コード例 #1
0
ファイル: Box.cs プロジェクト: akavasis/RaytracingTheNextWeek
        public Box(Vector3 p0, Vector3 p1, Material ptr)
            : this()
        {
            box_min = p0;
            box_max = p1;

            sides.Add(new XY_rect(p0.X, p1.X, p0.Y, p1.Y, p1.Z, ptr));
            sides.Add(new Flip_face(
                          new XY_rect(p0.X, p1.X, p0.Y, p1.Y, p0.Z, ptr)));

            sides.Add(new XZ_rect(p0.X, p1.X, p0.Z, p1.Z, p1.Y, ptr));
            sides.Add(new Flip_face(
                          new XZ_rect(p0.X, p1.X, p0.Z, p1.Z, p0.Y, ptr)));

            sides.Add(new YZ_rect(p0.Y, p1.Y, p0.Z, p1.Z, p1.X, ptr));
            sides.Add(new Flip_face(
                          new YZ_rect(p0.Y, p1.Y, p0.Z, p1.Z, p0.X, ptr)));
        }
コード例 #2
0
        public static Hitable_List Final_scene()
        {
            Hitable_List boxes1 = new Hitable_List();
            var          ground = new Lambertian(new Solid_Color(0.48f, 0.83f, 0.53f));

            const int boxes_per_side = 20;

            for (int i = 0; i < boxes_per_side; i++)
            {
                for (int j = 0; j < boxes_per_side; j++)
                {
                    var w  = 100.0f;
                    var x0 = -1000.0f + i * w;
                    var z0 = -1000.0f + j * w;
                    var y0 = 0.0f;
                    var x1 = x0 + w;
                    var y1 = Helpers.RandomFloat(1, 101);
                    var z1 = z0 + w;

                    boxes1.Add(new Box(new Vector3(x0, y0, z0), new Vector3(x1, y1, z1), ground));
                }
            }

            Hitable_List objects = new Hitable_List();

            objects.Add(new BVH_Node(boxes1, 0, 1));

            var light = new Diffuse_light(new Solid_Color(7, 7, 7));

            objects.Add(new XZ_rect(123, 423, 147, 412, 554, light));

            var center1 = new Vector3(400, 400, 200);
            var center2 = center1 + new Vector3(30, 0, 0);
            var moving_sphere_material = new Lambertian(new Solid_Color(0.7f, 0.3f, 0.1f));

            objects.Add(new Moving_Sphere(center1, center2, 0, 1, 50, moving_sphere_material));

            objects.Add(new Sphere(new Vector3(260, 150, 45), 50, new Dielectric(1.5f)));
            objects.Add(new Sphere(new Vector3(0, 150, 145), 50, new Metal(new Vector3(0.8f, 0.8f, 0.9f), 10.0f)));

            var boundary = new Sphere(new Vector3(360, 150, 145), 70, new Dielectric(1.5f));

            objects.Add(boundary);
            objects.Add(new Constant_medium(boundary, 0.2f, new Solid_Color(0.2f, 0.4f, 0.9f)));
            boundary = new Sphere(new Vector3(0, 0, 0), 5000, new Dielectric(1.5f));
            objects.Add(new Constant_medium(boundary, .0001f, new Solid_Color(1, 1, 1)));

            var emat = new Lambertian(new Image_texture("Resources/earthmap2.png"));

            objects.Add(new Sphere(new Vector3(400, 200, 400), 100, emat));
            var pertext = new Noise_texture(0.1f);

            objects.Add(new Sphere(new Vector3(220, 280, 300), 80, new Lambertian(pertext)));

            Hitable_List boxes2 = new Hitable_List();
            var          white  = new Lambertian(new Solid_Color(.73f, .73f, .73f));
            int          ns     = 1000;

            for (int j = 0; j < ns; j++)
            {
                boxes2.Add(new Sphere(Helpers.RandomVector3(0, 165), 10, white));
            }

            objects.Add(new Translate(
                            new Rotate_y(
                                new BVH_Node(boxes2, 0.0f, 1.0f), 15),
                            new Vector3(-100, 270, 395)
                            )
                        );

            return(objects);
        }