func (s *Renderer) Render(ctx context.Context, req *pb.RenderRequest) (*pb.RenderResponse, error) { scene := pt.Scene{} wall := pt.SpecularMaterial(pt.HexColor(0x2FC92C), 8) //texture, err := pt.LoadTexture("valentyn.jpg") img, _, err := image.Decode(bytes.NewReader(req.Texture)) texture := pt.NewTexture(img) if err != nil { return nil, err } wall.Texture = texture scene.Add(pt.NewSphere(pt.Vector{1.5, 1, 0}, 1, pt.SpecularMaterial(pt.HexColor(0x334D5C), 8))) scene.Add(pt.NewSphere(pt.Vector{-1, 1, 2}, 1, wall)) scene.Add(pt.NewSphere(pt.Vector{-3, 1, 0.5}, 1, wall)) scene.Add(pt.NewSphere(pt.Vector{-0.5, 0.5, -1.4}, 0.7, wall)) scene.Add(pt.NewCube(pt.Vector{-100, -1, -100}, pt.Vector{100, 0, 100}, pt.DiffuseMaterial(pt.Color{1, 1, 1}))) scene.Add(pt.NewSphere(pt.Vector{-1, 4, -1}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 3, pt.LinearAttenuation(1)))) camera := pt.LookAt(pt.Vector{-1.5 + rand.Float64()*2, 2 + rand.Float64()*2, -5}, pt.Vector{0, 0, 3}, pt.Vector{0, 1, 0}, 45) im := pt.Render(&scene, &camera, 320, 240, 4, 16, 18) buf := new(bytes.Buffer) err = jpeg.Encode(buf, im, nil) if err != nil { return nil, err } return &pb.RenderResponse{Image: buf.Bytes()}, nil }
func main() { scene := pt.Scene{} r := 0.4 var material pt.Material material = pt.DiffuseMaterial(pt.HexColor(0x334D5C)) scene.Add(pt.NewSphere(pt.Vector{-2, r, 0}, r, material)) material = pt.SpecularMaterial(pt.HexColor(0x334D5C), 2) scene.Add(pt.NewSphere(pt.Vector{-1, r, 0}, r, material)) material = pt.GlossyMaterial(pt.HexColor(0x334D5C), 2, pt.Radians(50)) scene.Add(pt.NewSphere(pt.Vector{0, r, 0}, r, material)) material = pt.TransparentMaterial(pt.HexColor(0x334D5C), 2, pt.Radians(20), 1) scene.Add(pt.NewSphere(pt.Vector{1, r, 0}, r, material)) material = pt.ClearMaterial(2, 0) scene.Add(pt.NewSphere(pt.Vector{2, r, 0}, r, material)) material = pt.SpecularMaterial(pt.HexColor(0xFFFFFF), 1000) scene.Add(pt.NewSphere(pt.Vector{0, 1.5, -4}, 1.5, material)) scene.Add(pt.NewCube(pt.Vector{-1000, -1, -1000}, pt.Vector{1000, 0, 1000}, pt.GlossyMaterial(pt.HexColor(0xFFFFFF), 1.4, pt.Radians(20)))) scene.Add(pt.NewSphere(pt.Vector{0, 5, 0}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 3, pt.LinearAttenuation(0.4)))) camera := pt.LookAt(pt.Vector{0, 3, 6}, pt.Vector{0, 1, 0}, pt.Vector{0, 1, 0}, 30) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560/2, 1440/2, -1, 16, 16) }
func main() { scene := pt.Scene{} scene.Add(pt.NewSphere(pt.Vector{1.5, 1, 0}, 1, pt.SpecularMaterial(pt.HexColor(0x334D5C), 2))) scene.Add(pt.NewSphere(pt.Vector{-1, 1, 2}, 1, pt.SpecularMaterial(pt.HexColor(0xEFC94C), 2))) scene.Add(pt.NewCube(pt.Vector{-100, -1, -100}, pt.Vector{100, 0, 100}, pt.DiffuseMaterial(pt.Color{1, 1, 1}))) scene.Add(pt.NewSphere(pt.Vector{-1, 4, -1}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 3, pt.LinearAttenuation(1)))) camera := pt.LookAt(pt.Vector{0, 2, -5}, pt.Vector{0, 0, 3}, pt.Vector{0, 1, 0}, 45) pt.IterativeRender("out%03d.png", 10, &scene, &camera, 2560/4, 1440/4, 4, 64, 8) }
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.IterativeRender("out%03d.png", 10, &scene, &camera, 512, 512, -1, 16, 4) }
func main() { scene := pt.Scene{} material := pt.DiffuseMaterial(pt.HexColor(0x334D5C)) scene.Add(pt.NewSphere(pt.Vector{0.5, 1, 3}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewSphere(pt.Vector{1.5, 1, 3}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewCube(pt.Vector{-5, -5, -2}, pt.Vector{5, 5, -1}, material)) mesh, err := pt.LoadOBJ("examples/suzanne.obj", pt.SpecularMaterial(pt.HexColor(0xEFC94C), 2)) if err != nil { log.Fatalln("LoadOBJ error:", err) } scene.Add(mesh) camera := pt.LookAt(pt.Vector{1, -0.45, 4}, pt.Vector{1, -0.6, 0.4}, pt.Vector{0, 1, 0}, 45) im := pt.Render(&scene, &camera, 2560/4, 1440/4, 4, 16, 4) if err := pt.SavePNG("out.png", im); err != nil { log.Fatalln("SavePNG error:", err) } }
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.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560/2, 1440/2, -1, 4, 2) }