本文整理汇总了Golang中github.com/kirillrdy/pt/pt.Scene类的典型用法代码示例。如果您正苦于以下问题:Golang Scene类的具体用法?Golang Scene怎么用?Golang Scene使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Scene类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: main
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))
}
示例2: main
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))
}
示例3: main
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))
}
示例4: main
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))
}
示例5: main
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))
}
示例6: main
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))
}
示例7: main
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))
}
示例8: main
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))
}
示例9: main
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))
}
示例10: main
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))
}
示例11: main
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))
}
示例12: main
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))
}
示例13: main
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))
}
示例14: main
// 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))
}
示例15: main
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))
}