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author | 53hornet <53hornet@gmail.com> | 2019-02-02 23:33:15 -0500 |
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committer | 53hornet <53hornet@gmail.com> | 2019-02-02 23:33:15 -0500 |
commit | db072ad4dc181eca5a1458656b130beb43f475bf (patch) | |
tree | a3c03c7f5497cb70503e2486662fa85cfb53415a /hw6/data/HW5-scene6.xml | |
download | csci427-db072ad4dc181eca5a1458656b130beb43f475bf.tar.xz csci427-db072ad4dc181eca5a1458656b130beb43f475bf.zip |
Diffstat (limited to 'hw6/data/HW5-scene6.xml')
-rw-r--r-- | hw6/data/HW5-scene6.xml | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/hw6/data/HW5-scene6.xml b/hw6/data/HW5-scene6.xml new file mode 100644 index 0000000..6cec32a --- /dev/null +++ b/hw6/data/HW5-scene6.xml @@ -0,0 +1,126 @@ +<scene> + + <camera eye="0.0 0.0 12.0" up="0.0 1.0 0.0" view="0.0 0.0 -1.0" fov="30.0" width="512" height="512" auto="false"/> + + <!-------------------MATERIAL DEFINITIONS-----------------> + <material id="checker1"> + <diffuse> + <albedo value="1.0 1.0 1.0"> + <texture filename="checker.ppm" type="nearest" repeatTexture="false"/> + </albedo> + </diffuse> + </material> + + <material id="checker2"> + <diffuse> + <albedo value="1.0 1.0 1.0"> + <texture filename="checker.ppm" type="nearest" repeatTexture="true"/> + </albedo> + </diffuse> + </material> + + <material id="checker3"> + <diffuse> + <albedo value="1.0 1.0 1.0"> + <texture filename="checker.ppm" type="bilinear" repeatTexture="false"/> + </albedo> + </diffuse> + </material> + + <material id="checker4"> + <diffuse> + <albedo value="1.0 1.0 1.0"> + <texture filename="checker.ppm" type="bilinear" repeatTexture="true"/> + </albedo> + </diffuse> + </material> + + <!-------------------BOTTOM ROW: NEAREST-----------------> + <triangleMesh> + <triangle> + <vertex v="+6.0 +3.0 0.0" t="+3.0 +3.0"/> + <vertex v="+3.0 +3.0 0.0" t="-3.0 +3.0"/> + <vertex v="+3.0 +0.0 0.0" t="-3.0 -3.0"/> + <vertex v="+6.0 +0.0 0.0" t="+3.0 -3.0"/> + </triangle> + <material ref="checker1"/> + </triangleMesh> + + <triangleMesh> + <triangle> + <vertex v="+3.0 +3.0 0.0" t="+1.0 +1.0"/> + <vertex v="+0.0 +3.0 0.0" t="+0.0 +1.0"/> + <vertex v="+0.0 +0.0 0.0" t="+0.0 +0.0"/> + <vertex v="+3.0 +0.0 0.0" t="+1.0 +0.0"/> + </triangle> + <material ref="checker1"/> + </triangleMesh> + + <triangleMesh> + <triangle> + <vertex v="-0.0 +3.0 0.0" t="+1.0 +1.0"/> + <vertex v="-3.0 +3.0 0.0" t="+0.0 +1.0"/> + <vertex v="-3.0 +0.0 0.0" t="+0.0 +0.0"/> + <vertex v="-0.0 +0.0 0.0" t="+1.0 +0.0"/> + </triangle> + <material ref="checker2"/> + </triangleMesh> + + <triangleMesh> + <triangle> + <vertex v="-3.0 +3.0 0.0" t="+3.0 +3.0"/> + <vertex v="-6.0 +3.0 0.0" t="-3.0 +3.0"/> + <vertex v="-6.0 +0.0 0.0" t="-3.0 -3.0"/> + <vertex v="-3.0 +0.0 0.0" t="+3.0 -3.0"/> + </triangle> + <material ref="checker2"/> + </triangleMesh> + + <!-------------------TOP ROW: BILINEAR-----------------> + <triangleMesh> + <triangle> + <vertex v="+6.0 +0.0 0.0" t="+3.0 +3.0"/> + <vertex v="+3.0 +0.0 0.0" t="-3.0 +3.0"/> + <vertex v="+3.0 -3.0 0.0" t="-3.0 -3.0"/> + <vertex v="+6.0 -3.0 0.0" t="+3.0 -3.0"/> + </triangle> + <material ref="checker3"/> + </triangleMesh> + + <triangleMesh> + <triangle> + <vertex v="+3.0 +0.0 0.0" t="+1.0 +1.0"/> + <vertex v="+0.0 +0.0 0.0" t="+0.0 +1.0"/> + <vertex v="+0.0 -3.0 0.0" t="+0.0 +0.0"/> + <vertex v="+3.0 -3.0 0.0" t="+1.0 +0.0"/> + </triangle> + <material ref="checker3"/> + </triangleMesh> + + <triangleMesh> + <triangle> + <vertex v="+0.0 +0.0 0.0" t="+1.0 +1.0"/> + <vertex v="-3.0 +0.0 0.0" t="+0.0 +1.0"/> + <vertex v="-3.0 -3.0 0.0" t="+0.0 +0.0"/> + <vertex v="+0.0 -3.0 0.0" t="+1.0 +0.0"/> + </triangle> + <material ref="checker4"/> + </triangleMesh> + + <triangleMesh> + <triangle> + <vertex v="-3.0 +0.0 0.0" t="+3.0 +3.0"/> + <vertex v="-6.0 +0.0 0.0" t="-3.0 +3.0"/> + <vertex v="-6.0 -3.0 0.0" t="-3.0 -3.0"/> + <vertex v="-3.0 -3.0 0.0" t="+3.0 -3.0"/> + </triangle> + <material ref="checker4"/> + </triangleMesh> + + <!-------------------LIGHTS & RENDER ENGINE-----------------> + <light type="directional" direction="0.0 0.0 -1.0" power="1.0 1.0 1.0"/> + + <intersector type="bvh"/> + <renderer type="raycasting"/> + +</scene> |