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))); }
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); }