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Python Shader.compile方法代码示例

本文整理汇总了Python中sdl.Shader.compile方法的典型用法代码示例。如果您正苦于以下问题:Python Shader.compile方法的具体用法?Python Shader.compile怎么用?Python Shader.compile使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在sdl.Shader的用法示例。


在下文中一共展示了Shader.compile方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: SamplerGenerator

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
class SamplerGenerator():
    def __init__(self, sampler):
        self.sampler = sampler

        self.prepare_standalone()

    def prepare_standalone(self):

        self.sampler.create_shader()

        runtimes = [Runtime()]
        self.sampler.compile()
        self.sampler.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.sampler.shader])
        self._standalone.prepare(runtimes)

    def generate_sample(self):

        self._standalone.execute()
        ret = self._standalone.get_value('ret')
        if ret == 0:
            return False
        sample = self._standalone.get_value('sample')
        return sample
开发者ID:mario007,项目名称:renmas,代码行数:32,代码来源:samplers.py

示例2: test_mesh_b

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
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'))
开发者ID:mario007,项目名称:renmas,代码行数:32,代码来源:test_load_meshes.py

示例3: __init__

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
class SampleFilter:
    def __init__(self, xwidth=1.0, ywidth=1.0):

        path = os.path.dirname(__file__)
        path = os.path.join(path, 'flt_shaders')
        self._loader = Loader([path])

        self.xwidth = xwidth
        self.ywidth = ywidth

    def load(self, shader_name):
        args = []
        text = self._loader.load(shader_name, 'props.txt')
        if text is not None:
            args = parse_args(text)

        args.append(FloatArg('xwidth', self.xwidth))
        args.append(FloatArg('ywidth', self.ywidth))

        code = self._loader.load(shader_name, 'code.py')
        if code is None:
            raise ValueError("code.py in %s shader dont exist!" % shader_name)

        func_args = [StructArgPtr('sample', Sample.factory())]

        self.shader = Shader(code=code, args=args, name='filter_sample',
                             func_args=func_args, is_func=True)

    def compile(self, shaders=[]):
        self.shader.compile(shaders)

    def prepare(self, runtimes):
        self.shader.prepare(runtimes)
开发者ID:mario007,项目名称:renmas,代码行数:35,代码来源:flt.py

示例4: atest_material_manager

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    def atest_material_manager(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        runtimes = [Runtime(), Runtime()]
        mat = Material()
        mat.load('lambertian', sam_mgr, spectral=False)
        mat.set_value('diffuse', RGBSpectrum(0.2, 0.3, 0.4))

        mgr = MaterialManager()
        mgr.add('material1', mat)

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

        code = """
hp = HitPoint()
sp = ShadePoint()
material_reflectance(hp, sp, 0)
spec = sp.material_reflectance
        """
        spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5))
        shader = Shader(code=code, args=[spec])
        shader.compile(shaders=[mgr.ref_shader])
        shader.prepare(runtimes)
        shader.execute()

        s = shader.get_value('spec')
        ls = RGBSpectrum(0.2, 0.3, 0.4) * (1.0 / math.pi)

        self.assertAlmostEqual(s.r, ls.r)
        self.assertAlmostEqual(s.g, ls.g)
        self.assertAlmostEqual(s.b, ls.b)
开发者ID:mario007,项目名称:renmas,代码行数:35,代码来源:test_mat_mgr.py

示例5: test_isect_b_sph

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    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)
开发者ID:mario007,项目名称:renmas,代码行数:31,代码来源:test_sphere.py

示例6: test_sampled_to_rgb

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    def test_sampled_to_rgb(self):
        runtimes = [Runtime()]

        color_mgr = SampledManager()
        s_to_rgb = spectrum_to_rgb_shader(color_mgr)
        s_to_rgb.compile(color_mgr=color_mgr)
        s_to_rgb.prepare(runtimes)

        code = """
value = spectrum_to_rgb(color)
        """
        spec = RGBSpectrum(0.3, 0.5, 0.4)
        spec = color_mgr.rgb_to_sampled(spec)
        col = SampledArg('color', spec)
        val = Vec3Arg('value', Vector3(0.0, 0.0, 0.0))
        shader = Shader(code=code, args=[col, val])
        shader.compile(shaders=[s_to_rgb], color_mgr=color_mgr)
        shader.prepare(runtimes)
        shader.execute()

        value = shader.get_value('value')
        vv = color_mgr.sampled_to_rgb(spec)
        self.assertAlmostEqual(value.x, vv.r)
        self.assertAlmostEqual(value.y, vv.g)
        self.assertAlmostEqual(value.z, vv.b, places=6)
开发者ID:mario007,项目名称:renmas,代码行数:27,代码来源:test_spectrum_to_rgb.py

示例7: test_isect_b_rect

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    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)
开发者ID:mario007,项目名称:renmas,代码行数:37,代码来源:test_rectangle.py

示例8: test_rgb_area_light

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    def test_rgb_area_light(self):
        sam_mgr = SampledManager()
        register_rgb_shadepoint()

        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)

        material = Material()
        material.load('lambertian_emiter', sam_mgr)
        e = RGBSpectrum(0.5, 0.5, 0.5)
        material.set_value('emission', e)

        runtimes = [Runtime()]
        lgt = AreaLight(shape=rectangle, material=material)
        lgt.load('general', sam_mgr, spectral=False)
        lgt.compile()
        lgt.prepare(runtimes)
        ptrs = lgt.shader.get_ptrs()

        ptr_func = PointerArg('ptr_func', ptrs[0])
        spec = RGBArg('spec', RGBSpectrum(0.5, 0.5, 0.5))
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0))
        n = Vec3Arg('normal', Vector3(0.0, 0.0, 0.0))
        pdf = FloatArg('pdf', 0.0)
        emission = RGBArg('emission', RGBSpectrum(0.0, 0.0, 0.0))

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
__light_radiance(hp, sp, ptr_func)
spec = sp.light_intensity
wi = sp.wi
position = sp.light_position
normal = sp.light_normal
pdf = sp.light_pdf
emission = sp.material_emission
        """

        shader = Shader(code=code, args=[ptr_func, wi, spec, pos, n, pdf,
                        emission])
        shader.compile()
        shader.prepare(runtimes)
        shader.execute()

        print("Position ", shader.get_value('position'))
        print("Normal ", shader.get_value('normal'))
        print("Light pdf ", shader.get_value('pdf'))
        print("Emission ", shader.get_value('emission'))
        print("Wi ", shader.get_value('wi'))
        print("Intensity ", shader.get_value('spec'))
开发者ID:mario007,项目名称:renmas,代码行数:57,代码来源:test_area_light.py

示例9: test_linear

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    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)
开发者ID:mario007,项目名称:renmas,代码行数:56,代码来源:test_linear.py

示例10: test_isect_rect

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    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)
开发者ID:mario007,项目名称:renmas,代码行数:54,代码来源:test_rectangle.py

示例11: __init__

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
class Tmo:
    def __init__(self):
        path = os.path.dirname(__file__)
        path = os.path.join(path, 'shaders')
        self._loader = Loader([path])

        self._shader = None
        self._runtime = None

    @property
    def shader(self):
        return self._shader

    def load(self, name):
        props = self._loader.load(name, 'props.txt')
        args = []
        if props is not None:
            args = parse_args(props)

        in_img = StructArg('input_image', ImagePRGBA(1, 1))
        out_img = StructArg('output_image', ImagePRGBA(1, 1))
        args.extend([in_img, out_img])

        code = self._loader.load(name, 'code.py')
        self._shader = Shader(code=code, args=args)
        self._shader.compile()
        self._runtime = Runtime()
        self._shader.prepare([self._runtime])

    def tmo(self, in_img, out_img):
        """
            Perform tone mapping on input image

            Args:
                in_img:  Input image
                out_img: Output image

        """
        if self._shader is None:
            raise ValueError("Shader is not loaded.")

        if not isinstance(in_img, ImagePRGBA) and not isinstance(out_img, ImagePRGBA):
            raise ValueError("ImagePRGBA is expected insted of", in_img, out_img)

        w1, h1 = in_img.size()
        w2, h2 = out_img.size()
        if w1 != w2 or h1 != h2:
            raise ValueError("Input and output image must be same size!")

        self._shader.set_value('input_image', in_img)
        self._shader.set_value('output_image', out_img)
        self._shader.execute()
开发者ID:mario007,项目名称:renmas,代码行数:54,代码来源:tone.py

示例12: test_mesh

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
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('------------------------------------------')
开发者ID:mario007,项目名称:renmas,代码行数:52,代码来源:test_load_meshes.py

示例13: test_sampled_point_light

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    def test_sampled_point_light(self):
        sam_mgr = SampledManager()
        register_sampled_shadepoint(sam_mgr)

        runtimes = [Runtime()]
        lgt = GeneralLight()
        lgt.load('point', sam_mgr, spectral=True)
        lgt.set_value('intensity', RGBSpectrum(0.3, 0.3, 0.3))
        lgt.set_value('position', Vector3(2.0, 2.0, 2.0))
        lgt.compile()
        lgt.prepare(runtimes)
        ptrs = lgt.shader.get_ptrs()

        ptr_func = PointerArg('ptr_func', ptrs[0])
        spec = SampledArg('spec', sam_mgr.zero())
        wi = Vec3Arg('wi', Vector3(0.0, 0.0, 0.0))
        pos = Vec3Arg('position', Vector3(0.0, 0.0, 0.0))

        code = """
hp = HitPoint()
hp.hit = (4.0, 5, 6)
sp = ShadePoint()
__light_radiance(hp, sp, ptr_func)
spec = sp.light_intensity
wi = sp.wi
position = sp.light_position
        """
        shader = Shader(code=code, args=[ptr_func, wi, spec, pos])
        shader.compile()
        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)

        p = Vector3(2.0, 2.0, 2.0)
        p_s = shader.get_value('position')
        self.assertAlmostEqual(p.x, p_s.x)
        self.assertAlmostEqual(p.y, p_s.y)
        self.assertAlmostEqual(p.z, p_s.z)

        s = sam_mgr.rgb_to_sampled(RGBSpectrum(0.3, 0.3, 0.3), illum=True)
        s_s = shader.get_value('spec')

        for i in range(len(s.samples)):
            self.assertAlmostEqual(s.samples[i], s_s.samples[i])
开发者ID:mario007,项目名称:renmas,代码行数:52,代码来源:test_light.py

示例14: test_isect_flat_triangle

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    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)
开发者ID:mario007,项目名称:renmas,代码行数:51,代码来源:test_triangle.py

示例15: test_isect_flat_triangle1

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import compile [as 别名]
    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)
开发者ID:mario007,项目名称:renmas,代码行数:51,代码来源:test_triangle.py


注:本文中的sdl.Shader.compile方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。