Misc fixes and improvements
[vrm.git] / vrm.py
diff --git a/vrm.py b/vrm.py
index c694b77..f7382a7 100755 (executable)
--- a/vrm.py
+++ b/vrm.py
@@ -1,9 +1,17 @@
 #!BPY
 """
 Name: 'VRM'
-Blender: 241
-Group: 'Export'
-Tooltip: 'Vector Rendering Method Export Script 0.3'
+Blender: 242
+Group: 'Render'
+Tooltip: 'Vector Rendering Method script'
+"""
+
+__author__ = "Antonio Ospite"
+__url__ = ["http://projects.blender.org/projects/vrm"]
+__version__ = "0.3"
+
+__bpydoc__ = """\
+    Render the scene and save the result in vector format.
 """
 
 # ---------------------------------------------------------------------
@@ -25,25 +33,158 @@ Tooltip: 'Vector Rendering Method Export Script 0.3'
 #
 # ---------------------------------------------------------------------
 #
-#    NOTE: I do not know who is the original author of 'vrm'.
-#    The present code is almost entirely rewritten from scratch,
-#    but if I have to give credits to anyone, please let me know,
-#    so I can update the copyright.
+# Additional credits:
+#   Thanks to Emilio Aguirre for S2flender from which I took inspirations :)
+#   Thanks to Nikola Radovanovic, the author of the original VRM script,
+#       the code you read here has been rewritten _almost_ entirely
+#       from scratch but Nikola gave me the idea, so I thank him publicly.
 #
 # ---------------------------------------------------------------------
+# 
+# Things TODO for a next release:
+#   - Use multiple lighting sources in color calculation,
+#     (this is part of the "shading refactor") and use light color!
+#   - 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)
+#   - 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.
+#   - 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? (for now we use Flat Shading) (partially done).
+#   - Add Vector Writers other than SVG.
 #
-# Additional credits:
-#   Thanks to Emilio Aguirre for S2flender from which I took inspirations :)
-#   Thanks to Anthony C. D'Agostino for the original backface.py script   
+# ---------------------------------------------------------------------
+#
+# 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.
 #
 # ---------------------------------------------------------------------
 
 import Blender
-from Blender import Scene, Object, Mesh, NMesh, Lamp, Camera
+from Blender import Scene, Object, Mesh, NMesh, Material, Lamp, Camera
 from Blender.Mathutils import *
 from math import *
 
 
+# Some global settings
+
+class config:
+    polygons = dict()
+    polygons['SHOW'] = True
+    polygons['SHADING'] = 'TOON'
+    # Hidden to the user for now
+    polygons['EXPANSION_TRICK'] = True
+
+    edges = dict()
+    edges['SHOW'] = True
+    edges['SHOW_HIDDEN'] = False
+    edges['STYLE'] = 'SILHOUETTE'
+    edges['WIDTH'] = 2
+    edges['COLOR'] = [0, 0, 0]
+
+    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)
+
+
+
 # ---------------------------------------------------------------------
 #
 ## Projections classes
@@ -63,8 +204,8 @@ class Projector:
     def __init__(self, cameraObj, canvasRatio):
         """Calculate the projection matrix.
 
-        The projection matrix depends, in this case, on the camera settings,
-        and also on object transformation matrix.
+        The projection matrix depends, in this case, on the camera settings.
+        TAKE CARE: This projector expects vertices in World Coordinates!
         """
 
         camera = cameraObj.getData()
@@ -73,29 +214,22 @@ class Projector:
         near = camera.clipStart
         far = camera.clipEnd
 
+        scale = float(camera.scale)
+
         fovy = atan(0.5/aspect/(camera.lens/32))
-        fovy = fovy * 360/pi
+        fovy = fovy * 360.0/pi
         
         # What projection do we want?
-        if camera.type:
-            m2 = self._calcOrthoMatrix(fovy, aspect, near, far, 17) #camera.scale
-        else:
-            m2 = self._calcPerspectiveMatrix(fovy, aspect, near, far
+        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())
         cam.transpose() 
         
-        # FIXME: remove the commented part, we used to pass object in local
-        # coordinates, but this is not very clean, we should apply modelview
-        # tranformations _before_ (at some other level).
-        #m1 = Matrix(obMesh.getMatrix())
-        #m1.transpose()
-        
-        #mP = cam * m1
-        mP = cam
-        mP = m2  * mP
+        mP = mP * cam
 
         self.projectionMatrix = mP
 
@@ -110,21 +244,29 @@ class Projector:
         matrix.
         """
         
-        # Note that we need the vertex expressed using homogeneous coordinates
+        # Note that we have to work on the vertex using homogeneous coordinates
         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
+        p.resize3D()
 
         return p
 
+
     ##
     # Private methods
     #
     
     def _calcPerspectiveMatrix(self, fovy, aspect, near, far):
-        """Return a perspective projection matrix."""
+        """Return a perspective projection matrix.
+        """
         
         top = near * tan(fovy * pi / 360.0)
         bottom = -top
@@ -146,9 +288,11 @@ class Projector:
         return m
 
     def _calcOrthoMatrix(self, fovy, aspect , near, far, scale):
-        """Return an orthogonal projection matrix."""
+        """Return an orthogonal projection matrix.
+        """
         
-        top = near * tan(fovy * pi / 360.0) * (scale * 10)
+        # The 11 in the formula was found emiprically
+        top = near * tan(fovy * pi / 360.0) * (scale * 11)
         bottom = -top 
         left = bottom * aspect
         right= top * aspect
@@ -168,14 +312,15 @@ class Projector:
         return m
 
 
+
 # ---------------------------------------------------------------------
 #
-## Object representation class
+## 2D Object representation class
 #
 # ---------------------------------------------------------------------
 
 # TODO: a class to represent the needed properties of a 2D vector image
-# Just use a NMesh structure?
+# For now just using a [N]Mesh structure.
 
 
 # ---------------------------------------------------------------------
@@ -195,91 +340,148 @@ class VectorWriter:
 
     Every subclasses of VectorWriter must have at last the following public
     methods:
-        - printCanvas(mesh) --- where mesh is as specified before.
+        - open(self)
+        - close(self)
+        - printCanvas(self, scene,
+            doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
     """
     
     def __init__(self, fileName):
-        """Open the file named #fileName# and set the canvas size."""
-        
-        self.file = open(fileName, "w")
-        print "Outputting to: ", fileName
-
+        """Set the output file name and other properties"""
 
+        self.outputFileName = fileName
+        self.file = None
+        
         context = Scene.GetCurrent().getRenderingContext()
         self.canvasSize = ( context.imageSizeX(), context.imageSizeY() )
-    
+
+        self.startFrame = 1
+        self.endFrame = 1
+        self.animation = False
+
 
     ##
     # Public Methods
     #
     
-    def printCanvas(mesh):
-        return
-        
-    ##
-    # Private Methods
-    #
-    
-    def _printHeader():
+    def open(self, startFrame=1, endFrame=1):
+        if startFrame != endFrame:
+            self.startFrame = startFrame
+            self.endFrame = endFrame
+            self.animation = True
+
+        self.file = open(self.outputFileName, "w")
+        print "Outputting to: ", self.outputFileName
+
         return
 
-    def _printFooter():
+    def close(self):
+        self.file.close()
         return
 
+    def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+            showHiddenEdges=False):
+        """This is the interface for the needed printing routine.
+        """
+        return
+        
 
 ## SVG Writer
 
 class SVGVectorWriter(VectorWriter):
     """A concrete class for writing SVG output.
-
-    The class does not support animations, yet.
-    Sorry.
     """
 
-    def __init__(self, file):
-        """Simply call the parent Contructor."""
-        VectorWriter.__init__(self, file)
+    def __init__(self, fileName):
+        """Simply call the parent Contructor.
+        """
+        VectorWriter.__init__(self, fileName)
 
 
     ##
     # Public Methods
     #
 
-    def open(self):
+    def open(self, startFrame=1, endFrame=1):
+        """Do some initialization operations.
+        """
+        VectorWriter.open(self, startFrame, endFrame)
         self._printHeader()
 
     def close(self):
+        """Do some finalization operation.
+        """
         self._printFooter()
 
+        # remember to call the close method of the parent
+        VectorWriter.close(self)
+
         
-    
-    def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False, showHiddenEdges=False):
-        """Convert the scene representation to SVG."""
+    def printCanvas(self, scene, doPrintPolygons=True, doPrintEdges=False,
+            showHiddenEdges=False):
+        """Convert the scene representation to SVG.
+        """
 
         Objects = scene.getChildren()
+
+        context = scene.getRenderingContext()
+        framenumber = context.currentFrame()
+
+        if self.animation:
+            framestyle = "display:none"
+        else:
+            framestyle = "display:block"
+        
+        # Assign an id to this group so we can set properties on it using DOM
+        self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
+                (framenumber, framestyle) )
+
+
         for obj in Objects:
 
             if(obj.getType() != 'Mesh'):
                 continue
-            #
 
-            self.file.write("<g>\n")
+            self.file.write("<g id=\"%s\">\n" % obj.getName())
+
+            mesh = obj.getData(mesh=1)
 
-            
             if doPrintPolygons:
-                for face in obj.getData().faces:
-                    self._printPolygon(face)
+                self._printPolygons(mesh)
 
             if doPrintEdges:
-                self._printEdges(obj.getData(), showHiddenEdges)
+                self._printEdges(mesh, showHiddenEdges)
             
             self.file.write("</g>\n")
-        
+
+        self.file.write("</g>\n")
+
     
     ##  
     # Private Methods
     #
     
+    def _calcCanvasCoord(self, v):
+        """Convert vertex in scene coordinates to canvas coordinates.
+        """
+
+        pt = Vector([0, 0, 0])
+        
+        mW = float(self.canvasSize[0])/2.0
+        mH = float(self.canvasSize[1])/2.0
+
+        # rescale to canvas size
+        pt[0] = v.co[0]*mW + mW
+        pt[1] = v.co[1]*mH + mH
+        pt[2] = v.co[2]
+         
+        # For now we want (0,0) in the top-left corner of the canvas.
+        # Mirror and translate along y
+        pt[1] *= -1
+        pt[1] += self.canvasSize[1]
+        
+        return pt
+
     def _printHeader(self):
         """Print SVG header."""
 
@@ -291,18 +493,111 @@ class SVGVectorWriter(VectorWriter):
         self.file.write("\twidth=\"%d\" height=\"%d\" streamable=\"true\">\n\n" %
                 self.canvasSize)
 
+        if self.animation:
+
+            self.file.write("""\n<script><![CDATA[
+            globalStartFrame=%d;
+            globalEndFrame=%d;
+
+            /* FIXME: Use 1000 as interval as lower values gives problems */
+            timerID = setInterval("NextFrame()", 1000);
+            globalFrameCounter=%d;
+
+            function NextFrame()
+            {
+              currentElement  = document.getElementById('frame'+globalFrameCounter)
+              previousElement = document.getElementById('frame'+(globalFrameCounter-1))
+
+              if (!currentElement)
+              {
+                return;
+              }
+
+              if (globalFrameCounter > globalEndFrame)
+              {
+                clearInterval(timerID)
+              }
+              else
+              {
+                if(previousElement)
+                {
+                    previousElement.style.display="none";
+                }
+                currentElement.style.display="block";
+                globalFrameCounter++;
+              }
+            }
+            \n]]></script>\n
+            \n""" % (self.startFrame, self.endFrame, self.startFrame) )
+                
     def _printFooter(self):
         """Print the SVG footer."""
 
         self.file.write("\n</svg>\n")
-        self.file.close()
+
+    def _printPolygons(self, mesh): 
+        """Print the selected (visible) polygons.
+        """
+
+        if len(mesh.faces) == 0:
+            return
+
+        self.file.write("<g>\n")
+
+        for face in mesh.faces:
+            if not face.sel:
+               continue
+
+            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.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")
+            
+            # 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]
+
+            # 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_width = 0.5
+
+            # 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 + ";")
+            self.file.write(opacity_string)
+            if config.polygons['EXPANSION_TRICK']:
+                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")
 
     def _printEdges(self, mesh, showHiddenEdges=False):
-        """Print the wireframe using mesh edges... is this the correct way?
+        """Print the wireframe using mesh edges.
         """
 
-        stroke_width=0.5
-        stroke_col = [0, 0, 0]
+        stroke_width = config.edges['WIDTH']
+        stroke_col = config.edges['COLOR']
         
         self.file.write("<g>\n")
 
@@ -310,8 +605,7 @@ class SVGVectorWriter(VectorWriter):
             
             hidden_stroke_style = ""
             
-            # And edge is selected if both vertives are selected
-            if e.v1.sel == 0 or e.v2.sel == 0:
+            if e.sel == 0:
                 if showHiddenEdges == False:
                     continue
                 else:
@@ -329,60 +623,7 @@ class SVGVectorWriter(VectorWriter):
             self.file.write("\"/>\n")
 
         self.file.write("</g>\n")
-            
-        
-
-    def _printPolygon(self, face):
-        """Print our primitive, finally.
-        """
-
-        wireframe = False
-        
-        stroke_width=0.5
-        
-        self.file.write("<polygon points=\"")
-
-        for v in face:
-            p = self._calcCanvasCoord(v)
-            self.file.write("%g,%g " % (p[0], p[1]))
-        
-        self.file.seek(-1,1) # get rid of the last space
-        self.file.write("\"\n")
-        
-        #take as face color the first vertex color
-        if face.col:
-            fcol = face.col[0]
-            color = [fcol.r, fcol.g, fcol.b]
-        else:
-            color = [ 255, 255, 255]
-
-        stroke_col = [0, 0, 0]
-        if not wireframe:
-            stroke_col = color
-
-        self.file.write("\tstyle=\"fill:rgb("+str(color[0])+","+str(color[1])+","+str(color[2])+");")
-        self.file.write(" stroke:rgb("+str(stroke_col[0])+","+str(stroke_col[1])+","+str(stroke_col[2])+");")
-        self.file.write(" stroke-width:"+str(stroke_width)+";\n")
-        self.file.write(" stroke-linecap:round;stroke-linejoin:round")
-        self.file.write("\"/>\n")
-
-    def _calcCanvasCoord(self, v):
 
-        pt = Vector([0, 0, 0])
-        
-        mW = self.canvasSize[0]/2
-        mH = self.canvasSize[1]/2
-
-        # rescale to canvas size
-        pt[0] = round(v[0]*mW)+mW
-        pt[1] = round(v[1]*mH)+mH
-         
-        # For now we want (0,0) in the top-left corner of the canvas
-        # Mirror and translate along y
-        pt[1] *= -1
-        pt[1] += self.canvasSize[1]
-        
-        return pt
 
 
 # ---------------------------------------------------------------------
@@ -391,205 +632,185 @@ 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.
     
-    This class is responsible of the rendering process, hence transformation
-    and projection of the ojects in the scene are invoked by the renderer.
+    This class is responsible of the rendering process, transformation and
+    projection of the objects in the scene are invoked by the renderer.
 
-    The user can optionally provide a specific camera for the rendering, see
-    the #doRendering# method for more informations.
+    The rendering is done using the active camera for the current scene.
     """
 
     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
+        not get modified in any way.
         """
 
-        # Render the current Scene set as a READ-ONLY property
+        # Render the current Scene, this should be a READ-ONLY property
         self._SCENE = Scene.GetCurrent()
         
         # Use the aspect ratio of the scene rendering context
         context = self._SCENE.getRenderingContext()
-        self.canvasRatio = (context.aspectRatioX(), context.aspectRatioY())
+
+        aspect_ratio = float(context.imageSizeX())/float(context.imageSizeY())
+        self.canvasRatio = (float(context.aspectRatioX())*aspect_ratio,
+                            float(context.aspectRatioY())
+                            )
 
         # Render from the currently active camera 
-        self.camera = self._SCENE.getCurrentCamera()
+        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']
+
+        # 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)
 
 
     ##
     # Public Methods
     #
 
-    def doRendering(self, outputWriter, animation=0):
+    def doRendering(self, outputWriter, animation=False):
         """Render picture or animation and write it out.
         
         The parameters are:
-            - a Vector writer object than will be used to output the result.
-            - a flag to tell if we want to render an animation or the only
+            - a Vector writer object that will be used to output the result.
+            - a flag to tell if we want to render an animation or only the
               current frame.
         """
         
         context = self._SCENE.getRenderingContext()
-        currentFrame = context.currentFrame()
+        origCurrentFrame = context.currentFrame()
 
         # Handle the animation case
-        if animation == 0:
-            startFrame = currentFrame
+        if not animation:
+            startFrame = origCurrentFrame
             endFrame = startFrame
+            outputWriter.open()
         else:
             startFrame = context.startFrame()
             endFrame = context.endFrame()
+            outputWriter.open(startFrame, endFrame)
         
         # Do the rendering process frame by frame
         print "Start Rendering!"
         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)
+            # 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=False, doPrintEdges=True, showHiddenEdges=True)
+                    doPrintPolygons = config.polygons['SHOW'],
+                    doPrintEdges    = config.edges['SHOW'],
+                    showHiddenEdges = config.edges['SHOW_HIDDEN'])
             
             # clear the rendered scene
             self._SCENE.makeCurrent()
-            Scene.unlink(renderedScene)
-            del renderedScene
+            #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.camera, self.canvasRatio)
-            
         # global processing of the scene
-        self._doDepthSorting(workScene)
+
+        self._doSceneClipping(workScene)
+
+        self._doConvertGeometricObjToMesh(workScene)
+
+        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 "Type:", obj.getType(), "\tSorry, only mesh Object supported!"
+
+            if obj.getType() != 'Mesh':
+                print "Only Mesh supported! - Skipping type:", obj.getType()
                 continue
-            #
 
-            self._doModelViewTransformations(obj)
+            print "Rendering: ", obj.getName()
 
-            self._doBackFaceCulling(obj)
-            
-            self._doColorAndLighting(obj)
+            mesh = obj.getData(mesh=1)
 
-            # 'style' can be a function that determine
-            # if an edge should be showed?
-            self._doEdgesStyle(obj, style=None)
-           
-            self._doProjection(obj, proj)
+            self._doModelingTransformation(mesh, obj.matrix)
 
-        return workScene
+            self._doBackFaceCulling(mesh)
 
+            self._doPerVertexLighting(mesh)
 
-    def oldRenderScene(scene):
-        
-        # Per object activities
-        Objects = workScene.getChildren()
-        
-        for obj in Objects:
-            
-            if (obj.getType() != 'Mesh'):
-                print "Type:", obj.getType(), "\tSorry, only mesh Object supported!"
-                continue
-            
-            # Get a projector for this object
-            proj = Projector(self.camera, obj, self.canvasSize)
+            # Do "projection" now so we perform further processing
+            # in Normalized View Coordinates
+            self._doProjection(mesh, self.proj)
 
-            # Let's store the transformed data
-            transformed_mesh = NMesh.New("flat"+obj.name)
-            transformed_mesh.hasVertexColours(1)
+            self._doViewFrustumClipping(mesh)
 
-            # process Edges
-            self._doProcessEdges(obj)
-            
-            for v in obj.getData().verts:
-                transformed_mesh.verts.append(v)
-            transformed_mesh.edges = self._processEdges(obj.getData().edges)
-            #print transformed_mesh.edges
+            self._doMeshDepthSorting(mesh)
+
+            self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
 
             
-            # Store the materials
-            materials = obj.getData().getMaterials()
-
-            meshfaces = obj.getData().faces
-
-            for face in meshfaces:
-
-                # if the face is visible flatten it on the "picture plane"
-                if self._isFaceVisible(face, obj, cameraObj):
-                    
-                    # Store transformed face
-                    newface = NMesh.Face()
-
-                    for vert in face:
-
-                        p = proj.doProjection(vert.co)
-
-                        tmp_vert = NMesh.Vert(p[0], p[1], p[2])
-
-                        # Add the vert to the mesh
-                        transformed_mesh.verts.append(tmp_vert)
-                        
-                        newface.v.append(tmp_vert)
-                        
-                    
-                    # Per-face color calculation
-                    # code taken mostly from the original vrm script
-                    # TODO: understand the code and rewrite it clearly
-                    ambient = -150
-                    
-                    fakelight = Object.Get("Lamp").loc
-                    if fakelight == None:
-                        fakelight = [1.0, 1.0, -0.3]
-
-                    norm = Vector(face.no)
-                    vektori = (norm[0]*fakelight[0]+norm[1]*fakelight[1]+norm[2]*fakelight[2])
-                    vduzine = fabs(sqrt(pow(norm[0],2)+pow(norm[1],2)+pow(norm[2],2))*sqrt(pow(fakelight[0],2)+pow(fakelight[1],2)+pow(fakelight[2],2)))
-                    intensity = floor(ambient + 200*acos(vektori/vduzine))/200
-                    if intensity < 0:
-                        intensity = 0
-
-                    if materials:
-                        tmp_col = materials[face.mat].getRGBCol()
-                    else:
-                        tmp_col = [0.5, 0.5, 0.5]
-                        
-                    tmp_col = [ (c>intensity) and int(round((c-intensity)*10)*25.5) for c in tmp_col ]
-
-                    vcol = NMesh.Col(tmp_col[0], tmp_col[1], tmp_col[2])
-                    newface.col = [vcol, vcol, vcol, 255]
-                    
-                    transformed_mesh.addFace(newface)
-
-            # at the end of the loop on obj
-            
-            transformed_obj = Object.New(obj.getType(), "flat"+obj.name)
-            transformed_obj.link(transformed_mesh)
-            transformed_obj.loc = obj.loc
-            newscene.link(transformed_obj)
+            # Update the object data, important! :)
+            mesh.update()
 
-        
         return workScene
 
 
@@ -597,125 +818,224 @@ class Renderer:
     # Private Methods
     #
 
+    # Utility methods
+
+    def _getObjPosition(self, obj):
+        """Return the obj position in World coordinates.
+        """
+        return obj.matrix.translationPart()
+
+    def _cameraViewVector(self):
+        """Get the View Direction form the camera matrix.
+        """
+        return Vector(self.cameraObj.matrix[2]).resize3D()
+
+
     # Faces methods
 
-    def _isFaceVisible(self, face, obj, camObj):
-        """Determine if a face of an object is visible from a given camera.
+    def _isFaceVisible(self, face):
+        """Determine if a face of an object is visible from the current camera.
         
-        The normals need to be transformed, but note that we should apply only the
-        rotation part of the tranformation matrix, since the normals are
-        normalized and they can be intended as starting from the origin.
-
         The view vector is calculated from the camera location and one of the
         vertices of the face (expressed in World coordinates, after applying
         modelview transformations).
 
-        After those transformations we determine if a face is visible by computing
-        the angle between the face normal and the view vector, this angle
-        corresponds somehow to the dot product between the two. If the product
-        results <= 0 then the angle between the two vectors is less that 90
-        degrees and then the face is visible.
+        After those transformations we determine if a face is visible by
+        computing the angle between the face normal and the view vector, this
+        angle has to be between -90 and 90 degrees for the face to be visible.
+        This corresponds somehow to the dot product between the two, if it
+        results > 0 then the face is visible.
 
         There is no need to normalize those vectors since we are only interested in
         the sign of the cross product and not in the product value.
-        """
 
-        # The transformation matrix of the object
-        mObj = Matrix(obj.getMatrix())
-        mObj.transpose()
+        NOTE: here we assume the face vertices are in WorldCoordinates, so
+        please transform the object _before_ doing the test.
+        """
 
-        # The normal after applying the current object rotation
-        #normal = mObj.rotationPart() * Vector(face.no)
         normal = Vector(face.no)
+        camPos = self._getObjPosition(self.cameraObj)
+        view_vect = None
 
-        # View vector in orthographics projections can be considered simply s the
-        # camera position
-        #view_vect = Vector(camObj.loc)
+        # View Vector in orthographics projections is the view Direction of
+        # the camera
+        if self.cameraObj.data.getType() == 1:
+            view_vect = self._cameraViewVector()
+
+        # View vector in perspective projections can be considered as
+        # the difference between the camera position and one point of
+        # the face, we choose the farthest point from the camera.
+        if self.cameraObj.data.getType() == 0:
+            vv = max( [ ((camPos - Vector(v.co)).length, (camPos - Vector(v.co))) for v in face] )
+            view_vect = vv[1]
 
-        # View vector as in perspective projections
-        # it is the dofference between the camera position and
-        # one point of the face, we choose the first point,
-        # but maybe a better choice may be the farthest point from the camera.
-        point = Vector(face[0].co)
-        #point = mObj * point.resize4D()
-        #point.resize3D()
-        view_vect = Vector(camObj.loc) - point
-        
 
-        # if d <= 0 the face is visible from the camera
+        # if d > 0 the face is visible from the camera
         d = view_vect * normal
         
-        if d <= 0:
-            return False
-        else:
+        if d > 0:
             return True
+        else:
+            return False
 
 
     # Scene methods
 
-    def _doClipping():
-        return
+    def _doSceneClipping(self, scene):
+        """Clip whole objects against the View Frustum.
 
-    def _doDepthSorting(self, scene):
+        For now clip away only objects according to their center position.
+        """
 
-        cameraObj = self.camera
-        Objects = scene.getChildren()
+        cpos = self._getObjPosition(self.cameraObj)
+        view_vect = self._cameraViewVector()
 
-        Objects.sort(lambda obj1, obj2: 
-                cmp(Vector(Vector(cameraObj.loc) - Vector(obj1.loc)).length,
-                    Vector(Vector(cameraObj.loc) - Vector(obj2.loc)).length
-                    )
-                )
-        
-        # hackish sorting of faces according to the max z value of a vertex
+        near = self.cameraObj.data.clipStart
+        far  = self.cameraObj.data.clipEnd
+
+        aspect = float(self.canvasRatio[0])/float(self.canvasRatio[1])
+        fovy = atan(0.5/aspect/(self.cameraObj.data.lens/32))
+        fovy = fovy * 360.0/pi
+
+        Objects = scene.getChildren()
         for o in Objects:
+            if o.getType() != 'Mesh': continue;
 
-            if (o.getType() != 'Mesh'):
-                continue
-            #
-
-            mesh = o.data
-            mesh.faces.sort(
-                lambda f1, f2:
-                    # Sort faces according to the min z coordinate in a face
-                    #cmp(min([v[2] for v in f1]), min([v[2] for v in f2])))
-
-                    # Sort faces according to the max z coordinate in a face
-                    cmp(max([v[2] for v in f1]), max([v[2] for v in f2])))
-                    
-                    # Sort faces according to the avg z coordinate in a face
-                    #cmp(sum([v[2] for v in f1])/len(f1), sum([v[2] for v in f2])/len(f2)))
-            mesh.faces.reverse()
-            mesh.update()
+            obj_vect = Vector(cpos) - self._getObjPosition(o)
+
+            d = obj_vect*view_vect
+            theta = AngleBetweenVecs(obj_vect, view_vect)
             
+            # if the object is outside the view frustum, clip it away
+            if (d < near) or (d > far) or (theta > fovy):
+                scene.unlink(o)
+
+    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 _doSceneDepthSorting(self, scene):
+        """Sort objects in the scene.
+
+        The object sorting is done accordingly to the object centers.
+        """
+
+        c = self._getObjPosition(self.cameraObj)
+
+        by_center_pos = (lambda o1, o2:
+                (o1.getType() == 'Mesh' and o2.getType() == 'Mesh') and
+                cmp((self._getObjPosition(o1) - Vector(c)).length,
+                    (self._getObjPosition(o2) - Vector(c)).length)
+            )
+
+        # TODO: implement sorting by bounding box, if obj1.bb is inside obj2.bb,
+        # then ob1 goes farther than obj2, useful when obj2 has holes
+        by_bbox = None
+        
+        Objects = scene.getChildren()
+        Objects.sort(by_center_pos)
+        
         # update the scene
-        # FIXME: check if it is correct
-        scene.update()
-        #for o in scene.getChildren():
-        #     scene.unlink(o)
-        #for o in Objects:
-        #   scene.link(o)
+        for o in Objects:
+            scene.unlink(o)
+            scene.link(o)
 
-    # Per object methods
+    def _joinMeshObjectsInScene(self, scene):
+        """Merge all the Mesh Objects in a scene into a single Mesh Object.
+        """
 
-    def _doModelViewTransformations(self, object):
-        if(object.getType() != 'Mesh'):
+        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
-        
-        matMV = object.matrix
-        mesh = object.data
-        mesh.transform(matMV, True)
-        mesh.update()
 
+        mesh = Mesh.New('BigOne')
+        bigObj = Object.New('Mesh', 'BigOne')
+        bigObj.link(mesh)
+
+        scene.link(bigObj)
 
-    def _doBackFaceCulling(self, object):
-        if(object.getType() != 'Mesh'):
+        try:
+            bigObj.join(oList)
+        except RuntimeError:
+            print "\nCan'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
+
+    def _convertToRawMeshObj(self, object):
+        """Convert geometry based object to a mesh object.
+        """
+        me = Mesh.New('RawMesh_'+object.name)
+        me.getFromObject(object.name)
+
+        newObject = Object.New('Mesh', 'RawMesh_'+object.name)
+        newObject.link(me)
+
+        # If the object has no materials set a default material
+        if not me.materials:
+            me.materials = [Material.New()]
+            #for f in me.faces: f.mat = 0
+
+        newObject.setMatrix(object.getMatrix())
+
+        return newObject
+
+    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.
+        """
+        # 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 _doBackFaceCulling(self, mesh):
+        """Simple Backface Culling routine.
         
-        print "doing Backface Culling"
-        mesh = object.data
+        At this level we simply do a visibility test face by face and then
+        select the vertices belonging to visible faces.
+        """
         
-        # Select all vertices, so edges without faces can be displayed
+        # Select all vertices, so edges can be displayed even if there are no
+        # faces
         for v in mesh.verts:
             v.sel = 1
         
@@ -723,95 +1043,479 @@ class Renderer:
         # Loop on faces
         for f in mesh.faces:
             f.sel = 0
-            if self._isFaceVisible(f, object, self.camera):
+            if self._isFaceVisible(f):
                 f.sel = 1
 
+    def _doPerVertexLighting(self, mesh):
+        """Apply an Illumination ans shading model to the object.
+
+        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.vertexColors:
+            return
+        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:
+        # http://www.miralab.unige.ch/papers/368.pdf
         for f in mesh.faces:
             if not f.sel:
-                for v in f:
-                    v.sel = 0
+                continue
 
-        for f in mesh.faces:
-            if f.sel:
-                for v in f:
-                    v.sel = 1
+            mat = None
+            if materials:
+                mat = materials[f.mat]
 
-        mesh.update()
+            # A new default material
+            if mat == None:
+                mat = Material.New('defMat')
+            
+            L = Vector(light_pos).normalize()
 
-        
+            V = (Vector(camPos) - Vector(f.cent)).normalize()
 
-        #Mesh.Mode(Mesh.SelectModes['VERTEX'])
+            N = Vector(f.no).normalize()
 
-    def _doColorAndLighting(self, object):
-        return
+            R = 2 * (N*L) * N - L
+
+            # TODO: Attenuation factor (not used for now)
+            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)))
+
+            # 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()
+            
+            if config.polygons['SHADING'] == 'FLAT':
+                Idiff = Ip * kd * max(0, (N*L))
+            elif config.polygons['SHADING'] == 'TOON':
+                Idiff = Ip * kd * MeshUtils.toonShading(N*L)
 
-    def _doEdgesStyle(self, object, style):
-        """Process Mesh Edges. (For now copy the edge data, in next version it
-        can be a place where recognize silouhettes and/or contours).
+            # Specular component
+            ks = mat.getSpec() * Vector(mat.getSpecCol())
+            ns = mat.getHardness()
+            Ispec = Ip * ks * pow(max(0, (V*R)), ns)
 
-        input: an edge list
-        return: a processed edge list
+            # Emissive component
+            ki = Vector([mat.getEmit()]*3)
+
+            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]
+
+            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 _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]
+
+        # 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.
         """
+
+    def test_extensions(self, f1, f2):
+        for v1, v2 in [ (v1, v2) for v1 in f1 for v2 in f2 ]:
+            pass
+
+    def depth_sort(self, faces):
         return
+            
 
-    def _doProjection(self, object, projector):
+    def _doMeshDepthSorting(self, mesh):
+        """Sort faces in an object.
 
-        if(object.getType() != 'Mesh'):
+        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)
+
+        # In NVC
+        c = [0, 0, 1]
+
+        # 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 f2]),
+                    max([(Vector(v.co)-Vector(c)).length for v in f1])))
         
-        mesh = object.data
-        for v in mesh.verts:
-            p = projector.doProjection(v.co)
-            v[0] = p[0]
-            v[1] = p[1]
-            v[2] = p[2]
-        mesh.update()
+        # 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)))
+
+
+        # 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()
+
+        # Depth sort tests
+
+        self.depth_sort(nmesh.faces)
+
+        
+        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
+            for i,c in enumerate(mesh.faces[i].col):
+                c.r = f.col[i].r
+                c.g = f.col[i].g
+                c.b = f.col[i].b
+                c.a = f.col[i].a
+
+    def _doEdgesStyle(self, mesh, edgestyleSelect):
+        """Process Mesh Edges accroding to a given selection style.
+
+        Examples of algorithms:
+
+        Contours:
+            given an edge if its adjacent faces have the same normal (that is
+            they are complanar), than deselect it.
+
+        Silhouettes:
+            given an edge if one its adjacent faces is frontfacing and the
+            other is backfacing, than select it, else deselect.
+        """
+
+        Mesh.Mode(Mesh.SelectModes['EDGE'])
+
+        for e in mesh.edges:
 
+            e.sel = 0
+            if edgestyleSelect(e, mesh):
+                e.sel = 1
+                
 
 
 # ---------------------------------------------------------------------
 #
-## Main Program
+## GUI Class and Main Program
 #
 # ---------------------------------------------------------------------
 
 
-# FIXME: really hackish code, just to test if the other parts work
+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:
      
-     - Open the writer
-     - Render the scene
-     - Close the writer
-     
-     If you want to render an animation the second pass should be
-     repeated for any frame, and the frame number should be passed to the
-     renderer.
+     - Instanciate the writer and the renderer
+     - Render!
      """
-    writer = SVGVectorWriter(filename)
-    
-    writer.open()
+
+    if filename == "":
+        print "\nERROR: invalid file name!"
+        return
+
+    from Blender import Window
+    editmode = Window.EditMode()
+    if editmode: Window.EditMode(0)
+
+    actualWriter = outputWriters[config.output['FORMAT']]
+    writer = actualWriter(filename)
     
     renderer = Renderer()
-    renderer.doRendering(writer)
+    renderer.doRendering(writer, config.output['ANIMATION'])
 
-    writer.close()
+    if editmode: Window.EditMode(1) 
 
 
 # Here the main
 if __name__ == "__main__":
-    # with this trick we can run the script in batch mode
-    try:
-        Blender.Window.FileSelector (vectorize, 'Save SVG', "proba.svg")
-        Blender.Redraw()
-    except:
-        from Blender import Window
-        editmode = Window.EditMode()
-        if editmode: Window.EditMode(0)
-
-        vectorize("proba.svg")
-        if editmode: Window.EditMode(1) 
-
-
-
+    
+    outputfile = ""
+    basename = Blender.sys.basename(Blender.Get('filename'))
+    if basename != "":
+        outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
+
+    if Blender.mode == 'background':
+        vectorize(outputfile)
+    else:
+        Draw.Register(GUI.draw, GUI.event, GUI.button_event)