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 implementedfrom pyrit import *from math import piimport sysrt = Raytracer()top = KdTree()rt.setTop(top)rt.setCamera(Camera())imagesize = (800, 600)mat = Material(colour=(1.0, 1.0, 1.0))f = sys.stdinfout = "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:", linef.close()top.optimize()sampler = DefaultSampler(imagesize)rt.setSampler(sampler)rt.render()sampler.getPixmap().writePNG(fout)