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1.test
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1.test
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# Test Scene 1
# A simple quad viewed from different camera positions
size 640 480
# Now specify the camera. This is what you should implement.
# This file has 4 camera positions. Render your scene for all 4.
#camera 0 0 4 0 0 0 0 1 0 30
#camera 0 -3 3 0 0 0 0 1 0 30
#camera -4 0 1 0 0 1 0 0 1 45
#camera -4 -4 4 1 0 0 0 1 0 3
# lookFrom lookAt up fov
camera 0 0 -1 0 -.07 0 0 1 0 30
# lighting/material definitions
# for initial testing, you should get the geometry right
# you may want to use dummy (constant) shading, ignoring these lines
ambient .1 .1 .1
directional .4 -1 -1 .2 .1 .1
directional .4 1 -1 .1 .2 .1
# point 4 0 4 .5 .5 .5
diffuse 1 0 0
specular 0 0 0
# ambient 1 1 1
sphere .1 -.1 -.18 0.05
sphere -.3 -.1 .5 0.05
sphere 0 0 0 0.15
# Now specify the geometry
# Again, for initial testing, maybe you want to implement a dummy
# ray-plane intersection routine, instead of reading this fully.
# Though it's probably simpler you just implement this, for later
# parts of the assignment.
# maxverts 4
# vertex -1 -1 0
# vertex +1 -1 0
# vertex +1 +1 0
# vertex -1 +1 0
# tri 0 1 2
# tri 0 2 3