private void GLControl_Load(object sender, EventArgs e) { GL.Enable(EnableCap.DepthTest); _renderer = new Renderer(); _rayTracer = new SamplesRayTracer(8, 1000, Vec2Sampling.Jittered, gLControl.Width, 10); _cameraController = new CameraController(_camera, gLControl, UpdateLastModification); _scene.AmbientLight = new AmbientLight { Color = Color.FromColor4(Color4.LightSkyBlue) }; _scene.AddModel(new Sphere { Position = new Vector3(0, 5.5f, 0), Scale = 1, Material = new MasterMaterial(new Emissive(Color.FromColor4(Color4.LightYellow), 25)) }.Load()); _scene.AddModel(new Sphere { Position = new Vector3(-2.5f, 0.5f, 2.5f), Scale = 1, Material = new MasterMaterial(new Diffuse(Color.FromColor4(Color4.Red))) }.Load()); _scene.AddModel(new Sphere { Position = new Vector3(2.5f, 0.5f, -2.5f), Scale = 1, Material = new MasterMaterial(new Diffuse(new Texture("earthmap.jpg"))) }.Load()); _scene.AddModel(new Sphere { Position = new Vector3(2.5f, 0.5f, 2.5f), Scale = 1, Material = new MasterMaterial(new Refractive(Color.FromColor4(Color4.White), 1.5f)) }.Load()); _scene.AddModel(new Sphere { Position = new Vector3(-2.5f, 0.5f, -2.5f), Scale = 1, Material = new MasterMaterial(new Reflective(Color.FromColor4(Color4.White), 0.05f)) }.Load()); _scene.AddModel(new Plane { Position = new Vector3(0, -0.5f, 0), Scale = 1, Material = new MasterMaterial(new Diffuse(Color.FromColor4(Color4.Green)), new Reflective(Color.FromColor4(Color4.White), 0.1f), new Refractive(Color.FromColor4(Color4.Green), 1)) { Parts = (0.0f, 0.8f, 0.1f, 0.0f) } }.Load());
public SettingsController(Camera camera, IncrementalRayTracer rayTracer, bool mode) { Camera = camera; RayTracer = rayTracer; AutomaticMode = mode; }