# MiniLight Python : minimal global illumination renderer # # Copyright (c) 2007-2008, Harrison Ainsworth / HXA7241 and Juraj Sukop. # http://www.hxa7241.org/ from math import pi, tan from random import random from raytracer import RayTracer from vector3f import Vector3f import re SEARCH = re.compile('(\(.+\))\s*(\(.+\))\s*(\S+)').search class Camera(object): def __init__(self, in_stream): for line in in_stream: if not line.isspace(): p, d, a = SEARCH(line).groups() self.view_position = Vector3f(p) self.view_direction = Vector3f(d).unitize() if self.view_direction.is_zero(): self.view_direction = Vector3f(0.0, 0.0, 1.0) self.view_angle = min(max(10.0, float(a)), 160.0) * (pi / 180.0) self.right = Vector3f(0.0, 1.0, 0.0).cross(self.view_direction).unitize() if self.right.is_zero(): self.up = Vector3f(0.0, 0.0, 1.0 if self.view_direction.y else -1.0) self.right = self.up.cross(self.view_direction).unitize() else: self.up = self.view_direction.cross(self.right).unitize() break def get_frame(self, scene, image): raytracer = RayTracer(scene) aspect = float(image.height) / float(image.width) for y in range(image.height): for x in range(image.width): x_coefficient = ((x + random()) * 2.0 / image.width) - 1.0 y_coefficient = ((y + random()) * 2.0 / image.height) - 1.0 offset = self.right * x_coefficient + self.up * (y_coefficient * aspect) sample_direction = (self.view_direction + (offset * tan(self.view_angle * 0.5))).unitize() radiance = raytracer.get_radiance(self.view_position, sample_direction) image.add_to_pixel(x, y, radiance)