New experimental HSR routine
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index aa73b10..bc44cfd 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,14 +1,14 @@
 #!BPY
 """
 Name: 'VRM'
-Blender: 241
+Blender: 242
 Group: 'Render'
 Tooltip: 'Vector Rendering Method script'
 """
 
 __author__ = "Antonio Ospite"
-__url__ = ["http://vrm.projects.blender.org"]
-__version__ = "0.3"
+__url__ = ["http://projects.blender.org/projects/vrm"]
+__version__ = "0.3.beta"
 
 __bpydoc__ = """\
     Render the scene and save the result in vector format.
@@ -42,89 +42,135 @@ __bpydoc__ = """\
 # ---------------------------------------------------------------------
 # 
 # Things TODO for a next release:
-#   - Switch to the Mesh structure, should be considerably faster
-#    (partially done, but with Mesh we cannot sort faces, yet)
+#   - FIX the issue with negative scales in object tranformations!
 #   - Use a better depth sorting algorithm
+#   - Implement clipping of primitives and do handle object intersections.
+#     (for now only clipping away whole objects is supported).
 #   - 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.) (partially done).
-#   - Implement Edge coloring
-#   - Use multiple lighting sources in color calculation
-#   - 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.
+#     Think to a way to merge (adjacent) polygons that have the same color.
 #     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?
+#   - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+#     not support SMIL for animations)
+#   - Switch to the Mesh structure, should be considerably faster
+#     (partially done, but with Mesh we cannot sort faces, yet)
+#   - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
+#   - Implement Shading Styles? (partially done, to make more flexible).
+#   - Add Vector Writers other than SVG.
+#   - Check memory use!!
+#   - Support Indexed palettes!! (Useful for ILDA FILES, for example,
+#     see http://www.linux-laser.org/download/autotrace/ilda-output.patch)
 #
 # ---------------------------------------------------------------------
 #
 # Changelog:
 #
-#   vrm-0.3.py  -   2006-05-19
-#    * First release after code restucturing.
-#      Now the script offers a useful set of functionalities
-#      and it can render animations, too.
+#   vrm-0.3.py  - ...
+#     * First release after code restucturing.
+#       Now the script offers a useful set of functionalities
+#       and it can render animations, too.
+#     * Optimization in Renderer.doEdgeStyle(), build a topology cache
+#       so to speed up the lookup of adjacent faces of an edge.
+#       Thanks ideasman42.
+#     * The SVG output is now SVG 1.0 valid.
+#       Checked with: http://jiggles.w3.org/svgvalidator/ValidatorURI.html
+#     * Progress indicator during HSR.
 #
 # ---------------------------------------------------------------------
 
 import Blender
-from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera, Window
 from Blender.Mathutils import *
 from math import *
+import sys, time
 
 
 # Some global settings
 
-PRINT_POLYGONS     = True
+class config:
+    polygons = dict()
+    polygons['SHOW'] = True
+    polygons['SHADING'] = 'FLAT'
+    polygons['HSR'] = 'PAINTER' # 'PAINTER' or 'NEWELL'
+    #polygons['HSR'] = 'NEWELL'
+    # Hidden to the user for now
+    polygons['EXPANSION_TRICK'] = True
 
-POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
+    polygons['TOON_LEVELS'] = 2
 
-PRINT_EDGES        = False
-SHOW_HIDDEN_EDGES  = False
-EDGE_STYLE = 'silhouette'
-EDGES_WIDTH = 0.5
+    edges = dict()
+    edges['SHOW'] = False
+    edges['SHOW_HIDDEN'] = False
+    edges['STYLE'] = 'MESH'
+    edges['WIDTH'] = 2
+    edges['COLOR'] = [0, 0, 0]
 
-RENDER_ANIMATION = False
+    output = dict()
+    output['FORMAT'] = 'SVG'
+    output['ANIMATION'] = False
+    output['JOIN_OBJECTS'] = True
 
-OPTIMIZE_FOR_SPACE = True
 
-OUTPUT_FORMAT = 'SVG'
 
+# Debug utility function
+print_debug = False
+def debug(msg):
+    if print_debug:
+        sys.stderr.write(msg)
 
 
 # ---------------------------------------------------------------------
 #
-## Utility Mesh class
+## Mesh Utility 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 buildEdgeFaceUsersCache(me):
+        ''' 
+        Takes a mesh and returns a list aligned with the meshes edges.
+        Each item is a list of the faces that use the edge
+        would be the equiv for having ed.face_users as a property
+
+        Taken from .blender/scripts/bpymodules/BPyMesh.py,
+        thanks to ideasman_42.
+        '''
+
+        def sorted_edge_indicies(ed):
+            i1= ed.v1.index
+            i2= ed.v2.index
+            if i1>i2:
+                i1,i2= i2,i1
+            return i1, i2
+
+       
+        face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges])
+        for f in me.faces:
+            fvi= [v.index for v in f.v]# face vert idx's
+            for i in xrange(len(f)):
+                i1= fvi[i]
+                i2= fvi[i-1]
+                
+                if i1>i2:
+                    i1,i2= i2,i1
+                
+                face_edges_dict[i1,i2][1].append(f)
+        
+        face_edges= [None] * len(me.edges)
+        for ed_index, ed_faces in face_edges_dict.itervalues():
+            face_edges[ed_index]= ed_faces
+        
+        return face_edges
 
-    def isVisibleEdge(e, mesh):
-        """Normal edge selection rule.
+    def isMeshEdge(adjacent_faces):
+        """Mesh edge rule.
 
-        An edge is visible if _any_ of its adjacent faces is selected.
+        A mesh edge is visible if _at_least_one_ 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
 
@@ -135,7 +181,7 @@ class MeshUtils:
         else:
             return False
 
-    def isSilhouetteEdge(e, mesh):
+    def isSilhouetteEdge(adjacent_faces):
         """Silhuette selection rule.
 
         An edge is a silhuette edge if it is shared by two faces with
@@ -143,8 +189,6 @@ class MeshUtils:
         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)
@@ -152,12 +196,51 @@ class MeshUtils:
             return True
         else:
             return False
-    
-    getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
-    isVisibleEdge = staticmethod(isVisibleEdge)
+
+    buildEdgeFaceUsersCache = staticmethod(buildEdgeFaceUsersCache)
+    isMeshEdge = staticmethod(isMeshEdge)
     isSilhouetteEdge = staticmethod(isSilhouetteEdge)
 
 
+# ---------------------------------------------------------------------
+#
+## Shading Utility class
+#
+# ---------------------------------------------------------------------
+class ShadingUtils:
+
+    shademap = None
+
+    def toonShadingMapSetup():
+        levels = config.polygons['TOON_LEVELS']
+
+        texels = 2*levels - 1
+        tmp_shademap = [0.0] + [(i)/float(texels-1) for i in xrange(1, texels-1) ] + [1.0]
+
+        return tmp_shademap
+
+    def toonShading(u):
+
+        shademap = ShadingUtils.shademap
+
+        if not shademap:
+            shademap = ShadingUtils.toonShadingMapSetup()
+
+        v = 1.0
+        for i in xrange(0, len(shademap)-1):
+            pivot = (shademap[i]+shademap[i+1])/2.0
+            j = int(u>pivot)
+
+            v = shademap[i+j]
+
+            if v < shademap[i+1]:
+                return v
+
+        return v
+
+    toonShadingMapSetup = staticmethod(toonShadingMapSetup)
+    toonShading = staticmethod(toonShading)
+
 
 # ---------------------------------------------------------------------
 #
@@ -194,11 +277,10 @@ class Projector:
         fovy = fovy * 360.0/pi
         
         # What projection do we want?
-        if camera.type:
-            #mP = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale) 
-            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) 
-        else:
+        if camera.type == 0:
             mP = self._calcPerspectiveMatrix(fovy, aspect, near, far) 
+        elif camera.type == 1:
+            mP = self._calcOrthoMatrix(fovy, aspect, near, far, scale) 
         
         # View transformation
         cam = Matrix(cameraObj.getInverseMatrix())
@@ -220,11 +302,16 @@ class Projector:
         """
         
         # Note that we have to work on the vertex using homogeneous coordinates
+        # From blender 2.42+ we don't need to resize the vector to be 4d
+        # when applying a 4x4 matrix, but we do that anyway since we need the
+        # 4th coordinate later
         p = self.projectionMatrix * Vector(v).resize4D()
-
-        if p[3]>0:
+        
+        # Perspective division
+        if p[3] != 0:
             p[0] = p[0]/p[3]
             p[1] = p[1]/p[3]
+            p[2] = p[2]/p[3]
 
         # restore the size
         p[3] = 1.0
@@ -232,6 +319,7 @@ class Projector:
 
         return p
 
+
     ##
     # Private methods
     #
@@ -284,6 +372,163 @@ class Projector:
         return m
 
 
+# ---------------------------------------------------------------------
+#
+## Progress Indicator
+#
+# ---------------------------------------------------------------------
+
+class Progress:
+    """A model for a progress indicator.
+    
+    Do the progress calculation calculation and
+    the view independent stuff of a progress indicator.
+    """
+    def __init__(self, steps=0):
+        self.name = ""
+        self.steps = steps
+        self.completed = 0
+        self.progress = 0
+
+    def setSteps(self, steps):
+        """Set the number of steps of the activity wich we want to track.
+        """
+        self.steps = steps
+
+    def getSteps(self):
+        return self.steps
+
+    def setName(self, name):
+        """Set the name of the activity wich we want to track.
+        """
+        self.name = name
+
+    def getName(self):
+        return self.name
+
+    def getProgress(self):
+        return self.progress
+
+    def reset(self):
+        self.completed = 0
+        self.progress = 0
+
+    def update(self):
+        """Update the model, call this method when one step is completed.
+        """
+        if self.progress == 100:
+            return False
+
+        self.completed += 1
+        self.progress = ( float(self.completed) / float(self.steps) ) * 100
+        self.progress = int(self.progress)
+
+        return True
+
+
+class ProgressIndicator:
+    """An abstraction of a View for the Progress Model
+    """
+    def __init__(self):
+
+        # Use a refresh rate so we do not show the progress at
+        # every update, but every 'self.refresh_rate' times.
+        self.refresh_rate = 10
+        self.shows_counter = 0
+
+        self.progressModel = None
+
+    def setActivity(self, name, steps):
+        """Initialize the Model.
+
+        In a future version (with subactivities-progress support) this method
+        could only set the current activity.
+        """
+        self.progressModel = Progress()
+        self.progressModel.setName(name)
+        self.progressModel.setSteps(steps)
+
+    def getActivity(self):
+        return self.progressModel
+
+    def update(self):
+        """Update the model and show the actual progress.
+        """
+        assert(self.progressModel)
+
+        if self.progressModel.update():
+            self.show(self.progressModel.getProgress(),
+                    self.progressModel.getName())
+
+        # We return always True here so we can call the update() method also
+        # from lambda funcs (putting the call in logical AND with other ops)
+        return True
+
+    def show(self, progress, name=""):
+        self.shows_counter = (self.shows_counter + 1) % self.refresh_rate
+        if self.shows_counter != 0:
+            return
+
+        if progress == 100:
+            self.shows_counter = -1
+
+
+class ConsoleProgressIndicator(ProgressIndicator):
+    """Show a progress bar on stderr, a la wget.
+    """
+    def __init__(self):
+        ProgressIndicator.__init__(self)
+
+        self.swirl_chars = ["-", "\\", "|", "/"]
+        self.swirl_count = -1
+
+    def show(self, progress, name):
+        ProgressIndicator.show(self, progress, name)
+        
+        bar_length = 70
+        bar_progress = int( (progress/100.0) * bar_length )
+        bar = ("=" * bar_progress).ljust(bar_length)
+
+        self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars)
+        swirl_char = self.swirl_chars[self.swirl_count]
+
+        progress_bar = "%s |%s| %c %3d%%" % (name, bar, swirl_char, progress)
+
+        sys.stderr.write(progress_bar+"\r")
+        if progress == 100:
+            sys.stderr.write("\n")
+
+
+class GraphicalProgressIndicator(ProgressIndicator):
+    """Interface to the Blender.Window.DrawProgressBar() method.
+    """
+    def __init__(self):
+        ProgressIndicator.__init__(self)
+
+        #self.swirl_chars = ["-", "\\", "|", "/"]
+        # We have to use letters with the same width, for now!
+        # Blender progress bar considers the font widths when
+        # calculating the progress bar width.
+        self.swirl_chars = ["\\", "/"]
+        self.swirl_count = -1
+
+    def show(self, progress, name):
+        ProgressIndicator.show(self, progress)
+
+        self.swirl_count = (self.swirl_count+1)%len(self.swirl_chars)
+        swirl_char = self.swirl_chars[self.swirl_count]
+
+        progress_text = "%s - %c %3d%%" % (name, swirl_char, progress)
+
+        # Finally draw  the Progress Bar
+        Window.WaitCursor(1) # Maybe we can move that call in the constructor?
+        Window.DrawProgressBar(progress/100.0, progress_text)
+
+        if progress == 100:
+            Window.DrawProgressBar(1, progress_text)
+            Window.WaitCursor(0)
+
+
 
 # ---------------------------------------------------------------------
 #
@@ -408,6 +653,7 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
                 (framenumber, framestyle) )
 
+
         for obj in Objects:
 
             if(obj.getType() != 'Mesh'):
@@ -457,16 +703,16 @@ class SVGVectorWriter(VectorWriter):
         """Print SVG header."""
 
         self.file.write("<?xml version=\"1.0\"?>\n")
-        self.file.write("<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.1//EN\"\n")
-        self.file.write("\t\"http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd\">\n")
-        self.file.write("<svg version=\"1.1\"\n")
+        self.file.write("<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.0//EN\"\n")
+        self.file.write("\t\"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd\">\n")
+        self.file.write("<svg version=\"1.0\"\n")
         self.file.write("\txmlns=\"http://www.w3.org/2000/svg\"\n")
-        self.file.write("\twidth=\"%d\" height=\"%d\" streamable=\"true\">\n\n" %
+        self.file.write("\twidth=\"%d\" height=\"%d\">\n\n" %
                 self.canvasSize)
 
         if self.animation:
 
-            self.file.write("""\n<script><![CDATA[
+            self.file.write("""\n<script type="text/javascript"><![CDATA[
             globalStartFrame=%d;
             globalEndFrame=%d;
 
@@ -506,7 +752,7 @@ class SVGVectorWriter(VectorWriter):
 
         self.file.write("\n</svg>\n")
 
-    def _printPolygons(self, mesh):
+    def _printPolygons(self, mesh): 
         """Print the selected (visible) polygons.
         """
 
@@ -519,30 +765,26 @@ class SVGVectorWriter(VectorWriter):
             if not face.sel:
                continue
 
-            self.file.write("<polygon points=\"")
+            self.file.write("<path d=\"")
+
+            p = self._calcCanvasCoord(face.verts[0])
+            self.file.write("M %g,%g L " % (p[0], p[1]))
 
-            for v in face:
+            for v in face.verts[1:]:
                 p = self._calcCanvasCoord(v)
                 self.file.write("%g,%g " % (p[0], p[1]))
             
             # get rid of the last blank space, just cosmetics here.
             self.file.seek(-1, 1) 
-            self.file.write("\"\n")
+            self.file.write(" z\"\n")
             
             # take as face color the first vertex color
-            # TODO: the average of vetrex colors?
             if face.col:
                 fcol = face.col[0]
                 color = [fcol.r, fcol.g, fcol.b, fcol.a]
             else:
                 color = [255, 255, 255, 255]
 
-            # 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])
 
@@ -554,10 +796,17 @@ class SVGVectorWriter(VectorWriter):
 
             self.file.write("\tstyle=\"fill:" + str_col + ";")
             self.file.write(opacity_string)
-            if POLYGON_EXPANSION_TRICK:
-                self.file.write(" stroke:" + str_col + ";")
+
+            # 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_width = 1.0
+
+            if config.polygons['EXPANSION_TRICK']:
+                self.file.write(" stroke:%s;\n" % str_col)
                 self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
                 self.file.write(" stroke-linecap:round;stroke-linejoin:round")
+
             self.file.write("\"/>\n")
 
         self.file.write("</g>\n")
@@ -566,8 +815,8 @@ 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")
 
@@ -575,8 +824,6 @@ class SVGVectorWriter(VectorWriter):
             
             hidden_stroke_style = ""
             
-            # We consider an edge visible if _both_ its vertices are selected,
-            # hence an edge is hidden if _any_ of its vertices is deselected.
             if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
@@ -597,28 +844,29 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("</g>\n")
 
 
-
 # ---------------------------------------------------------------------
 #
 ## Rendering Classes
 #
 # ---------------------------------------------------------------------
 
-# A dictionary to collect all the different edge styles and their edge
-# selection criteria
-edgeSelectionStyles = {
-        'normal': MeshUtils.isVisibleEdge,
-        'silhouette': MeshUtils.isSilhouetteEdge
-        }
+# 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 = {
-        'SVG': SVGVectorWriter,
-        }
+outputWriters = dict()
+outputWriters['SVG'] = SVGVectorWriter
 
 
 class Renderer:
-    """Render a scene viewed from a given camera.
+    """Render a scene viewed from the active camera.
     
     This class is responsible of the rendering process, transformation and
     projection of the objects in the scene are invoked by the renderer.
@@ -629,7 +877,7 @@ class Renderer:
     def __init__(self):
         """Make the rendering process only for the current scene by default.
 
-        We will work on a copy of the scene, be sure that the current scene do
+        We will work on a copy of the scene, to be sure that the current scene do
         not get modified in any way.
         """
 
@@ -647,6 +895,12 @@ class Renderer:
         # Render from the currently active camera 
         self.cameraObj = self._SCENE.getCurrentCamera()
 
+        # 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']
@@ -675,11 +929,11 @@ 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:
@@ -688,92 +942,92 @@ class Renderer:
             outputWriter.open(startFrame, endFrame)
         
         # Do the rendering process frame by frame
-        print "Start Rendering!"
-        for f in range(startFrame, endFrame+1):
+        print "Start Rendering of %d frames" % (endFrame-startFrame)
+        for f in xrange(startFrame, endFrame+1):
+            print "\n\nFrame: %d" % f
             context.currentFrame(f)
 
-            renderedScene = self.doRenderScene(self._SCENE)
+            # Use some temporary workspace, a full copy of the scene
+            inputScene = self._SCENE.copy(2)
+            # And Set our camera accordingly
+            self.cameraObj = inputScene.getCurrentCamera()
+
+            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
+            # delete the rendered scene
             self._SCENE.makeCurrent()
             Scene.unlink(renderedScene)
             del renderedScene
 
         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._doConvertGeometricObjsToMesh(workScene)
 
-        # XXX: Joining objects does not work in batch mode!!
-        # Do not touch the following if, please :)
-
-        global OPTIMIZE_FOR_SPACE
-        if Blender.mode == 'background':
-            print "\nWARNING! Joining objects not supported in background mode!\n"
-            OPTIMIZE_FOR_SPACE = False
-
-        if OPTIMIZE_FOR_SPACE:
+        if config.output['JOIN_OBJECTS']:
             self._joinMeshObjectsInScene(workScene)
 
-
         self._doSceneDepthSorting(workScene)
         
         # Per object activities
 
         Objects = workScene.getChildren()
-        for obj in Objects:
-            
+        print "Total Objects: %d" % len(Objects)
+        for i,obj in enumerate(Objects):
+            print "Rendering Object: %d" % i
+
             if obj.getType() != 'Mesh':
                 print "Only Mesh supported! - Skipping type:", obj.getType()
                 continue
 
             print "Rendering: ", obj.getName()
 
-            mesh = obj.getData()
+            mesh = obj.getData(mesh=1)
 
-            self._doModelToWorldCoordinates(mesh, obj.matrix)
+            self._doModelingTransformation(mesh, obj.matrix)
 
-            self._doObjectDepthSorting(mesh)
-            
-            # We use both Mesh and NMesh because for depth sorting we change
-            # face order and Mesh class don't let us to do that.
-            mesh.update()
-            mesh = obj.getData(mesh=1)
-            
             self._doBackFaceCulling(mesh)
-            
-            self._doColorAndLighting(mesh)
 
-            self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE])
+            self._doLighting(mesh)
+
+            # Do "projection" now so we perform further processing
+            # in Normalized View Coordinates
+            self._doProjection(mesh, self.proj)
+
+            self._doViewFrustumClipping(mesh)
+
+            self._doHiddenSurfaceRemoval(mesh)
+
+            self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
 
-            self._doProjection(mesh, proj)
             
             # Update the object data, important! :)
             mesh.update()
@@ -792,7 +1046,7 @@ class Renderer:
         """
         return obj.matrix.translationPart()
 
-    def _cameraViewDirection(self):
+    def _cameraViewVector(self):
         """Get the View Direction form the camera matrix.
         """
         return Vector(self.cameraObj.matrix[2]).resize3D()
@@ -827,7 +1081,7 @@ class Renderer:
         # View Vector in orthographics projections is the view Direction of
         # the camera
         if self.cameraObj.data.getType() == 1:
-            view_vect = self._cameraViewDirection()
+            view_vect = self._cameraViewVector()
 
         # View vector in perspective projections can be considered as
         # the difference between the camera position and one point of
@@ -836,6 +1090,7 @@ class Renderer:
             vv = max( [ ((camPos - Vector(v.co)).length, (camPos - Vector(v.co))) for v in face] )
             view_vect = vv[1]
 
+
         # if d > 0 the face is visible from the camera
         d = view_vect * normal
         
@@ -847,41 +1102,14 @@ class Renderer:
 
     # Scene methods
 
-    def _doConvertGeometricObjToMesh(self, scene):
-        """Convert all "geometric" objects to mesh ones.
-        """
-        geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
-
-        Objects = scene.getChildren()
-        objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
-        for obj in objList:
-            old_obj = obj
-            obj = self._convertToRawMeshObj(obj)
-            scene.link(obj)
-            scene.unlink(old_obj)
-
-
-            # 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.
+        """Clip whole objects against the View Frustum.
 
         For now clip away only objects according to their center position.
         """
 
         cpos = self._getObjPosition(self.cameraObj)
-        view_vect = self._cameraViewDirection()
+        view_vect = self._cameraViewVector()
 
         near = self.cameraObj.data.clipStart
         far  = self.cameraObj.data.clipEnd
@@ -903,6 +1131,33 @@ class Renderer:
             if (d < near) or (d > far) or (theta > fovy):
                 scene.unlink(o)
 
+    def _doConvertGeometricObjsToMesh(self, scene):
+        """Convert all "geometric" objects to mesh ones.
+        """
+        geometricObjTypes = ['Mesh', 'Surf', 'Curve', 'Text']
+
+        Objects = scene.getChildren()
+        objList = [ o for o in Objects if o.getType() in geometricObjTypes ]
+        for obj in objList:
+            old_obj = obj
+            obj = self._convertToRawMeshObj(obj)
+            scene.link(obj)
+            scene.unlink(old_obj)
+
+
+            # 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 _doSceneDepthSorting(self, scene):
         """Sort objects in the scene.
 
@@ -932,20 +1187,35 @@ class Renderer:
     def _joinMeshObjectsInScene(self, scene):
         """Merge all the Mesh Objects in a scene into a single Mesh Object.
         """
-        mesh = Mesh.New()
+
+        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 "\nWarning! - Can't Join Objects\n"
+            scene.unlink(bigObj)
+            return
+        except TypeError:
+            print "Objects Type error?"
+        
         for o in oList:
             scene.unlink(o)
 
         scene.update()
 
  
-    # Per object methods
+    # Per object/mesh methods
 
     def _convertToRawMeshObj(self, object):
         """Convert geometry based object to a mesh object.
@@ -965,41 +1235,18 @@ class Renderer:
 
         return newObject
 
-    def _doModelToWorldCoordinates(self, mesh, matrix):
+    def _doModelingTransformation(self, mesh, matrix):
         """Transform object coordinates to world coordinates.
 
         This step is done simply applying to the object its tranformation
         matrix and recalculating its normals.
         """
-        mesh.transform(matrix, True)
-
-    def _doObjectDepthSorting(self, mesh):
-        """Sort faces in an object.
-
-        The faces in the object are sorted following the distance of the
-        vertices from the camera position.
-        """
-        c = self._getObjPosition(self.cameraObj)
-
-        # hackish sorting of faces
-
-        # Sort faces according to the max distance from the camera
-        by_max_vert_dist = (lambda f1, f2:
-                cmp(max([(Vector(v.co)-Vector(c)).length for v in f1]),
-                    max([(Vector(v.co)-Vector(c)).length for v in f2])))
-        
-        # Sort faces according to the min distance from the camera
-        by_min_vert_dist = (lambda f1, f2:
-                cmp(min([(Vector(v.co)-Vector(c)).length for v in f1]),
-                    min([(Vector(v.co)-Vector(c)).length for v in f2])))
-        
-        # Sort faces according to the avg distance from the camera
-        by_avg_vert_dist = (lambda f1, f2:
-                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)))
+        # 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.faces.sort(by_max_vert_dist)
-        mesh.faces.reverse()
+        mesh.transform(matrix, True)
 
     def _doBackFaceCulling(self, mesh):
         """Simple Backface Culling routine.
@@ -1020,22 +1267,10 @@ 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;
+    def _doLighting(self, mesh):
+        """Apply an Illumination and shading model to the object.
 
-        #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.
-
-        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.
         """
@@ -1047,14 +1282,9 @@ class Renderer:
         mesh.vertexColors = 1
 
         materials = mesh.materials
-        
-        # TODO: use multiple lighting sources
-        light_obj = self.lights[0]
-        light_pos = self._getObjPosition(light_obj)
-        light = light_obj.data
 
         camPos = self._getObjPosition(self.cameraObj)
-        
+
         # We do per-face color calculation (FLAT Shading), we can easily turn
         # to a per-vertex calculation if we want to implement some shading
         # technique. For an example see:
@@ -1066,43 +1296,77 @@ class Renderer:
             mat = None
             if materials:
                 mat = materials[f.mat]
+                # Check if it is a shadeless material
+                if mat.getMode() & Material.Modes['SHADELESS']:
+                    I = mat.getRGBCol()
+                    # Convert to a value between 0 and 255
+                    tmp_col = [ int(c * 255.0) for c in I]
+
+                    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]
+
+                    continue
+
+
 
             # A new default material
             if mat == None:
                 mat = Material.New('defMat')
+
+            # do vertex color calculation
+
+            TotDiffSpec = Vector([0.0, 0.0, 0.0])
+
+            for l in self.lights:
+                light_obj = l
+                light_pos = self._getObjPosition(l)
+                light = light_obj.data
             
-            L = Vector(light_pos).normalize()
+                L = Vector(light_pos).normalize()
+
+                V = (Vector(camPos) - Vector(f.cent)).normalize()
+
+                N = Vector(f.no).normalize()
+
+                if config.polygons['SHADING'] == 'TOON':
+                    NL = ShadingUtils.toonShading(N*L)
+                else:
+                    NL = (N*L)
+
+                # Should we use NL instead of (N*L) here?
+                R = 2 * (N*L) * N - L
 
-            V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
+                Ip = light.getEnergy()
 
-            N = Vector(f.no).normalize()
+                # Diffuse co-efficient
+                kd = mat.getRef() * Vector(mat.getRGBCol())
+                for i in [0, 1, 2]:
+                    kd[i] *= light.col[i]
 
-            R = 2 * (N*L) * N - L
+                Idiff = Ip * kd * max(0, NL)
+
+
+                # Specular component
+                ks = mat.getSpec() * Vector(mat.getSpecCol())
+                ns = mat.getHardness()
+                Ispec = Ip * ks * pow(max(0, (V*R)), ns)
+
+                TotDiffSpec += (Idiff+Ispec)
 
-            # TODO: Attenuation factor (not used for now)
-            a0 = 1; a1 = 0.0; a2 = 0.0
-            d = (Vector(f.v[0].co) - Vector(light_pos)).length
-            fd = min(1, 1.0/(a0 + a1*d + a2*d*d))
 
             # Ambient component
-            Ia = 1.0
-            ka = mat.getAmb() * Vector([0.1, 0.1, 0.1])
-            Iamb = Ia * ka
-            
-            # Diffuse component (add light.col for kd)
-            kd = mat.getRef() * Vector(mat.getRGBCol())
-            Ip = light.getEnergy()
-            Idiff = Ip * kd * (N*L)
-            
-            # Specular component
-            ks = mat.getSpec() * Vector(mat.getSpecCol())
-            ns = mat.getHardness()
-            Ispec = Ip * ks * pow((V * R), ns)
+            Iamb = Vector(Blender.World.Get()[0].getAmb())
+            ka = mat.getAmb()
 
-            # Emissive component
+            # Emissive component (convert to a triplet)
             ki = Vector([mat.getEmit()]*3)
 
-            I = ki + Iamb + Idiff + Ispec
+            #I = ki + Iamb + (Idiff + Ispec)
+            I = ki + (ka * Iamb) + TotDiffSpec
+
 
             # Set Alpha component
             I = list(I)
@@ -1111,6 +1375,8 @@ class Renderer:
             # 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]
 
             for c in f.col:
@@ -1119,6 +1385,287 @@ class Renderer:
                 c.b = tmp_col[2]
                 c.a = tmp_col[3]
 
+    def _doProjection(self, mesh, projector):
+        """Apply Viewing and Projection tranformations.
+        """
+
+        for v in mesh.verts:
+            p = projector.doProjection(v.co[:])
+            v.co[0] = p[0]
+            v.co[1] = p[1]
+            v.co[2] = p[2]
+
+        #mesh.recalcNormals()
+        #mesh.update()
+
+        # We could reeset Camera matrix, since now
+        # we are in Normalized Viewing Coordinates,
+        # but doung that would affect World Coordinate
+        # processing for other objects
+
+        #self.cameraObj.data.type = 1
+        #self.cameraObj.data.scale = 2.0
+        #m = Matrix().identity()
+        #self.cameraObj.setMatrix(m)
+
+    def _doViewFrustumClipping(self, mesh):
+        """Clip faces against the View Frustum.
+        """
+
+    # HSR routines
+    def __simpleDepthSort(self, mesh):
+        """Sort faces by the furthest vertex.
+
+        This simple mesthod is known also as the painter algorithm, and it
+        solves HSR correctly only for convex meshes.
+        """
+
+        global progress
+        # The sorting requires circa n*log(n) steps
+        n = len(mesh.faces)
+        progress.setActivity("HSR: Painter", n*log(n))
+        
+
+        by_furthest_z = (lambda f1, f2: progress.update() and
+                cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2]))
+                )
+
+        # FIXME: using NMesh to sort faces. We should avoid that!
+        nmesh = NMesh.GetRaw(mesh.name)
+
+        # remember that _higher_ z values mean further points
+        nmesh.faces.sort(by_furthest_z)
+        nmesh.faces.reverse()
+
+        nmesh.update()
+
+    def __topologicalDepthSort(self, mesh):
+        """Occlusion based on topological occlusion.
+        
+        Build the occlusion graph of the mesh,
+        and then do topological sort on that graph
+        """
+        return
+
+    def __newellDepthSort(self, mesh):
+        """Newell's depth sorting.
+
+        """
+        by_furthest_z = (lambda f1, f2:
+                cmp(max([v.co[2] for v in f1]), max([v.co[2] for v in f2]))
+                )
+
+        def Distance(point, face):
+            """ Calculate the distance between a point and a face.
+
+            An alternative but more expensive method can be:
+
+                ip = Intersect(Vector(face[0]), Vector(face[1]), Vector(face[2]),
+                        Vector(face.no), Vector(point), 0)
+
+                d = Vector(ip - point).length
+            """
+
+            plNormal = Vector(face.no)
+            plVert0 = Vector(face[0])
+
+            #d = abs( (point * plNormal ) - (plVert0 * plNormal) )
+            d = (point * plNormal ) - (plVert0 * plNormal)
+            debug("d: "+ str(d) + "\n")
+
+            return d
+
+
+        # FIXME: using NMesh to sort faces. We should avoid that!
+        nmesh = NMesh.GetRaw(mesh.name)
+
+        # remember that _higher_ z values mean further points
+        nmesh.faces.sort(by_furthest_z)
+        nmesh.faces.reverse()
+
+        
+        # Begin depth sort tests
+
+        # use the smooth flag to set marked faces
+        for f in nmesh.faces:
+            f.smooth = 0
+
+        facelist = nmesh.faces[:]
+        maplist = []
+
+        EPS = 10e-7
+
+        global progress
+        progress.setActivity("HSR: Newell", len(facelist))
+
+        while len(facelist):
+            P = facelist[0]
+
+            pSign = 1
+            if P.sel == 0:
+                pSign = -1
+
+            for Q in facelist[1:]:
+
+                debug("P.smooth: " + str(P.smooth) + "\n")
+                debug("Q.smooth: " + str(Q.smooth) + "\n")
+                debug("\n")
+
+                qSign = 1
+                if Q.sel == 0:
+                    qSign = -1
+
+                # We need to test only those Qs whose furthest vertex
+                # is closer to the observer than the closest vertex of P.
+
+                zP = [v.co[2] for v in P.v]
+                zQ = [v.co[2] for v in Q.v]
+                ZOverlap = min(zP) < max(zQ)
+
+                if not ZOverlap:
+                    if not Q.smooth:
+                        # We can safely print P
+                        break
+                    else:
+                        continue
+                
+                # Test 1: X extent overlapping
+                xP = [v.co[0] for v in P.v]
+                xQ = [v.co[0] for v in Q.v]
+                notXOverlap = (max(xP) < min(xQ)) or (max(xQ) < min(xP))
+
+                if notXOverlap:
+                    continue
+
+                # Test 2: Y extent Overlapping
+                yP = [v.co[1] for v in P.v]
+                yQ = [v.co[1] for v in Q.v]
+                notYOverlap = (max(yP) < min(yQ)) or (max(yQ) < min(yP))
+
+                if notYOverlap:
+                    continue
+                
+
+                # Test 3: P vertices are all behind the plane of Q
+                n = 0
+                for Pi in P:
+                    d = qSign * Distance(Vector(Pi), Q)
+                    if d < EPS:
+                        n += 1
+                pVerticesBehindPlaneQ = (n == len(P))
+
+                if pVerticesBehindPlaneQ:
+                    debug("\nTest 3\n")
+                    debug("P BEHIND Q!\n")
+                    continue
+
+
+                # Test 4: Q vertices in front of the plane of P
+                n = 0
+                for Qi in Q:
+                    d = pSign * Distance(Vector(Qi), P)
+                    if d >= EPS:
+                        n += 1
+                qVerticesInFrontPlaneP = (n == len(Q))
+
+                if qVerticesInFrontPlaneP:
+                    debug("\nTest 4\n")
+                    debug("Q IN FRONT OF P!\n")
+                    continue
+
+                # Test 5: Line Intersections... TODO
+
+
+                # We do not know if P obscures Q.
+                if Q.smooth == 1:
+                    # Split P or Q, TODO
+                    debug("Split here!!\n")
+                    continue
+
+
+                # The question now is: Does Q obscure P?
+
+                # Test 3bis: Q vertices are all behind the plane of P
+                n = 0
+                for Qi in Q:
+                    d = pSign * Distance(Vector(Qi), P)
+                    if d < EPS:
+                        n += 1
+                qVerticesBehindPlaneP = (n == len(Q))
+
+
+                # Test 4bis: P vertices in front of the plane of Q
+                n = 0
+                for Pi in P:
+                    d = qSign * Distance(Vector(Pi), Q)
+                    if d >= EPS:
+                        n += 1
+                pVerticesInFrontPlaneQ = (n == len(P))
+
+
+                """
+                import intersection
+
+                if not qVerticesBehindPlaneP and not pVerticesInFrontPlaneQ:
+                    # Split P or Q, TODO
+                    print "Test 3bis or 4bis failed"
+                    print "Split here!!2\n"
+
+                    newfaces = intersection.splitOn(nmesh, P, Q, 0)
+                    facelist.remove(Q)
+                    for nf in newfaces:
+                        if nf:
+                            nf.col = Q.col
+                            facelist.append(nf)
+
+                    break
+
+                # We do not know
+                if Q.smooth:
+                    # split P or Q
+                    print "Split here!!\n"
+                    newfaces = intersection.splitOn(nmesh, P, Q, 0)
+                    facelist.remove(Q)
+                    for nf in newfaces:
+                        if nf:
+                            nf.col = Q.col
+                            facelist.append(nf)
+
+                    break
+                """ 
+
+                Q.smooth = 1
+                facelist.remove(Q)
+                facelist.insert(0, Q)
+           
+            # Write P!                     
+            facelist.remove(P)
+            maplist.append(P)
+
+            progress.update()
+
+        
+        nmesh.faces = maplist
+
+        for f in nmesh.faces:
+            f.sel = 1
+        nmesh.update()
+
+    def _doHiddenSurfaceRemoval(self, mesh):
+        """Do HSR for the given mesh.
+        """
+        if len(mesh.faces) == 0:
+            return
+
+        if config.polygons['HSR'] == 'PAINTER':
+            print "\n\nUsing the Painter algorithm for HSR.\n"
+            self.__simpleDepthSort(mesh)
+
+        elif config.polygons['HSR'] == 'NEWELL':
+            print "\n\nUsing the Newell's algorithm for HSR.\n"
+            self.__newellDepthSort(mesh)
+
+
     def _doEdgesStyle(self, mesh, edgestyleSelect):
         """Process Mesh Edges accroding to a given selection style.
 
@@ -1135,24 +1682,21 @@ class Renderer:
 
         Mesh.Mode(Mesh.SelectModes['EDGE'])
 
+        edge_cache = MeshUtils.buildEdgeFaceUsersCache(mesh)
+
+        for i,edge_faces in enumerate(edge_cache):
+            mesh.edges[i].sel = 0
+            if edgestyleSelect(edge_faces):
+                mesh.edges[i].sel = 1
+
+        """
         for e in mesh.edges:
 
+            e.sel = 0
             if edgestyleSelect(e, mesh):
                 e.sel = 1
-            else:
-                e.sel = 0
-                
-    def _doProjection(self, mesh, projector):
-        """Calculate the Projection for the object.
         """
-        # TODO: maybe using the object.transform() can be faster?
-
-        for v in mesh.verts:
-            p = projector.doProjection(v.co)
-            v.co[0] = p[0]
-            v.co[1] = p[1]
-            v.co[2] = p[2]
-
+                
 
 
 # ---------------------------------------------------------------------
@@ -1170,40 +1714,54 @@ class GUI:
     def _init():
 
         # Output Format menu 
-        default_value = outputWriters.keys().index(OUTPUT_FORMAT)+1
+        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(RENDER_ANIMATION)
+        GUI.animToggle = Draw.Create(config.output['ANIMATION'])
         GUI.evtAnimToggle = 1
 
         # Join Objects toggle button
-        GUI.joinObjsToggle = Draw.Create(OPTIMIZE_FOR_SPACE)
+        GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS'])
         GUI.evtJoinObjsToggle = 2
 
         # Render filled polygons
-        GUI.polygonsToggle = Draw.Create(PRINT_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 POLYGON_EXPANSION_TRICK, for now
+        # We hide the config.polygons['EXPANSION_TRICK'], for now
 
         # Render polygon edges
-        GUI.showEdgesToggle = Draw.Create(PRINT_EDGES)
+        GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
         GUI.evtShowEdgesToggle = 4
 
         # Render hidden edges
-        GUI.showHiddenEdgesToggle = Draw.Create(SHOW_HIDDEN_EDGES)
+        GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
         GUI.evtShowHiddenEdgesToggle = 5
 
         # Edge Style menu 
-        default_value = edgeSelectionStyles.keys().index(EDGE_STYLE)+1
+        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(EDGES_WIDTH)
+        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
 
@@ -1218,7 +1776,8 @@ class GUI:
         glClear(GL_COLOR_BUFFER_BIT)
         glColor3f(0.0, 0.0, 0.0)
         glRasterPos2i(10, 350)
-        Draw.Text("VRM: Vector Rendering Method script.")
+        Draw.Text("VRM: Vector Rendering Method script. Version %s." %
+                __version__)
         glRasterPos2i(10, 335)
         Draw.Text("Press Q or ESC to quit.")
 
@@ -1255,34 +1814,49 @@ class GUI:
                 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, 260, 160, 18, GUI.showEdgesToggle.val,
+                200, 235, 160, 18, GUI.showEdgesToggle.val,
                 "Render polygon edges")
 
         if GUI.showEdgesToggle.val == 1:
             
             # Edge Style
             edgeStyleMenuStruct = "Edge Style %t"
-            for t in edgeSelectionStyles.keys():
-               edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t
+            for t in edgeStyles.keys():
+                edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower()
             GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
-                    200, 235, 160, 18, GUI.edgeStyleMenu.val,
+                    200, 210, 160, 18, GUI.edgeStyleMenu.val,
                     "Choose the edge style")
 
             # Edge size
             GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
-                    200, 210, 160, 18, GUI.edgeWidthSlider.val,
+                    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, 185, 160, 18, GUI.showHiddenEdgesToggle.val,
+                    200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
                     "Render hidden edges as dashed lines")
 
         glRasterPos2i(10, 160)
-        Draw.Text("Antonio Ospite (c) 2006")
+        Draw.Text("%s (c) 2006" % __author__)
 
     def event(evt, val):
 
@@ -1294,38 +1868,45 @@ class GUI:
         Draw.Redraw(1)
 
     def button_event(evt):
-        global PRINT_POLYGONS
-        global POLYGON_EXPANSION_TRICK
-        global PRINT_EDGES
-        global SHOW_HIDDEN_EDGES
-        global EDGE_STYLE
-        global EDGES_WIDTH
-        global RENDER_ANIMATION
-        global OPTIMIZE_FOR_SPACE
-        global OUTPUT_FORMAT
 
         if evt == GUI.evtExitButton:
             Draw.Exit()
+
         elif evt == GUI.evtOutFormatMenu:
             i = GUI.outFormatMenu.val - 1
-            OUTPUT_FORMAT = outputWriters.keys()[i]
+            config.output['FORMAT']= outputWriters.keys()[i]
+
         elif evt == GUI.evtAnimToggle:
-            RENDER_ANIMATION = bool(GUI.animToggle.val)
+            config.output['ANIMATION'] = bool(GUI.animToggle.val)
+
         elif evt == GUI.evtJoinObjsToggle:
-            OPTIMIZE_FOR_SPACE = bool(GUI.joinObjsToggle.val)
+            config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
         elif evt == GUI.evtPolygonsToggle:
-            PRINT_POLYGONS = bool(GUI.polygonsToggle.val)
+            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:
-            PRINT_EDGES = bool(GUI.showEdgesToggle.val)
+            config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
         elif evt == GUI.evtShowHiddenEdgesToggle:
-            SHOW_HIDDEN_EDGES = bool(GUI.showHiddenEdgesToggle.val)
+            config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
         elif evt == GUI.evtEdgeStyleMenu:
             i = GUI.edgeStyleMenu.val - 1
-            EDGE_STYLE = edgeSelectionStyles.keys()[i]
+            config.edges['STYLE'] = edgeStyles.keys()[i]
+
         elif evt == GUI.evtEdgeWidthSlider:
-            EDGES_WIDTH = float(GUI.edgeWidthSlider.val)
+            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" % OUTPUT_FORMAT
+            label = "Save %s" % config.output['FORMAT']
             # Show the File Selector
             global outputfile
             Blender.Window.FileSelector(vectorize, label, outputfile)
@@ -1338,16 +1919,11 @@ class GUI:
             #GUI.conf_debug()
 
     def conf_debug():
-        print
-        print "PRINT_POLYGONS:", PRINT_POLYGONS
-        print "POLYGON_EXPANSION_TRICK:", POLYGON_EXPANSION_TRICK
-        print "PRINT_EDGES:", PRINT_EDGES
-        print "SHOW_HIDDEN_EDGES:", SHOW_HIDDEN_EDGES
-        print "EDGE_STYLE:", EDGE_STYLE
-        print "EDGES_WIDTH:", EDGES_WIDTH
-        print "RENDER_ANIMATION:", RENDER_ANIMATION
-        print "OPTIMIZE_FOR_SPACE:", OPTIMIZE_FOR_SPACE
-        print "OUTPUT_FORMAT:", OUTPUT_FORMAT
+        from pprint import pprint
+        print "\nConfig"
+        pprint(config.output)
+        pprint(config.polygons)
+        pprint(config.edges)
 
     _init = staticmethod(_init)
     draw = staticmethod(draw)
@@ -1371,24 +1947,30 @@ def vectorize(filename):
     editmode = Window.EditMode()
     if editmode: Window.EditMode(0)
 
-    actualWriter = outputWriters[OUTPUT_FORMAT]
+    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) 
 
+# We use a global progress Indicator Object
+progress = None
 
 # Here the main
 if __name__ == "__main__":
-    
+
+    global progress
+
     outputfile = ""
     basename = Blender.sys.basename(Blender.Get('filename'))
     if basename != "":
-        outputfile = Blender.sys.splitext(basename)[0] + "." + str(OUTPUT_FORMAT).lower()
+        outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
 
     if Blender.mode == 'background':
+        progress = ConsoleProgressIndicator()
         vectorize(outputfile)
     else:
+        progress = GraphicalProgressIndicator()
         Draw.Register(GUI.draw, GUI.event, GUI.button_event)