ft: refactor materials/texture decoupling

made it so all materials can use a texture for colour source. this
should be extendable if we want to do e.g. coded patterns in future
This commit is contained in:
2026-09-13 14:53:28 +02:00
parent 968c232388
commit eddde10023
12 changed files with 89 additions and 69 deletions

View File

@@ -13,13 +13,13 @@
"focus_dist": 15.68
},
"materials": [
{ "type": "metal", "albedo": [0.2, 0.4, 0.8 ], "prob": 1.0, "fuzz": 0.1},
{ "type": "metal", "albedo": [0.7, 0.4, 0.2 ], "prob": 1.0, "fuzz": 0.1},
{ "type": "lambertian", "albedo": [0.8, 0.8, 0.0 ], "prob": 1.0},
{ "type": "lambertian", "albedo": [0.1, 0.2, 0.5 ], "prob": 1.0},
{ "type": "metal", "colour": [0.2, 0.4, 0.8 ], "prob": 1.0, "fuzz": 0.1},
{ "type": "metal", "colour": [0.7, 0.4, 0.2 ], "prob": 1.0, "fuzz": 0.1},
{ "type": "lambertian", "colour": [0.8, 0.8, 0.0 ], "prob": 1.0},
{ "type": "lambertian", "colour": [0.1, 0.2, 0.5 ], "prob": 1.0},
{ "type": "dielectric", "refraction_index": 1.5},
{ "type": "dielectric", "refraction_index": 0.67},
{ "type": "metal", "albedo": [0.8, 0.6, 0.2 ], "prob": 1.0, "fuzz": 1.0}
{ "type": "metal", "colour": [0.8, 0.6, 0.2 ], "prob": 1.0, "fuzz": 1.0}
],
"objects": [