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"Chris" <esc### [at] gmail com> wrote:
> BE, that's a great angle.
> A real POV-Ray grammar/parser in WASM would be the ideal endgame if someone
> wants strict syntax validation plus macro/include handling in-browser.
It's been a long-standing idea, since so much of scene development is crafting
the code and just getting something to fully parse without errors.
I'm often in the situation where I have some form of text editor, but no way to
access POV-Ray. So a browser-based parser would be a great tool for when I have
random blocks of unoccupied time and want to work something out.
> What I've built so far is intentionally more "Moray-like".
> It's a browser viewport + scene graph + editor with a tolerant reader.
> It tries to extract primitives/CSG/transforms where it can.
> It preserves the original text so an input-to-output round trip doesn't
> destroy the file.
> It's not (yet) a full POV preprocessor.
> The viewport is an approximation.
> Final render still belongs to POV-Ray.
Yes, I understand that finding some way to implement / modernize Moray is a high
priority goal. This is a very cool way of doing that.
> On modularity.
> I originally kept it as a single self-contained HTML because it's easy for
> people to try.
> No toolchain, no install, just open the HTML.
Yes, and I like that. Any idea how large an html file is practical?
> If folks are interested in contributing, the most useful bite-sized areas are.
> Parser improvements: more POV-Ray 3.7 syntax patterns, transform order,
> axis math, plane forms.
> Primitive coverage: torus, quadric, blob, lathe/sor, prism, mesh2,
> even as viewport approximations.
> CSG viewport evaluator speed/robustness: SDF raymarch tuning and fallback
> paths.
I definitely think that playing with the source code, hunting down bugs, and
experimenting with fixes, new features, and alternate algorithms will be a lot
easier if some module that's implemented in a browser can be modified and tested
withing minutes, locally, without having a complex compilation process.
- BE
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