示例#1
0
    protected virtual void Start()
    {
        ppmTexture.Init(200, 100);

        RTRay   ray              = new RTRay();
        Vector3 origin           = Vector3.zero;
        Vector3 leftBottomCorner = new Vector3(-2, -1, -1);
        Vector3 horizontal       = new Vector3(4, 0, 0);
        Vector3 vertical         = new Vector3(0, 2, 0);

        for (int j = 0; j < ppmTexture.Height; ++j)
        {
            for (int i = 0; i < ppmTexture.Width; ++i)
            {
                float u = (float)i / ppmTexture.Width;
                float v = (float)j / ppmTexture.Height;
                ray.Set(origin, leftBottomCorner + horizontal * u + vertical * v);
                Color color = GetColor(ray, 0);
                ppmTexture.WriteAPixel(color);
            }
        }

        ppmTexture.Complete();
        RenderingComplete();
    }
示例#2
0
    public RTRay GetRay(float u, float v)
    {
        RTRay ray = new RTRay();

        ray.Set(origin, leftBottomCorner + horizontal * u + vertical * v - origin);
        return(ray);
    }
示例#3
0
    public RTRay GetRay(float s, float t)
    {
        Vector3 rd     = RTMath.RndInUnitSphere() * len_radius;
        Vector3 offset = u * rd.x + v * rd.y;

        RTRay ray = new RTRay();

        ray.Set(origin + offset, leftBottomCorner + horizontal * s + vertical * t - origin - offset);
        return(ray);
    }