Esempio n. 1
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    def args(self):
        self._tiles = tiles = create_tiles(self._width, self._height, self._nthreads)

        n = self.nsamples()
        subx, suby = self._subpixel_location()

        args = [IntArg('width', self._width), IntArg('height', self._height),
                FloatArg('pixelsize', self._pixelsize), IntArg('nsamples', n),
                IntArg('npass', self._pass), IntArg('subx', subx),
                IntArg('suby', suby)]

        targs = [StructArg('tile', tile) for tile in tiles]
        targ = ArgList('tile', targs)
        args.append(targ)
        curx_args = [IntArg('curx', 0) for tile in tiles]
        curx_arg = ArgList('curx', curx_args)
        args.append(curx_arg)
        cury_args = [IntArg('cury', tile.y) for tile in tiles]
        cury_arg = ArgList('cury', cury_args)
        args.append(cury_arg)
        endx_args = [IntArg('endx', tile.width) for tile in tiles]
        endx_arg = ArgList('endx', endx_args)
        args.append(endx_arg)
        endy_args = [IntArg('endy', tile.y + tile.height) for tile in tiles]
        endy_arg = ArgList('endy', endy_args)
        args.append(endy_arg)
        return args
Esempio n. 2
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    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)
Esempio n. 3
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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'))
Esempio n. 4
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 def _func_args(self, spectrum):
     func_args = [
         StructArgPtr('hitpoint', HitPoint.factory()),
         StructArgPtr('shadepoint', ShadePoint.factory(spectrum)),
         IntArg('mat_idx', 0)
     ]
     return func_args
Esempio n. 5
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    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)
Esempio n. 6
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def argument_factory(name, cls):
    if cls == int:
        return IntArg(name, int())
    elif cls == float:
        return FloatArg(name, float())
    elif cls == Vector3:
        return Vec3Arg(name, Vector3.zero())
    else:
        raise ValueError("Argument factory. Unsuported arugment type", name,
                         cls)
Esempio n. 7
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    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)
Esempio n. 8
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    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)
Esempio n. 9
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    def prepare_standalone(self):

        runtimes = [Runtime()]
        self.compile()
        self.prepare(runtimes)

        code = """
ret = generate_sample(sample)
        """
        args = [StructArg('sample', Sample.factory()), IntArg('ret', 11)]
        self._standalone = Shader(code=code, args=args)
        self._standalone.compile([self.shader])
        self._standalone.prepare(runtimes)
Esempio n. 10
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def test_mesh(mesh, nrays=1):
    dep_shader = type(mesh).isect_shader('ray_flat_mesh_isect')
    dep_shader.compile()
    runtimes = [Runtime()]
    dep_shader.prepare(runtimes)

    code = """
min_dist = 99999.0
ret = ray_flat_mesh_isect(ray, mesh, hitpoint, min_dist)
    """

    ray = generate_ray(mesh)
    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)
    mesh_arg = StructArg('mesh', mesh)
    harg = StructArg('hitpoint', hitpoint)
    ret = IntArg('ret', 6)

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

    shader.prepare(runtimes)

    for i in range(nrays):
        ray = generate_ray(mesh)
        # origin = Vector3(-0.21099534597992897,-0.02090535280108452,-0.09716709856688976)
        # direction = Vector3(0.7856996643888073,0.4629769683728137,0.4102783983292736)
        # ray = Ray(origin, direction)
        shader.set_value('ray', ray)

        hp2 = mesh.isect(ray)
        hp, index = isect_ray_mesh(ray, mesh)
        shader.execute()

        # print(hp, shader.get_value('ret'))
        if hp:
            ret = shader.get_value('ret')
            hp_new = shader.get_value('hitpoint')
            if round(hp.t - hp_new.t, 5) != 0:
                print(hp.t, hp_new.t, ret, index, hp2.t)
                print(ray.origin)
                print(ray.direction)
                p0, p1, p2 = mesh.get_points(index)
                print(p0)
                print(p1)
                print(p2)
                print('------------------------------------------')
Esempio n. 11
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    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)
Esempio n. 12
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    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)
Esempio n. 13
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    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)
Esempio n. 14
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    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)
Esempio n. 15
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    def _get_visibility_code(self, shape_type):
        num_objects = 'num_vobjects_%s' % id(shape_type)
        obj_array_name = 'obj_varray_%s' % id(shape_type)
        isect_object = 'ray_object_isect_b_%s' % id(shape_type)

        code = """
i = 0
while i < %s:
    shape_object = %s[i]
    ret = %s(ray, shape_object, distance)
    if ret == 1:
        return 0
    i = i + 1
        """  % (num_objects, obj_array_name, isect_object)

        darr = self.shp_mgr._shape_arrays[shape_type]
        nobj = IntArg(num_objects, len(darr))
        arr_arg = ArrayArg(obj_array_name, darr)
        return code, [nobj, arr_arg]
Esempio n. 16
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    def test_light_manager(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        runtimes = [Runtime(), Runtime()]
        lgt = GeneralLight()
        lgt.load('point', sam_mgr, spectral=False)

        lgt2 = GeneralLight()
        lgt2.load('point', sam_mgr, spectral=False)
        lgt2.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3))
        lgt2.set_value('position', Vector3(2.0, 2.0, 2.0))

        mgr = LightManager()
        mgr.add('light1', lgt)
        mgr.add('light2', lgt2)

        mgr.compile_shaders(sam_mgr, spectral=False)
        mgr.prepare_shaders(runtimes)

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
light_radiance(hp, sp, 1)
wi = sp.wi
n = number_of_lights()
        """
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        nlights = IntArg('n', 999)
        shader = Shader(code=code, args=[wi, nlights])
        shader.compile(shaders=[mgr.rad_shader, mgr.nlights_shader])
        shader.prepare(runtimes)
        shader.execute()

        wi = Vector3(2.0, 2.0, 2.0) - Vector3(4.0, 5.0, 6.0)
        wi.normalize()
        wi_s = shader.get_value('wi')
        self.assertAlmostEqual(wi.x, wi_s.x)
        self.assertAlmostEqual(wi.y, wi_s.y)
        self.assertAlmostEqual(wi.z, wi_s.z)

        self.assertEqual(2, shader.get_value('n'))
Esempio n. 17
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    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)
Esempio n. 18
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    def _get_shape_code(self, shape_type):

        num_objects = 'num_objects_%s' % id(shape_type)
        obj_array_name = 'obj_array_%s' % id(shape_type)
        isect_object = 'ray_object_isect_%s' % id(shape_type)

        code = """
i = 0
while i < %s:
    shape_object = %s[i]
    ret = %s(ray, shape_object, hitpoint, min_dist)
    if ret == 1:
        hit_happend = 1
        if hitpoint.t < min_dist:
            min_dist = hitpoint.t
    i = i + 1
        """  % (num_objects, obj_array_name, isect_object)

        darr = self.shp_mgr._shape_arrays[shape_type]
        nobj = IntArg(num_objects, len(darr))
        arr_arg = ArrayArg(obj_array_name, darr)

        return code, [nobj, arr_arg]
Esempio n. 19
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    def _lgt_emission(self, color_mgr):
        code = """
if light_id < 0:
    shadepoint.light_intensity = Spectrum(0.0)
    shadepoint.light_pdf = 1.0
else:
    ptr_func = lgt_ptrs[light_id]
    __light_emission(hitpoint, shadepoint, ptr_func)
        """
        lgt_ptrs = ArrayArg('lgt_ptrs', PtrsArray())
        al = ArgList('lgt_ptrs', [lgt_ptrs])
        spec = color_mgr.zero()
        func_args = [
            StructArgPtr('hitpoint', HitPoint.factory()),
            StructArgPtr('shadepoint', ShadePoint.factory(spec)),
            IntArg('light_id', -1)
        ]
        args = [al]
        self.emission_shader = Shader(code=code,
                                      args=args,
                                      name='light_emission',
                                      func_args=func_args,
                                      is_func=True)