pathtracer/examples/scene.yaml
Bruno BELANYI 552c0cb966 library: implement refraction
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.
2020-03-19 18:23:20 +01:00

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YAML

aliasing_limit: 10
reflection_limit: 5
camera:
origin: [-1.0, 0.0, 0.0]
forward: [ 1.0, 0.0, 0.0]
up: [0.0, 1.0, 0.0]
fov: 90.0
distance_to_image: 1.0
x: 1080
y: 1080
lights:
ambients:
- color: {r: 1.0, g: 0.5, b: 0.2}
directionals:
- direction: [1.0, 0.0, 0.0]
color: {r: 1.0, g: 0.5, b: 0.2}
points:
- position: [1.0, 1.0, 1.0]
color: {r: 1.0, g: 0.5, b: 0.2}
spots:
- position: [0.0, 0.0, 0.0]
direction: [1.0, 0.0, 0.0]
fov: 90.0
color: {r: 1.0, g: 0.5, b: 0.2}
objects:
- shape:
type: sphere
inverted: false
center: [5., 0.0, 0.0]
radius: 1.0
material:
type: uniform
diffuse: {r: 0.5, g: 0.5, b: 0.5}
specular: {r: 1., g: 1., b: 1.}
texture:
type: uniform
color: {r: 0.25, g: 0.5, b: 1.}