sphere and disk area lights mostly ready (I think :S).
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@@ -11,11 +11,11 @@ using glm::dot;
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using glm::pow;
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using glm::max;
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inline vec3 PointLight::direction(vec3 point) {
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vec3 PointLight::direction(vec3 point) const {
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return normalize(m_position - point);
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}
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inline float PointLight::distance(vec3 point) {
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float PointLight::distance(vec3 point) const {
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return length(m_position - point);
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}
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@@ -23,9 +23,8 @@ vec3 PointLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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float d, att;
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vec3 l_dir, ref;
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l_dir = m_position - i_pos;
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d = length(l_dir);
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l_dir = normalize(l_dir);
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return att * m.m_brdf->diffuse(l_dir, normal, r, i_pos, m_diffuse);
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@@ -35,9 +34,8 @@ vec3 PointLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const
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float d, att;
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vec3 l_dir, ref;
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l_dir = m_position - i_pos;
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d = length(l_dir);
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l_dir = normalize(l_dir);
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l_dir = normalize(direction(i_pos));
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d = distance(i_pos);
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att = 1.0f / (m_const_att + (m_lin_att * d) + (m_quad_att * (d * d)));
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return att * m.m_brdf->specular(l_dir, normal, r, i_pos, m_specular, m.m_shininess);
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