コード例 #1
0
        public static void Go()
        {
            int screen_w = BitmapEcran.GetWidth(), screen_h = BitmapEcran.GetHeight();
            V3  camera_position = new V3(screen_w / 2, -400, screen_h / 2);


            /* Lights */

            // Light sources
            V3      key_light_dir   = new V3(-1, 1, -1);
            Couleur key_light_color = new Couleur(0.8f, 0.8f, 0.8f);
            //Lights.add_light(key_light_dir, key_light_color);

            V3      fill_light_dir   = new V3(1, 1, -1);
            Couleur fill_light_color = new Couleur(0.5f, 0.5f, 0.5f);
            //Lights.add_light(fill_light_dir, fill_light_color);

            V3      point_light_position = new V3(screen_w * 0.5f, Scene.max_y_position / 2, screen_h - 43);
            Couleur point_light_color    = new Couleur(1f, 1f, 1f);

            Lights.add_light(point_light_position, point_light_color, true);

            /* Objects */
            // list of all objects appearing on screen
            List <Object> objects_on_screen = new List <Object>();

            Scene.Room(ref objects_on_screen);
            Scene.Boxes(ref objects_on_screen);
            Scene.Mirror(ref objects_on_screen);
            Scene.Bed(ref objects_on_screen);
            Scene.Ball(ref objects_on_screen);
            Scene.Shelf(ref objects_on_screen);

            // Creates and initialize Z_buffer/ray casting activate + determines the camera position
            Elements.inicialize_Elements(camera_position, true, objects_on_screen);

            // Plot all objects on the screen with the ray casting method

            /*for (int i = 0; i < screen_w; i++)
             * {
             *  for(int j = 0; j < screen_h; j++)
             *  {
             *      Elements.RayCasting(new V3(i, 0, j), objects_on_screen);
             *  }
             * }*/

            V3      ray_direction;
            Couleur c;

            for (int i = 0; i < screen_w; i++)
            {
                for (int j = 0; j < screen_h; j++)
                {
                    ray_direction = new V3(i, 0, j) - Elements.camera_position;
                    ray_direction.Normalize();
                    c = Elements.RayTracer(Elements.camera_position, ray_direction, 0);
                    BitmapEcran.DrawPixel(i, j, c);
                }
            }
        }
コード例 #2
0
ファイル: Object.cs プロジェクト: stelaespindola/3DRoom
        /* Prints the pixel of point P on the screen:
         *
         *  receives the color of the pixel without the lights
         *  and the normal vector.
         *
         *  if P is set outside of the screen bounds, doesn't print anything
         *
         *  compare its position on the Z_Buffer
         *
         *  draws the pixel with its final color (adding the lights effects)
         */
        public int printPixel(V3 P, Couleur color)
        {
            int x, y, z;

            x = (int)P.x;
            y = (int)P.y;
            z = (int)P.z;


            if (x < 0 || x >= BitmapEcran.GetWidth() || z < 0 || z >= BitmapEcran.GetHeight())
            {
                return(-1);
            }
            if (Elements.raycasting) // using ray casting
            {
                BitmapEcran.DrawPixel(x, z, color);
            }
            else
            { //using Z-Buffer
                if (y < Elements.Z_Buffer[x, z])
                {
                    Elements.Z_Buffer[x, z] = y;
                    BitmapEcran.DrawPixel(x, z, color);
                }
            }

            return(0);
        }
コード例 #3
0
ファイル: Scene.cs プロジェクト: VB6Hobbyst7/Moteur-3D
 //dessine tous les objets de la scène
 public void DrawScene()
 {
     for (int x_ecran = 0; x_ecran <= BitmapEcran.GetWidth(); x_ecran++)
     {
         for (int y_ecran = 0; y_ecran <= BitmapEcran.GetHeight(); y_ecran++)
         {
             V3 PosPixScene = new V3(x_ecran, 0, y_ecran);
             V3 DirRayon    = PosPixScene - PosCamera;
             DirRayon.Normalize();
             Couleur C = RayCast(PosCamera, DirRayon, Objets);
             BitmapEcran.DrawPixel(x_ecran, y_ecran, C);
         }
     }
 }
コード例 #4
0
 static public void inicialize_Elements(V3 camera_position, bool raycasting, List <Object> objects_on_screen)
 {
     Elements.raycasting        = raycasting;
     Elements.camera_position   = camera_position;
     Elements.objects_on_screen = objects_on_screen;
     if (!raycasting)
     {
         int x_ecran = BitmapEcran.GetWidth();
         int z_ecran = BitmapEcran.GetHeight();
         Z_Buffer = new float[x_ecran, z_ecran];
         //Initializer le Z_Buffer
         for (int i = 0; i < x_ecran; i++)
         {
             for (int j = 0; j < z_ecran; j++)
             {
                 Z_Buffer[i, j] = int.MaxValue;
             }
         }
     }
 }
コード例 #5
0
        public void DessineRaycast()
        {
            V3 camera = new V3((float)BitmapEcran.GetWidth() / 2, (float)BitmapEcran.GetWidth() * -1.5f, (float)BitmapEcran.GetHeight() / 2);

            int xmax = BitmapEcran.GetWidth();
            int ymax = BitmapEcran.GetHeight();

            Couleur[,] colorbuffer = new Couleur[xmax, ymax];
            for (int x_ecran = 0; x_ecran < BitmapEcran.GetWidth(); x_ecran++)
            {
                for (int y_ecran = 0; y_ecran < BitmapEcran.GetHeight(); y_ecran++)
                {
                    V3 pixel = new V3((float)x_ecran, 0, (float)y_ecran);
                    V3 rayon = pixel - camera;
                    rayon.Normalize();
                    colorbuffer[x_ecran, y_ecran] = Raycast(camera, rayon);

                    BitmapEcran.DrawPixel(x_ecran, y_ecran, colorbuffer[x_ecran, y_ecran]);
                }
            }
        }
コード例 #6
0
ファイル: ProjetEleve.cs プロジェクト: VB6Hobbyst7/Moteur-3D
        public static void Start()
        {
            //création de la scène qui va contenir les objets
            Scene mainScene = new Scene();

            //couleurs
            Couleur blanc  = new Couleur(1, 1, 1);
            Couleur rouge  = new Couleur(0.9f, 0, 0);
            Couleur jaune  = new Couleur(1, 1, 0);
            Couleur vert   = new Couleur(0, 1, 0);
            Couleur cyan   = new Couleur(0, 1, 1);
            Couleur bleu   = new Couleur(0, 0, 1);
            Couleur violet = new Couleur(1, 0, 1);
            Couleur gris   = new Couleur(0.5f, 0.5f, 0.5f);
            Couleur noir   = new Couleur(0, 0, 0);

            //========== Lumières ==========
            //lumière ambiante


            //lumières directionnelles
            V3 directionLumièreDirectionnelle;
            V3 positionLumièrePoint;
            LumiereDirectionnelle lumiereDirerectionnelle;
            LumierePoint          lumierePoint;

            LumiereAmbiante LumAmb = new LumiereAmbiante(new Couleur(0.3f, 0.3f, 0.3f));

            mainScene.SetLumAmb(LumAmb);

            directionLumièreDirectionnelle = new V3(0, -1, 0);
            lumiereDirerectionnelle        = new LumiereDirectionnelle(new Couleur(0.5f, 0.5f, 0.5f), directionLumièreDirectionnelle);
            //mainScene.AddLumDir(lumiereDirerectionnelle);

            positionLumièrePoint = new V3(400, 1, 400);
            lumierePoint         = new LumierePoint(new Couleur(0.5f, 0.5f, 0.5f), positionLumièrePoint);
            mainScene.AddLum(lumierePoint);

            positionLumièrePoint = new V3(BitmapEcran.GetWidth() / 2, 0, BitmapEcran.GetHeight() / 2);
            lumierePoint         = new LumierePoint(new Couleur(0.5f, 0.5f, 0.5f), positionLumièrePoint);
            mainScene.AddLum(lumierePoint);



            //directionLumièreDirectionnelle = new V3(-1, -1, -1);
            //lumiereDirerectionnelle = new LumiereDirectionnelle(new Couleur(0,0, 0.7f), directionLumièreDirectionnelle);
            //mainScene.AddLumDir(lumiereDirerectionnelle);

            //========== Matériaux ==========
            Materiel Blanc  = new Materiel(blanc / 1.2f, new Texture("bump38.jpg"), 50, 1);
            Materiel test   = new Materiel(new Texture("test.jpg"), new Texture("test.jpg"), 200, 3);
            Materiel or     = new Materiel(new Texture("gold.jpg"), new Texture("gold_Bump.jpg"), 200, 0.7f);
            Materiel plomb  = new Materiel(new Texture("lead.jpg"), new Texture("lead_bump.jpg"), 50, 1);
            Materiel brique = new Materiel(new Texture("brickwork-texture.jpg"), new Texture("brickwork-bump-map.jpg"), 500, 1);
            Materiel rock   = new Materiel(new Texture("rock.jpg"), new Texture("rock.jpg"), 500, 1);
            Materiel stone  = new Materiel(new Texture("rock.jpg"), new Texture("rock.jpg"), 500, 1);
            Materiel fibre  = new Materiel(new Texture("rock.jpg"), new Texture("rock.jpg"), 500, 1);
            Materiel Blob   = new Materiel(blanc / 1.2f, new Texture("bump.jpg"), 50, 1);


            //========== Objets ==========
            V3        center;
            Sphere    s;
            Rectangle r;

            //Boule Or
            center = new V3(600, 300f, 200);
            s      = new Sphere(center, 50, or);
            mainScene.AddObjet3D(s);

            //Boule Or
            center = new V3(200, 200, 100);
            s      = new Sphere(center, 150, Blob);
            mainScene.AddObjet3D(s);

            //Boule Plomb
            center = new V3(800, 1000, 400);
            s      = new Sphere(center, 100, plomb);
            mainScene.AddObjet3D(s);

            //Boule Brique
            center = new V3(300, 1000, 400);
            s      = new Sphere(center, 150, Blanc);
            mainScene.AddObjet3D(s);

            //Rectangle brique Gauche
            V3 A = new V3(0, 0, 0);
            V3 B = new V3(0, 2000, 0);
            V3 C = new V3(0, 0, 800);

            r = new Rectangle(A, B, C, brique);
            mainScene.AddObjet3D(r);

            //Rectangle brique Droit
            A = new V3(1000, 2000, 0);
            B = new V3(1000, 0, 0);
            C = new V3(1000, 2000, 800);
            r = new Rectangle(A, B, C, brique);
            mainScene.AddObjet3D(r);

            //Rectangle brique Fond
            A = new V3(0, 2000, 0);
            B = new V3(1000, 2000, 0);
            C = new V3(0, 2000, 800);
            r = new Rectangle(A, B, C, brique);
            mainScene.AddObjet3D(r);

            //Rectangle brique Bas
            A = new V3(0, 0, 0);
            B = new V3(1000, 0, 0);
            C = new V3(0, 2000, 0);
            r = new Rectangle(A, B, C, brique);
            mainScene.AddObjet3D(r);

            A = new V3(400, 0, 0);
            B = new V3(190, -50, 0);
            C = new V3(0, 0, 190);
            r = new Rectangle(A, B, C, brique);
            //mainScene.AddObjet3D(r);


            //Affichage de la scène
            mainScene.DrawScene();
        }
コード例 #7
0
ファイル: Scene.cs プロジェクト: VB6Hobbyst7/Moteur-3D
        //récupère la couleur du pixel en prenant compte des lumières de la scène
        public Couleur CouleurEclairee(V3 position, V3 normal, Couleur couleurDeBase, Materiel mat, Objet3D ObjetToDraw)
        {
            //initialisation de la couleur
            Couleur couleurFinale = new Couleur(0, 0, 0);


            //---------------------------Lumiere AMBIANTE----------------------------------//
            if (LumAmb != null)
            {
                couleurFinale += new Couleur(couleurDeBase * LumAmb.Couleur);
            }

            if (Lumieres.Count > 0)
            {
                foreach (Lumiere l in Lumieres)
                {
                    V3 DirectionLumiere = l.getDirection(position);
                    DirectionLumiere.Normalize();



                    if (!CheckIfObjectBetweenLightSource(DirectionLumiere, position, ObjetToDraw))
                    {
                        //Console.WriteLine("Je dessine la lumière");
                        //-------------------------------Lumiere DIFFUSE------------------------------------//
                        float diff = Math.Max((DirectionLumiere * normal), 0);
                        couleurFinale += new Couleur((couleurDeBase * l.getCouleur()) * diff);

                        //--------------------------------Reflet SPECULAIRE--------------------------------//
                        float forceSeculaire            = mat.GetForceSpeculaire();
                        V3    positionOeil              = new V3(BitmapEcran.GetHeight() / 2, -3000, BitmapEcran.GetWidth() / 2);
                        V3    directionDuRayonReflechis = new V3(2 * normal - DirectionLumiere);
                        directionDuRayonReflechis.Normalize();
                        V3 directionObservateur = new V3(positionOeil - position);
                        directionObservateur.Normalize();

                        couleurFinale += new Couleur(l.getCouleur() * (float)Math.Pow((directionDuRayonReflechis * directionObservateur), forceSeculaire));
                    }
                }
            }
            return(couleurFinale);
        }