def Lighting(material, obj, light, point, eyev, normalv, inShadow=None): color = Color() if material.pattern != None: color = pattern_at_object(material.pattern, obj, point) else: color = material.color effective_color = Color.multiply(color, light.intensity) lightv = Vector3.Normalize(Tuples.sub(light.position, point)) ambient = Color.multiply(effective_color, material.ambient) light_dot_normal = Tuples.dot(lightv, normalv) if light_dot_normal < 0 or inShadow == True: diffuse = Color() specular = Color() else: diffuse = Color.multiply(effective_color, material.diffuse * light_dot_normal) reflectv = Tuples.reflect(Tuples.NegateTuple(lightv), normalv) reflect_dot_eye = Tuples.dot(reflectv, eyev) if reflect_dot_eye <= 0: specular = Color() else: factor = pow(reflect_dot_eye, material.shininess) specular = Color.multiply(light.intensity, material.specular * factor) return Color.add(Color.add(ambient, diffuse), specular)
def intersect(self, ray): intersection = self.get_closest_intersection(ray) if not intersection: return None [index, point, angle] = intersection intensity = AngularLighting.light_intensity_from_angle(angle) angle_color = int(255 * intensity) return Color(angle_color, angle_color, angle_color)
def __init__(self, color=Color(1, 1, 1), ambient=0.1, diffuse=0.9, specular=0.9): self.id = id(self) self.color = color self.ambient = ambient self.diffuse = diffuse self.specular = specular self.shininess = 200.0 self.reflective = 0.0 self.refractive_index = 1.0 self.transparency = 0 self.pattern = None self.name = "DefaultMaterial"
def render_show_single_frame_tri(): # Create camera camera = Camera(position=Vector(0, 0, 0), rotation=Vector(0, 0, 0), height=60, width=60, focal_length=25) # Create scene scene = Scene(camera=camera) scene.set_resolution(30) # Create object obj = Triangle(Vector(0, 0, 0), Vector(10, 0, 0), Vector(4, 0, 10), Color(255, 255, 255)) # Add object to scene scene.add_object(obj) camera_position_vector = Vector(0, 12, 0) scene.camera.setPosition(camera_position_vector) scene.camera.setRotation(Vector(0, 0, 0)) s = time.time() # Render the scene to an rgb array rendered_scene = scene.render_perspective() e = time.time() print( f"{scene.camera.width * scene.resolution}x{scene.camera.height * scene.resolution} took {e - s} seconds" ) # Render the image show_image(rendered_scene, scene.camera.width * scene.resolution, scene.camera.height * scene.resolution)