func main() { scene := pt.Scene{} floor := pt.GlossyMaterial(pt.HexColor(0xFCFFF5), 1.2, pt.Radians(30)) cube := pt.GlossyMaterial(pt.HexColor(0xFF8C00), 1.3, pt.Radians(20)) ball := pt.GlossyMaterial(pt.HexColor(0xD90000), 1.4, pt.Radians(10)) n := 7 fn := float64(n) for z := 0; z < n; z++ { for x := 0; x < n-z; x++ { for y := 0; y < n-z-x; y++ { fx, fy, fz := float64(x), float64(y), float64(z) scene.Add(pt.NewCube(pt.Vector{fx, fy, fz}, pt.Vector{fx + 1, fy + 1, fz + 1}, cube)) if x+y == n-z-1 { if rand.Float64() > 0.75 { scene.Add(pt.NewSphere(pt.Vector{fx + 0.5, fy + 0.5, fz + 1.5}, 0.35, ball)) } } } } } scene.Add(pt.NewCube(pt.Vector{-1000, -1000, -1}, pt.Vector{1000, 1000, 0}, floor)) scene.Add(pt.NewSphere(pt.Vector{fn, fn / 3, fn * 2}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{fn * 2, fn * 2, fn * 2}, pt.Vector{0, 0, fn / 4}, pt.Vector{0, 0, 1}, 35) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2880, 1800, -1, 16, 4) }
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 CreateBrick(color int) *pt.Mesh { material := pt.GlossyMaterial(pt.HexColor(Colors[color]), 1.3, pt.Radians(20)) mesh, err := pt.LoadSTL("examples/toybrick.stl", material) if err != nil { panic(err) } mesh.SmoothNormalsThreshold(pt.Radians(20)) mesh.FitInside(pt.Box{pt.Vector{}, pt.Vector{2, 4, 10}}, pt.Vector{0, 0, 0}) return mesh }
func main() { scene := pt.Scene{} texture, err := pt.LoadTexture("examples/texture.png") if err != nil { panic(err) } material := pt.GlossyMaterial(pt.HexColor(0xFCFAE1), 1.1, pt.Radians(20)) material.Texture = texture var triangles []*pt.Triangle for x := -10; x <= 10; x++ { for z := -10; z <= 10; z++ { h := rand.Intn(4) for y := 0; y <= h; y++ { p := pt.Vector{float64(x), float64(y), float64(z)} tiles := Dirt if y == h { tiles = Grass } cube := Cube(p, material, tiles) triangles = append(triangles, cube...) } } } mesh := pt.NewMesh(triangles) scene.Add(mesh) camera := pt.LookAt(pt.Vector{-13, 11, -7}, pt.Vector{0, 0, 0}, pt.Vector{0, 1, 0}, 45) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560/2, 1440/2, -1, 4, 4) }
func main() { scene := pt.Scene{} material := pt.GlossyMaterial(pt.HexColor(0xF2EBC7), 1.5, pt.Radians(0)) mesh, err := pt.LoadOBJ("examples/bunny.obj", material) if err != nil { panic(err) } mesh.SmoothNormalsThreshold(pt.Radians(20)) mesh.FitInside(pt.Box{pt.Vector{-1, 0, -1}, pt.Vector{1, 2, 1}}, pt.Vector{0.5, 0, 0.5}) scene.Add(mesh) floor := pt.GlossyMaterial(pt.HexColor(0x33332D), 1.2, pt.Radians(20)) scene.Add(pt.NewCube(pt.Vector{-10000, -10000, -10000}, pt.Vector{10000, 0, 10000}, floor)) scene.Add(pt.NewSphere(pt.Vector{0, 5, 0}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewSphere(pt.Vector{4, 5, 4}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{-1, 2, 3}, pt.Vector{0, 0.75, 0}, pt.Vector{0, 1, 0}, 50) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560, 1440, -1, 4, 4) }
func main() { scene := pt.Scene{} scene.SetColor(pt.HexColor(0xFEE7E0)) // material := pt.GlossyMaterial(pt.HexColor(0x5C832F), 1.5, pt.Radians(20)) material := pt.TransparentMaterial(pt.HexColor(0xFFFFFF), 2, pt.Radians(20), 0) mesh, err := pt.LoadOBJ("examples/dragon.obj", material) if err != nil { panic(err) } mesh.FitInside(pt.Box{pt.Vector{-1, 0, -1}, pt.Vector{1, 2, 1}}, pt.Vector{0.5, 0, 0.5}) scene.Add(mesh) floor := pt.GlossyMaterial(pt.HexColor(0xD8CAA8), 1.2, pt.Radians(20)) scene.Add(pt.NewCube(pt.Vector{-1000, -1000, -1000}, pt.Vector{1000, 0, 1000}, floor)) scene.Add(pt.NewSphere(pt.Vector{0, 10, 0}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{-3, 2, -1}, pt.Vector{0, 0.5, 0}, pt.Vector{0, 1, 0}, 35) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560/4, 1440/4, -1, 4, 4) }
func main() { scene := pt.Scene{} material := pt.GlossyMaterial(pt.HexColor(0xF2F2F2), 1.5, pt.Radians(20)) scene.Add(pt.NewCube(pt.Vector{-100, -1, -100}, pt.Vector{100, 0, 100}, material)) heart := pt.GlossyMaterial(pt.HexColor(0xF60A20), 1.5, pt.Radians(20)) mesh, err := pt.LoadBinarySTL("examples/love.stl", heart) if err != nil { log.Fatalln("LoadBinarySTL error:", err) } mesh.FitInside(pt.Box{pt.Vector{-0.5, 0, -0.5}, pt.Vector{0.5, 1, 0.5}}, pt.Vector{0.5, 0, 0.5}) scene.Add(mesh) scene.Add(pt.NewSphere(pt.Vector{-2, 10, -2}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewSphere(pt.Vector{0, 10, -2}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewSphere(pt.Vector{2, 10, -2}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{0, 1.5, -2}, pt.Vector{0, 0.5, 0}, pt.Vector{0, 1, 0}, 35) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 1440, 900, -1, 16, 4) }
func main() { scene := pt.Scene{} material := pt.GlossyMaterial(pt.HexColor(0xEFC94C), 3, pt.Radians(30)) whiteMat := pt.GlossyMaterial(pt.Color{1, 1, 1}, 3, pt.Radians(30)) for x := 0; x < 10; x++ { for z := 0; z < 10; z++ { center := pt.Vector{float64(x) - 4.5, 0, float64(z) - 4.5} scene.Add(pt.NewSphere(center, 0.4, material)) } } scene.Add(pt.NewCube(pt.Vector{-100, -1, -100}, pt.Vector{100, 0, 100}, whiteMat)) scene.Add(pt.NewSphere(pt.Vector{-1, 3, -1}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{0, 4, -8}, pt.Vector{0, 0, -2}, pt.Vector{0, 1, 0}, 45) im := pt.Render(&scene, &camera, 2560/4, 1440/4, 4, 16, 8) if err := pt.SavePNG("out.png", im); err != nil { log.Fatalln("SavePNG error:", err) } }
func createMesh(material pt.Material) pt.Shape { mesh, err := pt.LoadBinarySTL("examples/cylinder.stl", material) if err != nil { log.Fatalln("LoadBinarySTL error:", err) } mesh.FitInside(pt.Box{pt.Vector{-0.1, -0.1, 0}, pt.Vector{1.1, 1.1, 100}}, pt.Vector{0.5, 0.5, 0}) mesh.SmoothNormalsThreshold(pt.Radians(10)) return mesh }
func NewMaterial() pt.Material { p := rand.Float64() p = p*0.7 + 0.2 h := 164 - p*52 s := 1 - p*0.58 v := 0.15 + p*0.78 c := colorful.Hsv(h, s, v) color := pt.Color{c.R, c.G, c.B}.Pow(2.2) color = pt.HexColor(0x468966) return pt.GlossyMaterial(color, 1.4, pt.Radians(20)) }
func main() { scene := pt.Scene{} material := pt.GlossyMaterial(pt.HexColor(0xFCFAE1), 1.5, pt.Radians(20)) mesh, err := pt.LoadOBJ("examples/dabrovic-sponza/sponza.obj", material) if err != nil { log.Fatalln("LoadOBJ error:", err) } mesh.MoveTo(pt.Vector{}, pt.Vector{0.5, 0, 0.5}) scene.Add(mesh) scene.Add(pt.NewSphere(pt.Vector{0, 20, 0}, 3, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{-10, 2, 0}, pt.Vector{0, 4, 0}, pt.Vector{0, 1, 0}, 45) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560/2, 1440/2, -1, 16, 3) }
func main() { scene := pt.Scene{} meshes := []pt.Shape{ createMesh(pt.GlossyMaterial(pt.HexColor(0x3B596A), 1.5, pt.Radians(20))), createMesh(pt.GlossyMaterial(pt.HexColor(0x427676), 1.5, pt.Radians(20))), createMesh(pt.GlossyMaterial(pt.HexColor(0x3F9A82), 1.5, pt.Radians(20))), createMesh(pt.GlossyMaterial(pt.HexColor(0xA1CD73), 1.5, pt.Radians(20))), createMesh(pt.GlossyMaterial(pt.HexColor(0xECDB60), 1.5, pt.Radians(20))), } for x := -8; x <= 8; x++ { for z := -12; z <= 12; z++ { fx := float64(x) fy := rand.Float64() * 2 fz := float64(z) scene.Add(pt.NewTransformedShape(meshes[rand.Intn(len(meshes))], pt.Translate(pt.Vector{fx, fy, fz}))) scene.Add(pt.NewTransformedShape(meshes[rand.Intn(len(meshes))], pt.Translate(pt.Vector{fx, fy - 1, fz}))) } } scene.Add(pt.NewSphere(pt.Vector{8, 10, 0}, 3, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{-10, 10, 0}, pt.Vector{-2, 0, 0}, pt.Vector{0, 1, 0}, 45) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 5475, 3675, -1, 16, 3) }
func main() { scene := pt.Scene{} material := pt.GlossyMaterial(pt.HexColor(0xFCFAE1), 1.5, pt.Radians(20)) mesh, err := pt.LoadOBJ("examples/dragon.obj", material) if err != nil { log.Fatalln("LoadOBJ error:", err) } mesh.FitInside(pt.Box{pt.Vector{-1, -1, -1}, pt.Vector{1, 1, 1}}, pt.Vector{0.5, 0.5, 0.5}) scene.Add(mesh) scene.Add(pt.NewSphere(pt.Vector{0, 10, 0}, 1, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{-3, 1, 0}, pt.Vector{0, 0, 0}, pt.Vector{0, 1, 0}, 45) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 512, 512, -1, 16, 4) }
func main() { scene := pt.Scene{} meshes := []pt.Shape{ createMesh(pt.GlossyMaterial(pt.HexColor(0x730046), 1.6, pt.Radians(45))), createMesh(pt.GlossyMaterial(pt.HexColor(0xBFBB11), 1.6, pt.Radians(45))), createMesh(pt.GlossyMaterial(pt.HexColor(0xFFC200), 1.6, pt.Radians(45))), createMesh(pt.GlossyMaterial(pt.HexColor(0xE88801), 1.6, pt.Radians(45))), createMesh(pt.GlossyMaterial(pt.HexColor(0xC93C00), 1.6, pt.Radians(45))), } for x := -6; x <= 3; x++ { mesh := meshes[(x+6)%len(meshes)] for y := -5; y <= 4; y++ { fx := float64(x) / 2 fy := float64(y) fz := float64(x) / 2 scene.Add(pt.NewTransformedShape(mesh, pt.Translate(pt.Vector{fx, fy, fz}))) } } scene.Add(pt.NewSphere(pt.Vector{1, 0, 10}, 3, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) camera := pt.LookAt(pt.Vector{-5, 0, 5}, pt.Vector{1, 0, 0}, pt.Vector{0, 0, 1}, 45) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 5475, 3675, -1, 16, 3) }
func main() { rand.Seed(6) floor := pt.GlossyMaterial(pt.HexColor(0xFCFFF5), 1.5, pt.Radians(20)) light := pt.LightMaterial(pt.HexColor(0xFFFFFF), 1, pt.QuadraticAttenuation(0.002)) triangles := LoadTriangles("examples/counties.csv") mesh := pt.NewMesh(triangles) mesh.FitInside(pt.Box{pt.Vector{-1, -1, 0}, pt.Vector{1, 1, 1}}, pt.Vector{0.5, 0.5, 0}) scene := pt.Scene{} scene.Add(mesh) scene.Add(pt.NewCube(pt.Vector{-100, -100, -1}, pt.Vector{100, 100, 0.03}, floor)) scene.Add(pt.NewSphere(pt.Vector{0, 4, 10}, 4, light)) camera := pt.LookAt(pt.Vector{0, -0.25, 2}, pt.Vector{0, 0, 0}, pt.Vector{0, 0, 1}, 35) pt.IterativeRender("out%03d.png", 1000, &scene, &camera, 2560/2, 1440/2, -1, 4, 4) }
func main() { scene := pt.Scene{} wall := pt.SpecularMaterial(pt.HexColor(0xFCFAE1), 2) scene.Add(pt.NewSphere(pt.Vector{4, 7, 3}, 2, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewCube(pt.Vector{-30, -1, -30}, pt.Vector{-8, 10, 30}, wall)) scene.Add(pt.NewCube(pt.Vector{-30, -1, -30}, pt.Vector{30, 0.376662, 30}, wall)) material := pt.GlossyMaterial(pt.Color{}, 1.5, pt.Radians(30)) mesh, err := pt.LoadOBJ("examples/gopher.obj", material) if err != nil { log.Fatalln("LoadOBJ error:", err) } mesh.SmoothNormals() scene.Add(mesh) camera := pt.LookAt(pt.Vector{8, 3, 0.5}, pt.Vector{-1, 2.5, 0.5}, pt.Vector{0, 1, 0}, 45) pt.IterativeRender("out%03d.png", 10, &scene, &camera, 2560/4, 1440/4, -1, 16, 4) }
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) }