Do Depth Sorting later
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index 312d8af..0d35415 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,13 +1,13 @@
 #!BPY
 """
 Name: 'VRM'
-Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script'
+Blender: 242
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
 """
 
 __author__ = "Antonio Ospite"
-__url__ = ["blender"]
+__url__ = ["http://vrm.projects.blender.org"]
 __version__ = "0.3"
 
 __bpydoc__ = """\
@@ -43,19 +43,22 @@ __bpydoc__ = """\
 # 
 # Things TODO for a next release:
 #   - Switch to the Mesh structure, should be considerably faster
-#    (partially done, but cannot sort faces, yet)
+#    (partially done, but with Mesh we cannot sort faces, yet)
 #   - Use a better depth sorting algorithm
 #   - Review how selections are made (this script uses selection states of
 #     primitives to represent visibility infos)
 #   - Implement clipping of primitives and do handle object intersections.
 #     (for now only clipping for whole objects is supported).
-#   - Implement Edge Styles (silhouettes, contours, etc.)
-#   - Implement Edge coloring
+#   - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
 #   - Use multiple lighting sources in color calculation
-#   - Implement Shading Styles?
-#   - Use another representation for the 2D projection
+#   - Implement Shading Styles? (for now we use Flat Shading).
+#   - Use a data structure other than Mesh to represent the 2D image
 #     Think to a way to merge adjacent polygons that have the same color.
-#   - Add other Vector Writers.
+#     Or a way to use paths for silhouettes and contours.
+#   - Add Vector Writers other that SVG.
+#   - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+#     not support SMIL for animations)
+#   - FIX the issue with negative scales in object tranformations!
 #
 # ---------------------------------------------------------------------
 #
@@ -75,18 +78,110 @@ from math import *
 
 
 # Some global settings
-PRINT_POLYGONS     = True
-PRINT_EDGES        = False
-SHOW_HIDDEN_EDGES  = False
 
-EDGES_WIDTH = 0.5
+class config:
+    polygons = dict()
+    polygons['SHOW'] = True
+    polygons['SHADING'] = 'TOON'
+    # Hidden to the user for now
+    polygons['EXPANSION_TRICK'] = True
 
-POLYGON_EXPANSION_TRICK = True
+    edges = dict()
+    edges['SHOW'] = True
+    edges['SHOW_HIDDEN'] = False
+    edges['STYLE'] = 'SILHOUETTE'
+    edges['WIDTH'] = 2
+    edges['COLOR'] = [0, 0, 0]
 
-RENDER_ANIMATION = False
+    output = dict()
+    output['FORMAT'] = 'SVG'
+    output['ANIMATION'] = False
+    output['JOIN_OBJECTS'] = True
+
+
+
+# ---------------------------------------------------------------------
+#
+## Utility Mesh class
+#
+# ---------------------------------------------------------------------
+class MeshUtils:
+
+    def getEdgeAdjacentFaces(edge, mesh):
+        """Get the faces adjacent to a given edge.
+
+        There can be 0, 1 or more (usually 2) faces adjacent to an edge.
+        """
+        adjface_list = []
+
+        for f in mesh.faces:
+            if (edge.v1 in f.v) and (edge.v2 in f.v):
+                adjface_list.append(f)
+
+        return adjface_list
+
+    def isMeshEdge(e, mesh):
+        """Mesh edge rule.
+
+        A mesh edge is visible if _any_ of its adjacent faces is selected.
+        Note: if the edge has no adjacent faces we want to show it as well,
+        useful for "edge only" portion of objects.
+        """
+
+        adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+        if len(adjacent_faces) == 0:
+            return True
+
+        selected_faces = [f for f in adjacent_faces if f.sel]
+
+        if len(selected_faces) != 0:
+            return True
+        else:
+            return False
+
+    def isSilhouetteEdge(e, mesh):
+        """Silhuette selection rule.
+
+        An edge is a silhuette edge if it is shared by two faces with
+        different selection status or if it is a boundary edge of a selected
+        face.
+        """
+
+        adjacent_faces = MeshUtils.getEdgeAdjacentFaces(e, mesh)
+
+        if ((len(adjacent_faces) == 1 and adjacent_faces[0].sel == 1) or
+            (len(adjacent_faces) == 2 and
+                adjacent_faces[0].sel != adjacent_faces[1].sel)
+            ):
+            return True
+        else:
+            return False
+    
+    def toonShading(u):
+
+        levels = 2
+        texels = 2*levels - 1
+        map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0]
+        
+        v = 1.0
+        for i in range(0, len(map)-1):
+            pivot = (map[i]+map[i+1])/2.0
+            j = int(u>pivot)
+
+            v = map[i+j]
+
+            if v<map[i+1]:
+                return v
+
+        return v
+
+
+    getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
+    isMeshEdge = staticmethod(isMeshEdge)
+    isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+    toonShading = staticmethod(toonShading)
 
-# Does not work in batch mode!!
-#OPTIMIZE_FOR_SPACE = True
 
 
 # ---------------------------------------------------------------------
@@ -162,6 +257,7 @@ class Projector:
 
         return p
 
+
     ##
     # Private methods
     #
@@ -214,9 +310,10 @@ class Projector:
         return m
 
 
+
 # ---------------------------------------------------------------------
 #
-## 2DObject representation class
+## 2D Object representation class
 #
 # ---------------------------------------------------------------------
 
@@ -337,6 +434,7 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
                 (framenumber, framestyle) )
 
+
         for obj in Objects:
 
             if(obj.getType() != 'Mesh'):
@@ -435,7 +533,7 @@ class SVGVectorWriter(VectorWriter):
 
         self.file.write("\n</svg>\n")
 
-    def _printPolygons(self, mesh):
+    def _printPolygons(self, mesh): 
         """Print the selected (visible) polygons.
         """
 
@@ -446,7 +544,7 @@ class SVGVectorWriter(VectorWriter):
 
         for face in mesh.faces:
             if not face.sel:
-                continue
+               continue
 
             self.file.write("<polygon points=\"")
 
@@ -466,17 +564,23 @@ class SVGVectorWriter(VectorWriter):
             else:
                 color = [255, 255, 255, 255]
 
+            # Convert the color to the #RRGGBB form
+            str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
             # use the stroke property to alleviate the "adjacent edges" problem,
             # we simulate polygon expansion using borders,
             # see http://www.antigrain.com/svg/index.html for more info
-            stroke_col = color
             stroke_width = 0.5
 
-            # Convert the color to the #RRGGBB form
-            str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+            # Handle transparent polygons
+            opacity_string = ""
+            if color[3] != 255:
+                opacity = float(color[3])/255.0
+                opacity_string = " fill-opacity: %g; stroke-opacity: %g; opacity: 1;" % (opacity, opacity)
 
             self.file.write("\tstyle=\"fill:" + str_col + ";")
-            if POLYGON_EXPANSION_TRICK:
+            self.file.write(opacity_string)
+            if config.polygons['EXPANSION_TRICK']:
                 self.file.write(" stroke:" + str_col + ";")
                 self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
                 self.file.write(" stroke-linecap:round;stroke-linejoin:round")
@@ -488,8 +592,8 @@ class SVGVectorWriter(VectorWriter):
         """Print the wireframe using mesh edges.
         """
 
-        stroke_width=EDGES_WIDTH
-        stroke_col = [0, 0, 0]
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
         
         self.file.write("<g>\n")
 
@@ -497,8 +601,7 @@ class SVGVectorWriter(VectorWriter):
             
             hidden_stroke_style = ""
             
-            # Consider an edge selected if both vertices are selected
-            if e.v1.sel == 0 or e.v2.sel == 0:
+            if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
@@ -525,6 +628,21 @@ class SVGVectorWriter(VectorWriter):
 #
 # ---------------------------------------------------------------------
 
+# A dictionary to collect different shading style methods
+shadingStyles = dict()
+shadingStyles['FLAT'] = None
+shadingStyles['TOON'] = None
+
+# A dictionary to collect different edge style methods
+edgeStyles = dict()
+edgeStyles['MESH'] = MeshUtils.isMeshEdge
+edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge
+
+# A dictionary to collect the supported output formats
+outputWriters = dict()
+outputWriters['SVG'] = SVGVectorWriter
+
+
 class Renderer:
     """Render a scene viewed from a given camera.
     
@@ -554,15 +672,23 @@ class Renderer:
 
         # Render from the currently active camera 
         self.cameraObj = self._SCENE.getCurrentCamera()
-        print dir(self._SCENE)
+
+        # Get a projector for this camera.
+        # NOTE: the projector wants object in world coordinates,
+        # so we should remember to apply modelview transformations
+        # _before_ we do projection transformations.
+        self.proj = Projector(self.cameraObj, self.canvasRatio)
 
         # Get the list of lighting sources
         obj_lst = self._SCENE.getChildren()
         self.lights = [ o for o in obj_lst if o.getType() == 'Lamp']
 
+        # When there are no lights we use a default lighting source
+        # that have the same position of the camera
         if len(self.lights) == 0:
             l = Lamp.New('Lamp')
             lobj = Object.New('Lamp')
+            lobj.loc = self.cameraObj.loc
             lobj.link(l) 
             self.lights.append(lobj)
 
@@ -581,11 +707,11 @@ class Renderer:
         """
         
         context = self._SCENE.getRenderingContext()
-        currentFrame = context.currentFrame()
+        origCurrentFrame = context.currentFrame()
 
         # Handle the animation case
         if not animation:
-            startFrame = currentFrame
+            startFrame = origCurrentFrame
             endFrame = startFrame
             outputWriter.open()
         else:
@@ -598,11 +724,25 @@ class Renderer:
         for f in range(startFrame, endFrame+1):
             context.currentFrame(f)
 
-            renderedScene = self.doRenderScene(self._SCENE)
+            # Use some temporary workspace, a full copy of the scene
+            inputScene = self._SCENE.copy(2)
+
+            try:
+                renderedScene = self.doRenderScene(inputScene)
+            except :
+                print "There was an error! Aborting."
+                import traceback
+                print traceback.print_exc()
+
+                self._SCENE.makeCurrent()
+                Scene.unlink(inputScene)
+                del inputScene
+                return
+
             outputWriter.printCanvas(renderedScene,
-                    doPrintPolygons = PRINT_POLYGONS,
-                    doPrintEdges    = PRINT_EDGES,
-                    showHiddenEdges = SHOW_HIDDEN_EDGES)
+                    doPrintPolygons = config.polygons['SHOW'],
+                    doPrintEdges    = config.edges['SHOW'],
+                    showHiddenEdges = config.edges['SHOW_HIDDEN'])
             
             # clear the rendered scene
             self._SCENE.makeCurrent()
@@ -611,34 +751,24 @@ class Renderer:
 
         outputWriter.close()
         print "Done!"
-        context.currentFrame(currentFrame)
+        context.currentFrame(origCurrentFrame)
 
 
-    def doRenderScene(self, inputScene):
+    def doRenderScene(self, workScene):
         """Control the rendering process.
         
         Here we control the entire rendering process invoking the operation
         needed to transform and project the 3D scene in two dimensions.
         """
         
-        # Use some temporary workspace, a full copy of the scene
-        workScene = inputScene.copy(2)
-
-        # Get a projector for this scene.
-        # NOTE: the projector wants object in world coordinates,
-        # so we should apply modelview transformations _before_
-        # projection transformations
-        proj = Projector(self.cameraObj, self.canvasRatio)
-
         # global processing of the scene
 
         self._doConvertGeometricObjToMesh(workScene)
 
-        self._doSceneClipping(workScene)
+        #self._doSceneClipping(workScene)
 
-        # FIXME: does not work in batch mode!
-        #if OPTIMIZE_FOR_SPACE:
-        #    self._joinMeshObjectsInScene(workScene)
+        if config.output['JOIN_OBJECTS']:
+            self._joinMeshObjectsInScene(workScene)
 
         self._doSceneDepthSorting(workScene)
         
@@ -646,6 +776,7 @@ class Renderer:
 
         Objects = workScene.getChildren()
         for obj in Objects:
+
             
             if obj.getType() != 'Mesh':
                 print "Only Mesh supported! - Skipping type:", obj.getType()
@@ -653,21 +784,19 @@ class Renderer:
 
             print "Rendering: ", obj.getName()
 
-            mesh = obj.data
+            mesh = obj.getData(mesh=1)
 
             self._doModelToWorldCoordinates(mesh, obj.matrix)
 
-            self._doObjectDepthSorting(mesh)
-            
             self._doBackFaceCulling(mesh)
             
+            self._doObjectDepthSorting(mesh)
+            
             self._doColorAndLighting(mesh)
 
-            # TODO: 'style' can be a function that determine
-            # if an edge should be showed?
-            self._doEdgesStyle(mesh, style=None)
+            self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
 
-            self._doProjection(mesh, proj)
+            self._doProjection(mesh, self.proj)
             
             # Update the object data, important! :)
             mesh.update()
@@ -754,14 +883,18 @@ class Renderer:
             scene.link(obj)
             scene.unlink(old_obj)
 
-            # Mesh Cleanup
-            me = obj.getData(mesh=1)
-            for f in me.faces: f.sel = 1;
-            for v in me.verts: v.sel = 1;
-            me.remDoubles(0)
-            me.triangleToQuad()
-            me.recalcNormals()
-            me.update()
+
+            # XXX Workaround for Text and Curve which have some normals
+            # inverted when they are converted to Mesh, REMOVE that when
+            # blender will fix that!!
+            if old_obj.getType() in ['Curve', 'Text']:
+                me = obj.getData(mesh=1)
+                for f in me.faces: f.sel = 1;
+                for v in me.verts: v.sel = 1;
+                me.remDoubles(0)
+                me.triangleToQuad()
+                me.recalcNormals()
+                me.update()
 
     def _doSceneClipping(self, scene):
         """Clip objects against the View Frustum.
@@ -821,13 +954,32 @@ class Renderer:
     def _joinMeshObjectsInScene(self, scene):
         """Merge all the Mesh Objects in a scene into a single Mesh Object.
         """
-        mesh = Mesh.New()
+
+        if Blender.mode == 'background':
+            print "\nWARNING! Joining objects not supported in background mode!\n"
+            return
+
+        oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
+
+        # FIXME: Object.join() do not work if the list contains 1 object
+        if len(oList) == 1:
+            return
+
+        mesh = Mesh.New('BigOne')
         bigObj = Object.New('Mesh', 'BigOne')
         bigObj.link(mesh)
 
-        oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
-        bigObj.join(oList)
         scene.link(bigObj)
+
+        try:
+            bigObj.join(oList)
+        except RuntimeError:
+            print "Can't Join Objects"
+            scene.unlink(bigObj)
+            return
+        except TypeError:
+            print "Objects Type error?"
+        
         for o in oList:
             scene.unlink(o)
 
@@ -860,6 +1012,11 @@ class Renderer:
         This step is done simply applying to the object its tranformation
         matrix and recalculating its normals.
         """
+        # XXX FIXME: blender do not transform normals in the right way when
+        # there are negative scale values
+        if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0:
+            print "WARNING: Negative scales, expect incorrect results!"
+
         mesh.transform(matrix, True)
 
     def _doObjectDepthSorting(self, mesh):
@@ -868,6 +1025,9 @@ class Renderer:
         The faces in the object are sorted following the distance of the
         vertices from the camera position.
         """
+        if len(mesh.faces) == 0:
+            return
+
         c = self._getObjPosition(self.cameraObj)
 
         # hackish sorting of faces
@@ -887,8 +1047,27 @@ class Renderer:
                 cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1),
                     sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2)))
 
-        mesh.faces.sort(by_max_vert_dist)
-        mesh.faces.reverse()
+
+        # FIXME: using NMesh to sort faces. We should avoid that!
+        nmesh = NMesh.GetRaw(mesh.name)
+        nmesh.faces.sort(by_max_vert_dist)
+        nmesh.faces.reverse()
+
+        # Get visible faces
+        #vf = nmesh.faces
+        #while len(vf)>1:
+        #    p1 = vf[0]
+        #    insideList = 
+
+        
+        mesh.faces.delete(1, range(0, len(mesh.faces)))
+
+        for i,f in enumerate(nmesh.faces):
+            fv = [v.index for v in f.v] 
+            mesh.faces.extend(fv)
+            mesh.faces[i].mat = f.mat
+            mesh.faces[i].sel = f.sel
+
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
@@ -909,31 +1088,19 @@ class Renderer:
             if self._isFaceVisible(f):
                 f.sel = 1
 
-        # Is this the correct way to propagate the face selection info to the
-        # vertices belonging to a face ??
-        # TODO: Using the Mesh module this should come for free. Right?
-        Mesh.Mode(Mesh.SelectModes['VERTEX'])
-        for f in mesh.faces:
-            if not f.sel:
-                for v in f: v.sel = 0;
-
-        for f in mesh.faces:
-            if f.sel:
-                for v in f: v.sel = 1;
-
     def _doColorAndLighting(self, mesh):
-        """Apply an Illumination model to the object.
+        """Apply an Illumination ans shading model to the object.
 
-        The Illumination model used is the Phong one, it may be inefficient,
+        The model used is the Phong one, it may be inefficient,
         but I'm just learning about rendering and starting from Phong seemed
         the most natural way.
         """
 
         # If the mesh has vertex colors already, use them,
         # otherwise turn them on and do some calculations
-        if mesh.hasVertexColours():
+        if mesh.vertexColors:
             return
-        mesh.hasVertexColours(True)
+        mesh.vertexColors = 1
 
         materials = mesh.materials
         
@@ -962,16 +1129,16 @@ class Renderer:
             
             L = Vector(light_pos).normalize()
 
-            V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
+            V = (Vector(camPos) - Vector(f.cent)).normalize()
 
             N = Vector(f.no).normalize()
 
             R = 2 * (N*L) * N - L
 
             # TODO: Attenuation factor (not used for now)
-            a0 = 1; a1 = 0.0; a2 = 0.0
+            a0 = 1.0; a1 = 0.0; a2 = 1.0
             d = (Vector(f.v[0].co) - Vector(light_pos)).length
-            fd = min(1, 1.0/(a0 + a1*d + a2*d*d))
+            fd = min(1, 1.0/(a0 + a1*d + a2*(d*d)))
 
             # Ambient component
             Ia = 1.0
@@ -981,30 +1148,42 @@ class Renderer:
             # Diffuse component (add light.col for kd)
             kd = mat.getRef() * Vector(mat.getRGBCol())
             Ip = light.getEnergy()
-            Idiff = Ip * kd * (N*L)
             
+            if config.polygons['SHADING'] == 'FLAT':
+                Idiff = Ip * kd * (N*L)
+            elif config.polygons['SHADING'] == 'TOON':
+                Idiff = Ip * kd * MeshUtils.toonShading(N*L)
+
             # Specular component
             ks = mat.getSpec() * Vector(mat.getSpecCol())
             ns = mat.getHardness()
-            Ispec = Ip * ks * pow((V * R), ns)
+            Ispec = Ip * ks * pow((V*R), ns)
 
             # Emissive component
             ki = Vector([mat.getEmit()]*3)
 
-            I = ki + Iamb + Idiff + Ispec
+            I = ki + Iamb + (Idiff + Ispec)
+
+
+            # Set Alpha component
+            I = list(I)
+            I.append(mat.getAlpha())
 
             # Clamp I values between 0 and 1
             I = [ min(c, 1) for c in I]
             I = [ max(0, c) for c in I]
+
+            # Convert to a value between 0 and 255
             tmp_col = [ int(c * 255.0) for c in I]
 
-            vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2], 255)
-            f.col = []
-            for v in f.v:
-                f.col.append(vcol)
+            for c in f.col:
+                c.r = tmp_col[0]
+                c.g = tmp_col[1]
+                c.b = tmp_col[2]
+                c.a = tmp_col[3]
 
-    def _doEdgesStyle(self, mesh, style):
-        """Process Mesh Edges.
+    def _doEdgesStyle(self, mesh, edgestyleSelect):
+        """Process Mesh Edges accroding to a given selection style.
 
         Examples of algorithms:
 
@@ -1016,9 +1195,15 @@ class Renderer:
             given an edge if one its adjacent faces is frontfacing and the
             other is backfacing, than select it, else deselect.
         """
-        #print "\tTODO: _doEdgeStyle()"
-        return
 
+        Mesh.Mode(Mesh.SelectModes['EDGE'])
+
+        for e in mesh.edges:
+
+            e.sel = 0
+            if edgestyleSelect(e, mesh):
+                e.sel = 1
+                
     def _doProjection(self, mesh, projector):
         """Calculate the Projection for the object.
         """
@@ -1034,44 +1219,269 @@ class Renderer:
 
 # ---------------------------------------------------------------------
 #
-## Main Program
+## GUI Class and Main Program
 #
 # ---------------------------------------------------------------------
 
+
+from Blender import BGL, Draw
+from Blender.BGL import *
+
+class GUI:
+    
+    def _init():
+
+        # Output Format menu 
+        output_format = config.output['FORMAT']
+        default_value = outputWriters.keys().index(output_format)+1
+        GUI.outFormatMenu = Draw.Create(default_value)
+        GUI.evtOutFormatMenu = 0
+
+        # Animation toggle button
+        GUI.animToggle = Draw.Create(config.output['ANIMATION'])
+        GUI.evtAnimToggle = 1
+
+        # Join Objects toggle button
+        GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS'])
+        GUI.evtJoinObjsToggle = 2
+
+        # Render filled polygons
+        GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
+
+        # Shading Style menu 
+        shading_style = config.polygons['SHADING']
+        default_value = shadingStyles.keys().index(shading_style)+1
+        GUI.shadingStyleMenu = Draw.Create(default_value)
+        GUI.evtShadingStyleMenu = 21
+
+        GUI.evtPolygonsToggle = 3
+        # We hide the config.polygons['EXPANSION_TRICK'], for now
+
+        # Render polygon edges
+        GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
+        GUI.evtShowEdgesToggle = 4
+
+        # Render hidden edges
+        GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
+        GUI.evtShowHiddenEdgesToggle = 5
+
+        # Edge Style menu 
+        edge_style = config.edges['STYLE']
+        default_value = edgeStyles.keys().index(edge_style)+1
+        GUI.edgeStyleMenu = Draw.Create(default_value)
+        GUI.evtEdgeStyleMenu = 6
+
+        # Edge Width slider
+        GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH'])
+        GUI.evtEdgeWidthSlider = 7
+
+        # Edge Color Picker
+        c = config.edges['COLOR']
+        GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0)
+        GUI.evtEdgeColorPicker = 71
+
+        # Render Button
+        GUI.evtRenderButton = 8
+
+        # Exit Button
+        GUI.evtExitButton = 9
+
+    def draw():
+
+        # initialize static members
+        GUI._init()
+
+        glClear(GL_COLOR_BUFFER_BIT)
+        glColor3f(0.0, 0.0, 0.0)
+        glRasterPos2i(10, 350)
+        Draw.Text("VRM: Vector Rendering Method script.")
+        glRasterPos2i(10, 335)
+        Draw.Text("Press Q or ESC to quit.")
+
+        # Build the output format menu
+        glRasterPos2i(10, 310)
+        Draw.Text("Select the output Format:")
+        outMenuStruct = "Output Format %t"
+        for t in outputWriters.keys():
+           outMenuStruct = outMenuStruct + "|%s" % t
+        GUI.outFormatMenu = Draw.Menu(outMenuStruct, GUI.evtOutFormatMenu,
+                10, 285, 160, 18, GUI.outFormatMenu.val, "Choose the Output Format")
+
+        # Animation toggle
+        GUI.animToggle = Draw.Toggle("Animation", GUI.evtAnimToggle,
+                10, 260, 160, 18, GUI.animToggle.val,
+                "Toggle rendering of animations")
+
+        # Join Objects toggle
+        GUI.joinObjsToggle = Draw.Toggle("Join objects", GUI.evtJoinObjsToggle,
+                10, 235, 160, 18, GUI.joinObjsToggle.val,
+                "Join objects in the rendered file")
+
+        # Render Button
+        Draw.Button("Render", GUI.evtRenderButton, 10, 210-25, 75, 25+18,
+                "Start Rendering")
+        Draw.Button("Exit", GUI.evtExitButton, 95, 210-25, 75, 25+18, "Exit!")
+
+        # Rendering Styles
+        glRasterPos2i(200, 310)
+        Draw.Text("Rendering Style:")
+
+        # Render Polygons
+        GUI.polygonsToggle = Draw.Toggle("Filled Polygons", GUI.evtPolygonsToggle,
+                200, 285, 160, 18, GUI.polygonsToggle.val,
+                "Render filled polygons")
+
+        if GUI.polygonsToggle.val == 1:
+
+            # Polygon Shading Style
+            shadingStyleMenuStruct = "Shading Style %t"
+            for t in shadingStyles.keys():
+                shadingStyleMenuStruct = shadingStyleMenuStruct + "|%s" % t.lower()
+            GUI.shadingStyleMenu = Draw.Menu(shadingStyleMenuStruct, GUI.evtShadingStyleMenu,
+                    200, 260, 160, 18, GUI.shadingStyleMenu.val,
+                    "Choose the shading style")
+
+
+        # Render Edges
+        GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
+                200, 235, 160, 18, GUI.showEdgesToggle.val,
+                "Render polygon edges")
+
+        if GUI.showEdgesToggle.val == 1:
+            
+            # Edge Style
+            edgeStyleMenuStruct = "Edge Style %t"
+            for t in edgeStyles.keys():
+                edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower()
+            GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
+                    200, 210, 160, 18, GUI.edgeStyleMenu.val,
+                    "Choose the edge style")
+
+            # Edge size
+            GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
+                    200, 185, 140, 18, GUI.edgeWidthSlider.val,
+                    0.0, 10.0, 0, "Change Edge Width")
+
+            # Edge Color
+            GUI.edgeColorPicker = Draw.ColorPicker(GUI.evtEdgeColorPicker,
+                    342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color")
+
+            # Show Hidden Edges
+            GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
+                    GUI.evtShowHiddenEdgesToggle,
+                    200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
+                    "Render hidden edges as dashed lines")
+
+        glRasterPos2i(10, 160)
+        Draw.Text("Antonio Ospite (c) 2006")
+
+    def event(evt, val):
+
+        if evt == Draw.ESCKEY or evt == Draw.QKEY:
+            Draw.Exit()
+        else:
+            return
+
+        Draw.Redraw(1)
+
+    def button_event(evt):
+
+        if evt == GUI.evtExitButton:
+            Draw.Exit()
+
+        elif evt == GUI.evtOutFormatMenu:
+            i = GUI.outFormatMenu.val - 1
+            config.output['FORMAT']= outputWriters.keys()[i]
+
+        elif evt == GUI.evtAnimToggle:
+            config.outpur['ANIMATION'] = bool(GUI.animToggle.val)
+
+        elif evt == GUI.evtJoinObjsToggle:
+            config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
+        elif evt == GUI.evtPolygonsToggle:
+            config.polygons['SHOW'] = bool(GUI.polygonsToggle.val)
+
+        elif evt == GUI.evtShadingStyleMenu:
+            i = GUI.shadingStyleMenu.val - 1
+            config.polygons['SHADING'] = shadingStyles.keys()[i]
+
+        elif evt == GUI.evtShowEdgesToggle:
+            config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
+        elif evt == GUI.evtShowHiddenEdgesToggle:
+            config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
+        elif evt == GUI.evtEdgeStyleMenu:
+            i = GUI.edgeStyleMenu.val - 1
+            config.edges['STYLE'] = edgeStyles.keys()[i]
+
+        elif evt == GUI.evtEdgeWidthSlider:
+            config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val)
+
+        elif evt == GUI.evtEdgeColorPicker:
+            config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val]
+
+        elif evt == GUI.evtRenderButton:
+            label = "Save %s" % config.output['FORMAT']
+            # Show the File Selector
+            global outputfile
+            Blender.Window.FileSelector(vectorize, label, outputfile)
+
+        else:
+            print "Event: %d not handled!" % evt
+
+        if evt:
+            Draw.Redraw(1)
+            GUI.conf_debug()
+
+    def conf_debug():
+        from pprint import pprint
+        print "\nConfig"
+        pprint(config.output)
+        pprint(config.polygons)
+        pprint(config.edges)
+
+    _init = staticmethod(_init)
+    draw = staticmethod(draw)
+    event = staticmethod(event)
+    button_event = staticmethod(button_event)
+    conf_debug = staticmethod(conf_debug)
+
+# A wrapper function for the vectorizing process
 def vectorize(filename):
     """The vectorizing process is as follows:
      
      - Instanciate the writer and the renderer
      - Render!
      """
+
+    if filename == "":
+        print "\nERROR: invalid file name!"
+        return
+
     from Blender import Window
     editmode = Window.EditMode()
     if editmode: Window.EditMode(0)
 
-    writer = SVGVectorWriter(filename)
+    actualWriter = outputWriters[config.output['FORMAT']]
+    writer = actualWriter(filename)
     
     renderer = Renderer()
-    renderer.doRendering(writer, RENDER_ANIMATION)
+    renderer.doRendering(writer, config.output['ANIMATION'])
 
     if editmode: Window.EditMode(1) 
 
-def vectorize_gui(filename):
-    """Draw the gui.
-
-    I would like to keep that simple, really.
-    """
-    Blender.Window.FileSelector (vectorize, 'Save SVG', filename)
-    Blender.Redraw()
-
 
 # Here the main
 if __name__ == "__main__":
     
+    outputfile = ""
     basename = Blender.sys.basename(Blender.Get('filename'))
-    outputfile = Blender.sys.splitext(basename)[0]+".svg"
+    if basename != "":
+        outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
 
-    # with this trick we can run the script in batch mode
-    try:
-        vectorize_gui(outputfile)
-    except:
+    if Blender.mode == 'background':
         vectorize(outputfile)
+    else:
+        Draw.Register(GUI.draw, GUI.event, GUI.button_event)