# s2.material = lambertianTintMaterial.clone() # s2.material.set_texture(Texture("images/moon.jpg")) # scene_test.add_objects(s2) zelda_texture = Texture("images/zelda.jpg") position = Vector3(-2.0, 0.0, 3.0) v1 = Vector3(2.0, 0.0, 0.0).multiply(zelda_texture.aspect_ratio) v2 = Vector3(0.0, 2.0, 0.0) mesh = Mesh() quadmesh.create(mesh, v1, v2, position) mesh.material = lambertianTintMaterial.clone() mesh.material.albedo = Color(1.0, 0.5, 0.5, 1.0) mesh.material.texture = zelda_texture scene_test.add_objects(mesh) c = Camera() c.fov = 90 scene_test.set_ssaa(1) scene_test.set_camera(c) # blur_kernel = np.matrix([[0.0625, 0.125, 0.0625], # [0.125, 0.25, 0.125], # [0.0625, 0.125, 0.0625]]) # sharpen_kernel = np.matrix([[ 0, -1, 0], # [-1, 5, -1], # [ 0, -1, 0]]) # unsharp_kernel = (-1.0/256)* np.matrix([[ 1, 4, 6, 4, 1], # [ 4, 16, 24, 16, 4],
light = Light(Color(1.0, 1.0, 1.0, 1.0), 1.0) light.transform.position = Vector3(0.0, 2.0, -2.0) scene_test.set_light(light) for i in range(0, total_sphere): s = Sphere(random.randint(10, 200) / 100.0) s.transform.position = Vector3(random.randint(-3, 3), random.randint(-3, 3), random.randint(2, 10)) s.albedo = Color( float(random.randint(20, 255)) * 1.0 / 255.0, float(random.randint(20, 255)) * 1.0 / 255.0, float(random.randint(20, 255)) * 1.0 / 255.0, 1.0) print("Sphere got color " + str(s.albedo)) scene_test.add_objects(s) c = Camera() c.fov = 90 scene_test.set_ssaa(1) scene_test.set_camera(c) if os.path.exists("/sdcard/Raytracing/"): render_image = "/sdcard/Raytracing/test" else: render_image = 'test' render_extension = '.gif' render_sizex = 100 render_sizey = 120