sphere and disk area lights mostly ready (I think :S).
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@@ -14,8 +14,8 @@ public:
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DirectionalLight(vec3 _p, vec3 _d, vec3 _s): InfinitesimalLight(normalize(_p), _d, _s) { }
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virtual vec3 direction(vec3 point);
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virtual float distance(vec3 point);
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virtual vec3 direction(vec3 point) const;
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virtual float distance(vec3 point) const;
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virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
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virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const;
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};
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