demos/render_nff.py
author Radek Brich <radek.brich@devl.cz>
Tue, 06 May 2008 09:39:58 +0200
branchpyrit
changeset 93 96d65f841791
parent 90 f6a72eb99631
child 95 ca7d4c665531
permissions -rwxr-xr-x
more build script tuning make all float constants single precision solve many warnings from msvc and gcc with various -W... flags add common.cc file for dbgmsg() function witch apparently cannot be inlined fix python module building with msvc, add manifest file handling remove forgotten RenderrowData class add stanford models download script for windows (.bat)

#!/usr/bin/python

# read nff data from standart input and render image to render_nff.png
# see http://tog.acm.org/resources/SPD/
# cylinders are not implemented

from pyrit import *
from math import pi
import sys

rt = Raytracer()
top = KdTree()
rt.setTop(top)
rt.setCamera(Camera())

imagesize = (800, 600)

mat = Material(colour=(1.0, 1.0, 1.0))

f = sys.stdin
fbase = "render_nff"
if len(sys.argv) > 1:
	f = open(sys.argv[1])
	fbase = sys.argv[1].rsplit('.',1)[0]

while True:
	line = f.readline()
	if line == "":
		break;
	ln = line.split()
	if ln[0] == 'v':	# Viewpoint location
		# from
		ln = f.readline().split()
		assert ln[0] == 'from'
		eye = (float(ln[1]), float(ln[2]), float(ln[3]))
		# at
		ln = f.readline().split()
		assert ln[0] == 'at'
		lookat = (float(ln[1]), float(ln[2]), float(ln[3]))
		# up
		ln = f.readline().split()
		assert ln[0] == 'up'
		up = (float(ln[1]), float(ln[2]), float(ln[3]))
		# angle
		ln = f.readline().split()
		assert ln[0] == 'angle'
		angle = float(ln[1])
		# hither
		ln = f.readline().split()
		assert ln[0] == 'hither'
		hither = float(ln[1])
		# resolution
		ln = f.readline().split()
		assert ln[0] == 'resolution'
		imagesize = (int(ln[1]), int(ln[2]))
		# set camera as specified
		cam = Camera(eye=eye, lookat=lookat, up=up)
		cam.setAngle(angle/180*pi)
		rt.setCamera(cam)
	elif ln[0] == 'b':	# Background color
		rt.setBgColour((float(ln[1]), float(ln[2]), float(ln[3])))
	elif ln[0] == 'l':	# Light
		pos = (float(ln[1]), float(ln[2]), float(ln[3]))
		rt.addLight(Light(position=pos))
	elif ln[0] == 'f':	# Fill color and shading parameters
		colour = (float(ln[1]), float(ln[2]), float(ln[3]))
		mat = Material(colour=colour)
		mat.setPhong(0,float(ln[4]),float(ln[5]),float(ln[6]))
		mat.setTransmissivity(float(ln[7]),float(ln[8]))
	elif ln[0] == 's':	# Sphere
		center = (float(ln[1]), float(ln[2]), float(ln[3]))
		radius = float(ln[4])
		rt.addShape(Sphere(centre=center, radius=radius, material=mat))
	elif ln[0] == 'p':	# Polygon
		vertex_count = int(ln[1])
		vertices = []
		for i in range(vertex_count):
			ln = f.readline().split()
			vertex = (float(ln[0]), float(ln[1]), float(ln[2]))
			vertices.append(NormalVertex(vertex))
		rt.addShape(Triangle(vertices[0], vertices[1], vertices[2], mat))
		for i in range(vertex_count)[3:]:
			rt.addShape(Triangle(vertices[0], vertices[i-1], vertices[i], mat))
	elif ln[0] == 'pp':	# Polygonal patch
		mat.setSmooth(True)
		vertex_count = int(ln[1])
		vertices = []
		for i in range(vertex_count):
			ln = f.readline().split()
			vertex = (float(ln[0]), float(ln[1]), float(ln[2]))
			normal = (float(ln[3]), float(ln[4]), float(ln[5]))
			vertices.append(NormalVertex(vertex, normal))
		rt.addShape(Triangle(vertices[0], vertices[1], vertices[2], mat))
		for i in range(vertex_count)[3:]:
			rt.addShape(Triangle(vertices[0], vertices[i-1], vertices[i], mat))
	elif ln[0] == '#':	# Comment
		pass
	else:
		print "Not implemented:", line
f.close()

top.optimize()

sampler = DefaultSampler(imagesize)
rt.setSampler(sampler)
rt.render()
sampler.getPixmap().writePNG(fbase+'.png')