require "Render"
+
+
local lights = {V.new{1,-1,1}}
local plane_normal = V.normalize(V.new{0.0,-1,0.0})
local texture_x = V.cross(texture_y,plane_normal)
local scene = {
- -- sdf = P.make_plane(V.new{0,0,0}, plane_normal,
- -- T.make_phong_texture(lights,
- -- T.map_rectangular(
- -- T.make_mandelbrot_pigment(
- -- T.make_checkered_pigment({0.5,0.2,1.0},{1,1,1}),
- -- T.make_checkered_pigment({1,1,1},{0.5,0.2,1.0}),
- -- 20),
- -- texture_x, texture_y),
- -- 0.2, 1.0, 0, 1)),
-
- sdf = P.make_plane(V.origin, plane_normal, T.make_phong_texture(lights,T.map_rectangular(T.make_solid_pigment({0.5,0.2,1.0}), texture_x, texture_y), 0.2, 1.0, 0.5, 20)),
+ sdf = P.make_plane(V.new{0,0,0}, plane_normal,
+ T.make_phong_texture(lights,
+ T.map_rectangular(
+ T.make_mandelbrot_pigment(
+ make_image_pigment("images/wood1.ppm",1),
+ make_image_pigment("images/wood2.ppm",1),
+ 20),
+ texture_x, texture_y),
+ 0.2, 1.0, 0, 1)),
+
+ -- sdf = P.make_plane(V.origin, plane_normal,
+ -- T.make_phong_texture(
+ -- lights,
+ -- T.map_rectangular(
+ -- -- T.make_solid_pigment({0.5,0.2,1.0}),
+ -- T.make_checkered_pigment(
+ -- make_image_pigment("images/wood1.ppm", 1),
+ -- make_image_pigment("images/wood2.ppm", 1)),
+ -- texture_x, texture_y), 0.2, 1.0, 0.5, 20)),
camera = {location = V.new{0,-5,0},
point_at = V.new{0,0,0},
right = V.x,
fov = 1}}
-Render.render(scene, 300, 200, "mandel_wall.ppm")
+Render.render(scene, 1280, 960, "mandel_wall.ppm")