static void Main(string[] args) { Camera camera = new Camera(0, 0, Vector3D.Zero); World world = new World(camera, new Viewport(640, 640)); BasicMaterialProperties bmp1 = new BasicMaterialProperties(Color.Red, 0.2f, 0.8f); BasicMaterialProperties bmp2 = new BasicMaterialProperties(Color.Blue, 0.2f, 0.8f); BasicMaterialProperties bmp3 = new BasicMaterialProperties(Color.White, 0.2f, 0.8f); Material red = new Material(bmp1, true, world); Material blue = new Material(bmp2, true, world); Material white = new Material(bmp3, true, true, 3f, world); SceneObject s1 = new SceneObject(new Sphere(50, new Vector3D(50, 0, 100)), red); SceneObject s2 = new SceneObject(new Sphere(50, new Vector3D(0, -30, 100)), white); SceneObject s3 = new SceneObject(new Sphere(50, new Vector3D(-50, 0, 100)), blue); BasicMaterialProperties bmp4 = new BasicMaterialProperties(Color.White, 0, 1); Material green = new Material(bmp4, true, world); SceneObject pl = new SceneObject(new CircularFrame(new Vector3D(0, 0, 180), 200, new Plane(new Vector3D(0, 0, 160), new Vector3D(0, 1, 1))), green); world.AddLight(new Light(new Vector3D(0, 60, 100f))); world.AddSceneObject(s1); world.AddSceneObject(s2); world.AddSceneObject(s3); world.AddSceneObject(pl); world.Render().Save("rendered3.png"); }
private Ray GetReflectedRay(Ray r, SceneObject hitObject) { Vector3D n = hitObject.Geometry.GetNormalAtPoint(hitObject.Material.Hitpoint); float k = (-1f) * r.Direction * n; return new Ray(hitObject.Material.Hitpoint, r.Direction + (2 * k * n), hitObject); }
private Ray GetRefractedRay(Ray r, SceneObject hitObject) { Vector3D n = hitObject.Geometry.GetNormalAtPoint(hitObject.Material.Hitpoint); float n1 = r.ObjectAtEmission.Material.RefractiveIndex; float n2 = hitObject.Material.RefractiveIndex; float ri = n1 / n2; float c1 = -(n * r.Direction); float c2 = (float)Math.Sqrt(1f - ri * ri * (1f - c1 * c1)); Vector3D dir = (ri * r.Direction) + (ri * c1 - c2) * n; return new Ray(hitObject.Material.Hitpoint, dir, hitObject); }
public void AddSceneObject(SceneObject so) { sceneObjects.Add(so); }
public Ray(Vector3D origin, Vector3D direction, SceneObject objectAtEmission) { this.origin = origin; this.direction = direction; this.emissionObject = objectAtEmission; }
public Ray(Vector3D origin, Vector3D direction) { this.origin = origin; this.direction = direction; this.emissionObject = SceneObject.Air; }