use of raytracer.effects.RoughNormalEffect in project narchy by automenta.
the class RaytracerFrame method changeScene.
/**
* �ndert die Szene.
*
* @param sceneId ID der neuen Szene.
*/
public void changeScene(int sceneId) {
Scene scene;
switch(sceneId) {
case // FlatShader
0:
final Sphere s = new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ColorShader(ColorEx.RED));
scene = new EfficientScene() {
final double start = System.currentTimeMillis();
@Override
public boolean update(double t) {
// add(s);
return false;
}
};
scene.add(s);
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new ColorShader(ColorEx.GREEN)));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new ColorShader(ColorEx.BLUE)));
scene.add(new InfinitePlane(new Vector3d(0.0, -1.0, 0.0), new Vector3d(0.0, 1.0, 0.0), new ColorShader(ColorEx.YELLOW)));
// scene.add(new InfinitePlane(new Vector3d(0.0, -1.0, 0.0), new Vector3d(0.0, 1.0, 0.0), new WallShader(ColorEx.WHITE)));
break;
case // EyeLightShader
1:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new EyeLightShader(new ColorShader(ColorEx.RED))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new EyeLightShader(new ColorShader(ColorEx.GREEN))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new EyeLightShader(new ColorShader(ColorEx.BLUE))));
scene.add(new InfinitePlane(new Vector3d(0.0, -1.0, 0.0), new Vector3d(0.0, 1.0, 0.0), new EyeLightShader(new ColorShader(ColorEx.YELLOW))));
break;
case // FirstPhongShader
2:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new InfinitePlane(new Vector3d(0.0, -1.0, 0.0), new Vector3d(0.0, 1.0, 0.0), new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
break;
case // Dreiecke
3:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
break;
case // DirectionalLight
4:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
break;
case // PointLight
5:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(20.0f, 20.0f, 20.0f)));
break;
case // Shadow
6:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(20.0f, 20.0f, 20.0f)));
break;
case // MirrorShader
7:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new MirrorShader()));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(20.0f, 20.0f, 20.0f)));
break;
case // ReflectiveShader
8:
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ReflectiveShader(0.2f, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Sphere(new Vector3d(1.0, -1.0, -1.0), 2.2, new ReflectiveShader(0.2f, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.0f, 0.9f, 0.0f), new Vector3f(0.0f, 0.4f, 0.2f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new ReflectiveShader(0.2f, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new ReflectiveShader(0.2f, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new ReflectiveShader(0.2f, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(20.0f, 20.0f, 20.0f)));
break;
case // Diamant (FirstPhongShader)
9:
try {
Transformation t = new Transformation();
t.scale(0.9, 0.9, 0.9);
t.move(1.0, 1.0, -3.0);
OffObject off = new OffObject("off/dodecahedron.off", new ConcatShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.3f, 0.7f, 0.4f), new Vector3f(0.4f, 1.0f, 0.5f), new Vector3f(0.0f, 0.0f, 0.0f)), 0.7f, new RefractionShader(RefractionShader.INDEX_DIAMOND, new ColorEx(0.85f, 0.99f, 0.85f))));
off.transform(t);
scene = new EfficientScene();
scene.add(off);
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ReflectionShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new ReflectionShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new ReflectionShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
case // Diamant
10:
try {
Transformation t = new Transformation();
t.scale(0.9, 0.9, 0.9);
t.move(1.0, 1.0, -3.0);
OffObject off = new OffObject("off/dodecahedron.off", new ConcatShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.3f, 0.7f, 0.4f), new Vector3f(0.4f, 1.0f, 0.5f), new Vector3f(0.0f, 0.0f, 0.0f)), 0.7f, new RefractionShader(RefractionShader.INDEX_DIAMOND, new ColorEx(0.85f, 0.99f, 0.85f))));
off.transform(t);
scene = new EfficientScene();
scene.add(off);
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new ReflectionShader(new PhongShader(new TextureShader("texture/earth.jpg"), new Vector3f(0.2f, 0.2f, 0.2f), new Vector3f(0.6f, 0.6f, 0.6f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.0f, 0.0f, 0.0f)))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(20.0f, 20.0f, 20.0f)));
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
case // Venus
11:
try {
Transformation t = new Transformation();
t.rotate(90.0, 0.0, 1.0, 0.0);
t.scale(2.0, 2.0, 2.0);
t.move(2.0, 2.0, -2.0);
OffObject off = new OffObject("off/venus.off", new ConcatShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.3f, 0.7f, 0.4f), new Vector3f(0.4f, 1.0f, 0.5f), new Vector3f(0.0f, 0.0f, 0.0f)), 0.7f, new RefractionShader(RefractionShader.INDEX_DIAMOND, new ColorEx(0.85f, 0.99f, 0.85f))));
off.transform(t);
scene = new EfficientScene();
scene.add(off);
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.5f, 0.2f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.05f, 0.05f, 0.05f)))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(20.0f, 20.0f, 20.0f)));
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
case // Hase
12:
try {
Transformation t = new Transformation();
String texture = "texture/synth11.jpg";
Triangle t1 = new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new ReflectionShader(new PhongShader(new TextureShader(texture), new Vector3f(0.1f, 0.1f, 0.1f), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.0f, 0.0f, 0.0f))));
Triangle t2 = new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new ReflectionShader(new PhongShader(new TextureShader(texture), new Vector3f(0.1f, 0.1f, 0.1f), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.0f, 0.0f, 0.0f))));
t1.setTextureCoords(new Vector2d(1.0, 1.0), new Vector2d(1.0, 0.0), new Vector2d(0.0, 0.0));
t2.setTextureCoords(new Vector2d(0.0, 0.0), new Vector2d(0.0, 1.0), new Vector2d(1.0, 1.0));
t.reset();
t.scale(1.5, 1.5, 0.0);
t1.transformTexture(t);
t2.transformTexture(t);
PlyObject ply = new PlyObject("ply/bunny.ply", new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.1f, 0.0f), new Vector3f(0.0f, 0.4f, 0.0f), new Vector3f(0.0f, 0.7f, 0.2f), new Vector3f(0.0f, 0.0f, 0.0f)));
ply.normalize();
t.reset();
t.scale(3.0, 3.0, 3.0);
t.move(2.0, 1.3, -3.5);
ply.transform(t);
scene = new EfficientScene();
scene.add(new Sphere(new Vector3d(), 30.0, new TextureShader("texture/univ02.jpg")));
scene.add(ply);
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ConcatShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.1f, 0.0f, 0.0f), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(1.0f, 0.4f, 0.2f), new Vector3f(0.0f, 0.0f, 0.0f)), 0.8f, new RefractionShader(RefractionShader.INDEX_GLASS, new ColorEx(0.95f, 0.85f, 0.85f)))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.0f, 0.0f, 1.0f), new Vector3f(0.05f, 0.05f, 0.05f))));
scene.add(t1);
scene.add(t2);
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
// scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, -7.0), new ColorEx(10.0f, 10.0f, 10.0f)));
scene.add(new PointLight(new Vector3d(-7.0, 4.0, 7.0), new ColorEx(6.0f, 6.0f, 6.0f)));
scene.add(new PointLight(new Vector3d(7.0, 4.0, 7.0), new ColorEx(8.0f, 8.0f, 8.0f)));
scene.add(new PointLight(new Vector3d(7.0, 4.0, -7.0), new ColorEx(11.0f, 11.0f, 11.0f)));
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
case // Soft-Shadows
13:
try {
Transformation t = new Transformation();
t.scale(0.9, 0.9, 0.9);
t.move(1.0, 1.0, -3.0);
// OffObject off = new OffObject("off/cube.off", new ConcatShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(1.0f, 1.0f, 1.0f)), 1.0f, new RefractionShader(RefractionShader.INDEX_DIAMOND, new ColorEx(ColorEx.WHITE))));
OffObject off = new OffObject("off/cube.off", new ConcatShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.3f, 0.7f, 0.4f), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.0f, 0.0f, 0.0f), 5.0F), 0.0f, new RefractionShader(RefractionShader.INDEX_DIAMOND, new ColorEx(ColorEx.WHITE))));
// OffObject off = new OffObject("off/dodecahedron.off", new ConcatShader(new FirstPhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.3f, 0.0f), new Vector3f(0.3f, 0.7f, 0.4f), new Vector3f(0.4f, 1.0f, 0.5f), new Vector3f(0.0f, 0.0f, 0.0f)), 0.7f, new RefractionShader(RefractionShader.SOL_DIAMOND, new ColorEx(0.85f, 0.99f, 0.85f))));
off.transform(t);
scene = new EfficientScene();
// scene.add(off);
scene.add(new Sphere(new Vector3d(-2.0, 1.7, 0.0), 2.0, new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.5f, 0.0f, 0.0f), new Vector3f(0.7f, 0.0f, 0.0f), new Vector3f(0.7f, 0.7f, 0.7f), new Vector3f(0.05f, 0.05f, 0.05f), 10.0F))));
scene.add(new Sphere(new Vector3d(3.0, 0.8, 2.0), 2.0, new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.0f, 0.0f, 0.5f), new Vector3f(0.7f, 0.7f, 0.7f), new Vector3f(0.05f, 0.05f, 0.05f), 10.0F)));
scene.add(new Triangle(new Vector3d(-7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, -7.0), new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.05f, 0.05f, 0.05f), 5.0F))));
scene.add(new Triangle(new Vector3d(7.0, -1.0, -7.0), new Vector3d(7.0, -1.0, 7.0), new Vector3d(-7.0, -1.0, 7.0), new ReflectionShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.0f), new Vector3f(0.9f, 0.9f, 0.0f), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.05f, 0.05f, 0.05f), 5.0F))));
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
// scene.add(new DirectionalLight(new Vector3d(1.0,-1.0,0.0), new ColorEx(0.1f, 0.1f, 0.1f)));
// scene.add(new PointLight(new Vector3d(-7.0,4.0,-7.0), new ColorEx(10.0f, 10.0f, 10.0f)));
// scene.add(new AreaLight(new Vector3d(0.0,8.0,0.0),new Vector3d(1.5,0.0,0.0),new Vector3d(0.0,0.0,1.5), new ColorEx(0.8f, 0.8f, 0.8f)));
// scene.add(new Sphere(new Vector3d(1.0,2.0,0.0), 0.25 , new LightSourceShader(new ColorEx(1.0f, 1.0f, 1.0f))));
// scene.add(new AreaLight(new Vector3d(1.0, 3.0, 0.0), new Vector3d(0.5, 0.0, 0.0), new Vector3d(0.0, 0.0, 3.0), new ColorEx(12.0f, 12.0f, 12.0f)));
scene.add(new SphereLight(new Vector3d(1.0, 3.0, 0.0), 0.7, new ColorEx(12.0f, 12.0f, 12.0f)));
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
case // Lichtbrechungs-Test
14:
try {
scene = new EfficientScene();
Shader wallRed = new PhongShader(new ColorShader(ColorEx.RED), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.7f, 0.7f, 0.7f));
Shader wallBlue = new PhongShader(new ColorShader(ColorEx.BLUE), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.7f, 0.7f, 0.7f));
Shader wallGray = new PhongShader(new ColorShader(ColorEx.GRAY), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.7f, 0.7f, 0.7f));
// Linke Wand:
scene.add(new Triangle(new Vector3d(-1.0, -1.0, 1.0), new Vector3d(-1.0, -1.0, -1.0), new Vector3d(-1.0, 1.0, 1.0), wallRed));
scene.add(new Triangle(new Vector3d(-1.0, 1.0, 1.0), new Vector3d(-1.0, -1.0, -1.0), new Vector3d(-1.0, 1.0, -1.0), wallRed));
// Rechte Wand:
scene.add(new Triangle(new Vector3d(1.0, -1.0, -1.0), new Vector3d(1.0, -1.0, 1.0), new Vector3d(1.0, 1.0, 1.0), wallBlue));
scene.add(new Triangle(new Vector3d(1.0, 1.0, 1.0), new Vector3d(1.0, 1.0, -1.0), new Vector3d(1.0, -1.0, -1.0), wallBlue));
// Hintere Wand:
scene.add(new Triangle(new Vector3d(-1.0, -1.0, -1.0), new Vector3d(1.0, -1.0, -1.0), new Vector3d(-1.0, 1.0, -1.0), wallGray));
scene.add(new Triangle(new Vector3d(-1.0, 1.0, -1.0), new Vector3d(1.0, -1.0, -1.0), new Vector3d(1.0, 1.0, -1.0), wallGray));
// Obere Wand:
scene.add(new Triangle(new Vector3d(-1.0, 1.0, 1.0), new Vector3d(-1.0, 1.0, -1.0), new Vector3d(1.0, 1.0, 1.0), wallGray));
scene.add(new Triangle(new Vector3d(1.0, 1.0, 1.0), new Vector3d(-1.0, 1.0, -1.0), new Vector3d(1.0, 1.0, -1.0), wallGray));
// Untere Wand:
scene.add(new Triangle(new Vector3d(-1.0, -1.0, 1.0), new Vector3d(1.0, -1.0, 1.0), new Vector3d(-1.0, -1.0, -1.0), wallGray));
scene.add(new Triangle(new Vector3d(-1.0, -1.0, -1.0), new Vector3d(1.0, -1.0, 1.0), new Vector3d(1.0, -1.0, -1.0), wallGray));
// Licht:
scene.add(new AreaLight(new Vector3d(0.0, 0.999999, 0.0), new Vector3d(0.2, 0.0, 0.0), new Vector3d(0.0, 0.0, 0.2), new ColorEx(3.0f, 3.0f, 3.0f)));
// Kugel mit Spiegelung:
Sphere rs = new Sphere(new Vector3d(-0.5, -0.65, -0.5), 0.35, new MirrorShader());
rs.setNormalEffect(new RoughNormalEffect(0.03f));
scene.add(rs);
// Kugel mit Lichtbrechung:
rs = new Sphere(new Vector3d(0.5, -0.65, 0.0), 0.35, new RefractionShader(RefractionShader.INDEX_GLASS, new ColorEx(0.9f, 0.9f, 0.9f)));
rs.setNormalEffect(new RoughNormalEffect(0.1f));
scene.add(rs);
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
case // Bowling-Szene
15:
scene = new BowlingScene();
break;
case // Bowling-Kugel
16:
try {
Transformation t = new Transformation();
t.scale(3.0, 3.0, 3.0);
t.rotate(190.0, 1.0, 0.0, 0.0);
PlyObject ply = new PlyObject("ply/bowl.ply", new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.1f, 0.1f, 0.1f), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.0f, 0.0f, 0.0f)), true, new RoughNormalEffect(0.2f));
ply.center();
ply.transform(t);
scene = new EfficientScene();
scene.add(ply);
scene.setAmbientLight(new ColorEx(0.2f, 0.2f, 0.2f));
// scene.add(new DirectionalLight(new Vector3d(1.0, -1.0, 0.0), new ColorEx(0.8f, 0.8f, 0.8f)));
scene.add(new PointLight(new Vector3d(-7.0, 1.0, -7.0), new ColorEx(5.0f, 5.0f, 5.0f)));
scene.add(new PointLight(new Vector3d(-7.0, 1.0, 7.0), new ColorEx(3.0f, 3.0f, 3.0f)));
scene.add(new PointLight(new Vector3d(7.0, 1.0, 7.0), new ColorEx(4.0f, 4.0f, 4.0f)));
scene.add(new PointLight(new Vector3d(7.0, 1.0, -7.0), new ColorEx(5.5f, 5.5f, 5.5f)));
} catch (Exception e) {
throw new RuntimeException(e);
}
break;
default:
throw new IllegalArgumentException();
}
// Szene setzen:
setCameraScene(this.camera, scene);
this.sceneId = sceneId;
}
use of raytracer.effects.RoughNormalEffect in project narchy by automenta.
the class BowlingScene method createBowls.
protected void createBowls() throws Exception {
// Kugel linke Bahn:
addBowl(new Vector3d(-1.475, -5.305, -3.0), new ConcatShader(new PhongShader(new ColorShader(ColorEx.WHITE), new Vector3f(0.0f, 0.0f, 0.3f), new Vector3f(0.1f, 0.1f, 0.6f), new Vector3f(0.7f, 0.7f, 1.0f)), 0.85f, new RefractionShader(RefractionShader.INDEX_GLASS, new ColorEx(0.4f, 0.4f, 0.9f))), new RoughNormalEffect(0.15f), 30.0, -1.0, 2.0, -0.5);
// Kugel mittlere Bahn
addBowl(new Vector3d(0.53, -5.24, 2.0), new PhongShader(new ColorShader(new ColorEx(0.9f, 0.9f, 0.9f)), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(0.6f, 0.6f, 0.6f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.0f, 0.0f, 0.0f)), new RoughNormalEffect(0.2f), 70.0, 0.0, 1.0, 1.0);
// Kugeln auf Haltern
addBowl(new Vector3d(0.67, -4.75, 4.8), new PhongShader(new ColorShader(new ColorEx(1.0f, 1.0f, 0.3f)), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.6f, 0.6f, 0.6f)), new RoughNormalEffect(0.2f), 80.0, -1.0, 2.0, 0.0);
addBowl(new Vector3d(0.67, -4.75, 4.57), new PhongShader(new ColorShader(new ColorEx(0.85f, 0.0f, 0.1f)), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.6f, 0.6f, 0.6f)), new RoughNormalEffect(0.2f), -60.0, 1.0, 1.0, 0.0);
addBowl(new Vector3d(0.0, -4.75, 4.69), new PhongShader(new ColorShader(new ColorEx(0.7f, 0.8f, 0.0f)), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(1.0f, 1.0f, 1.0f), new Vector3f(0.6f, 0.6f, 0.6f)), new RoughNormalEffect(0.2f), 150.0, 0.0, 1.0, 0.0);
}
use of raytracer.effects.RoughNormalEffect in project narchy by automenta.
the class BowlingScene method createRoom.
protected void createRoom() {
try {
Transformation t = new Transformation();
Shader roadShader = new ReflectiveShader(0.15f, new ReflectionShader(1.4f, new PhongShader(new TextureShader("texture/bowlRoad.jpg"), new Vector3f(0.3f, 0.3f, 0.3f), new Vector3f(0.5f, 0.5f, 0.5f), new Vector3f(0.8f, 0.8f, 0.8f))));
Shader backRoadShader = new ReflectionShader(1.2f, new PhongShader(new TextureShader("texture/BackRoad.jpg"), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.7f, 0.7f, 0.7f), new Vector3f(0.5f, 0.5f, 0.5f)));
Shader sideRoadShader = new PhongShader(new TextureShader("texture/sideRoad.jpg"), new Vector3f(0.3f, 0.3f, 0.3f), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.7f, 0.7f, 0.7f));
Shader bowlingHolderShader = new ReflectiveShader(0.2f, new PhongShader(new TextureShader("texture/BowlHolder.jpg"), new Vector3f(0.3f, 0.3f, 0.2f), new Vector3f(0.6f, 0.6f, 0.5f), new Vector3f(0.95f, 0.95f, 0.8f)));
Shader rampShader = new ReflectiveShader(0.1f, new PhongShader(new ColorShader(ColorEx.DARK_GRAY), new Vector3f(0.3f, 0.3f, 0.3f), new Vector3f(0.7f, 0.7f, 0.7f), new Vector3f(0.5f, 0.5f, 0.5f)));
// linke Bahn
t.reset();
PlyObject ply = new PlyObject("ply/BowlingRoad.ply", roadShader);
t.scale(1.0, 1.0, 1.0);
t.move(-1.7, -5.44, 0.0);
ply.center();
ply.transform(t);
t.reset();
t.rotate(10.0, 0.0, 0.0, 1.0);
ply.transformTexture(t);
add(ply);
// mittler Bahn
t.reset();
ply = new PlyObject("ply/BowlingRoad.ply", roadShader);
t.scale(1.0, 1.0, 1.0);
t.move(2.301, -5.44, 0.0);
ply.center();
ply.transform(t);
t.reset();
t.rotate(-3.0, 0.0, 0.0, 1.0);
t.move(0.3, 0.2, 0.0);
ply.transformTexture(t);
add(ply);
// rechte Bahn
t.reset();
ply = new PlyObject("ply/BowlingRoad.ply", roadShader);
t.scale(1.0, 1.0, 1.0);
t.move(6.16, -5.44, 0.0);
ply.center();
ply.transform(t);
t.reset();
t.rotate(-15.0, 0.0, 0.0, 1.0);
t.move(0.1, 0.7, 0.0);
ply.transformTexture(t);
add(ply);
// Back Road links
t.reset();
ply = new PlyObject("ply/BowlingBackRoad.ply", backRoadShader, true, new RoughNormalEffect(0.1f));
t.scale(0.47, 0.47, 0.47);
t.move(0.29, -5.43, -0.14);
ply.center();
ply.transform(t);
t.reset();
t.scale(6.0, 6.0, 0.0);
ply.transformTexture(t);
add(ply);
// Back Road Rechts
t.reset();
ply = new PlyObject("ply/BowlingBackRoad.ply", backRoadShader, true, new RoughNormalEffect(0.1f));
t.scale(0.45, 0.45, 0.45);
t.move(4.225, -5.43, 0.1);
ply.center();
ply.transform(t);
t.reset();
t.scale(6.0, 6.0, 0.0);
t.rotate(100.0, 0.0, 0.0, 1.0);
ply.transformTexture(t);
add(ply);
// Sideroad links
t.reset();
ply = new PlyObject("ply/BowlingSideRoad.ply", sideRoadShader);
t.scale(1.1, 1.1, 1.1);
t.move(-2.95, -5.44, -0.3);
ply.center();
ply.transform(t);
add(ply);
// Sideroad rechts
t.reset();
ply = new PlyObject("ply/BowlingSideRoad.ply", sideRoadShader);
t.scale(1.1, 1.1, 1.1);
t.move(7.4, -5.43, -0.3);
ply.center();
ply.transform(t);
add(ply);
// Rampe
t.reset();
ply = new PlyObject("ply/BowlingRampe.ply", rampShader, new RoughNormalEffect(0.5f));
ply.normalize();
t.scale(5.5, 5.5, 5.5);
t.move(2.2, -5.46, 4.65);
ply.center();
ply.transform(t);
add(ply);
// Holder links
t.reset();
ply = new PlyObject("ply/BowlingHolder.ply", bowlingHolderShader);
t.move(0.33, -5.1, 4.65);
ply.center();
ply.transform(t);
add(ply);
// Holder rechts
t.reset();
ply = new PlyObject("ply/BowlingHolder.ply", bowlingHolderShader);
t.move(4.27, -5.1, 4.65);
ply.center();
ply.transform(t);
add(ply);
} catch (Exception e) {
throw new RuntimeException(e);
}
}
use of raytracer.effects.RoughNormalEffect in project narchy by automenta.
the class BowlingScene method createHouse.
protected void createHouse() throws Exception {
Transformation t = new Transformation();
// Haus erzeugen:
t.reset();
PlyObject ply = new PlyObject("ply/BowlingHouse.ply", new PhongShader(new WallShader(new ColorEx(1.0f, 1.0f, 0.9f)), new Vector3f(0.6f, 0.6f, 0.6f), new Vector3f(1.0f, 0.9f, 0.9f), new Vector3f(0.7f, 0.7f, 0.6f)), new RoughNormalEffect(0.2f));
t.rotate(-90.0, 1.0, 0.0, 0.0);
ply.transform(t);
add(ply);
// R�ckwand erzeugen:
t.reset();
ply = new PlyObject("ply/BowlingHoleWall.ply", new PhongShader(new TextureShader("texture/HoleWall.jpg"), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.7f, 0.7f, 0.8f), new Vector3f(0.5f, 0.5f, 0.6f)));
t.move(4.175, -5.32, -0.55);
ply.transform(t);
t.reset();
t.scale(3.0, 3.0, 0.0);
ply.transformTexture(t);
add(ply);
// T�r erzeugen:
t.reset();
ply = new PlyObject("ply/BowlingDoor.ply", new PhongShader(new TextureShader("texture/Door.jpg"), new Vector3f(0.3f, 0.3f, 0.3f), new Vector3f(0.4f, 0.4f, 0.4f), new Vector3f(0.7f, 0.7f, 0.7f)));
t.move(5.5, -4.45, 8.0);
ply.center();
ply.transform(t);
add(ply);
}
Aggregations