summaryrefslogtreecommitdiff
path: root/view.py
diff options
context:
space:
mode:
Diffstat (limited to 'view.py')
-rw-r--r--view.py108
1 files changed, 108 insertions, 0 deletions
diff --git a/view.py b/view.py
new file mode 100644
index 0000000..6ebf397
--- /dev/null
+++ b/view.py
@@ -0,0 +1,108 @@
+import numpy as np
+from stl import *
+from geometry import *
+from materials import *
+from camera import *
+from gpu import *
+
+import sys
+import optparse
+
+import pygame
+from pygame.locals import *
+
+parser = optparse.OptionParser('%prog filename.stl')
+parser.add_option('-b', '--bits', type='int', dest='bits', help='number of bits for z ordering space axes', default=4)
+options, args = parser.parse_args()
+
+if len(args) < 1:
+ sys.exit(parser.format_help())
+
+geometry = Geometry()
+geometry.add_solid(Solid(read_stl(args[0]), vacuum, vacuum))
+geometry.build(options.bits)
+
+mesh = geometry.mesh
+lower_bound = np.array([np.min(mesh[:,:,0]), np.min(mesh[:,:,1]), np.min(mesh[:,:,2])])
+upper_bound = np.array([np.max(mesh[:,:,0]), np.max(mesh[:,:,1]), np.max(mesh[:,:,2])])
+
+scale = np.linalg.norm(upper_bound-lower_bound)/10.0
+
+gpu = GPU()
+gpu.load_geometry(geometry)
+
+pygame.init()
+size = width, height = 800, 600
+screen = pygame.display.set_mode(size)
+pygame.display.set_caption(os.path.split(args[0])[-1])
+
+camera = Camera(size)
+camera.position((0, upper_bound[1]*5, np.mean([lower_bound[2], upper_bound[2]])))
+
+origin, direction = camera.get_rays()
+
+pixels = np.empty(width*height, dtype=np.int32)
+states = np.empty(width*height, dtype=np.int32)
+
+origin_gpu = cuda.to_device(make_vector(origin))
+direction_gpu = cuda.to_device(make_vector(direction))
+
+pixels_gpu = cuda.to_device(pixels)
+states_gpu = cuda.to_device(states)
+
+block_size = 64
+gpu_kwargs = {'block': (block_size,1,1), 'grid': (pixels.size//block_size+1,1)}
+
+def render():
+ gpu.call(np.int32(pixels.size), origin_gpu, direction_gpu, np.int32(geometry.first_leaf), states_gpu, pixels_gpu, **gpu_kwargs)
+
+ cuda.memcpy_dtoh(pixels, pixels_gpu)
+
+ pygame.surfarray.blit_array(screen, pixels.reshape(size))
+ pygame.display.flip()
+
+render()
+
+from transform import *
+
+done = False
+clicked = False
+to_origin = np.array([0,-1,0])
+while not done:
+ for event in pygame.event.get():
+ if event.type == MOUSEBUTTONDOWN:
+ if event.button == 4:
+ cuda_translate(np.int32(pixels.size), origin_gpu, gpuarray.vec.make_float3(*(scale*to_origin)), **gpu_kwargs)
+ render()
+
+ if event.button == 5:
+ cuda_translate(np.int32(pixels.size), origin_gpu, gpuarray.vec.make_float3(*(-scale*to_origin)), **gpu_kwargs)
+ render()
+
+ 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 = pygame.mouse.get_rel()[0]/float(width)
+
+ if movement == 0:
+ continue
+
+ cuda_rotate(np.int32(pixels.size), origin_gpu, np.float32(movement*2*np.pi), gpuarray.vec.make_float3(0,0,1), **gpu_kwargs)
+
+ cuda_rotate(np.int32(pixels.size), direction_gpu, np.float32(movement*2*np.pi), gpuarray.vec.make_float3(0,0,1), **gpu_kwargs)
+
+ to_origin = rotate(to_origin, movement*2*np.pi, (0,0,1))
+
+ render()
+
+ if event.type == KEYUP or event.type == KEYDOWN:
+ if event.key == K_ESCAPE:
+ done = True
+ break
+