POV-Ray : Newsgroups : povray.binaries.images : I've seen the light! : Re: I've seen the light! Server Time
7 Nov 2024 04:51:51 EST (-0500)
  Re: I've seen the light!  
From: clipka
Date: 1 Dec 2016 14:37:49
Message: <58407c0d$1@news.povray.org>
Am 01.12.2016 um 20:26 schrieb clipka:
> Am 01.12.2016 um 18:16 schrieb scott:
>>> Turns out the core module is already better than I had feared. Still, it
>>> has highlighted various issues that still need sorting out -- mostly
>>> expected (such as failure to set various default values upon object
>>> construction), but a few I did not expect, like some compile-time config
>>> settings that don't come with defaults.
>>
>> I guess you noticed already, but your checkered plane didn't seem to
>> work properly either ;-)
> 
> Bah - checkered planes are for wussies. I'm much more worried about the
> gamma handling... ;)

BTW, here's a demonstration of why I think general-purpose programming
languages are ill-suited for scene description:

	pov::Sphere* pSphere(new pov::Sphere);
	pSphere->Center = pov::Vector3d(0,0,0);
	pSphere->Radius = 1;
	pSphere->Texture = new pov::TEXTURE();
	pSphere->Texture->Type = pov::PLAIN_PATTERN; // TODO shouldn't need this
	pSphere->Texture->Pigment = new pov::PIGMENT();
	pSphere->Texture->Pigment->Type = pov::PLAIN_PATTERN; // TODO shouldn't
need this
	pSphere->Texture->Pigment->colour =
pov_base::TransColour(pov_base::MathColour(1));
	pSphere->Texture->Finish = new pov::FINISH();
	pSphere->Texture->Finish->Ambient = pov_base::MathColour(0.05);
	pSphere->Texture->Finish->Diffuse = 0.1;
	pSphere->Texture->Finish->Brilliance = 1.0;
	pSphere->Texture->Finish->BrillianceAdjust = 1.0;
	pSphere->Texture->Finish->Specular = 2.0;
	pSphere->Texture->Finish->Roughness = 100;
	pSphere->Texture->Finish->Reflection_Min = pov::MathColour(0.0);
	pSphere->Texture->Finish->Reflection_Max = pov::MathColour(1.0);
	pSphere->Texture->Finish->Reflect_Exp = 1.0;
	pSphere->Texture->Finish->Reflect_Metallic = true;
	pSphere->Texture->Finish->Reflection_Fresnel = false;
	pScene->objects.push_back(pSphere);

	pov::Plane* pPlane(new pov::Plane);
	pPlane->Normal_Vector = pov::Vector3d(0, 1, 0).normalized();
	pPlane->Distance = 1;
	pPlane->Texture = new pov::TEXTURE();
	pPlane->Texture->Type = pov::PLAIN_PATTERN;
	pPlane->Texture->Pigment = new pov::PIGMENT();
	pPlane->Texture->Pigment->Type = pov::GENERIC_PATTERN;
	pPlane->Texture->Pigment->pattern = pov::PatternPtr(new
pov::CheckerPattern);
	pov::ColourBlendMap* pCheckerMap(new pov::ColourBlendMap);
	pov::ColourBlendMapEntry CheckerMapEntry;
	CheckerMapEntry.value = 0;
	CheckerMapEntry.Vals = pov::ToTransColour(pov_base::RGBFTColour(0, 0,
0, 0, 0));
	pCheckerMap->Blend_Map_Entries.push_back(CheckerMapEntry);
	CheckerMapEntry.value = 1;
	CheckerMapEntry.Vals = pov::ToTransColour(pov_base::RGBFTColour(1, 1,
1, 0, 0));
	pCheckerMap->Blend_Map_Entries.push_back(CheckerMapEntry);
	pPlane->Texture->Pigment->Blend_Map =
pov::GenericPigmentBlendMapPtr(pCheckerMap);
	pPlane->Texture->Finish = new pov::FINISH();
	pPlane->Texture->Finish->Ambient = pov_base::MathColour(0.1);
	pPlane->Texture->Finish->Diffuse = 0.7;
	pPlane->Texture->Finish->Brilliance = 1.0;
	pPlane->Texture->Finish->BrillianceAdjust = 1.0;
	pPlane->Texture->Finish->Specular = 0.0;
	pPlane->Texture->Finish->Roughness = 100;
	pScene->objects.push_back(pPlane);

	pov::LightSource* pLight(new pov::LightSource);
	pLight->Center = pov::Vector3d(-1, 1, 1).normalized() * 100;
	pLight->colour = pov_base::MathColour(0.7);
	pLight->index = 0; // TODO shouldn't need this
	pScene->lightSources.push_back(pLight);

Yup, that's just a plain simple RSOCP scene.


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