示例#1
0
    def default(cls):
        world = cls()
        world.add_light(PointLight(point(-10, 10, -10), color(1, 1, 1)))

        sphere1 = Sphere()
        mat = Material()
        mat.color = color(0.8, 1.0, 0.6)
        mat.diffuse = 0.7
        mat.specular = 0.2
        sphere1.material = mat

        sphere2 = Sphere()
        sphere2.set_transform(scaling(0.5, 0.5, 0.5))

        world.objects.append(sphere1)
        world.objects.append(sphere2)

        return world
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#3
0
def render_scene_with_plane():
    floor = Plane()
    floor.set_transform(scaling(10, 0.01, 10))
    # floor.set_transform(
    # multiply_matrix(translation(0, 0.33, 0), scaling(10, 0.01, 10)))
    floor.material = Material()
    floor.material.color = color(1, 0.9, 0.9)
    floor.material.specular = 0

    # left_wall = Plane()
    # left_wall.set_transform(
    #     multiply_matrix(
    #         translation(0, 0, 5),
    #         multiply_matrix(rotation_y(-pi / 4),
    #                  multiply_matrix(rotation_x(pi / 2), scaling(10, 0.01, 10)))))
    # left_wall.material = floor.material

    # right_wall = Plane()
    # right_wall.set_transform(
    #     multiply_matrix(
    #         translation(0, 0, 5),
    #         multiply_matrix(rotation_y(pi / 4),
    #                  multiply_matrix(rotation_x(pi / 2), scaling(10, 0.01, 10)))))

    middle = Sphere()
    middle.set_transform(translation(-0.5, 1, 0.5))
    middle.material = Material()
    middle.material.pattern = StripePattern(color(0.6, 1.0, 0.6),
                                            color(0.3, 0.6, 0.3))
    middle.material.color = color(0.1, 1, 0.5)
    middle.material.diffuse = 0.7
    middle.material.specular = 0.3

    middle.material.pattern.set_transform(
        multiply_matrix(scaling(0.2, 0.2, 0.2), rotation_y(pi / 4)))

    right = Sphere()
    right.set_transform(
        multiply_matrix(translation(1.5, 0.5, -0.5), scaling(0.5, 0.5, 0.5)))
    right.material = Material()
    right.material.color = color(0.5, 1, 0.1)
    # right.material.diffuse = 0.7
    right.material.diffuse = 0.2
    right.material.specular = 0.3
    right.material.reflective = 0.7

    left = Sphere()
    left.set_transform(
        multiply_matrix(translation(-1.5, 0.33, -0.75),
                        scaling(0.33, 0.33, 0.33)))
    left.material = Material()
    left.material.color = color(1, 0.8, 0.1)
    left.material.diffuse = 0.7
    left.material.specular = 0.3

    world = World()
    world.add_light(PointLight(point(-10, 10, -10), color(1, 1, 1)))
    world.objects.append(floor)
    # world.objects.append(left_wall)
    # world.objects.append(right_wall)
    world.objects.append(middle)
    world.objects.append(right)
    world.objects.append(left)

    camera = Camera(600, 500, pi / 3)
    camera.set_transform(
        view_transform(point(0, 1.5, -5), point(0, 1, 0), vector(0, 1, 0)))
    # camera.set_transform(
    # view_transform(point(0, 4, -1), point(0, 1, 0), vector(0, 1, 0)))

    canvas = RayTracer().render(camera, world)
    ppm = canvas.to_ppm()
    outf = open('render_scene_with_plane.ppm', 'w')
    outf.write(ppm)
def render_simple_scene():
    floor = Sphere()
    floor.set_transform(scaling(10, 0.01, 10))
    floor.material = Material()
    floor.material.color = color(1, 0.9, 0.9)
    floor.material.specular = 0

    left_wall = Sphere()
    left_wall.set_transform(
        multiply_matrix(
            translation(0, 0, 5),
            multiply_matrix(
                rotation_y(-pi / 4),
                multiply_matrix(rotation_x(pi / 2), scaling(10, 0.01, 10)))))
    left_wall.material = floor.material

    right_wall = Sphere()
    right_wall.set_transform(
        multiply_matrix(
            translation(0, 0, 5),
            multiply_matrix(
                rotation_y(pi / 4),
                multiply_matrix(rotation_x(pi / 2), scaling(10, 0.01, 10)))))
    right_wall.material = floor.material

    middle = Sphere()
    middle.set_transform(translation(-0.5, 1, 0.5))
    middle.material = Material()
    middle.material.color = color(0.1, 1, 0.5)
    middle.material.diffuse = 0.7
    middle.material.specular = 0.3

    right = Sphere()
    right.set_transform(
        multiply_matrix(translation(1.5, 0.5, -0.5), scaling(0.5, 0.5, 0.5)))
    right.material = Material()
    right.material.color = color(0.5, 1, 0.1)
    right.material.diffuse = 0.7
    right.material.specular = 0.3

    left = Sphere()
    left.set_transform(
        multiply_matrix(translation(-1.5, 0.33, -0.75),
                        scaling(0.33, 0.33, 0.33)))
    left.material = Material()
    left.material.color = color(1, 0.8, 0.1)
    left.material.diffuse = 0.7
    left.material.specular = 0.3

    world = World()
    world.add_light(PointLight(point(-10, 10, -10), color(1, 1, 1)))
    world.objects.append(floor)
    world.objects.append(left_wall)
    world.objects.append(right_wall)
    world.objects.append(middle)
    world.objects.append(right)
    world.objects.append(left)

    camera = Camera(600, 500, pi / 3)
    camera.set_transform(
        view_transform(point(0, 1.5, -5), point(0, 1, 0), vector(0, 1, 0)))

    canvas = RayTracer().render(camera, world)

    with open('render_simple_scene.ppm', 'w') as out_file:
        out_file.write(canvas.to_ppm())