Esempio n. 1
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 def getColorFromRay(self, scene, vec, viewPoint, recur=0):
     """ Given other objects in the scene, return the color at the specified point.
         @param scene: Scene object this World Object belongs to.
         @param vec: (x,y,z) Vector point to return the current color of. NOTE: We're
           assuming the passed in vec is on the surface of this object, that value is
           caclulated at using self.intersection(), but we avoid calculating it again.
         @param viewPoint: Current viewpoint we're looking at this object from.
         @param recur: Recursion Level (we'll stop at 3)
     """
     # Calculate Color from Ambient Light
     surfaceColor = self.surfaceColor(vec)
     colorPoint = self._getColorAmbient(scene, vec, surfaceColor)
     # Calculate Color from Light Sources
     for light in scene.lights:
         colorFromLight = self._getColorFromLight(scene, vec, light,
                                                  viewPoint, surfaceColor)
         colorPoint = color.add(colorPoint, colorFromLight)
     # Calculate Color from Reflection
     if (self.kr) and (recur <= 3):
         colorReflect = self._getColorFromReflect(scene, vec, viewPoint,
                                                  recur)
         colorPoint = color.add(colorPoint, colorReflect)
     # Calculate Color from Refraction
     if (self.kt) and (recur <= 3):
         colorRefract = self._getColorFromRefract(scene, vec, viewPoint,
                                                  recur)
         colorPoint = color.add(colorPoint, colorRefract)
     return colorPoint
Esempio n. 2
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    def calculateShading(self, intersection, depth):
        point = intersection[1]
        shape = intersection[2]
        normal = shape.getNormalAtPoint(point)
        incident_vector = (point - self.camera.position).normalized()
        shapeColor = shape.getColorAtPoint(point)
        log.debug("Shading {0} {1}".format(shape, point))

        # ambient portion
        result = color.component_scale(shapeColor, [x/255 for x in self.ambient_light])

        specular_lights = []
        for light in self.lights:
            # shadow
            lightDir = (light.position - point).normalized()
            lightDist = (light.position - point).magnitude()
            shadowed = False
            for shape in self.shapes:
                try:
                    dist, point = shape.intersection(lightDir, point + (normal * 0.001))
                    if dist <= lightDist:
                        shadowed = True
                        log.debug("Shadowed by {0} at distance {1}".format(shape, dist))
                        break
                except TypeError:
                    pass

            if not shadowed:
                # diffuse
                diffIntensity = min(max(lightDir * normal, 0), 1)
                diff = color.scale(light.color, diffIntensity)
                diff = color.component_scale(shapeColor, [x/255 for x in diff])
                log.debug("Diff: {0} (intensity {1})".format(diff, diffIntensity))
                result = color.add(result, diff)

                if diffIntensity > 0:
                    specular_lights.append(light)

        # reflection
        if shape.material.reflection > 0:
            reflective_vector = incident_vector - (2 * (incident_vector * normal) * normal)
            reflective_component = self.fireRay(reflective_vector, point + (normal * 0.001), depth + 1)
            result = color.scale(result, 1 - shape.material.reflection)
            result = color.add(result, color.scale(reflective_component, shape.material.reflection))

        for light in specular_lights:
            # blinn-phong
            viewDir = -incident_vector
            halfDir = (lightDir + viewDir).normalized()
            specAngle = min(max(halfDir * normal, 0), 1)
            specIntensity = specAngle ** shape.material.hardness
            spec = color.scale(light.color, specIntensity)
            spec = color.scale(spec, shape.material.specular)
            result = color.add(result, spec)

        return result
Esempio n. 3
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 def _getColorFromLight(self, scene, vec, light, viewPoint, surfaceColor):
     """ Return the color of this point on the World Object prodecuded by the
         the specified light source.
         @param scene:  Scene object this World Object belongs to.
         @param vec:  (x,y,z) Vector point to return the current color of.
         @param light:  Light object to use when calculating color.
         @param viewPoint:  Current viewpoint we're looking at this object from.
     """
     # Calculate some variables to work with
     normObject = self.normal(vec)
     normLight = (light.center - vec).normalize()
     isShadow = scene.isShadow(vec, light, self)
     # Calculate the color from Lamberts Diffuse Algorithm
     kd = [self.kd, self.kd * 0.3][isShadow]
     factorLambert = max(normObject * normLight, 0)
     colorLambert = color.mul(surfaceColor, factorLambert)
     colorLambert = color.mul(colorLambert, kd)
     # Calculate the color from Phongs Highlight Algorithm
     colorPhong = (0, 0, 0)
     if (not isShadow):
         normReflect = normLight.reflect(normObject)
         normToView = (viewPoint - vec).normalize()
         factorPhong = pow(max(normReflect * normToView, 0), self.se)
         colorPhong = color.mul(light.color, factorPhong)
         colorPhong = color.mul(colorPhong, self.ks)
     return color.add(colorLambert, colorPhong)
Esempio n. 4
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 def get_at(self, pos):
     """ Return the color at the specified point.
         @param pos: (x,y) Position in the window to return the color of.
     """
     obj, vec = self.getVisibleObject(pos)
     if (obj):
         # Update coordinfo (for footer); And return object's color
         objName = obj.__class__.__name__
         simpVec = tuple(map(int, vec.val()))
         self.coordinfo[pos] = "%s: %s" % (objName, simpVec)
         return obj.get_at(self, vec)
     else:
         # TODO: This should be removed, its a fake BG for prog1
         vec = Vector(pos[0], pos[1], 0)
         bgColor = (255, 255, 255)
         bgkd = 0.7
         colorPoint = color.mul(bgColor, self.ka)
         for light in self.lights:
             normLight = (light.center - vec).normalize()
             isShadow = self.isShadow(vec, light)
             # Calculate the color from Lamberts Diffuse Algorithm
             kd = [bgkd, bgkd * 0.3][isShadow]
             factorLambert = max(Vector(0, 0, 1) * normLight, 0)
             colorLambert = color.mul(bgColor, factorLambert)
             colorLambert = color.mul(colorLambert, kd)
             colorPoint = color.add(colorPoint, colorLambert)
         return colorPoint
     return None
Esempio n. 5
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	def __call__(self, time, delta):
		frames=[]
		for source in self.sources:
			frames.append(source(time,delta))
		firstFrame=frames[0]

		#cubes
		c=[]	
		for i in range(len(firstFrame[0])):
			c.append([])
			for j in range(len(firstFrame[0][i])):
				c[i].append([])
				for k in range(len(firstFrame[0][i][j])):
					c[i][j].append([])
					currentSum=firstFrame[0][i][j][k]
					for iFrame in range(1,len(frames)):
						currentSum=color.add(currentSum,frames[iFrame][0][i][j][k])
						
					c[i][j][k]=currentSum
					
		#leaves
		l=[]
		for i in range(len(firstFrame[1])):
			l.append([])
			for j in range(len(firstFrame[1][i])):
				l[i].append([])			
				currentSum=firstFrame[1][i][j]
				for iFrame in range(1,len(frames)):
					currentSum=color.add(currentSum,frames[iFrame][1][i][j])
					
				l[i][j]=currentSum
				
		#fissures
		f=[]	
		for i in range(len(firstFrame[2])):
			f.append([])			
			currentSum=firstFrame[2][i]
			for iFrame in range(1,len(frames)):
				currentSum=color.add(currentSum,frames[iFrame][2][i])
				
			f[i]=currentSum
					
		return [c,l,f]
Esempio n. 6
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def AddFrames(frames):
	firstFrame=frames[0]

	#cubes
	c=[]	
	for i in range(len(firstFrame[0])):
		c.append([])
		for j in range(len(firstFrame[0][i])):
			c[i].append([])
			for k in range(len(firstFrame[0][i][j])):
				c[i][j].append([])
				currentSum=firstFrame[0][i][j][k]
				for iFrame in range(1,len(frames)):
					currentSum=color.add(currentSum,frames[iFrame][0][i][j][k])
					
				c[i][j][k]=currentSum
				
	#leaves
	l=[]
	for i in range(len(firstFrame[1])):
		l.append([])
		for j in range(len(firstFrame[1][i])):
			l[i].append([])			
			currentSum=firstFrame[1][i][j]
			for iFrame in range(1,len(frames)):
				currentSum=color.add(currentSum,frames[iFrame][1][i][j])
				
			l[i][j]=currentSum
			
	#fissures
	f=[]	
	for i in range(len(firstFrame[2])):
		f.append([])			
		currentSum=firstFrame[2][i]
		for iFrame in range(1,len(frames)):
			currentSum=color.add(currentSum,frames[iFrame][2][i])
			
		f[i]=currentSum
				
	return [c,l,f]
Esempio n. 7
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 def get_at(self, scene, vec):
     """ Given other objects in the scene, return the color at the specified point.
         @param scene:  Scene object this Sphere belongs to.
         @param vec:    (x,y,z) Vector point to return the current color of.  NOTE: We're
                        assuming the passed in vec is on the surface of this object,
                        that value is caclulated at using self.intersection(), but we want
                        to avoid calculating it again.
     """
     colorPoint = self._getColorAmbient(scene)
     for light in scene.lights:
         colorFromLight = self._getColorFromLight(scene, vec, light)
         colorPoint = color.add(colorPoint, colorFromLight)
     return colorPoint