Exemplo n.º 1
0
def view_transform(from_position: Point, to: Point, up: Vector) -> Matrix:
    forward = normalize(to - from_position)
    left = cross(forward, normalize(up))
    true_up = cross(left, forward)
    orientation = Matrix([
        [left.x, left.y, left.z, 0],
        [true_up.x, true_up.y, true_up.z, 0],
        [-forward.x, -forward.y, -forward.z, 0],
        [0, 0, 0, 1],
    ])
    return orientation * translation(-from_position.x, -from_position.y,
                                     -from_position.z)
Exemplo n.º 2
0
 def normal_at(self, world_point: Point) -> Vector:
     transformer = inverse(self.transform)
     object_point = transformer * world_point
     object_normal = object_point - point(0, 0, 0)
     world_normal = transpose(transformer) * object_normal
     world_normal = vector(world_normal.x, world_normal.y,
                           world_normal.z)  # set w to 0
     return normalize(world_normal)
Exemplo n.º 3
0
def is_shadowed(world: World, point: Point) -> bool:
    if world.light is None:
        return False
    else:
        light_direction = world.light.position - point
        distance = magnitude(light_direction)
        ray = Ray(point, normalize(light_direction))
        intersections = intersect_world(world, ray)
        hit = find_hit(intersections)

        if hit is None or hit.t > distance:
            return False

        return True
Exemplo n.º 4
0
def lighting(
    m: Material,
    light: PointLight,
    point: Point,
    eye: Vector,
    normal: Vector,
    in_shadow: bool = False,
) -> Color:
    """
    Compute color at a point on the surface using the Phong Reflection Model
    Composition made up of ambient light, diffused light and specular light
    """
    effective_color = m.color * light.intensity
    ambient = effective_color * m.ambient

    if in_shadow:
        return ambient

    black = Color(0, 0, 0)
    light_direction = normalize(light.position - point)
    light_direction_cosine = dot(light_direction, normal)
    if light_direction_cosine < 0:
        # Light source is on other side of surface => only ambient lighting
        diffuse = black
        specular = black
    else:
        diffuse = effective_color * m.diffuse * light_direction_cosine

        reflection = reflect(-light_direction, normal)
        reflection_eye_cosine = dot(reflection, eye)

        if reflection_eye_cosine <= 0:
            # Light is reflected away from the eye => no specular lighting
            specular = black
        else:
            factor = reflection_eye_cosine**int(m.shininess)
            specular = light.intensity * m.specular * factor

    return ambient + diffuse + specular
Exemplo n.º 5
0
def run() -> None:
    # Eye is at (0,0, 5)
    origin = point(0, 0, 5)

    shape = Sphere()
    # shape.set_transform(scaling(0.5, 1, 1))
    shape.material.color = Color(0.9, 0.2, 1)

    light = PointLight(point(-10, 10, 10), Color(1, 1, 1))
    canvas = Canvas(CANVAS_SIZE, CANVAS_SIZE)

    for i in range(CANVAS_SIZE):
        for j in range(CANVAS_SIZE):
            target = canvas_to_world(point(i, j, 0))
            ray = Ray(origin, normalize(target - origin))
            hit = find_hit(shape.intersect(ray))
            if hit is not None:
                hit_point = position(ray, hit.t)
                normal = hit.shape.normal_at(hit_point)
                pixel_color = lighting(hit.shape.material, light, hit_point,
                                       -ray.direction, normal)
                canvas.write_pixel(i, j, pixel_color)

    PPM(canvas).save_to_file("sphere.ppm")
Exemplo n.º 6
0
def check_normal(context, var_1, var_2):
    variable_1 = context.variables[var_1]
    variable_2 = context.variables[var_2]
    assert variable_1 == normalize(variable_2)
Exemplo n.º 7
0
def assign_normalize(context, var, other_var):
    other = context.variables[other_var]
    context.variables[var] = normalize(other)
Exemplo n.º 8
0
def check_approximate_normalize(context, var, x, y, z):
    my_variable = context.variables[var]
    assert normalize(my_variable).approximately_equals(vector(x, y, z))
Exemplo n.º 9
0
def check_normalize(context, var, x, y, z):
    my_variable = context.variables[var]
    assert normalize(my_variable) == vector(x, y, z)