Beispiel #1
0
func main() {
	white := pt.DiffuseMaterial(pt.Color{0.740, 0.742, 0.734})
	red := pt.DiffuseMaterial(pt.Color{0.366, 0.037, 0.042})
	green := pt.DiffuseMaterial(pt.Color{0.163, 0.409, 0.083})
	light := pt.LightMaterial(pt.Color{0.780, 0.780, 0.776}, 10, pt.QuadraticAttenuation(0.1))
	scene := pt.Scene{}
	n := 10.0
	scene.Add(pt.NewCube(pt.Vector{-n, -11, -n}, pt.Vector{n, -10, n}, white))
	scene.Add(pt.NewCube(pt.Vector{-n, 10, -n}, pt.Vector{n, 11, n}, white))
	scene.Add(pt.NewCube(pt.Vector{-n, -n, 10}, pt.Vector{n, n, 11}, white))
	scene.Add(pt.NewCube(pt.Vector{-11, -n, -n}, pt.Vector{-10, n, n}, red))
	scene.Add(pt.NewCube(pt.Vector{10, -n, -n}, pt.Vector{11, n, n}, green))
	scene.Add(pt.NewSphere(pt.Vector{3, -7, -3}, 3, white))
	cube := pt.NewCube(pt.Vector{-3, -4, -3}, pt.Vector{3, 4, 3}, white)
	transform := pt.Rotate(pt.Vector{0, 1, 0}, pt.Radians(30)).Translate(pt.Vector{-3, -6, 4})
	scene.Add(pt.NewTransformedShape(cube, transform))
	scene.Add(pt.NewCube(pt.Vector{-2, 9.8, -2}, pt.Vector{2, 10, 2}, light))
	camera := pt.LookAt(pt.Vector{0, 0, -20}, pt.Vector{0, 0, 1}, pt.Vector{0, 1, 0}, 65)

	pt.RenderToWindow(pt.Render(&scene, &camera))
}
Beispiel #2
0
func main() {
	scene := pt.Scene{}
	material := pt.DiffuseMaterial(pt.HexColor(0xFCFAE1))
	scene.Add(pt.NewCube(pt.Vector{-1000, -1, -1000}, pt.Vector{1000, 0, 1000}, material))
	for x := -20; x <= 20; x++ {
		for z := -20; z <= 20; z++ {
			if (x+z)%2 == 0 {
				continue
			}
			s := 0.1
			min := pt.Vector{float64(x) - s, 0, float64(z) - s}
			max := pt.Vector{float64(x) + s, 2, float64(z) + s}
			scene.Add(pt.NewCube(min, max, material))
		}
	}
	scene.Add(pt.NewCube(pt.Vector{-5, 10, -5}, pt.Vector{5, 11, 5}, pt.LightMaterial(pt.Color{1, 1, 1}, 5, pt.QuadraticAttenuation(0.05))))
	camera := pt.LookAt(pt.Vector{20, 10, 0}, pt.Vector{8, 0, 0}, pt.Vector{0, 1, 0}, 45)
	pt.RenderToWindow(pt.Render(&scene, &camera))
}