示例#1
0
    def render(self, camera, world):
        """render world into canvas"""

        image = Canvas(camera.horizontal_size_px, camera.vertical_size_px)

        for y in range(camera.vertical_size_px):
            for x in range(camera.horizontal_size_px):
                ray = camera.ray_for_pixel(x, y)
                color = world.color_at(ray)
                image.set_pixel(x, y, color)

        return image
示例#2
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    def render_part(self, pid, camera, world, hmin, hmax, part_file):
        """ """
        tqdm_text = "#" + "{}".format(pid).zfill(3)

        image = Canvas(camera.horizontal_size_px, hmax - hmin)

        pbar = tqdm(total=hmax - hmin, desc=tqdm_text, position=pid)
        for y in range(hmin, hmax):
            for x in range(camera.horizontal_size_px):
                ray = camera.ray_for_pixel(x, y)
                color = world.color_at(ray)
                image.set_pixel(x, y - hmin, color)
            pbar.update(1)

        with open(part_file, 'w') as outf:
            outf.write(image.pixels_to_string())
示例#3
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def main():
    p = dict(position=point(0, 1, 0),
             velocity=multiply(normalize(vector(1, 1.8, 0)), 11.25))
    e = dict(gravity=vector(0, -0.1, 0), wind=vector(-0.01, 0, 0))
    c = Canvas(900, 550)

    while p['position'][1] > 0.0:
        print(
            f"position {p['position'][0]}, {p['position'][1]}, {p['position'][2]}"
        )
        c.set_pixel(round(p['position'][0]),
                    c.height - round(p['position'][1]), color(0.0, 1.0, 0.0))
        p = tick(e, p)

    with open('cannon.ppm', 'w') as out_file:
        out_file.write(c.to_ppm())
def main():
    c = Canvas(500, 500)

    p = point(0, 0, 1)

    translate = translation(250, 0, 250)
    scale = scaling(100, 0, 100)

    for h in range(12):
        r = rotation_y(h * pi / 6)
        transform = multiply_matrix(translate, multiply_matrix(scale, r))
        p2 = multiply_tuple(transform, p)
        print(f"position ({p2[0]}, {p2[1]}, {p2[2]})")
        c.set_pixel(round(p2[0]), c.height - round(p2[2]),
                    color(0.0, 1.0, 0.0))

    with open('clock.ppm', 'w') as out_file:
        out_file.write(c.to_ppm())
def main():
    canvas_pixels = 500
    canvas = Canvas(canvas_pixels, canvas_pixels)
    shape = Sphere()

    # assign material
    shape.material = Material()
    shape.material.color = color(1, 0.2, 1)

    light_position = point(-10, 10, -10)
    light_color = color(1, 1, 1)
    light = PointLight(light_position, light_color)

    ray_origin = point(0, 0, -5)
    wall_z = 10
    wall_size = 7.0

    pixel_size = wall_size / canvas_pixels
    half = wall_size / 2

    for y in range(canvas_pixels):
        world_y = half - pixel_size * y

        for x in range(canvas_pixels):
            world_x = -half + pixel_size * x

            pos = point(world_x, world_y, wall_z)

            r = Ray(ray_origin, normalize(subtract(pos, ray_origin)))
            xs = shape.intersect(r)

            shape_hit = hit(xs)
            if shape_hit is not None:
                hit_point = r.position_at(shape_hit.t)
                normal = shape_hit.object.normal_at(hit_point)
                eye = negate(r.direction)
                px_color = lighting(shape_hit.object.material,
                                    shape_hit.object, light, hit_point, eye,
                                    normal)
                canvas.set_pixel(x, y, px_color)

    with open('render_phong_sphere.ppm', 'w') as out_file:
        out_file.write(canvas.to_ppm())
示例#6
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def main():
    canvas_pixels = 400
    canvas = Canvas(canvas_pixels, canvas_pixels)
    red = color(1, 0, 0)
    shape = Sphere()

    # shrink it along the y axis
    #shape.set_transform(scaling(1, 0.5, 1))
    # shrink it along the x axis
    #shape.set_transform(scaling(0.5, 1, 1))
    # shrink it, and rotate it!
    # shape.set_transform(multiply_matrix(rotation_z(pi / 4), scaling(0.5, 1,
    #                                                                 1)))
    # shrink it, and skew it!
    # shape.set_transform(
    #     multiply_matrix(shearing(1, 0, 0, 0, 0, 0), scaling(0.5, 1, 1)))

    ray_origin = point(0, 0, -5)
    wall_z = 10
    wall_size = 7.0

    pixel_size = wall_size / canvas_pixels
    half = wall_size / 2

    for y in range(canvas_pixels):
        world_y = half - pixel_size * y

        for x in range(canvas_pixels):
            world_x = -half + pixel_size * x

            pos = point(world_x, world_y, wall_z)

            r = Ray(ray_origin, normalize(subtract(pos, ray_origin)))
            xs = shape.intersect(r)

            if hit(xs) is not None:
                canvas.set_pixel(x, y, red)

    with open('render_sphere.ppm', 'w') as out_file:
        out_file.write(canvas.to_ppm())
示例#7
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from math import pi as PI
from core import Vector, Canvas, Camera, Scene, LightSource
from core.dynamics import rotate, oscillate, combine
from shapes import Sphere, Cuboid

# Camera
canvas = Canvas(Vector(60, 30))
camera = Camera(Vector(3, 3, 0), Vector(0, 0, 1), canvas, PI / 3, 13)
camera.advance = combine(rotate(Vector(3, 3, 5), -2 * PI / 60), )

main_light = LightSource(Vector(2, 4.5, 1), 9)
secondary_light = LightSource(Vector(6, 3, 7), 4)
lights = [main_light, secondary_light]

# Objects
body = Cuboid(Vector(3, 3, 5), Vector(1.2, 3, 1))
head = Sphere(Vector(3, 4.5, 5), 0.8)
balls = [Sphere(Vector(x, 1, 5), 1) for x in [2, 4]]
wall = Cuboid(Vector(3, 3, 11), Vector(10, 10, 1))
corner = Cuboid(Vector(-3, 3, 5), Vector(1, 10, 10))
floor = Cuboid(Vector(3, 0, 5), Vector(10, 1, 10))
objects = [body, head, wall, corner, floor] + balls

# Scene
scene = Scene("bigben", camera, lights, objects, frame_count=60)
def step_impl(context, w, h):
    context.c = Canvas(w, h)