Do Depth Sorting later
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index aa73b10..0d35415 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,7 +1,7 @@
 #!BPY
 """
 Name: 'VRM'
-Blender: 241
+Blender: 242
 Group: 'Render'
 Tooltip: 'Vector Rendering Method script'
 """
@@ -50,14 +50,15 @@ __bpydoc__ = """\
 #   - 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.
 #     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)
+#   - FIX the issue with negative scales in object tranformations!
 #
 # ---------------------------------------------------------------------
 #
@@ -78,20 +79,24 @@ from math import *
 
 # Some global settings
 
-PRINT_POLYGONS     = True
+class config:
+    polygons = dict()
+    polygons['SHOW'] = True
+    polygons['SHADING'] = 'TOON'
+    # Hidden to the user for now
+    polygons['EXPANSION_TRICK'] = True
 
-POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
+    edges = dict()
+    edges['SHOW'] = True
+    edges['SHOW_HIDDEN'] = False
+    edges['STYLE'] = 'SILHOUETTE'
+    edges['WIDTH'] = 2
+    edges['COLOR'] = [0, 0, 0]
 
-PRINT_EDGES        = False
-SHOW_HIDDEN_EDGES  = False
-EDGE_STYLE = 'silhouette'
-EDGES_WIDTH = 0.5
-
-RENDER_ANIMATION = False
-
-OPTIMIZE_FOR_SPACE = True
-
-OUTPUT_FORMAT = 'SVG'
+    output = dict()
+    output['FORMAT'] = 'SVG'
+    output['ANIMATION'] = False
+    output['JOIN_OBJECTS'] = True
 
 
 
@@ -115,10 +120,10 @@ class MeshUtils:
 
         return adjface_list
 
-    def isVisibleEdge(e, mesh):
-        """Normal edge selection rule.
+    def isMeshEdge(e, mesh):
+        """Mesh edge rule.
 
-        An edge is visible if _any_ of its adjacent faces is selected.
+        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.
         """
@@ -153,9 +158,29 @@ class MeshUtils:
         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)
-    isVisibleEdge = staticmethod(isVisibleEdge)
+    isMeshEdge = staticmethod(isMeshEdge)
     isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+    toonShading = staticmethod(toonShading)
 
 
 
@@ -232,6 +257,7 @@ class Projector:
 
         return p
 
+
     ##
     # Private methods
     #
@@ -408,6 +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'):
@@ -506,7 +533,7 @@ class SVGVectorWriter(VectorWriter):
 
         self.file.write("\n</svg>\n")
 
-    def _printPolygons(self, mesh):
+    def _printPolygons(self, mesh): 
         """Print the selected (visible) polygons.
         """
 
@@ -537,15 +564,14 @@ 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:
@@ -554,7 +580,7 @@ class SVGVectorWriter(VectorWriter):
 
             self.file.write("\tstyle=\"fill:" + str_col + ";")
             self.file.write(opacity_string)
-            if POLYGON_EXPANSION_TRICK:
+            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")
@@ -566,8 +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")
 
@@ -575,8 +601,6 @@ 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
@@ -604,17 +628,19 @@ class SVGVectorWriter(VectorWriter):
 #
 # ---------------------------------------------------------------------
 
-# 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:
@@ -647,6 +673,12 @@ 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 +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:
@@ -692,11 +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()
@@ -705,50 +751,32 @@ 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)
-
-
-        # XXX: Joining objects does not work in batch mode!!
-        # Do not touch the following if, please :)
+        #self._doSceneClipping(workScene)
 
-        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:
+
             
             if obj.getType() != 'Mesh':
                 print "Only Mesh supported! - Skipping type:", obj.getType()
@@ -756,24 +784,19 @@ class Renderer:
 
             print "Rendering: ", obj.getName()
 
-            mesh = obj.getData()
+            mesh = obj.getData(mesh=1)
 
             self._doModelToWorldCoordinates(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._doObjectDepthSorting(mesh)
+            
             self._doColorAndLighting(mesh)
 
-            self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE])
+            self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
 
-            self._doProjection(mesh, proj)
+            self._doProjection(mesh, self.proj)
             
             # Update the object data, important! :)
             mesh.update()
@@ -873,7 +896,6 @@ class Renderer:
                 me.recalcNormals()
                 me.update()
 
-
     def _doSceneClipping(self, scene):
         """Clip objects against the View Frustum.
 
@@ -932,13 +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)
 
@@ -971,6 +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):
@@ -979,6 +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
@@ -998,8 +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.
@@ -1020,22 +1088,10 @@ 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;
-
-        #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.
         """
@@ -1073,16 +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
@@ -1092,17 +1148,22 @@ 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)
@@ -1111,6 +1172,8 @@ 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:
@@ -1137,10 +1200,9 @@ class Renderer:
 
         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.
@@ -1170,40 +1232,54 @@ 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
 
@@ -1255,30 +1331,45 @@ 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)
@@ -1294,38 +1385,45 @@ 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.outpur['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)
@@ -1335,19 +1433,14 @@ class GUI:
 
         if evt:
             Draw.Redraw(1)
-            #GUI.conf_debug()
+            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)
@@ -1371,11 +1464,11 @@ 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) 
 
@@ -1386,7 +1479,7 @@ if __name__ == "__main__":
     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':
         vectorize(outputfile)