/// Computes the ambient component of the Phong reflection model for
 /// an ambient light.
 public override Color ComputeAmbientLight(
     AmbientLight aL, Object3D obj, V3 p, V2 uv
 )
 {
     return obj.TextureColor(uv) * aL.Intensity * obj.Material.KAmbient;
 }
Пример #2
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 override public Color ComputeAmbientLight(
     AmbientLight aL, Object3D obj, V3 p, V2 uv
     )
 {
     return(new Color(0, 0, 0));
 }
Пример #3
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 /// Computes the ambient component of the Phong reflection model for
 /// an ambient light.
 override public Color ComputeAmbientLight(
     AmbientLight aL, Object3D obj, V3 p, V2 uv
     )
 {
     return(obj.TextureColor(uv) * aL.Intensity * obj.Material.KAmbient);
 }
 public abstract Color ComputeAmbientLight(
     AmbientLight aL, Object3D obj, V3 p, V2 uv
 );
Пример #5
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 abstract public Color ComputeAmbientLight(
     AmbientLight aL, Object3D obj, V3 p, V2 uv
     );
        public static void Populate(Scene scene)
        {
            // Objects
            Rectangle leftWall = new Rectangle(
                center: new V3(0, 250, 250),
                va: new V3(0, 500, 0),
                vb: new V3(0, 0, 500),
                material: new PhongMaterial(
                    color: new Color(0.8f, 0.0f, 0.0f),
                    kA: 1.0f,
                    kD: 0.7f,
                    kS: 0.0f,
                    shininess: 0,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Rectangle rightWall = new Rectangle(
                center: new V3(800, 250, 250),
                va: new V3(0, -500, 0),
                vb: new V3(0, 0, 500),
                material: new PhongMaterial(
                    color: new Color(0.1f, 0.1f, 0.8f),
                    kA: 1.0f,
                    kD: 0.7f,
                    kS: 0.0f,
                    shininess: 0,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Rectangle backWall = new Rectangle(
                center: new V3(400, 500, 250),
                va: new V3(800, 0, 0),
                vb: new V3(0, 0, 500),
                material: new PhongMaterial(
                    color: Color.White,
                    bumpMap: new Texture(
                        textureFile: "bump38.jpg",
                        tileUV: new V2(1.5f, 1.5f)
                    ),
                    kBump: 0.5f,
                    kA: 1.0f,
                    kD: 0.7f,
                    kS: 0.0f,
                    shininess: 0,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Rectangle floor = new Rectangle(
                center: new V3(400, 250, 0),
                va: new V3(800, 0, 0),
                vb: new V3(0, 500, 0),
                material: new PhongMaterial(
                    color: Color.White,
                    kA: 1.0f,
                    kD: 0.7f,
                    kS: 0.0f,
                    shininess: 0,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Rectangle ceiling = new Rectangle(
                center: new V3(400, 250, 500),
                va: new V3(-800, 0, 0),
                vb: new V3(0, 500, 0),
                material: new PhongMaterial(
                    color: Color.White,
                    kA: 1.0f,
                    kD: 0.7f,
                    kS: 0.0f,
                    shininess: 0,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Sphere s1 = new Sphere(
                center: new V3(250, 400, 75),
                radius: 75,
                material: new PhongMaterial(
                    color: new Color(0.5f, 0.5f, 0.5f),
                    kA: 1.0f,
                    kD: 0.0f,
                    kS: 0.7f,
                    shininess: 100,
                    reflection: 1.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Sphere s2 = new Sphere(
                center: new V3(650, 400, 50),
                radius: 50,
                material: new PhongMaterial(
                    color: new Color(0.1f, 0.8f, 0.0f),
                    kA: 1.0f,
                    kD: 0.5f,
                    kS: 0.7f,
                    shininess: 100,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            Sphere s3 = new Sphere(
                center: new V3(700, 200, 75),
                radius: 75,
                material: new PhongMaterial(
                    color: new Color(0.5f, 0.5f, 0.5f),
                    kA: 1.0f,
                    kD: 0.5f,
                    kS: 0.7f,
                    shininess: 100,
                    reflection: 0.0f,
                    transparency: 0.9f,
                    refractiveIndex: 1.1f
                )
            );

            Sphere s4 = new Sphere(
                center: new V3(110, 100, 100),
                radius: 100,
                material: new PhongMaterial(
                    color: Color.Green,
                    texture: new Texture("lead.jpg"),
                    bumpMap: new Texture("lead_bump.jpg"),
                    kBump: 1.0f,
                    kA: 1.0f,
                    kD: 0.7f,
                    kS: 0.5f,
                    shininess: 40,
                    reflection: 0.0f,
                    transparency: 0.0f,
                    refractiveIndex: 1.0f
                )
            );

            // Lights
            AmbientLight aL = new AmbientLight(
                new Color(0.3f, 0.3f, 0.3f)
            );

            PointLight pL = new PointLight(
                new Color(1.0f, 1.0f, 1.0f),
                new V3(400, 250, 450)
            );

            // Populate
            scene.Objects.Add(leftWall);
            scene.Objects.Add(rightWall);
            scene.Objects.Add(backWall);
            scene.Objects.Add(floor);
            scene.Objects.Add(ceiling);
            scene.Objects.Add(s1);
            scene.Objects.Add(s2);
            scene.Objects.Add(s3);
            scene.Objects.Add(s4);
            scene.Lights.Add(pL);
            scene.Lights.Add(aL);
        }
 public override Color ComputeAmbientLight(
     AmbientLight aL, Object3D obj, V3 p, V2 uv
 )
 {
     return new Color(0, 0, 0);
 }