Esempio n. 1
0
        public Raytracer()
        {
            camera = new Camera(this, new Vector3(0f, 1f, 0f));
            skybox = new Texture("Textures/skybox2.bmp");

            // Make the skybox use HDR:
            for (int i = 0; i < skybox.Width; i++)
            {
                for (int j = 0; j < skybox.Height; j++)
                {
                    skybox.Data[i, j] *= 1.2f;
                }
            }

            // Now we will compose the scene with a couple of objects and a couple of light sources:

            // OBJECTS:

            // white ball
            scene.AddPrimitive(new Sphere(new Vector3(0, 1.5f, -6f), 1.5f, new Material(Vector3.One, .5f, 100f)));
            // green ball
            scene.AddPrimitive(new Sphere(new Vector3(3f, 1.5f, -6f), 0.5f, new Material(new Vector3(0f, 1f, 0f), .75f, 10f)));
            // blue ball
            scene.AddPrimitive(new Sphere(new Vector3(-3f, 1.5f, -6f), 1, new Material(new Vector3(0f, 0f, 1f), .5f, 25f)));

            scene.AddPrimitive(new Quad(new Vector3(-5f, 0f, -10f), new Vector3(10f, 0f, 0f), new Vector3(0f, 10f, 0f), new Material(Vector3.One * 0.5f, 1f)));

            // normal is: Vector3.UnitY
            Texture floortexture = new Texture("Textures/floor.bmp");

            scene.AddPrimitive(new TexturedPlane(floortexture, new Vector3(.8f, 0f, -.6f), new Vector3(-.6f, 0f, -.8f), 0f, new Material(Vector3.One)));

            if (jaccoPresent)
            {
                Texture jbtexture = new Texture("Textures/jb.png");

                scene.AddPrimitive(new TexturedQuad(
                                       new Vector3(2.5f, 3f, -5.4f), new Vector3(2f, 0f, 1f), new Vector3(0f, 2f, 0f), jbtexture,
                                       new Material(Vector3.One)
                                       ));
                scene.AddPrimitive(new TexturedSphere(
                                       new Vector3(-3f, 2f, 3f),
                                       1, jbtexture, new Material(Vector3.One, .5f, 25f)
                                       ));
            }

            // .obj file
            // scene.AddPrimitive(new Mesh("Objects/little_test.obj", new Vector3(-4.5f, 1f, -4f), 1f, new Material(new Vector3(1f, 1f, 0f))));
            // scene.AddPrimitive(new Mesh("Objects/decimated_teapot.obj", new Vector3(0f, 0.5f, -2f), 1f, new Material(new Vector3(1f, 1f, 0f))));

            // LIGHT SOURCES:

            // Ambient
            scene.AddLight(new Light(Vector3.One * 0.1f));

            scene.AddLight(new PointLight(new Vector3(-3f, 2.5f, -3f), Vector3.One * 4f));
            scene.AddLight(new PointLight(new Vector3(3.3f, 4.7f, -4f), Vector3.One * 1f));
            scene.AddLight(new DirectionalLight(new Vector3(-1f, -5f, -2.5f), Vector3.One * .01f));

            Triangle arealighttriangle = new Triangle(new Vector3(-2.1f, 3f, 3f), new Vector3(-2f, 3f, 3f), new Vector3(-2f, 3f, 3.5f), new Material(Vector3.One));

            scene.AddLight(new AreaLight(arealighttriangle, arealighttriangle.material.diffuseColor * 5f));
            // scene.AddPrimitive(arealighttriangle);

            scene.AddLight(new Spotlight(new Vector3(-2f, 2f, 0f), new Vector3(0f, -1f, 0f), (float)Math.PI / 3f, Utils.BLUE * 10f));
            scene.AddLight(new Spotlight(new Vector3(3f, 3f, -3f), new Vector3(1f, -1f, 0f), (float)Math.PI / 3f, Utils.RED * 10f));
        }