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
#!/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
fout = "render_nff.png"
if len(sys.argv) > 1:
f = open(sys.argv[1])
fout = sys.argv[1].rsplit('.',1)[0] + '.png'
if len(sys.argv) > 2:
fout = sys.argv[2]
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(fout)