build script fixes, add ldflags build option
update and enhance demos
fix bug in 4x grid oversampling
warn if writePNG called while compiled without libpng
make shapes in ShapeList const
and add many other const needed due to snowball effect
slightly optimize Camera::makeRayPacket using _mm_shuffle_ps
make Vector SIMD vectorization disabled by default (causes problems)
fix bug in implicit reflection of transmissive surfaces,
when surface's reflection parameter is set to zero
# LightWave .lwo file loader
from math import *
from struct import *
from pyrit import Triangle, NormalVertex, Material
from vector import dot
def read_int4(f):
return unpack('>i', f.read(4))[0]
def read_int2(f):
return unpack('>h', f.read(2))[0]
def read_float4(f):
return unpack('>f', f.read(4))[0]
def read_string(f):
res = ''
b = f.read(1)
l = 1
while ( b != '\0' ):
res += b
b = f.read(1)
l += 1
if (l % 2 != 0):
f.read(1)
l += 1
return (res,l)
def read_chunk(f):
ID = f.read(4)
if (ID == ''):
return ('',0)
size = read_int4(f)
return (ID, size)
def read_subchunk(f):
ID = f.read(4)
size = read_int2(f)
return (ID, size)
def read_lwo(filename):
points = []
faces = []
tags = []
surfaces = []
f = file(filename, 'rb')
(ID,size) = read_chunk(f)
form = f.read(4)
if (ID != 'FORM' or form != 'LWOB'):
print 'unknown format'
return
(ID,size) = read_chunk(f)
while (ID != ''):
#print ID,size
if (ID == 'PNTS'):
while (size > 0):
p1 = read_float4(f)
p2 = read_float4(f)
p3 = read_float4(f)
points.append((p1,p2,p3))
size -= 12
elif (ID == 'SRFS'):
while (size > 0):
(s,l) = read_string(f)
size -= l
tags.append(s)
elif (ID == 'POLS'):
while (size > 0):
vertex_count = read_int2(f)
size -= 2
inds = []
for i in range(vertex_count):
index = read_int2(f)
inds.append(index)
size -= 2
surf = read_int2(f)
size -= 2
if surf < 0:
# detail polygons
surf = abs(surf)
count = read_int2(f)
size -= 2
# ... FIXME
#print size, vertex_count
if vertex_count >= 3:
faces.append([inds[0], inds[1], inds[2], surf])
i = 0
while (vertex_count > 3):
faces.append([inds[0], inds[2+i], inds[3+i], surf])
vertex_count -= 1
i += 1
elif (ID == 'SURF'):
(name,l) = read_string(f)
size -= l
surf = {}
while (size > 0):
(subID,subsize) = read_subchunk(f)
size -= 6
if (subID == 'COLR'):
col = f.read(subsize)
surf['color'] = (unpack('BBB',col[:3]))
elif (subID == 'FLAG'):
flags = read_int2(f)
surf['luminous'] = (flags >> 0) & 1;
surf['outline'] = (flags >> 1) & 1;
surf['smooth'] = (flags >> 2) & 1;
surf['color-highlights'] = (flags >> 3) & 1;
surf['color-filter'] = (flags >> 4) & 1;
surf['opaque-edge'] = (flags >> 5) & 1;
surf['transparent-edge'] = (flags >> 6) & 1;
surf['sharp-terminator'] = (flags >> 7) & 1;
surf['double-sided'] = (flags >> 8) & 1;
surf['additive'] = (flags >> 9) & 1;
# Base Shading (float)
elif (subID == 'VDIF'):
surf['diffuse'] = read_float4(f)
elif (subID == 'VSPC'):
surf['specular'] = read_float4(f)
elif (subID == 'VRFL'):
surf['reflection'] = read_float4(f)
elif (subID == 'VTRN'):
surf['transparency'] = read_float4(f)
# Base Shading (short)
elif (subID == 'DIFF'):
if not surf.has_key('diffuse'):
surf['diffuse'] = read_int2(f)/255.
elif (subID == 'SPEC'):
if not surf.has_key('specular'):
surf['specular'] = read_int2(f)/255.
elif (subID == 'REFL'):
if not surf.has_key('reflection'):
surf['reflection'] = read_int2(f)/255.
elif (subID == 'TRAN'):
if not surf.has_key('transparency'):
surf['transparency'] = read_int2(f)/255.
elif (subID == 'RIND'):
surf['refractive-index'] = read_float4(f)
elif (subID == 'GLOS'):
surf['glossiness'] = read_int2(f)
elif (subID == 'SMAN'):
surf['smoothing-max-angle'] = read_float4(f)
else:
print "Warning: SURF sub chunk", subID,"("+str(subsize),"B) ignored"
f.read(subsize)
size -= subsize
surfaces.append(surf)
else:
print "Warning: chunk", ID,"("+str(size),"B) ignored"
f.read(size)
(ID,size) = read_chunk(f)
return (points, faces, tags, surfaces)
def LoadLightwaveLwoFile(rt, filename, scale=(1,1,1), trans=(0,0,0)):
if (type(scale) == float or type(scale) == int):
scale = (scale,)*3
(points, faces, tags, surfaces) = read_lwo(filename)
vertices = []
normals = []
vertex_faces = []
materials = []
for surf in surfaces:
mat = Material(colour=tuple(float(x)/255. for x in surf['color']))
if surf.has_key('smooth'):
mat.setSmooth(surf['smooth'])
diff = 1.
if surf.has_key('diffuse'):
diff = surf['diffuse']
spec = 0.
if surf.has_key('specular'):
spec = surf['specular']
gloss = 1.0
if surf.has_key('glossiness'):
gloss = surf['glossiness']
mat.setPhong(0.1, diff, spec, gloss)
refl = 0.
if surf.has_key('reflection'):
refl = surf['reflection']
mat.setReflectivity(refl)
transp = 0.
if surf.has_key('transparency'):
transp = surf['transparency']
rindex = 1.0
if surf.has_key('refractive-index'):
rindex = surf['refractive-index']
mat.setTransmissivity(transp, rindex)
materials.append(mat)
for point in points:
v0 = scale[0]*point[0] + trans[0]
v1 = scale[1]*point[1] + trans[1]
v2 = scale[2]*point[2] + trans[2]
vertices.append(NormalVertex((v2,v1,v0)))
normals.append([0.,0.,0.])
vertex_faces.append([])
for f in faces:
for x in f[0:3]:
vertex_faces[x].append(f)
# interpolate normals at vertices
num = 0
for vfaces in vertex_faces:
vert = vertices[num]
edges = {}
N = [0,0,0]
for f in vfaces:
for fvert in f[0:3]:
if edges.has_key(str(fvert)):
edges[str(fvert)].append(f)
else:
edges[str(fvert)] = [f]
for f in vfaces:
vv = [vertices[x] for x in f[0:3]]
fN = Triangle(vv[0], vv[1], vv[2], materials[f[3]-1]).getNormal()
for i in range(3):
N[i] += fN[i]
surf = surfaces[f[3]-1]
if not surf.has_key('smoothing-max-angle'):
continue
fNvert = list(fN)
Ncount = 1
copy_vertex = False
for fvert in f[0:3]:
for ef in edges[str(fvert)]:
if ef == f:
continue
# f - ref. face; ef - other face
vv = [vertices[x] for x in ef[0:3]]
efN = Triangle(vv[0], vv[1], vv[2], materials[ef[3]-1]).getNormal()
d = dot(fN, efN)
if d > 1:
d = 1
if d < -1:
d = -1
if acos(d) < surf['smoothing-max-angle']:
for i in range(3):
fNvert[i] += efN[i]
Ncount += 1
else:
copy_vertex = True
# here fNvert is normal for num'th vertex in face f
if copy_vertex:
for i in range(3):
fNvert[i] /= Ncount
new_vert = NormalVertex(vert)
new_vert.setNormal(tuple(fNvert))
f.append(f[0])
f.append(f[1])
f.append(f[2])
vertices.append(new_vert)
for i in range(3):
if f[i] == num:
f[i+4] = len(vertices)-1
if (len(vfaces) > 0):
for i in range(3):
N[i] /= len(vfaces)
vertices[num].setNormal(tuple(N))
num += 1
for f in faces:
if len(f) > 4:
v = [vertices[x] for x in f[4:7]]
else:
v = [vertices[x] for x in f[0:3]]
matidx = f[3]-1
face = Triangle(v[0], v[1], v[2], materials[matidx])
rt.addShape(face)