add MSVC compiler support, make it default for Windows
new header file simd.h for SSE abstraction and helpers
add mselect pseudo instruction for common or(and(...), andnot(...))
replace many SSE intrinsics with new names
new MemoryPool class (mempool.h) for faster KdNode allocation
remove setMaxDepth() from Octree and KdTree, make max_depth const,
it should be defined in constructor and never changed, change after
building tree would cause error in traversal
modify DefaultSampler to generate nice 2x2 packets of samples for packet tracing
optimize Box and BBox::intersect_packet
add precomputed invdir attribute to RayPacket
scons build system:
check for pthread library on Windows
check for SDL
generate include/config.h with variables detected by scons configuration
move auxiliary files to build/
add sanity checks
add writable operator[] to Vector
#!/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')