Example #1
0
    def test_linear(self):
        sphere = Sphere(Vector3(0.0, 0.0, 0.0), 2.0, 0)
        mgr = ShapeManager()
        mgr.add('sph1', sphere)
        sphere2 = Sphere(Vector3(0.0, 2.0, 0.0), 3.0, 0)
        mgr.add('sph2', sphere2)

        isector = LinearIsect(mgr)
        runtimes = [Runtime()]

        direction = Vector3(-1.0, -1.0, -1.0)
        direction.normalize()
        ray = Ray(Vector3(5.0, 5.0, 5.0), direction)

        isector.compile()
        isector.prepare(runtimes)

        code = """
min_dist = 99999.0
p1 = isect_scene(ray, hitpoint, min_dist)
        """
        direction = Vector3(-1.0, -1.0, -1.0)
        direction.normalize()
        ray = Ray(Vector3(5.0, 5.0, 5.0), direction)
        hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
                            Vector3(0.0, 0.0, 0.0), 6, 0.0, 0.0)

        r_arg = StructArg('ray', ray)
        harg = StructArg('hitpoint', hitpoint)
        p1 = IntArg('p1', 6)

        args = [r_arg, harg, p1]
        shader = Shader(code=code, args=args)
        shader.compile([isector.shader])
        shader.prepare(runtimes)

        hp2 = isector.isect(ray)
        shader.execute()

        hitpoint = shader.get_value('hitpoint')

        self.assertAlmostEqual(hp2.t, hitpoint.t, places=5)
        self.assertEqual(hp2.mat_idx, hitpoint.mat_idx)
        n1 = hp2.normal
        n2 = hitpoint.normal
        self.assertAlmostEqual(n1.x, n2.x)
        self.assertAlmostEqual(n1.y, n2.y, places=6)
        self.assertAlmostEqual(n1.z, n2.z)
        self.assertAlmostEqual(hitpoint.hit.x, hp2.hit.x, places=6)
        self.assertAlmostEqual(hitpoint.hit.y, hp2.hit.y, places=6)
        self.assertAlmostEqual(hitpoint.hit.z, hp2.hit.z, places=6)

        result = shader.get_value('p1')
        self.assertEqual(result, 1)
Example #2
0
    def isect_b_shader(cls, shader_name):
        code = """
temp = ray.origin - sphere.origin
r_dir = ray.direction
a = dot(r_dir, r_dir)
b = dot(temp, r_dir) * 2.0
c = dot(temp, temp) - sphere.radius * sphere.radius
disc = b * b - 4.0 * a * c

if disc < 0.0:
    return 0
e = sqrt(disc)
denom = 2.0 * a
t = (-1.0 * b - e) / denom
if t > 0.0005:
    if t < min_dist:
        return 1

t = (-1.0 * b + e) / denom
if t > 0.0005:
    if t < min_dist:
        return 1

return 0


        """
        func_args = [StructArgPtr('ray', Ray.factory()),
                     StructArgPtr('sphere', Sphere.factory()),
                     FloatArg('min_dist', 0.0)]
        shader = Shader(code=code, args=[], name=shader_name,
                        func_args=func_args, is_func=True)
        return DependencyShader(shader)
Example #3
0
def test_mesh_b(mesh, nrays=1):
    dep_shader = type(mesh).isect_b_shader('ray_flat_mesh_b_isect')
    dep_shader.compile()
    runtimes = [Runtime()]
    dep_shader.prepare(runtimes)

    code = """
min_dist = 99999.0
ret = ray_flat_mesh_b_isect(ray, mesh, min_dist)
    """

    origin = calculate_origin(mesh)
    rpoint = random_in_bbox(mesh._grid.bbox)
    direction = rpoint - origin
    direction.normalize()

    ray = Ray(origin, direction)
    r_arg = StructArg('ray', ray)
    mesh_arg = StructArg('mesh', mesh)
    ret = IntArg('ret', 6)

    args = [r_arg, mesh_arg, ret]
    shader = Shader(code=code, args=args)
    shader.compile([dep_shader.shader])

    shader.prepare(runtimes)

    hp = mesh.isect_b(ray)
    shader.execute()
    print("Bool isect", hp, shader.get_value('ret'))
Example #4
0
    def test_isect_b_sph(self):
        sph_shader = Sphere.isect_b_shader('isect_b_sphere')
        sph_shader.compile()
        runtimes = [Runtime()]
        sph_shader.prepare(runtimes)

        code = """
min_dist = 99999.0
p1 = isect_b_sphere(ray, sphere, min_dist)
        """

        direction = Vector3(-1.0, -1.0, -1.0)
        direction.normalize()
        ray = Ray(Vector3(5.0, 5.0, 5.0), direction)
        sphere = Sphere(Vector3(0.0, 0.0, 0.0), 2.0, 0)

        r_arg = StructArg('ray', ray)
        sph_arg = StructArg('sphere', sphere)
        p1 = IntArg('p1', 6)

        args = [r_arg, sph_arg, p1]
        shader = Shader(code=code, args=args)
        shader.compile([sph_shader.shader])

        shader.prepare(runtimes)
        shader.execute()

        result = shader.get_value('p1')
        self.assertEqual(result, 1)
Example #5
0
    def load(self, shader_name):
        args = []
        text = self._loader.load(shader_name, 'props.txt')
        if text is not None:
            args = parse_args(text)
        w = Vec3Arg('w', self._w)
        u = Vec3Arg('u', self._u)
        v = Vec3Arg('v', self._v)
        distance = FloatArg('distance', self._distance)
        eye = Vec3Arg('eye', self._eye)
        lookat = Vec3Arg('lookat', self._lookat)
        args.extend([w, u, v, distance, eye, lookat])

        code = self._loader.load(shader_name, 'code.py')
        if code is None:
            raise ValueError("code.py in %s shader dont exist!" % shader_name)
        func_args = [
            StructArgPtr('ray', Ray.factory()),
            StructArgPtr('sample', Sample.factory())
        ]
        self._shader_name = shader_name

        self.shader = Shader(code=code,
                             args=args,
                             name='generate_ray',
                             func_args=func_args,
                             is_func=True)
Example #6
0
    def test_isect_b_rect(self):
        rect_shader = Rectangle.isect_b_shader('isect_b_rectangle')
        rect_shader.compile()
        runtimes = [Runtime()]
        rect_shader.prepare(runtimes)

        code = """
min_dist = 99999.0
p1 = isect_b_rectangle(ray, rectangle, min_dist)
        """

        origin = Vector3(3.0, 2.5, 0.0)
        direction = Vector3(0.0, 0.1, 0.88)
        direction.normalize()
        ray = Ray(origin, direction)

        point = Vector3(0.0, 0.0, 55.92)
        e1 = Vector3(55.28, 0.0, 0.0)
        e2 = Vector3(0.0, 54.88, 0.0)
        normal = Vector3(0.0, 0.0, -1.0)
        rectangle = Rectangle(point, e1, e2, normal)

        r_arg = StructArg('ray', ray)
        sph_arg = StructArg('rectangle', rectangle)
        p1 = IntArg('p1', 6)

        args = [r_arg, sph_arg, p1]
        shader = Shader(code=code, args=args)
        shader.compile([rect_shader.shader])

        shader.prepare(runtimes)
        shader.execute()

        result = shader.get_value('p1')
        self.assertEqual(result, 1)
Example #7
0
def generate_ray(mesh):
    origin = calculate_origin(mesh)
    rpoint = random_in_bbox(mesh._grid.bbox)
    direction = rpoint - origin
    direction.normalize()

    ray = Ray(origin, direction)
    return ray
Example #8
0
    def generate_ray(self, sample):

        self._standalone.set_value('sample', sample)
        self._standalone.execute()
        origin = self._standalone.get_value('origin')
        direction = self._standalone.get_value('direction')
        ray = Ray(origin, direction)
        return ray
Example #9
0
    def generate_pinhole_ray(self, camera, sample):

        direction = camera._u * sample.x + camera._v *\
            sample.y - camera._w * camera._distance

        direction.normalize()
        eye = camera._eye
        origin = Vector3(eye.x, eye.y, eye.z)
        return Ray(origin, direction)
Example #10
0
    def isect_shader(cls, shader_name):
        code = """
temp = ray.origin - sphere.origin
r_dir = ray.direction
a = dot(r_dir, r_dir)
b = dot(temp, r_dir) * 2.0
c = dot(temp, temp) - sphere.radius * sphere.radius
disc = b * b - 4.0 * a * c

if disc < 0.0:
    return 0
e = sqrt(disc)
denom = 2.0 * a
t = (-1.0 * b - e) / denom
if t > 0.0005:
    if t < min_dist:
        normal = (temp + r_dir * t) * (1.0 / sphere.radius)
        hit = ray.origin + r_dir * t
        hitpoint.t = t
        hitpoint.normal = normal
        hitpoint.hit = hit
        hitpoint.mat_idx = sphere.mat_idx
        hitpoint.light_id = sphere.light_id
        hitpoint.u = 0.0
        hitpoint.v = 0.0
        return 1

t = (-1.0 * b + e) / denom
if t > 0.0005:
    if t < min_dist:
        normal = (temp + r_dir * t) * (1.0 / sphere.radius)
        hit = ray.origin + r_dir * t
        hitpoint.t = t
        hitpoint.normal = normal
        hitpoint.hit = hit
        hitpoint.mat_idx = sphere.mat_idx
        hitpoint.light_id = sphere.light_id
        hitpoint.u = 0.0
        hitpoint.v = 0.0
        return 1

return 0

        """
        func_args = [
            StructArgPtr('ray', Ray.factory()),
            StructArgPtr('sphere', Sphere.factory()),
            StructArgPtr('hitpoint', HitPoint.factory()),
            FloatArg('min_dist', 0.0)
        ]
        shader = Shader(code=code,
                        args=[],
                        name=shader_name,
                        func_args=func_args,
                        is_func=True)
        return DependencyShader(shader)
Example #11
0
    def isect_shader(cls, shader_name):
        code = """
temp1 = dot(ray.direction, rectangle.normal)
if temp1 == 0.0:
    return 0

tmp = rectangle.point - ray.origin
t = dot(tmp, rectangle.normal) / temp1

if t < 0.00001:
    return 0

if t > min_dist:
    return 0

p = ray.origin + ray.direction * t
d = p - rectangle.point

ddota = dot(d, rectangle.edge_a)
if ddota < 0.0:
    return 0
if ddota > rectangle.edge_a_squared:
    return 0

ddotb = dot(d, rectangle.edge_b)
if ddotb < 0.0:
    return 0
if ddotb > rectangle.edge_b_squared:
    return 0

hitpoint.t = t
hitpoint.normal = rectangle.normal
hitpoint.hit = p
hitpoint.mat_idx = rectangle.mat_idx
hitpoint.light_id = rectangle.light_id
hitpoint.u = 0.0
hitpoint.v = 0.0
return 1

        """
        func_args = [
            StructArgPtr('ray', Ray.factory()),
            StructArgPtr('rectangle', Rectangle.factory()),
            StructArgPtr('hitpoint', HitPoint.factory()),
            FloatArg('min_dist', 0.0)
        ]

        shader = Shader(code=code,
                        args=[],
                        name=shader_name,
                        func_args=func_args,
                        is_func=True)
        return DependencyShader(shader)
Example #12
0
    def test_isect_rect(self):
        rect_shader = Rectangle.isect_shader('isect_rectangle')
        rect_shader.compile()
        runtimes = [Runtime()]
        rect_shader.prepare(runtimes)

        code = """
min_dist = 99999.0
p1 = isect_rectangle(ray, rectangle, hitpoint, min_dist)
        """

        origin = Vector3(3.0, 2.5, 0.0)
        direction = Vector3(0.0, 0.1, 0.88)
        direction.normalize()
        ray = Ray(origin, direction)

        point = Vector3(0.0, 0.0, 55.92)
        e1 = Vector3(55.28, 0.0, 0.0)
        e2 = Vector3(0.0, 54.88, 0.0)
        normal = Vector3(0.0, 0.0, -1.0)
        rectangle = Rectangle(point, e1, e2, normal)

        hitpoint = HitPoint.factory()
        hitpoint.mat_idx = 5

        r_arg = StructArg('ray', ray)
        sph_arg = StructArg('rectangle', rectangle)
        harg = StructArg('hitpoint', hitpoint)
        p1 = IntArg('p1', 6)

        args = [r_arg, sph_arg, harg, p1]
        shader = Shader(code=code, args=args)
        shader.compile([rect_shader.shader])
        shader.prepare(runtimes)

        shader.execute()
        hp2 = rectangle.isect(ray)

        hitpoint = shader.get_value('hitpoint')
        self.assertAlmostEqual(hp2.t, hitpoint.t, places=5)
        self.assertEqual(hp2.mat_idx, hitpoint.mat_idx)
        n1 = hp2.normal
        n2 = hitpoint.normal
        self.assertAlmostEqual(n1.x, n2.x)
        self.assertAlmostEqual(n1.y, n2.y)
        self.assertAlmostEqual(n1.z, n2.z)
        self.assertAlmostEqual(hitpoint.hit.x, hp2.hit.x, places=5)
        self.assertAlmostEqual(hitpoint.hit.y, hp2.hit.y, places=5)
        self.assertAlmostEqual(hitpoint.hit.z, hp2.hit.z, places=5)

        result = shader.get_value('p1')
        self.assertEqual(result, 1)
Example #13
0
    def visibility(self, p1, p2):
        epsilon = 0.00001
        direction = p2 - p1

        distance = direction.length() - epsilon # self intersection!!! visiblity
        direction.normalize()
        ray = Ray(p1, direction)

        for shape in self.shp_mgr:
            hit = shape.isect_b(ray, distance)
            if hit:
                return False 
        return True
Example #14
0
    def isect_shader(cls, shader_name):
        code = """
temp = ray.origin - sphere.origin
r_dir = ray.direction
a = dot(r_dir, r_dir)
b = dot(temp, r_dir) * 2.0
c = dot(temp, temp) - sphere.radius * sphere.radius
disc = b * b - 4.0 * a * c

if disc < 0.0:
    return 0
e = sqrt(disc)
denom = 2.0 * a
t = (-1.0 * b - e) / denom
if t > 0.0005:
    if t < min_dist:
        normal = (temp + r_dir * t) * (1.0 / sphere.radius)
        hit = ray.origin + r_dir * t
        hitpoint.t = t
        hitpoint.normal = normal
        hitpoint.hit = hit
        hitpoint.mat_idx = sphere.mat_idx
        hitpoint.light_id = sphere.light_id
        hitpoint.u = 0.0
        hitpoint.v = 0.0
        return 1

t = (-1.0 * b + e) / denom
if t > 0.0005:
    if t < min_dist:
        normal = (temp + r_dir * t) * (1.0 / sphere.radius)
        hit = ray.origin + r_dir * t
        hitpoint.t = t
        hitpoint.normal = normal
        hitpoint.hit = hit
        hitpoint.mat_idx = sphere.mat_idx
        hitpoint.light_id = sphere.light_id
        hitpoint.u = 0.0
        hitpoint.v = 0.0
        return 1

return 0

        """
        func_args = [StructArgPtr('ray', Ray.factory()),
                     StructArgPtr('sphere', Sphere.factory()),
                     StructArgPtr('hitpoint', HitPoint.factory()),
                     FloatArg('min_dist', 0.0)]
        shader = Shader(code=code, args=[], name=shader_name,
                        func_args=func_args, is_func=True)
        return DependencyShader(shader)
Example #15
0
    def test_isect_flat_triangle1(self):
        runtimes = [Runtime()]

        tri_shader = FlatTriangle.isect_shader('isect_flat_triangle')
        tri_shader.compile()
        tri_shader.prepare(runtimes)

        p0 = Vector3(-0.0831229984, 0.0591476, -0.03213749)
        p1 = Vector3(-0.082775, 0.059025, -0.031787)
        p2 = Vector3(-0.0831229, 0.0591773, -0.031787)

        origin = Vector3(-0.21276909825205803, -0.021492251798510553,
                         -0.09822520208358765)
        direction = Vector3(0.7788769269741005, 0.4843782624535974,
                            0.3984073687694737)

        ray = Ray(origin, direction)
        hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
                            Vector3(0.0, 0.0, 0.0), 6, 0.0, 0.0)

        t = FlatTriangle(p0, p1, p2)

        code = """
min_dist = 150.0
ret = isect_flat_triangle(ray, triangle, hitpoint, min_dist)
        """

        r_arg = StructArg('ray', ray)
        tri_arg = StructArg('triangle', t)
        harg = StructArg('hitpoint', hitpoint)
        ret = IntArg('ret', 6)

        args = [r_arg, tri_arg, harg, ret]
        shader = Shader(code=code, args=args)
        shader.compile([tri_shader.shader])
        shader.prepare(runtimes)

        shader.execute()

        min_dist = 150.0
        hit = t.isect(ray, min_dist)

        hp = shader.get_value('hitpoint')

        self.assertAlmostEqual(hit.t, hp.t, places=6)
        self._almost_equal_vec3(hit.hit, hp.hit, places=6)
        self._almost_equal_vec3(hit.normal, hp.normal, places=6)
        self.assertEqual(hit.mat_idx, hp.mat_idx)
        self.assertAlmostEqual(hit.u, hp.u)
        self.assertAlmostEqual(hit.v, hp.v)
Example #16
0
    def test_isect_flat_triangle(self):
        runtimes = [Runtime()]

        tri_shader = FlatTriangle.isect_shader('isect_flat_triangle')
        tri_shader.compile()
        tri_shader.prepare(runtimes)

        p0 = Vector3(2.2, 4.4, 6.6)
        p1 = Vector3(1.1, 1.1, 1.1)
        p2 = Vector3(5.1, -1.1, 5.1)

        origin = Vector3(0.0, 0.0, 0.0)
        direction = Vector3(3, 3.0, 3.01)
        direction.normalize()
        ray = Ray(origin, direction)
        hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
                            Vector3(0.0, 0.0, 0.0), 6, 0.0, 0.0)

        t = FlatTriangle(p0, p1, p2)

        code = """
min_dist = 150.0
ret = isect_flat_triangle(ray, triangle, hitpoint, min_dist)
        """

        r_arg = StructArg('ray', ray)
        tri_arg = StructArg('triangle', t)
        harg = StructArg('hitpoint', hitpoint)
        ret = IntArg('ret', 6)

        args = [r_arg, tri_arg, harg, ret]
        shader = Shader(code=code, args=args)
        shader.compile([tri_shader.shader])
        shader.prepare(runtimes)

        shader.execute()

        min_dist = 150.0
        hit = t.isect(ray, min_dist)

        hp = shader.get_value('hitpoint')

        self.assertAlmostEqual(hit.t, hp.t, places=6)
        self._almost_equal_vec3(hit.hit, hp.hit, places=6)
        self._almost_equal_vec3(hit.normal, hp.normal, places=6)
        self.assertEqual(hit.mat_idx, hp.mat_idx)
        self.assertAlmostEqual(hit.u, hp.u)
        self.assertAlmostEqual(hit.v, hp.v)
Example #17
0
    def isect_shader(cls, shader_name):
        code = """
temp1 = dot(ray.direction, rectangle.normal)
if temp1 == 0.0:
    return 0

tmp = rectangle.point - ray.origin
t = dot(tmp, rectangle.normal) / temp1

if t < 0.00001:
    return 0

if t > min_dist:
    return 0

p = ray.origin + ray.direction * t
d = p - rectangle.point

ddota = dot(d, rectangle.edge_a)
if ddota < 0.0:
    return 0
if ddota > rectangle.edge_a_squared:
    return 0

ddotb = dot(d, rectangle.edge_b)
if ddotb < 0.0:
    return 0
if ddotb > rectangle.edge_b_squared:
    return 0

hitpoint.t = t
hitpoint.normal = rectangle.normal
hitpoint.hit = p
hitpoint.mat_idx = rectangle.mat_idx
hitpoint.light_id = rectangle.light_id
hitpoint.u = 0.0
hitpoint.v = 0.0
return 1

        """
        func_args = [StructArgPtr('ray', Ray.factory()),
                     StructArgPtr('rectangle', Rectangle.factory()),
                     StructArgPtr('hitpoint', HitPoint.factory()),
                     FloatArg('min_dist', 0.0)]

        shader = Shader(code=code, args=[], name=shader_name,
                        func_args=func_args, is_func=True)
        return DependencyShader(shader)
Example #18
0
    def isect_b_shader(cls, shader_name):
        label = 'ray_triangle_isect_b_%s' % id(cls)
        tri_isect = ray_triangle_isect_shader(label, isect_bool=True)

        code = """
return %s(ray, triangle.p0, triangle.p1, triangle.p2, min_dist)
        """ % label
        args = []
        func_args = [StructArgPtr('ray', Ray.factory()),
                     StructArgPtr('triangle', FlatTriangle.factory()),
                     FloatArg('min_dist', 0.0)]

        shader = Shader(code=code, args=args, name=shader_name,
                        func_args=func_args, is_func=True)

        isect_shader = DependencyShader(shader, [tri_isect])
        return isect_shader
Example #19
0
    def test_isect_b_flat_triangle(self):
        runtimes = [Runtime()]

        tri_shader = FlatTriangle.isect_b_shader('isect_b_flat_triangle')
        tri_shader.compile()
        tri_shader.prepare(runtimes)

        p0 = Vector3(2.2, 4.4, 6.6)
        p1 = Vector3(1.1, 1.1, 1.1)
        p2 = Vector3(5.1, -1.1, 5.1)

        origin = Vector3(0.0, 0.0, 0.0)
        direction = Vector3(3, 3.0, 3.01)
        direction.normalize()
        ray = Ray(origin, direction)
        t = FlatTriangle(p0, p1, p2)

        code = """
min_dist = 150.0
ret = isect_b_flat_triangle(ray, triangle, min_dist)
        """

        r_arg = StructArg('ray', ray)
        tri_arg = StructArg('triangle', t)
        ret = IntArg('ret', 6)

        args = [r_arg, tri_arg, ret]
        shader = Shader(code=code, args=args)
        shader.compile([tri_shader.shader])
        shader.prepare(runtimes)

        shader.execute()

        min_dist = 150.0
        hit = t.isect_b(ray, min_dist)

        hit2 = shader.get_value('ret')
        if hit2 == 0:
            hit2 = False
        elif hit2 == 1:
            hit2 = True
        else:
            raise ValueError("Unexpected value for isect flat triangle ", hit2)

        self.assertEqual(hit, hit2)
Example #20
0
    def test_isect_sph(self):
        sph_shader = Sphere.isect_shader('isect_sphere')
        sph_shader.compile()
        runtimes = [Runtime()]
        sph_shader.prepare(runtimes)

        code = """
min_dist = 99999.0
p1 = isect_sphere(ray, sphere, hitpoint, min_dist)
        """

        direction = Vector3(-1.0, -1.0, -1.0)
        direction.normalize()
        ray = Ray(Vector3(5.0, 5.0, 5.0), direction)
        sphere = Sphere(Vector3(0.0, 0.0, 0.0), 2.0, 0)
        hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
                            Vector3(0.0, 0.0, 0.0), 6, 0.0, 0.0)

        r_arg = StructArg('ray', ray)
        sph_arg = StructArg('sphere', sphere)
        harg = StructArg('hitpoint', hitpoint)
        p1 = IntArg('p1', 6)

        args = [r_arg, sph_arg, harg, p1]
        shader = Shader(code=code, args=args)
        shader.compile([sph_shader.shader])

        shader.prepare(runtimes)
        shader.execute()

        hp2 = sphere.isect(ray)
        hitpoint = shader.get_value('hitpoint')
        self.assertAlmostEqual(hp2.t, hitpoint.t)
        self.assertEqual(hp2.mat_idx, hitpoint.mat_idx)
        n1 = hp2.normal
        n2 = hitpoint.normal
        self.assertAlmostEqual(n1.x, n2.x)
        self.assertAlmostEqual(n1.y, n2.y)
        self.assertAlmostEqual(n1.z, n2.z)
        self.assertAlmostEqual(hitpoint.hit.x, hp2.hit.x)
        self.assertAlmostEqual(hitpoint.hit.y, hp2.hit.y)
        self.assertAlmostEqual(hitpoint.hit.z, hp2.hit.z)

        result = shader.get_value('p1')
        self.assertEqual(result, 1)
Example #21
0
    def test_linear_visiblity(self):
        sphere = Sphere(Vector3(0.0, 0.0, 0.0), 2.0, 0)
        mgr = ShapeManager()
        mgr.add('sph1', sphere)
        sphere2 = Sphere(Vector3(0.0, 2.0, 0.0), 3.0, 0)
        mgr.add('sph2', sphere2)

        isector = LinearIsect(mgr)
        runtimes = [Runtime()]

        direction = Vector3(-1.0, -1.0, -1.0)
        direction.normalize()
        ray = Ray(Vector3(5.0, 5.0, 5.0), direction)

        isector.compile()
        isector.prepare(runtimes)

        code = """
p1 = (9, 8, 7)
p2 = (-2, -5, -3)
ret = visibility(p1, p2)
        """
        ret = IntArg('ret', 6)
        args = [ret]
        shader = Shader(code=code, args=args)
        shader.compile([isector.visible_shader])
        shader.prepare(runtimes)

        p1 = Vector3(9.0, 8.0, 7.0)
        p2 = Vector3(-2.0, -5.0, -3.0)
        ret = isector.visibility(p1, p2)
        shader.execute()
        ret_s = shader.get_value('ret')
        if ret is True and ret_s == 0:
            raise ValueError("Linear visiblity is calculated wrong", ret,
                             ret_s)
        if ret is False and ret_s == 1:
            raise ValueError("Linear visiblity is calculated wrong", ret,
                             ret_s)
Example #22
0
    def load(self, shader_name):
        args = []
        text = self._loader.load(shader_name, 'props.txt')
        if text is not None:
            args = parse_args(text)
        w = Vec3Arg('w', self._w)
        u = Vec3Arg('u', self._u)
        v = Vec3Arg('v', self._v)
        distance = FloatArg('distance', self._distance)
        eye = Vec3Arg('eye', self._eye)
        lookat = Vec3Arg('lookat', self._lookat)
        args.extend([w, u, v, distance, eye, lookat])

        code = self._loader.load(shader_name, 'code.py')
        if code is None:
            raise ValueError("code.py in %s shader dont exist!" % shader_name)
        func_args = [StructArgPtr('ray', Ray.factory()),
                     StructArgPtr('sample', Sample.factory())]
        self._shader_name = shader_name

        self.shader = Shader(code=code, args=args, name='generate_ray',
                             func_args=func_args, is_func=True)
Example #23
0
    def isect_shader(self):
        origin = Vector3(0.0, 0.0, 0.0)
        direction = Vector3(0.0, 0.0, 0.0)
        ray = Ray(origin, direction)
        hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
                            Vector3(0.0, 0.0, 0.0), 0, 0.0, 0.0)

        func_args = [StructArgPtr('ray', ray),
                     StructArgPtr('hitpoint', hitpoint),
                     FloatArg('min_dist', 99999.0)]

        args = []
        code = "hit_happend = 0\n"
        for shp_type in self.shp_mgr.shape_types():
            code1, args1 = self._get_shape_code(shp_type)
            args.extend(args1)
            code += code1
        code += "\nreturn hit_happend\n"

        shader = Shader(code=code, args=args, name='isect_scene',
                        func_args=func_args, is_func=True)
        return shader
Example #24
0
    def isect_b_shader(cls, shader_name):
        code = """
temp = ray.origin - sphere.origin
r_dir = ray.direction
a = dot(r_dir, r_dir)
b = dot(temp, r_dir) * 2.0
c = dot(temp, temp) - sphere.radius * sphere.radius
disc = b * b - 4.0 * a * c

if disc < 0.0:
    return 0
e = sqrt(disc)
denom = 2.0 * a
t = (-1.0 * b - e) / denom
if t > 0.0005:
    if t < min_dist:
        return 1

t = (-1.0 * b + e) / denom
if t > 0.0005:
    if t < min_dist:
        return 1

return 0


        """
        func_args = [
            StructArgPtr('ray', Ray.factory()),
            StructArgPtr('sphere', Sphere.factory()),
            FloatArg('min_dist', 0.0)
        ]
        shader = Shader(code=code,
                        args=[],
                        name=shader_name,
                        func_args=func_args,
                        is_func=True)
        return DependencyShader(shader)
Example #25
0
    def isect_shader(cls, shader_name):
        label = 'ray_triangle_isect_%s' % id(cls)
        tri_isect = ray_triangle_isect_shader(label, isect_bool=False)

        code = """
ret = %s(ray, triangle.p0, triangle.p1, triangle.p2, min_dist, hitpoint)
if ret:
    hitpoint.normal = triangle.normal
    hitpoint.u = 0.0
    hitpoint.v = 0.0
    hitpoint.mat_idx = triangle.mat_idx
    hitpoint.light_id = triangle.light_id
    return 1
else:
    return 0
        """ % label
        args = []
        origin = Vector3(0.0, 0.0, 0.0)
        direction = Vector3(0.0, 0.0, 0.0)
        ray = Ray(origin, direction)
        hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
                            Vector3(0.0, 0.0, 0.0), 0, 0.0, 0.0)

        triangle = FlatTriangle(Vector3(1.0, 0.0, 0.0),
                                Vector3(0.0, 1.0, 0.0),
                                Vector3(0.0, 0.0, 1.0), 0)

        func_args = [StructArgPtr('ray', ray),
                     StructArgPtr('triangle', triangle),
                     StructArgPtr('hitpoint', hitpoint),
                     FloatArg('min_dist', 0.0)]

        shader = Shader(code=code, args=args, name=shader_name,
                        func_args=func_args, is_func=True)

        isect_shader = DependencyShader(shader, [tri_isect])
        return isect_shader
Example #26
0
def ray_triangle_isect_shader(name, isect_bool=False):
    code = """
origin = ray.origin
direction = ray.direction
a = p0[0] - p1[0]
b = p0[0] - p2[0]
c = direction[0]
d = p0[0] - origin[0]
e = p0[1] - p1[1]
f = p0[1] - p2[1]
g = direction[1]
h = p0[1]- origin[1]
i = p0[2] - p1[2]
j = p0[2] - p2[2]
k = direction[2]
l = p0[2] - origin[2]

m = f * k - g * j
n = h * k - g * l
p = f * l - h * j
q = g * i - e * k
s = e * j - f * i

temp3 =  a * m + b * q + c * s

if temp3 == 0.0:
    return 0
inv_denom = 1.0 / temp3

e1 = d * m - b * n - c * p
beta = e1 * inv_denom

if beta < 0.0:
    return 0

r = e * l - h * i
e2 = a * n + d * q + c * r
gamma = e2 * inv_denom

if gamma < 0.0:
    return 0

betagamma = beta + gamma
if betagamma > 1.0:
    return 0

e3 = a * p - b * r + d * s
t = e3 * inv_denom

epsilon = 0.00001
if t < 0.00001:
    return 0

if t > min_dist:
    return 0
    """
    if isect_bool:
        code += """
return 1
        """
    else:
        code += """
hitpoint.t = t
hitpoint.hit = direction * t + origin 
hitpoint.u = beta
hitpoint.v = gamma
return 1

        """
    ray_a = StructArgPtr('ray', Ray.factory())
    p0 = Vec3Arg('p0', Vector3(0.0, 0.0, 0.0))
    p1 = Vec3Arg('p1', Vector3(0.0, 0.0, 0.0))
    p2 = Vec3Arg('p2', Vector3(0.0, 0.0, 0.0))
    dist = FloatArg('min_dist', 0.0)
    hit_a = StructArgPtr('hitpoint', HitPoint.factory())
    if isect_bool:
        func_args = [ray_a, p0, p1, p2, dist]
    else:
        func_args = [ray_a, p0, p1, p2, dist, hit_a]

    shader = Shader(code=code, args=[], name=name,
                    func_args=func_args, is_func=True)
    return shader
Example #27
0
def ray_triangle_isect_shader(name, isect_bool=False):
    code = """
origin = ray.origin
direction = ray.direction
a = p0[0] - p1[0]
b = p0[0] - p2[0]
c = direction[0]
d = p0[0] - origin[0]
e = p0[1] - p1[1]
f = p0[1] - p2[1]
g = direction[1]
h = p0[1]- origin[1]
i = p0[2] - p1[2]
j = p0[2] - p2[2]
k = direction[2]
l = p0[2] - origin[2]

m = f * k - g * j
n = h * k - g * l
p = f * l - h * j
q = g * i - e * k
s = e * j - f * i

temp3 =  a * m + b * q + c * s

if temp3 == 0.0:
    return 0
inv_denom = 1.0 / temp3

e1 = d * m - b * n - c * p
beta = e1 * inv_denom

if beta < 0.0:
    return 0

r = e * l - h * i
e2 = a * n + d * q + c * r
gamma = e2 * inv_denom

if gamma < 0.0:
    return 0

betagamma = beta + gamma
if betagamma > 1.0:
    return 0

e3 = a * p - b * r + d * s
t = e3 * inv_denom

epsilon = 0.00001
if t < 0.00001:
    return 0

if t > min_dist:
    return 0
    """
    if isect_bool:
        code += """
return 1
        """
    else:
        code += """
hitpoint.t = t
hitpoint.hit = direction * t + origin 
hitpoint.u = beta
hitpoint.v = gamma
return 1

        """
    ray_a = StructArgPtr('ray', Ray.factory())
    p0 = Vec3Arg('p0', Vector3(0.0, 0.0, 0.0))
    p1 = Vec3Arg('p1', Vector3(0.0, 0.0, 0.0))
    p2 = Vec3Arg('p2', Vector3(0.0, 0.0, 0.0))
    dist = FloatArg('min_dist', 0.0)
    hit_a = StructArgPtr('hitpoint', HitPoint.factory())
    if isect_bool:
        func_args = [ray_a, p0, p1, p2, dist]
    else:
        func_args = [ray_a, p0, p1, p2, dist, hit_a]

    shader = Shader(code=code,
                    args=[],
                    name=name,
                    func_args=func_args,
                    is_func=True)
    return shader