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)