552c0cb966
This necessitated to rework how light properties for a material were given. A material can have either reflectivity or transparency. This changes the parsing of materials, using a `LightProperty` structure at its core. This is does not implement the true Fresnel equations to take into account the amount of reflection that an incident goes through when encountering a transparent object.
41 lines
828 B
YAML
41 lines
828 B
YAML
aliasing_limit: 10
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reflection_limit: 5
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camera:
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origin: [-1.0, 0.0, 0.0]
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forward: [ 1.0, 0.0, 0.0]
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up: [0.0, 1.0, 0.0]
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fov: 90.0
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distance_to_image: 1.0
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x: 1080
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y: 1080
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lights:
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ambients:
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- color: {r: 1.0, g: 0.5, b: 0.2}
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directionals:
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- direction: [1.0, 0.0, 0.0]
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color: {r: 1.0, g: 0.5, b: 0.2}
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points:
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- position: [1.0, 1.0, 1.0]
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color: {r: 1.0, g: 0.5, b: 0.2}
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spots:
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- position: [0.0, 0.0, 0.0]
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direction: [1.0, 0.0, 0.0]
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fov: 90.0
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color: {r: 1.0, g: 0.5, b: 0.2}
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objects:
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- shape:
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type: sphere
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inverted: false
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center: [5., 0.0, 0.0]
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radius: 1.0
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material:
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type: uniform
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diffuse: {r: 0.5, g: 0.5, b: 0.5}
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specular: {r: 1., g: 1., b: 1.}
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texture:
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type: uniform
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color: {r: 0.25, g: 0.5, b: 1.}
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