示例#1
0
def asm_code(ren):
    # eax - ray
    # ebx - hitpoint
    code = "#DATA \n" + ren.color_mgr.spectrum_struct() + Ray.struct() + ShadePoint.struct() + """
        ray ray1
        shadepoint hp1
        uint32 ret

        #CODE
        macro mov eax, ray1
        macro mov ebx, hp1
        call ray_scene_intersection
        mov dword [ret], eax
        #END
    """
    return code
示例#2
0
def asm_code(ren):
    # eax - ray
    # ebx - hitpoint
    code = "#DATA \n" + ren.color_mgr.spectrum_struct() + Ray.struct(
    ) + ShadePoint.struct() + """
        ray ray1
        shadepoint hp1
        uint32 ret

        #CODE
        macro mov eax, ray1
        macro mov ebx, hp1
        call ray_scene_intersection
        mov dword [ret], eax
        #END
    """
    return code
示例#3
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文件: lamb.py 项目: mario007/renmas
mat.add(lamb)

factory = Factory()
sp = factory.shade_point()
sp.normal = factory.vector3(0, 1, 0)
sp.wi = factory.vector3(2, 2, 2)

print(mat.brdf(sp))

runtime = Runtime()
mat.brdf_asm([runtime], col_mgr.assembler)

bits = platform.architecture()[0]
if bits == '64bit':
    ASM = "#DATA \n" + col_mgr.zero_spectrum().struct() + ShadePoint.struct(
    ) + """
        shadepoint sp1
        uint64 ptr_brdf
        #CODE
        macro mov eax, sp1
        call qword [ptr_brdf] 
        #END
    """
else:
    ASM = "#DATA \n" + col_mgr.zero_spectrum().struct() + ShadePoint.struct(
    ) + """
        shadepoint sp1
        uint32 ptr_brdf
        #CODE
        macro mov eax, sp1
        call dword [ptr_brdf] 
示例#4
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文件: lamb.py 项目: mario007/renmas
factory = Factory()
sp = factory.shade_point()
sp.normal = factory.vector3(0, 1, 0)
sp.wi = factory.vector3(2, 2, 2)

print(mat.brdf(sp))

runtime = Runtime()
mat.brdf_asm([runtime], col_mgr.assembler)

bits = platform.architecture()[0]
if bits == "64bit":
    ASM = (
        "#DATA \n"
        + col_mgr.zero_spectrum().struct()
        + ShadePoint.struct()
        + """
        shadepoint sp1
        uint64 ptr_brdf
        #CODE
        macro mov eax, sp1
        call qword [ptr_brdf] 
        #END
    """
    )
else:
    ASM = (
        "#DATA \n"
        + col_mgr.zero_spectrum().struct()
        + ShadePoint.struct()
        + """
示例#5
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light = factory.create_light(mgr=ren.color_mgr, typ='point', source='A',\
        position=(9,10,9), direction=(2,2,2))

ren.add('point_light1', light)
ren.prepare()

direct_lighting = DirectLighting(ren)
sp = factory.shade_point(hit=(5,5,5))
sp.material = 0

ret = direct_lighting.estimate_direct(sp)
runtime = Runtime()
direct_lighting.estimate_direct_asm([runtime], 'estimate_dir')
print(ret)

structs = ren.color_mgr.zero_spectrum().struct() + ShadePoint.struct()
ASM = "#DATA \n" + structs + """
 #DATA
   spectrum spec1
  shadepoint sp1

 #CODE
 macro mov eax, sp1
 call estimate_dir
 macro mov ebx, spec1
 macro spectrum ebx = eax
 #END
"""

mc = ren.assembler.assemble(ASM)
ds = runtime.load('test', mc)
示例#6
0
文件: point.py 项目: mario007/renmas
light = factory.create_light(mgr=mgr, typ='point', source='A',\
        position=(9,10,9), direction=(2,2,2))


hp = factory.shade_point()

s = light.L(hp)
print(hp.wi)
print(hp.light_position)
print(hp.light_spectrum)

runtime = Runtime()
light.L_asm([runtime], mgr.assembler)

structs = mgr.spectrum_struct() + ShadePoint.struct() 
ASM = "#DATA \n" + structs + """
    shadepoint sp1
    #CODE
    macro mov eax, sp1
"""
ASM += 'call ' + light.L_asm_label + """
    #END
"""
mc = mgr.assembler.assemble(ASM)
#mc.print_machine_code()
ds = runtime.load('test', mc)
ds['sp1.hit'] = hp.hit.to_ds()

runtime.run('test')
print('--------------------------')