Scene reader reads figures now.
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251
TODO.org
251
TODO.org
@@ -27,3 +27,254 @@
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- [ ] Texture mapping
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- [ ] Photon mapping
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* Junk
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#+BEGIN_SRC c++
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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Disk * d;
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DirectionalLight * l;
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e = new Environment(NULL, false, vec3(0.7f, 0.4f, 0.05f));
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s = new Sphere(1.0f, 1.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-1.0f, 1.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(0.0f, 1.0f, 0.0f);
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(1.0f, -1.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-1.0f, -1.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(0.0f, 0.0f, -2.0f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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vf.push_back(static_cast<Figure *>(s));
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p = new Plane(vec3(0.0f, -1.5f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.4f);
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vf.push_back(static_cast<Figure *>(p));
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s = new Sphere(-1.5f, 0.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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s->m_mat->m_rho = 0.3f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(1.5f, 0.0f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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s->m_mat->m_rho = 0.08f;
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s->m_mat->m_refract = true;
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s->m_mat->m_ref_index = 1.1f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(0.0f, 1.5f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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s->m_mat->m_rho = 0.5f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(0.0f, 0.0f, -1.0f, 0.25f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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s->m_mat->m_rho = 0.1f;
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vf.push_back(static_cast<Figure *>(s));
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d = new Disk(vec3(-0.0f, -0.0f, -0.5f), vec3(0.0f, 0.0f, 0.1f), 0.25f);
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d->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
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d->m_mat->m_rho = 0.3f;
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d->m_mat->m_refract = true;
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d->m_mat->m_ref_index = 1.33f;
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vf.push_back(static_cast<Figure *>(d));
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l = new DirectionalLight();
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l->m_position = normalize(vec3(1.0f, 1.0f, 1.0f));
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l->m_diffuse = vec3(0.0f, 1.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l));
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l = new DirectionalLight();
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l->m_position = normalize(vec3(-1.0f, 1.0f, 1.0f));
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l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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vl.push_back(static_cast<Light *>(l));
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l = new DirectionalLight();
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l->m_position = normalize(vec3(0.0f, 1.0f, -1.0f));
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l->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l));
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}
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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Disk * d;
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PointLight * l;
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s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.2f;
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vf.push_back(static_cast<Figure *>(s));
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p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(0.0f, 1.0f, 0.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(-2.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(2.0f, 0.0f, 0.0f), vec3(-1.0f, 0.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, -1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(0.0f, 1.0f, 1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(0.0f, 0.0f, -2.0f), vec3(0.0f, 0.0f, 1.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(0.0f, 0.0f, 1.1f), vec3(0.0f, 0.0f, -1.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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s = new Sphere(-0.5f, -0.5f, -1.5f, 0.5f);
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s->m_mat->m_diffuse = vec3(0.0f);
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s->m_mat->m_rho = 1.0f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-0.5f, -0.5f, 0.6f, 0.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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s->m_mat->m_refract = true;
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s->m_mat->m_ref_index = 1.33f;
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vf.push_back(static_cast<Figure *>(s));
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d = new Disk(vec3(-0.25f, 1.0f, -1.0f), vec3(1.0f, 0.0f, 0.0f), 0.25f);
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d->m_mat->m_diffuse = vec3(1.0f);
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vf.push_back(static_cast<Figure *>(d));
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d = new Disk(vec3(0.25f, 1.0f, -1.0f), vec3(-1.0f, 0.0f, 0.0f), 0.25f);
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d->m_mat->m_diffuse = vec3(1.0f);
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vf.push_back(static_cast<Figure *>(d));
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d = new Disk(vec3(0.0f, 1.0f, -1.25f), vec3(0.0f, 0.0f, 1.0f), 0.25f);
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d->m_mat->m_diffuse = vec3(1.0f);
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vf.push_back(static_cast<Figure *>(d));
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d = new Disk(vec3(0.0f, 1.0f, -0.75f), vec3(0.0f, 0.0f, -1.0f), 0.25f);
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d->m_mat->m_diffuse = vec3(1.0f);
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vf.push_back(static_cast<Figure *>(d));
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l = new PointLight();
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l->m_position = vec3(0.0f, 0.9f, -1.0f);
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l->m_diffuse = vec3(1.0f);
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vl.push_back(static_cast<Light *>(l));
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}
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Disk * d;
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// SpotLight * l;
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// DirectionalLight * l2;
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vec3 eye = vec3(0.0f, 1.5f, 1.0f);
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vec3 center = vec3(0.0f, 0.0f, -2.0f);
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vec3 left = vec3(-1.0f, 0.0f, 0.0f);
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e = new Environment("textures/pisa.hdr");
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c->m_eye = eye;
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c->m_look = center;
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c->m_up = cross(normalize(center - eye), left);
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c->translate(vec3(1.0f, 0.0f, 0.0f));
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//c->roll(15.0f);
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// s = new Sphere(0.0f, -0.15f, -2.0f, 1.0f);
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// s->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.0f);
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// s->m_mat->m_specular = vec3(0.3f);
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// s->m_mat->m_shininess = 5.0f;
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// s->m_mat->m_rho = 0.4f;
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// s->m_mat->m_refract = true;
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// s->m_mat->m_ref_index = 1.33f;
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// vf.push_back(static_cast<Figure *>(s));
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// s = new Sphere(0.0f, -0.15f, -2.0f, 0.5f);
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// s->m_mat->m_diffuse = vec3(0.0f);
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// s->m_mat->m_specular = vec3(0.0f);
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// s->m_mat->m_rho = 0.0f;
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// s->m_mat->m_refract = true;
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// s->m_mat->m_ref_index = 2.6f;
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// vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(2.0f, 0.0f, -2.0f, 1.5f, new HeidrichSeidelAnisotropicBRDF(vec3(0.0f, 1.0f, 0.0f)));
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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s->m_mat->m_shininess = 128.0f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-1.0f, 0.0f, -3.25f, 1.5f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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s->m_mat->m_rho = 0.4f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(1.0f, 0.0f, -3.25f, 1.5f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.4f;
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vf.push_back(static_cast<Figure *>(s));
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d = new Disk(vec3(1.0f, -1.5f, -3.25f), vec3(0.0f, 1.0f, 0.0f), 3.0f);
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d->m_mat->m_diffuse = vec3(0.0f, 0.5f, 0.5f);
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d->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(d));
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// l = new SpotLight();
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// l->m_position = normalize(vec3(-2.0f, 1.5f, -1.0f));
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// l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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// l->m_spot_dir = normalize(vec3(0.5f, 0.0f, -2.5f) - vec3(-2.0f, 1.5f, -1.0f));
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// l->m_spot_cutoff = 89.0f;
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// l->m_spot_exponent = 10.0f;
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// vl.push_back(static_cast<Light *>(l));
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// l2 = new DirectionalLight();
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// l2->m_position = normalize(vec3(-1.0f, 0.7f, 1.0f));
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// l2->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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// vl.push_back(static_cast<Light *>(l2));
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// l2 = new DirectionalLight();
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// l2->m_position = normalize(vec3(-0.5f, 0.7f, 1.0f));
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// l2->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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// l2->m_specular = vec3(0.0f, 0.0f, 1.0f);
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// vl.push_back(static_cast<Light *>(l2));
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// l = new DirectionalLight();
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// l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
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// l->m_diffuse = vec3(0.5f);
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// vl.push_back(static_cast<Light *>(l));
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}
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
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Sphere * s;
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Plane * p;
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e = new Environment("textures/pisa.hdr");
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s = new Sphere(0.0f, 0.0f, -2.0f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.3f;
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vf.push_back(static_cast<Figure *>(s));
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p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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}
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#+END_SRC
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