                                if material.subsurface_scattering.use:
    
    Campbell Barton's avatar
    Campbell Barton committed
                                    diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
    
                                    key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
                                          material_index
                                    vertCols[key] = [-1]
                                else:
                                    diffuse_color = material.diffuse_color[:]
                                    key = diffuse_color[0], diffuse_color[1], diffuse_color[2], \
                                          material_index
                                    vertCols[key] = [-1]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                    tabWrite("\n}\n")                
                    # Face indices
                    tabWrite("\nface_indices {\n")
                    tabWrite("%d" % (len(me_faces) + quadCount))  # faces count
                    tabStr = tab * tabLevel
    
                    for fi, f in enumerate(me_faces):
                        fv = faces_verts[fi]
                        material_index = f.material_index
                        if len(fv) == 4:
                            indices = (0, 1, 2), (0, 2, 3)
                        else:
                            indices = ((0, 1, 2),)
    
                        if vcol_layer:
                            col = vcol_layer[fi]
    
                            if len(fv) == 4:
                                cols = col.color1, col.color2, col.color3, col.color4
                            else:
                                cols = col.color1, col.color2, col.color3
    
                        if not me_materials or me_materials[material_index] is None:  # No materials
                            for i1, i2, i3 in indices:
    
                                if linebreaksinlists:
    
                                    file.write(",\n")
                                    # vert count
                                    file.write(tabStr + "<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" % (fv[i1], fv[i2], fv[i3]))  # vert count
                        else:
                            material = me_materials[material_index]
                            for i1, i2, i3 in indices:
                                if me.vertex_colors: #and material.use_vertex_color_paint:
                                    # Color per vertex - vertex color
    
                                    col1 = cols[i1]
                                    col2 = cols[i2]
                                    col3 = cols[i3]
    
                                    ci1 = vertCols[col1[0], col1[1], col1[2], material_index][0]
                                    ci2 = vertCols[col2[0], col2[1], col2[2], material_index][0]
                                    ci3 = vertCols[col3[0], col3[1], col3[2], material_index][0]
                                else:
                                    # Color per material - flat material color
                                    if material.subsurface_scattering.use:
                                        diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
                                    else:
                                        diffuse_color = material.diffuse_color[:]
                                    ci1 = ci2 = ci3 = vertCols[diffuse_color[0], diffuse_color[1], \
                                                      diffuse_color[2], f.material_index][0]
                                    # ci are zero based index so we'll subtract 1 from them
    
                                if linebreaksinlists:
    
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>, %d,%d,%d" % \
                                               (fv[i1], fv[i2], fv[i3], ci1-1, ci2-1, ci3-1))  # vert count 
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>, %d,%d,%d" % \
                                               (fv[i1], fv[i2], fv[i3], ci1-1, ci2-1, ci3-1))  # vert count
    
                    file.write("\n")
                    tabWrite("}\n")
    
                    # normal_indices indices
                    tabWrite("normal_indices {\n")
                    tabWrite("%d" % (len(me_faces) + quadCount))  # faces count
                    tabStr = tab * tabLevel
                    for fi, fv in enumerate(faces_verts):
    
                        if len(fv) == 4:
                            indices = (0, 1, 2), (0, 2, 3)
                        else:
                            indices = ((0, 1, 2),)
    
                        for i1, i2, i3 in indices:
                            if me_faces[fi].use_smooth:
    
                                if linebreaksinlists:
    
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>" %\
                                    (uniqueNormals[verts_normals[fv[i1]]][0],\
                                     uniqueNormals[verts_normals[fv[i2]]][0],\
                                     uniqueNormals[verts_normals[fv[i3]]][0]))  # vert count
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" %\
                                    (uniqueNormals[verts_normals[fv[i1]]][0],\
                                     uniqueNormals[verts_normals[fv[i2]]][0],\
                                     uniqueNormals[verts_normals[fv[i3]]][0]))  # vert count
                            else:
                                idx = uniqueNormals[faces_normals[fi]][0]
    
                                if linebreaksinlists:
    
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>" % (idx, idx, idx))  # vert count
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" % (idx, idx, idx))  # vert count
    
                    file.write("\n")
                    tabWrite("}\n")
    
                    if uv_layer:
                        tabWrite("uv_indices {\n")
                        tabWrite("%d" % (len(me_faces) + quadCount))  # faces count
                        tabStr = tab * tabLevel
                        for fi, fv in enumerate(faces_verts):
    
                            if len(fv) == 4:
                                indices = (0, 1, 2), (0, 2, 3)
                            else:
                                indices = ((0, 1, 2),)
    
                            uv = uv_layer[fi]
                            if len(faces_verts[fi]) == 4:
                                uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:], uv.uv[3][:]
                            else:
                                uvs = uv.uv[0][:], uv.uv[1][:], uv.uv[2][:]
    
                            for i1, i2, i3 in indices:
    
                                if linebreaksinlists:
    
                                    file.write(",\n")
                                    file.write(tabStr + "<%d,%d,%d>" % (
                                             uniqueUVs[uvs[i1]][0],\
                                             uniqueUVs[uvs[i2]][0],\
                                             uniqueUVs[uvs[i3]][0]))
                                else:
                                    file.write(", ")
                                    file.write("<%d,%d,%d>" % (
                                             uniqueUVs[uvs[i1]][0],\
                                             uniqueUVs[uvs[i2]][0],\
                                             uniqueUVs[uvs[i3]][0]))
    
                        file.write("\n")
                        tabWrite("}\n")
    
                    if me.materials:
                        try:
                            material = me.materials[0]  # dodgy
                            writeObjectMaterial(material, ob)
                        except IndexError:
                            print(me)
    
                    #Importance for radiosity sampling added here:
                    tabWrite("radiosity { \n")
                    tabWrite("importance %3g \n" % importance)
                    tabWrite("}\n")
    
                    tabWrite("}\n")  # End of mesh block
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                else:
    
                    # No vertex colors, so write material colors as vertex colors
    
    Luca Bonavita's avatar
    Luca Bonavita committed
                    for i, material in enumerate(me_materials):
    
                        if material:
    
                            # Multiply diffuse with SSS Color
                            if material.subsurface_scattering.use:
    
    Campbell Barton's avatar
    Campbell Barton committed
                                diffuse_color = [i * j for i, j in zip(material.subsurface_scattering.color[:], material.diffuse_color[:])]
    
                                key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i  # i == f.mat
                                vertCols[key] = [-1]
                            else:
                                diffuse_color = material.diffuse_color[:]
                                key = diffuse_color[0], diffuse_color[1], diffuse_color[2], i  # i == f.mat
                                vertCols[key] = [-1]
    
    Luca Bonavita's avatar
    Luca Bonavita committed
    
    
                            LocalMaterialNames = []                       
    
                            for col, index in vertCols.items():
                                #if me_materials:
    
                                if me_materials is None: #XXX working?
    
                                    material_finish = DEF_MAT_NAME  # not working properly,
                                    trans = 0.0
    
                                    material_finish = materialNames[mater.name]                        
                                    if mater.use_transparency:
                                        trans = 1.0 - mater.alpha
    
                                    if (mater.specular_color.s == 0.0):
    
                                        colored_specular_found = False
                                    else:
                                        colored_specular_found = True
    
    
                                    if mater.use_transparency and mater.transparency_method == 'RAYTRACE':
                                        povFilter = mater.raytrace_transparency.filter * (1.0 - mater.alpha)
                                        trans = (1.0 - mater.alpha) - povFilter
    
                                    else:
                                        povFilter = 0.0
                                        
                                    ##############SF
                                    texturesDif = ""
                                    texturesSpec = ""
                                    texturesNorm = ""
                                    texturesAlpha = ""
    
                                        if t and t.use and t.texture.type != 'IMAGE' and t.texture.type != 'NONE':
                                            proceduralFlag=True
                                            image_filename = "PAT_%s"%string_strip_hyphen(bpy.path.clean_name(t.texture.name))
                                            if image_filename:
                                                if t.use_map_color_diffuse:
                                                    texturesDif = image_filename
                                                    # colvalue = t.default_value  # UNUSED
                                                    t_dif = t
                                                    if t_dif.texture.pov.tex_gamma_enable:
                                                        imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
                                                if t.use_map_specular or t.use_map_raymir:
                                                    texturesSpec = image_filename
                                                    # colvalue = t.default_value  # UNUSED
                                                    t_spec = t
                                                if t.use_map_normal:
                                                    texturesNorm = image_filename
                                                    # colvalue = t.normal_factor * 10.0  # UNUSED
                                                    #textNormName=t.texture.image.name + ".normal"
                                                    #was the above used? --MR
                                                    t_nor = t
                                                if t.use_map_alpha:
                                                    texturesAlpha = image_filename
                                                    # colvalue = t.alpha_factor * 10.0  # UNUSED
                                                    #textDispName=t.texture.image.name + ".displ"
                                                    #was the above used? --MR
                                                    t_alpha = t
    
                                        if t and t.texture.type == 'IMAGE' and t.use and t.texture.image and t.texture.pov.tex_pattern_type == 'emulator':
                                            proceduralFlag=False
                                            if t.texture.image.packed_file:
                                                orig_image_filename=t.texture.image.filepath_raw
                                                workDir=os.path.dirname(__file__)
                                                previewDir=os.path.join(workDir, "preview")
                                                unpackedfilename= os.path.join(previewDir,("unpacked_img_"+(string_strip_hyphen(bpy.path.clean_name(t.texture.name)))))
                                                if not os.path.exists(unpackedfilename):
                                                    # record which images that were newly copied and can be safely
                                                    # cleaned up
                                                    unpacked_images.append(unpackedfilename)                                            
                                                t.texture.image.filepath_raw=unpackedfilename
                                                t.texture.image.save()
                                                image_filename = unpackedfilename
                                                t.texture.image.filepath_raw=orig_image_filename
                                            else:
                                                image_filename = path_image(t.texture.image)
    
                                            # IMAGE SEQUENCE BEGINS
                                            if image_filename:
                                                if bpy.data.images[t.texture.image.name].source == 'SEQUENCE':
                                                    korvaa = "." + str(bpy.data.textures[t.texture.name].image_user.frame_offset + 1).zfill(3) + "."
                                                    image_filename = image_filename.replace(".001.", korvaa)
                                                    print(" seq debug ")
                                                    print(image_filename)
                                            # IMAGE SEQUENCE ENDS
    
                                            imgGamma = ""
                                            if image_filename:
                                                if t.use_map_color_diffuse:
                                                    texturesDif = image_filename
                                                    # colvalue = t.default_value  # UNUSED
                                                    t_dif = t
                                                    if t_dif.texture.pov.tex_gamma_enable:
                                                        imgGamma = (" gamma %.3g " % t_dif.texture.pov.tex_gamma_value)
                                                if t.use_map_specular or t.use_map_raymir:
                                                    texturesSpec = image_filename
                                                    # colvalue = t.default_value  # UNUSED
                                                    t_spec = t
                                                if t.use_map_normal:
                                                    texturesNorm = image_filename
                                                    # colvalue = t.normal_factor * 10.0  # UNUSED
                                                    #textNormName=t.texture.image.name + ".normal"
                                                    #was the above used? --MR
                                                    t_nor = t
                                                if t.use_map_alpha:
                                                    texturesAlpha = image_filename
                                                    # colvalue = t.alpha_factor * 10.0  # UNUSED
                                                    #textDispName=t.texture.image.name + ".displ"
                                                    #was the above used? --MR
                                                    t_alpha = t
    
                                    ####################################################################################
    
    
                                    file.write("\n")
                                    # THIS AREA NEEDS TO LEAVE THE TEXTURE OPEN UNTIL ALL MAPS ARE WRITTEN DOWN.
                                    # --MR
    
                                    currentMatName = string_strip_hyphen(materialNames[mater.name])
    
                                    LocalMaterialNames.append(currentMatName)
                                    file.write("\n #declare MAT_%s = \ntexture{\n" % currentMatName)
    
                                    ################################################################################
    
                                    if mater.pov.replacement_text != "":
                                        file.write("%s\n" % mater.pov.replacement_text)
    
                                    #################################################################################
    
                                    if mater.diffuse_shader == 'MINNAERT':
    
                                        tabWrite("\n")
                                        tabWrite("aoi\n")
                                        tabWrite("texture_map {\n")
                                        tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
    
                                                 (mater.darkness / 2.0, 2.0 - mater.darkness))
                                        tabWrite("[%.3g\n" % (1.0 - (mater.darkness / 2.0)))
    
                                    if mater.diffuse_shader == 'FRESNEL':
    
                                        # For FRESNEL diffuse in POV, we'll layer slope patterned textures
                                        # with lamp vector as the slope vector and nest one slope per lamp
                                        # into each texture map's entry.
    
                                        c = 1
                                        while (c <= lampCount):
                                            tabWrite("slope { lampTarget%s }\n" % (c))
                                            tabWrite("texture_map {\n")
                                            # Diffuse Fresnel value and factor go up to five,
                                            # other kind of values needed: used the number 5 below to remap
                                            tabWrite("[%.3g finish {diffuse %.3g}]\n" % \
    
                                                     ((5.0 - mater.diffuse_fresnel) / 5,
                                                      (mater.diffuse_intensity *