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-rwxr-xr-xrender.py286
-rwxr-xr-xview.py375
2 files changed, 0 insertions, 661 deletions
diff --git a/render.py b/render.py
deleted file mode 100755
index 17a7289..0000000
--- a/render.py
+++ /dev/null
@@ -1,286 +0,0 @@
-#!/usr/bin/env python
-from view import *
-from pycuda.characterize import sizeof
-import tempfile
-
-def render(viewable, size=(800,600), name='', bits=8, make_movie=False):
- """
- Render `viewable` in a pygame window.
-
- Movement:
- - zoom: scroll the mouse wheel
- - rotate: click and drag the mouse
- - move: shift+click and drag the mouse
- """
-
- geometry = build(viewable, bits)
-
- lower_bound, upper_bound = geometry.mesh.get_bounds()
-
- source_position = [0, 0, upper_bound[2]+1.0]
-
- scale = np.linalg.norm(upper_bound-lower_bound)
-
- from pycuda import autoinit
-
- print 'device %s' % autoinit.device.name()
-
- module = SourceModule(src.kernel, options=['-I' + src.dir], no_extern_c=True, cache_dir=False)
- geometry.load(module)
- cuda_build_rgb_lookup = module.get_function('build_rgb_lookup')
- cuda_render = module.get_function('render')
- cuda_rotate = module.get_function('rotate')
- cuda_translate = module.get_function('translate')
-
- pygame.init()
- width, height = size
-
- init_rng = module.get_function('init_rng')
-
- rng_state_count = max(len(geometry.mesh.triangles), width*height)
- rng_states_gpu = cuda.mem_alloc(rng_state_count*sizeof('curandStateXORWOW', '#include <curand_kernel.h>'))
- init_rng(np.int32(rng_state_count), rng_states_gpu, np.int32(0), np.int32(0), block=(64,1,1), grid=(rng_state_count//64+1,1))
-
- diagonal = np.linalg.norm(upper_bound-lower_bound)
-
- source_positions_gpu = gpuarray.empty(len(geometry.mesh.triangles), dtype=gpuarray.vec.float3)
- source_positions_gpu.fill(gpuarray.vec.make_float3(*source_position))
-
- source_directions = np.mean(geometry.mesh[:], axis=1) - source_position
- source_directions_gpu = gpuarray.to_gpu(source_directions.astype(np.float32).view(gpuarray.vec.float3))
-
- rgb_lookup1_gpu = gpuarray.zeros(source_positions_gpu.size, dtype=gpuarray.vec.float3)
- rgb_lookup2_gpu = gpuarray.zeros(source_positions_gpu.size, dtype=gpuarray.vec.float3)
-
- max_steps = 10
- rgb_runs = 100
-
- print 'building rgb lookup.'
- cuda_build_rgb_lookup(np.int32(source_positions_gpu.size), rng_states_gpu, source_positions_gpu, source_directions_gpu, rgb_lookup1_gpu, rgb_lookup2_gpu, np.int32(rgb_runs), np.int32(max_steps), block=(64,1,1), grid=(source_positions_gpu.size//64+1,1))
- cuda.Context.synchronize()
- print 'done.'
-
- rgb_lookup1 = rgb_lookup1_gpu.get().view(np.float32)
- rgb_lookup1 /= rgb_runs
- rgb_lookup1[rgb_lookup1 > 1.0] = 1.0
- rgb_lookup1_gpu.set(rgb_lookup1.view(gpuarray.vec.float3))
-
- rgb_lookup2 = rgb_lookup2_gpu.get().view(np.float32)
- rgb_lookup2 /= rgb_runs
- rgb_lookup2[rgb_lookup2 > 1.0] = 1.0
- rgb_lookup2_gpu.set(rgb_lookup2.view(gpuarray.vec.float3))
-
- #camera = Camera(size)
-
- point = np.array([0, diagonal*1.75, (lower_bound[2]+upper_bound[2])/2])
- axis1 = np.array([1,0,0], dtype=np.double)
- axis2 = np.array([0,0,1], dtype=np.double)
-
- #camera.position(point)
-
- origins, directions = get_rays(point, size)
-
- origins_gpu = gpuarray.to_gpu(origins.astype(np.float32).view(gpuarray.vec.float3))
- directions_gpu = gpuarray.to_gpu(directions.astype(np.float32).view(gpuarray.vec.float3))
- pixels_gpu = gpuarray.zeros(width*height, dtype=np.int32)
-
- nruns = 1
-
- screen = pygame.display.set_mode(size)
- pygame.display.set_caption(name)
-
- nblocks = 64
-
- if make_movie:
- image_index = 0
- tempdir = tempfile.mkdtemp()
-
- def update():
- """Render the mesh and display to screen."""
-
- global image_index
-
- t0 = time.time()
- cuda_render(np.int32(pixels_gpu.size), rng_states_gpu, origins_gpu, directions_gpu, rgb_lookup1_gpu, rgb_lookup2_gpu, np.int32(nruns), pixels_gpu, np.int32(max_steps), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
- cuda.Context.synchronize()
- elapsed = time.time() - t0
-
- #print 'elapsed %f sec' % elapsed
-
- pygame.surfarray.blit_array(screen, pixels_gpu.get().reshape(size))
- pygame.display.flip()
-
- update()
-
- if make_movie:
- screenshot(screen, name, tempdir, image_index)
- image_index += 1
-
- done = False
- clicked = False
- shift = False
-
- while not done:
- for event in pygame.event.get():
- if event.type == MOUSEBUTTONDOWN:
- if event.button == 4:
- v = scale*np.cross(axis1,axis2)/10.0
-
- cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point += v
-
- update()
-
- if make_movie:
- screenshot(screen, name, tempdir, image_index)
- image_index += 1
-
- if event.button == 5:
- v = -scale*np.cross(axis1,axis2)/10.0
-
- cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point += v
-
- update()
-
- if make_movie:
- screenshot(screen, name, tempdir, image_index)
- image_index += 1
-
- if event.button == 1:
- clicked = True
- mouse_position = pygame.mouse.get_rel()
-
- if event.type == MOUSEBUTTONUP:
- if event.button == 1:
- clicked = False
-
- if event.type == MOUSEMOTION and clicked:
- movement = np.array(pygame.mouse.get_rel())
-
- if (movement == 0).all():
- continue
-
- length = np.linalg.norm(movement)
-
- mouse_direction = movement[0]*axis1 + movement[1]*axis2
- mouse_direction /= np.linalg.norm(mouse_direction)
-
- if shift:
- v = mouse_direction*scale*length/float(width)
-
- cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point += v
-
- update()
-
- if make_movie:
- screenshot(screen, name, tempdir, image_index)
- image_index += 1
-
- else:
- phi = np.float32(2*np.pi*length/float(width))
- n = rotate(mouse_direction, np.pi/2, \
- -np.cross(axis1,axis2))
-
- cuda_rotate(np.int32(pixels_gpu.size), origins_gpu, phi, gpuarray.vec.make_float3(*n), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- cuda_rotate(np.int32(pixels_gpu.size), directions_gpu, phi, gpuarray.vec.make_float3(*n), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point = rotate(point, phi, n)
- axis1 = rotate(axis1, phi, n)
- axis2 = rotate(axis2, phi, n)
-
- update()
-
- if make_movie:
- screenshot(screen, name, tempdir, image_index)
- image_index += 1
-
- if event.type == KEYDOWN:
- if event.key == K_LSHIFT or event.key == K_RSHIFT:
- shift = True
-
- if event.key == K_ESCAPE:
- done = True
- break
-
- if event.key == K_F12:
- screenshot(screen, name)
-
- if event.type == KEYUP:
- if event.key == K_LSHIFT or event.key == K_RSHIFT:
- shift = False
-
- if event.type == pygame.QUIT:
- done = True
- break
-
- pygame.display.quit()
-
- if make_movie:
- if name == '':
- root, ext = 'movie', 'avi'
- else:
- root, ext = name + '_movie', 'avi'
-
- filename = '.'.join([root, ext])
-
- i=1
- while os.path.exists(filename):
- filename = '.'.join([root + str(i), ext])
- i += 1
-
- from subprocess import call
-
- call(['mencoder', 'mf://' + tempdir + '/*.png', '-mf', 'fps=10', '-o', filename, '-ovc', 'xvid', '-xvidencopts', 'bitrate=3000'])
-
- import shutil
-
- shutil.rmtree(tempdir)
-
-if __name__ == '__main__':
- import optparse
-
- from stl import mesh_from_stl
-
- import solids
- import detectors
- import scenes
-
- parser = optparse.OptionParser('%prog filename.stl')
- parser.add_option('-b', '--bits', type='int', dest='bits',
- help='bits for z-ordering space axes', default=8)
- parser.add_option('-r', '--resolution', dest='resolution',
- help='specify resolution', default='800,600')
- parser.add_option('-m', '--movie', action='store_true', dest='movie',
- help='create a movie', default=False)
- options, args = parser.parse_args()
-
- if len(args) < 1:
- sys.exit(parser.format_help())
-
- size = [int(s) for s in options.resolution.split(',')]
-
- if os.path.exists(args[0]):
- head, tail = os.path.split(args[0])
- root, ext = os.path.splitext(tail)
-
- if ext.lower() == '.stl':
- render(mesh_from_stl(args[0]), size, root, options.bits, options.movie)
- else:
- members = dict(inspect.getmembers(detectors) + inspect.getmembers(solids) + inspect.getmembers(scenes))
-
- buildable_lookup = {}
- for member in members.values():
- if inspect.isfunction(member) and \
- hasattr(member, 'buildable') and member.buildable == True:
- buildable_lookup[member.identifier] = member
-
- if args[0] in buildable_lookup:
- render(buildable_lookup[args[0]], size, args[0], options.bits, options.movie)
- else:
- sys.exit("couldn't find object %s" % args[0])
diff --git a/view.py b/view.py
deleted file mode 100755
index b10fbda..0000000
--- a/view.py
+++ /dev/null
@@ -1,375 +0,0 @@
-#!/usr/bin/env python
-import os
-import sys
-import time
-import numpy as np
-import inspect
-
-import pygame
-from pygame.locals import *
-
-import src
-from camera import get_rays
-from geometry import Mesh, Solid, Geometry
-from transform import rotate
-from optics import *
-from gpu import *
-
-#from pycuda import autoinit
-from pycuda.compiler import SourceModule
-from pycuda import gpuarray
-import pycuda.driver as cuda
-
-def buildable(identifier):
- """
- Create a decorator which tags a function as buildable and assigns the
- identifying string `identifier`.
-
- Example:
- >>> @buildable('my_sphere')
- >>> def build_my_sphere():
- >>> g = Geometry()
- >>> g.add_solid(Solid(sphere(), vacuum, water))
- >>> return g
- """
- def tag_as_buildable(func):
- func.buildable = True
- func.identifier = identifier
- return func
- return tag_as_buildable
-
-def screenshot(screen, name='', dir='', index=0):
- """Take a screenshot of `screen`."""
- if name == '':
- root, ext = 'screenshot', 'png'
- else:
- root, ext = name, 'png'
-
- i = index
-
- filename = os.path.join(dir,'.'.join([root + str(i).zfill(4), ext]))
- while os.path.exists(filename):
- filename = os.path.join(dir,'.'.join([root + str(i).zfill(4), ext]))
- i += 1
-
- pygame.image.save(screen, filename)
- print 'image saved to %s' % filename
-
-def build(obj, bits):
- """Construct and build a geometry from `obj`."""
- if inspect.isfunction(obj):
- try:
- if obj.buildable:
- obj = obj()
- except AttributeError:
- raise Exception('function %s is not buildable.' % obj.__name__)
-
- if isinstance(obj, Geometry):
- geometry = obj
- elif isinstance(obj, Solid):
- geometry = Geometry()
- geometry.add_solid(obj)
- elif isinstance(obj, Mesh):
- geometry = Geometry()
- geometry.add_solid(Solid(obj, vacuum, vacuum, surface=lambertian_surface, color=0x99ffffff))
- else:
- raise Exception('cannot build type %s' % type(obj))
-
- geometry.build(bits)
-
- return geometry
-
-def box(lower_bound, upper_bound):
- """
- Return a mesh of the box defined by the opposing corners `lower_bound`
- and `upper_bound`.
- """
- dx, dy, dz = upper_bound - lower_bound
-
- vertices = np.array([lower_bound,
- lower_bound + (dx,0,0),
- lower_bound + (dx,dy,0),
- lower_bound + (0,dy,0),
- lower_bound + (0,0,dz),
- lower_bound + (dx,0,dz),
- lower_bound + (dx,dy,dz),
- lower_bound + (0,dy,dz)])
-
- triangles = np.empty((12,3), dtype=np.int32)
- # bottom
- triangles[0] = (1,3,2)
- triangles[1] = (1,4,3)
- # top
- triangles[2] = (5,7,6)
- triangles[3] = (5,8,7)
- # left
- triangles[4] = (5,1,2)
- triangles[5] = (5,2,6)
- # right
- triangles[6] = (3,4,8)
- triangles[7] = (3,8,7)
- # front
- triangles[8] = (2,3,7)
- triangles[9] = (2,7,6)
- # back
- triangles[10] = (1,5,8)
- triangles[11] = (1,8,4)
-
- triangles -= 1
-
- return Mesh(vertices, triangles)
-
-def bvh_mesh(geometry, layer):
- lower_bounds = geometry.lower_bounds[geometry.layers == layer]
- upper_bounds = geometry.upper_bounds[geometry.layers == layer]
-
- if len(lower_bounds) == 0 or len(upper_bounds) == 0:
- raise Exception('no nodes at layer %i' % layer)
-
- mesh = box(lower_bounds[0], upper_bounds[0])
-
- for lower_bound, upper_bound in zip(lower_bounds, upper_bounds)[1:]:
- mesh += box(lower_bound, upper_bound)
-
- return mesh
-
-def view(viewable, size=(800,600), name='', bits=8, load_bvh=False):
- """
- Render `viewable` in a pygame window.
-
- Movement:
- - zoom: scroll the mouse wheel
- - rotate: click and drag the mouse
- - move: shift+click and drag the mouse
- """
-
- gpu = GPU()
-
- geometry = build(viewable, bits)
-
- if load_bvh:
- print 'loading bvh...'
- bvhg = []
-
- bvhg.append(geometry)
-
- for layer in sorted(np.unique(geometry.layers)):
- print 'building layer %i' % layer
- bvhg.append(build(bvh_mesh(geometry, layer), bits))
-
- lower_bound, upper_bound = geometry.mesh.get_bounds()
-
- scale = np.linalg.norm(upper_bound-lower_bound)
-
- #from pycuda import autoinit
-
- #print 'device %s' % autoinit.device.name()
-
- module = gpu.module
-
- #module = SourceModule(src.kernel, options=['-I' + src.dir], no_extern_c=True)#, cache_dir=False)
- #geometry.load(module)
- gpu.load_geometry(geometry)
- cuda_raytrace = module.get_function('ray_trace')
- cuda_rotate = module.get_function('rotate')
- cuda_translate = module.get_function('translate')
-
- pygame.init()
- width, height = size
- screen = pygame.display.set_mode(size)
- pygame.display.set_caption(name)
-
- #camera = Camera(size)
-
- diagonal = np.linalg.norm(upper_bound-lower_bound)
-
- point = np.array([0, diagonal*1.75, (lower_bound[2]+upper_bound[2])/2])
- axis1 = np.array([1,0,0], dtype=np.double)
- axis2 = np.array([0,0,1], dtype=np.double)
-
- #camera.position(point)
-
- origins, directions = get_rays(point, size)
-
- origins_gpu = gpuarray.to_gpu(origins.astype(np.float32).view(gpuarray.vec.float3))
-
- directions_gpu = gpuarray.to_gpu(directions.astype(np.float32).view(gpuarray.vec.float3))
-
- pixels_gpu = gpuarray.zeros(width*height, dtype=np.int32)
-
- nblocks = 64
-
- def update():
- """Render the mesh and display to screen."""
- t0 = time.time()
- cuda_raytrace(np.int32(pixels_gpu.size), origins_gpu, directions_gpu, pixels_gpu, block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
- cuda.Context.synchronize()
- elapsed = time.time() - t0
-
- print 'elapsed %f sec' % elapsed
-
- pygame.surfarray.blit_array(screen, pixels_gpu.get().reshape(size))
- pygame.display.flip()
-
- update()
-
- done = False
- clicked = False
- shift = False
-
- current_layer = 0
-
- while not done:
- for event in pygame.event.get():
- if event.type == MOUSEBUTTONDOWN:
- if event.button == 4:
- v = scale*np.cross(axis1,axis2)/10.0
-
- cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point += v
-
- update()
-
- if event.button == 5:
- v = -scale*np.cross(axis1,axis2)/10.0
-
- cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point += v
-
- update()
-
- if event.button == 1:
- clicked = True
- mouse_position = pygame.mouse.get_rel()
-
- if event.type == MOUSEBUTTONUP:
- if event.button == 1:
- clicked = False
-
- if event.type == MOUSEMOTION and clicked:
- movement = np.array(pygame.mouse.get_rel())
-
- if (movement == 0).all():
- continue
-
- length = np.linalg.norm(movement)
-
- mouse_direction = movement[0]*axis1 + movement[1]*axis2
- mouse_direction /= np.linalg.norm(mouse_direction)
-
- if shift:
- v = mouse_direction*scale*length/float(width)
-
- cuda_translate(np.int32(pixels_gpu.size), origins_gpu, gpuarray.vec.make_float3(*v), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point += v
-
- update()
- else:
- phi = np.float32(2*np.pi*length/float(width))
- n = rotate(mouse_direction, np.pi/2, \
- -np.cross(axis1,axis2))
-
- cuda_rotate(np.int32(pixels_gpu.size), origins_gpu, phi, gpuarray.vec.make_float3(*n), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- cuda_rotate(np.int32(pixels_gpu.size), directions_gpu, phi, gpuarray.vec.make_float3(*n), block=(nblocks,1,1), grid=(pixels_gpu.size//nblocks+1,1))
-
- point = rotate(point, phi, n)
- axis1 = rotate(axis1, phi, n)
- axis2 = rotate(axis2, phi, n)
-
- update()
-
- if event.type == KEYDOWN:
- if event.key == K_LSHIFT or event.key == K_RSHIFT:
- shift = True
-
- if event.key == K_ESCAPE:
- done = True
- break
-
- if event.key == K_PAGEUP and load_bvh:
- try:
- if current_layer+1 >= len(bvhg):
- raise IndexError
-
- geometry = bvhg[current_layer+1]
- current_layer += 1
-
- gpu.load_geometry(geometry)
- #geometry.load(module, color=True)
- update()
- except IndexError:
- print 'no further layers to view'
-
- if event.key == K_PAGEDOWN and load_bvh:
- try:
- if current_layer-1 < 0:
- raise IndexError
-
- geometry = bvhg[current_layer-1]
- current_layer -= 1
-
- gpu.load_geometry(geometry)
- #geometry.load(module, color=True)
- update()
- except IndexError:
- print 'no further layers to view'
-
- if event.key == K_F12:
- screenshot(screen, name)
-
- if event.type == KEYUP:
- if event.key == K_LSHIFT or event.key == K_RSHIFT:
- shift = False
-
- if event.type == pygame.QUIT:
- done = True
- break
-
- pygame.display.quit()
-
-if __name__ == '__main__':
- import optparse
-
- from stl import mesh_from_stl
-
- import solids
- import detectors
- import scenes
-
- parser = optparse.OptionParser('%prog filename.stl')
- parser.add_option('-b', '--bits', type='int', dest='bits',
- help='bits for z-ordering space axes', default=8)
- parser.add_option('-l', action='store_true', dest='load_bvh',
- help='load bounding volumes', default=False)
- parser.add_option('-r', '--resolution', dest='resolution',
- help='specify resolution', default='800,600')
- options, args = parser.parse_args()
-
- if len(args) < 1:
- sys.exit(parser.format_help())
-
- size = [int(s) for s in options.resolution.split(',')]
-
- if os.path.exists(args[0]):
- head, tail = os.path.split(args[0])
- root, ext = os.path.splitext(tail)
-
- if ext.lower() in ('.stl', '.bz2'):
- view(mesh_from_stl(args[0]), size, root, options.bits, options.load_bvh)
- else:
- members = dict(inspect.getmembers(detectors) + inspect.getmembers(solids) + inspect.getmembers(scenes))
-
- buildable_lookup = {}
- for member in members.values():
- if inspect.isfunction(member) and \
- hasattr(member, 'buildable') and member.buildable == True:
- buildable_lookup[member.identifier] = member
-
- if args[0] in buildable_lookup:
- view(buildable_lookup[args[0]], size, args[0], options.bits, options.load_bvh)
- else:
- sys.exit("couldn't find object %s" % args[0])