cleaned Texture interface
new C++ demo: textures
slightly adjusted SAH for kd-tree
slightly optimized kd-tree building -- moved termination cond. so it's tested before recursion
minor sphere intersection optimization
+ − #!/usr/bin/python
+ −
+ − import sys
+ − sys.path.append(open('ModulePath').read().strip())
+ −
+ − from raytracer import Raytracer, Material, Box, Sphere, Light
+ − #, SphericalLight
+ − import Image
+ −
+ − rt = Raytracer()
+ −
+ − light1 = Light(position=(0.0, 4.0, -3.0), colour=(0.9, 0.3, 0.6))
+ − rt.addlight(light1)
+ −
+ − #light2 = SphericalLight(position=(-2.0, 5.0, 1.0), radius=3.0, colour=(0.7, 1.0, 0.3))
+ − light2 = Light(position=(-2.0, -4.0, -1.0), colour=(0.7, 1.0, 0.3))
+ − rt.addlight(light2)
+ −
+ − light2 = Light(position=(2.0, 5.0, 1.0), colour=(0.8, 0.9, 1.0))
+ − rt.addlight(light2)
+ −
+ − mat0 = Material(colour=(0.1, 0.2, 0.9))
+ − box = Box(L=(-20.0, -2.2, -20.0), H=(20.0, -2.0, 20.0), material=mat0)
+ − rt.addshape(box)
+ −
+ − mat1 = Material(colour=(1.0, 0.2, 0.1))
+ − mat1.setReflectivity(0.7)
+ − bigsphere = Sphere(centre=(2.0, 1.0, -5.0), radius=2.5, material=mat1)
+ − # reflection=0.6)
+ − rt.addshape(bigsphere)
+ −
+ − mat2 = Material(colour=(0.1, 0.7, 1.0))
+ − smallsphere = Sphere(centre=(-5.5, 0.5, -8.0), radius=2.0, material=mat2)
+ − # reflection=1.0, diffuse=0.1)
+ − rt.addshape(smallsphere)
+ −
+ − mat3 = Material(colour=(0.9, 0.9, 1.0))
+ − mat3.setPhong(0.2, 1.0, 0.2)
+ − mat3.setTransmissivity(0.9)
+ − mat3.setReflectivity(0.0)
+ − for i in range(10):
+ − sph = Sphere(centre=(-5.0+i, -1.5, -4.0), radius=0.5, material=mat3)
+ − rt.addshape(sph)
+ −
+ − rendersize = (800, 600)
+ − data = rt.render(rendersize)
+ − img = Image.fromstring("RGB", rendersize, data)
+ − img.save('demo.png')