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78 jab 1
#ifndef __MATERIAL_H__
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#define __MATERIAL_H__
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#include <string>
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#include <vector>
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#include "CGLA/Vec3f.h"
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#include "CGLA/Vec3i.h"
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namespace Geometry
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{
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		struct Material
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		{
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				/// Name of material
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				std::string name;
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				/// Diffuse reflection
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				float diffuse[4];			
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				/// Ambient reflection
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				float ambient[4];
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				/// Specular reflection
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				float specular[4];		
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				/// Specular exponent
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				float shininess;			
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        /// Index of refraction in the inverted normal direction ("inside")
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        float ior_in;
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        /// Index of refraction in the normal direction ("outside")
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        float ior_out;
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        /// Transmission filter
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        float transmission[3];
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        /** Illumination model
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              1 - Color and ambient
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              2 - Color and ambient and highlight
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              3 - Reflection
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              4 - Reflection and refraction
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            Refer to the MTL format specification for more models. 
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            Only numbers from 0 to 10 have a specific meaning. */
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        int illum;
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        bool has_texture;
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				std::string tex_path, tex_name;
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				int tex_id;
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			Material():	name("default"),
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					 tex_path(""), tex_name(""), tex_id(-1) 
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						{
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                ior_in = 1.5f;
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                ior_out = 1.0f;
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								shininess = 0;
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								diffuse[0] = 0.8f;
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								diffuse[1] = 0.8f;
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								diffuse[2] = 0.8f;
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								diffuse[3] = 1.0f;
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								ambient[0] = 0.2f;
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								ambient[1] = 0.2f;
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								ambient[2] = 0.2f;
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								ambient[3] = 1.0f;
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								specular[0] = 0.0f;
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								specular[1] = 0.0f;
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								specular[2] = 0.0f;
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								specular[3] = 1.0f;
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                transmission[0] = 0.0f;
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                transmission[1] = 0.0f;
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                transmission[2] = 0.0f;
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                illum = 2;
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						}
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		};
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}
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#endif