demos/render_nff.py
author Radek Brich <radek.brich@devl.cz>
Fri, 02 May 2008 13:27:47 +0200
branchpyrit
changeset 91 9d66d323c354
parent 90 f6a72eb99631
child 95 ca7d4c665531
permissions -rwxr-xr-x
packetize Phong shader new scons config options: simd=(yes|no) - allow/suppress explicit SSE force_flags=(yes|no) - force use of specified flags instead of autodetected profile=(yes|no) - enable gcc's profiling (-pg option) check for pthread.h header, don't try to build without it add fourth Vector3 component for better memory aligning rename Vector3 to Vector partialy SSE-ize Vector class (only fully vertical operations) build static lib and python module in distinctive directories to avoid collision of library file names on some platforms

#!/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')