int main(){

  int width = 2000;
  int height = 2000;

  Bitmap mybits(width, height);

  std::vector<SceneObject> scenedesc;

  SceneObject myfloor;
  myfloor.f = &myfloor_f;
  myfloor.g = &myfloor_g;

  scenedesc.push_back(myfloor);

  render( width, height, Point(0.0,2.0,0.0), EulerRotation(0,0,0), scenedesc, mybits);
  // for(int i = 0; i < width; i++){
  //   for(int j = 0; j < height; j++){
  //     double shade1 = double(i)/width;
  //     double shade2 = double(j)/height;
  //     shade1 = (shade1 + 2.0)/4.0;
  //     shade2 = (shade2 + 2.0)/4.0;
  //     mybits(i,j) = Color(shade1*shade2, (shade1-shade2), (shade2+shade1)/2);
  //   }
  // }

  mybits.diffuse_error(2.0);

  std::cout << mybits;


  return 0;
}
Exemple #2
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float4x4 float4x4::EulerRotationDeg(const D3DXVECTOR3& angle) {
	D3DXVECTOR3 angleradians = angle/180.0f*D3DX_PI;
	return EulerRotation(angleradians);
}