Revision: 21960
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21960
Author:   campbellbarton
Date:     2009-07-28 07:51:38 +0200 (Tue, 28 Jul 2009)

Log Message:
-----------
simple povray render integration.

Supports...
- camera/lamp/mesh object types
- meshes with modifiers applied, normals/uv/vertex colors
- materials, reflection, transparency
- spot/area/point lamps, samples, raytrace options
- scene render size, AA setting

Details...
- Doesn't need any 3rd party modules.
- Runs povray from the subprocess module, updating the image from a TARGA.
- Currently no UI panels or support for custom settings.

This could be used as an example for other scripts.

Added Paths:
-----------
    branches/blender2.5/blender/release/io/engine_render_pov.py

Added: branches/blender2.5/blender/release/io/engine_render_pov.py
===================================================================
--- branches/blender2.5/blender/release/io/engine_render_pov.py                 
        (rev 0)
+++ branches/blender2.5/blender/release/io/engine_render_pov.py 2009-07-28 
05:51:38 UTC (rev 21960)
@@ -0,0 +1,564 @@
+import bpy
+
+from math import atan, pi, degrees
+import subprocess
+import os
+import sys
+import time
+
+def write_pov(filename, scene=None, info_callback = None):
+       file = open(filename, 'w')
+       
+       # Only for testing
+       if not scene:
+               scene = bpy.data.scenes[0]
+               
+       render = scene.render_data
+       materialTable = {}
+       
+       def saneName(name):
+               name = name.lower()
+               for ch in ' /\\+=-[]{}().,<>\'":;~...@#$%^&*|?':
+                       name = name.replace(ch, '_')
+               return name
+       
+       def writeMatrix(matrix):
+               file.write('\tmatrix <%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f,  
%.6f, %.6f, %.6f,  %.6f, %.6f, %.6f>\n' %\
+               (matrix[0][0], matrix[0][1], matrix[0][2],  matrix[1][0], 
matrix[1][1], matrix[1][2],  matrix[2][0], matrix[2][1], matrix[2][2],  
matrix[3][0], matrix[3][1], matrix[3][2]) )
+       
+       def exportCamera():
+               camera = scene.camera
+               matrix = camera.matrix
+               
+               # compute resolution
+               Qsize=float(render.resolution_x)/float(render.resolution_y)
+               
+               file.write('camera {\n')
+               file.write('\tlocation  <0, 0, 0>\n')
+               file.write('\tlook_at  <0, 0, -1>\n')
+               file.write('\tright <%s, 0, 0>\n' % -Qsize)
+               file.write('\tup <0, 1, 0>\n')
+               file.write('\tangle  %f \n' % 
(360.0*atan(16.0/camera.data.lens)/pi))
+               
+               file.write('\trotate  <%.6f, %.6f, %.6f>\n' % tuple([degrees(e) 
for e in matrix.rotationPart().toEuler()]))
+               file.write('\ttranslate <%.6f, %.6f, %.6f>\n' % (matrix[3][0], 
matrix[3][1], matrix[3][2]))
+               file.write('}\n')
+       
+       
+       
+       def exportLamps(lamps):
+               # Get all lamps
+               for ob in lamps:
+                       lamp = ob.data
+                       
+                       matrix = ob.matrix
+                       
+                       color = tuple([c * lamp.energy for c in lamp.color]) # 
Colour is modified by energy
+                       
+                       file.write('light_source')
+                       file.write('{\n')
+                       file.write('\t< 0,0,0 >\n')
+                       file.write('\tcolor red %.6f green %.6f blue %.6f\n' % 
color)
+                       
+                       if lamp.type == 'POINT': # Point Lamp 
+                               pass
+                       elif lamp.type == 'SPOT': # Spot
+                               file.write('\tspotlight\n')
+                               
+                               # Falloff is the main radius from the centre 
line
+                               file.write('\tfalloff %.2f\n' % 
(lamp.spot_size/2.0) ) # 1 TO 179 FOR BOTH
+                               file.write('\tradius %.6f\n' % 
((lamp.spot_size/2.0) * (1-lamp.spot_blend)) ) 
+                               
+                               # Blender does not have a tightness equivilent, 
0 is most like blender default.
+                               file.write('\ttightness 0\n') # 0:10f
+                               
+                               file.write('\tpoint_at  <0, 0, -1>\n')
+                       elif lamp.type == 'AREA':
+                               
+                               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
+                               
+                               
+                               
+                               file.write('\tarea_light <%d,0,0>,<0,0,%d> %d, 
%d\n' % (size_x, size_y, samples_x, samples_y))
+                               if lamp.shadow_ray_sampling_method == 
'CONSTANT_JITTERED':
+                                       if lamp.jitter:
+                                               file.write('\tjitter\n')
+                               else:
+                                       file.write('\tadaptive 1\n')
+                                       file.write('\tjitter\n')
+                       
+                       if lamp.shadow_method == 'NOSHADOW':
+                               file.write('\tshadowless\n')    
+                       
+                       file.write('\tfade_distance %.6f\n' % lamp.distance)
+                       file.write('\tfade_power %d\n' % 1) # Could use 
blenders lamp quad?
+                       writeMatrix(matrix)
+                       
+                       file.write('}\n')
+       
+       def exportMeshs(sel):
+               def bMat2PovString(material):
+                       povstring = 'finish {'
+                       if world != None:
+                               povstring += 'ambient <%.6f, %.6f, %.6f> ' % 
tuple([c*material.ambient for c in world.ambient_color])
+                       
+                       povstring += 'diffuse %.6f ' % 
material.diffuse_reflection
+                       povstring += 'specular %.6f ' % 
material.specular_reflection
+                       
+                       
+                       if material.raytrace_mirror.enabled:
+                               #povstring += 'interior { ior %.6f } ' % 
material.IOR
+                               raytrace_mirror= material.raytrace_mirror
+                               if raytrace_mirror.reflect:
+                                       povstring += 'reflection {'
+                                       povstring += '<%.6f, %.6f, %.6f>' % 
tuple(material.mirror_color) # Should ask for ray mirror flag
+                                       povstring += 'fresnel 1 falloff %.6f 
exponent %.6f metallic %.6f} ' % (raytrace_mirror.fresnel, 
raytrace_mirror.fresnel_fac, raytrace_mirror.reflect)
+                               
+                               
+                                       
+                       if material.raytrace_transparency.enabled:
+                               #povstring += 'interior { ior %.6f } ' % 
material.IOR
+                               pass
+                       
+                       #file.write('\t\troughness %.6f\n' % 
(material.hard*0.5))
+                       #file.write('\t\t\tcrand 0.0\n') # Sand granyness
+                       #file.write('\t\t\tmetallic %.6f\n' % material.spec)
+                       #file.write('\t\t\tphong %.6f\n' % material.spec)
+                       #file.write('\t\t\tphong_size %.6f\n' % material.spec)
+                       povstring += 'brilliance %.6f ' % 
(material.specular_hardness/256.0) # Like hardness
+                       povstring += '}'
+                       #file.write('\t}\n')
+                       return povstring
+                       
+               
+               world = scene.world
+               
+               # Convert all materials to strings we can access directly per 
vertex.
+               for material in bpy.data.materials:
+                       materialTable[material.name] = bMat2PovString(material)
+               
+               
+               ob_num = 0
+               
+               for ob in sel:
+                       ob_num+= 1
+                       
+                       if ob.type in ('LAMP', 'CAMERA', 'EMPTY'):
+                               continue
+                       
+                       me = ob.data
+                       me_materials= me.materials
+                       
+                       me = ob.create_render_mesh(scene)
+                       
+                       if not me:
+                               continue
+                       
+                       if info_callback:
+                               info_callback('Object %2.d of %2.d (%s)' % 
(ob_num, len(sel), ob.name))
+                       
+                       #if ob.type!='MESH':
+                       #       continue
+                       # me = ob.data
+                       
+                       matrix = ob.matrix
+                       try:    uv_layer = me.active_uv_texture.data
+                       except:uv_layer = None
+                               
+                       try:    vcol_layer = me.active_vertex_color.data
+                       except:vcol_layer = None
+                       
+                       
+                       def regular_face(f):
+                               fv = f.verts
+                               if fv[3]== 0:
+                                       return fv[0], fv[1], fv[2]
+                               return fv[0], fv[1], fv[2], fv[3]
+                       
+                       faces_verts = [regular_face(f) for f in me.faces]
+                       faces_normals = [tuple(f.normal) for f in me.faces]
+                       verts_normals = [tuple(v.normal) for v in me.verts]
+                       
+                       # quads incur an extra face
+                       quadCount = len([f for f in faces_verts if len(f)==4])
+                       
+                       file.write('mesh2 {\n')
+                       file.write('\tvertex_vectors {\n')
+                       file.write('\t\t%s' % (len(me.verts))) # vert count
+                       for v in me.verts:
+                               file.write(',\n\t\t<%.6f, %.6f, %.6f>' % 
tuple(v.co)) # vert count
+                       file.write('\n  }\n')
+                       
+                       
+                       # Build unique Normal list
+                       uniqueNormals = {}
+                       for fi, f in enumerate(me.faces):
+                               fv = faces_verts[fi]
+                               # [-1] is a dummy index, use a list so we can 
modify in place
+                               if f.smooth: # Use vertex normals
+                                       for v in fv:
+                                               key = verts_normals[v]
+                                               uniqueNormals[key] = [-1]
+                               else: # Use face normal
+                                       key = faces_normals[fi]
+                                       uniqueNormals[key] = [-1]
+                       
+                       file.write('\tnormal_vectors {\n')
+                       file.write('\t\t%d' % len(uniqueNormals)) # vert count
+                       idx = 0
+                       for no, index in uniqueNormals.items():
+                               file.write(',\n\t\t<%.6f, %.6f, %.6f>' % no) # 
vert count
+                               index[0] = idx
+                               idx +=1
+                       file.write('\n  }\n')
+                       
+                       
+                       # Vertex colours
+                       vertCols = {} # Use for material colours also.
+                       
+                       if uv_layer:
+                               # Generate unique UV's
+                               uniqueUVs = {}
+                               
+                               for fi, uv in enumerate(uv_layer):
+                                       
+                                       if len(faces_verts[fi])==4:
+                                               uvs = uv.uv1, uv.uv2, uv.uv3, 
uv.uv4
+                                       else:
+                                               uvs = uv.uv1, uv.uv2, uv.uv3
+                                       
+                                       for uv in uvs:
+                                               uniqueUVs[tuple(uv)] = [-1]
+                               
+                               file.write('\tuv_vectors {\n')
+                               #print unique_uvs
+                               file.write('\t\t%s' % (len(uniqueUVs))) # vert 
count
+                               idx = 0
+                               for uv, index in uniqueUVs.items():
+                                       file.write(',\n\t\t<%.6f, %.6f>' % uv)
+                                       index[0] = idx
+                                       idx +=1
+                               '''
+                               else:
+                                       # Just add 1 dummy vector, no real UV's
+                                       file.write('\t\t1') # vert count
+                                       file.write(',\n\t\t<0.0, 0.0>')
+                               '''
+                               file.write('\n  }\n')
+                       
+                       
+                       if me.vertex_colors:
+                               
+                               for fi, f in enumerate(me.faces):
+                                       material_index = f.material_index
+                                       material = me_materials[material_index]
+                                       
+                                       if material and 
material.vertex_color_paint:
+                                               
+                                               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!
+                                                       vertCols[key] = [-1]
+                                               
+                                       else:
+                                               if material:
+                                                       diffuse_color = 
tuple(material.diffuse_color)
+                                                       key = diffuse_color[0], 
diffuse_color[1], diffuse_color[2], material_index
+                                                       vertCols[key] = [-1]
+                                               
+                       
+                       else:
+                               # No vertex colours, so write material colours 
as vertex colours
+                               for i, material in enumerate(me_materials):
+                                       
+                                       if material:
+                                               diffuse_color = 
tuple(material.diffuse_color)
+                                               key = diffuse_color[0], 
diffuse_color[1], diffuse_color[2], i # i == f.mat
+                                               vertCols[key] = [-1]
+                               
+                       
+                       # Vert Colours
+                       file.write('\ttexture_list {\n')
+                       file.write('\t\t%s' % (len(vertCols))) # vert count
+                       idx=0
+                       for col, index in vertCols.items():
+                               
+                               if me_materials:
+                                       material = me_materials[col[3]]
+                                       materialString = 
materialTable[material.name]
+                               else:
+                                       materialString = '' # Dont write 
anything
+                               
+                               float_col = col[0], col[1], col[2], 
1-material.alpha, materialString
+                               #print material.apl
+                               file.write(',\n\t\ttexture { pigment 
{rgbf<%.6f, %.6f, %.6f, %.6f>}%s}' % float_col)
+                               index[0] = idx
+                               idx+=1
+                       
+                       file.write( '\n  }\n' )
+                       
+                       # Face indicies
+                       file.write('\tface_indices {\n')
+                       file.write('\t\t%d' % (len(me.faces) + quadCount)) # 
faces count
+                       for fi, f in enumerate(me.faces):
+                               fv = faces_verts[fi]
+                               material_index= f.material_index
+                               if len(fv) == 4:        indicies = (0,1,2), 
(0,2,3)
+                               else:                           indicies = 
((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] == None: # No materials
+                                       for i1, i2, i3 in indicies:
+                                               file.write(',\n\t\t<%d,%d,%d>' 
% (fv[i1], fv[i2], fv[i3])) # vert count
+                               else:
+                                       material = me_materials[material_index]
+                                       for i1, i2, i3 in indicies:
+                                               if me.vertex_colors and 
material.vertex_color_paint:

@@ Diff output truncated at 10240 characters. @@

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