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.RenderToWindow(pt.Render(&scene, &camera)) }
func main() { scene := pt.Scene{} material := pt.GlossyMaterial(pt.Color{1, 1, 1}, 1.2, pt.Radians(20)) noise := opensimplex.New() n := 80 for i := 0; i < n; i++ { for j := 0; j < n; j++ { for k := 0; k < n*2; k++ { x := float64(i - n/2) y := float64(j - n/2) z := float64(k) m := 0.15 w := noise.Eval3(x*m, y*m, z*m) w = (w + 0.8) / 1.6 if w <= 0.2 { shape := pt.NewSphere(pt.Vector{x, y, z}, 0.333, material) scene.Add(shape) } } } } light := pt.NewSphere(pt.Vector{100, 0, 50}, 5, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation)) scene.Add(light) camera := pt.LookAt(pt.Vector{0, 0, -20}, pt.Vector{}, pt.Vector{0, 1, 0}, 30) pt.RenderToWindow(pt.Render(&scene, &camera)) }
func main() { scene := pt.Scene{} scene.SetColor(pt.Color{1, 1, 1}) meshes := []*pt.Mesh{ CreateBrick(1), // white CreateBrick(21), // bright red CreateBrick(23), // bright blue CreateBrick(24), // bright yellow CreateBrick(26), // black CreateBrick(28), // dark green } for x := -30; x <= 50; x += 2 { for y := -50; y <= 20; y += 4 { h := rand.Intn(5) + 1 for i := 0; i < h; i++ { dy := 0 if (x/2+i)%2 == 0 { dy = 2 } z := float64(i) * H mesh := meshes[rand.Intn(len(meshes))] m := pt.Translate(pt.Vector{float64(x), float64(y + dy), z}) scene.Add(pt.NewTransformedShape(mesh, m)) } } } // light := pt.LightMaterial(pt.Color{0.2, 0.2, 0.2}, 10, pt.QuadraticAttenuation(0.01)) // scene.Add(pt.NewSphere(pt.Vector{0, 0, 25}, 1, light)) camera := pt.LookAt(pt.Vector{-23, 13, 20}, pt.Vector{0, 0, 0}, pt.Vector{0, 0, 1}, 45) pt.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
func main() { scene := pt.Scene{} scene.Add(pt.NewSphere(pt.Vector{-2, 5, -3}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewSphere(pt.Vector{5, 5, -3}, 0.5, pt.LightMaterial(pt.Color{1, 1, 1}, 1, pt.NoAttenuation))) scene.Add(pt.NewCube(pt.Vector{-30, -1, -30}, pt.Vector{30, 0, 30}, pt.SpecularMaterial(pt.HexColor(0xFCFAE1), 2))) mesh, err := pt.LoadOBJ("examples/teapot.obj", pt.SpecularMaterial(pt.HexColor(0xB9121B), 2)) if err != nil { log.Fatalln("LoadOBJ error:", err) } scene.Add(mesh) camera := pt.LookAt(pt.Vector{2, 5, -6}, pt.Vector{0.5, 1, 0}, pt.Vector{0, 1, 0}, 45) pt.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
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) pt.RenderToWindow(pt.Render(&scene, &camera)) }
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) pt.RenderToWindow(pt.Render(&scene, &camera)) }
// https://graphics.stanford.edu/~mdfisher/Data/Meshes/bunny.obj 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.RenderToWindow(pt.Render(&scene, &camera)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }
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)) }
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.RenderConfig.CameraSamples = 80 pt.RenderToWindow(pt.Render(&scene, &camera)) }
func main() { scene := pt.Scene{} floor := pt.GlossyMaterial(pt.HexColor(0x7E827A), 1.1, pt.Radians(30)) material := pt.GlossyMaterial(pt.HexColor(0xE3CDA4), 1.1, pt.Radians(30)) scene.Add(pt.NewCube(pt.Vector{-10000, -10000, -10000}, pt.Vector{10000, 10000, 0}, floor)) n := 24 for x := -n; x <= n; x++ { for y := -n; y <= n; y++ { if rand.Float64() > 0.8 { min := pt.Vector{float64(x) - 0.5, float64(y) - 0.5, 0} max := pt.Vector{float64(x) + 0.5, float64(y) + 0.5, 1} cube := pt.NewCube(min, max, material) scene.Add(cube) } } } a := pt.NoAttenuation // QuadraticAttenuation(0.25) scene.Add(pt.NewSphere(pt.Vector{0, 0, 2.25}, 0.25, pt.LightMaterial(pt.Color{1, 1, 1}, 1, a))) camera := pt.LookAt(pt.Vector{1, 0, 30}, pt.Vector{0, 0, 0}, pt.Vector{0, 0, 1}, 35) //IterativeRender("out%03d.png", 1000, &scene, &camera, 2560, 1440, -1, 4, 4) pt.RenderToWindow(pt.Render(&scene, &camera)) }
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)) }
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.RenderToWindow(pt.Render(&scene, &camera)) }