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 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())