Added ray-disk intersection and material definition.
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20
material.hpp
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20
material.hpp
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#pragma once
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#ifndef MATERIAL_HPP
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#define MATERIAL_HPP
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#include <glm/vec3.hpp>
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using glm::vec3;
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class Material {
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public:
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vec3 m_diffuse;
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vec3 m_specular;
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vec3 m_ambient;
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float m_rho;
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float m_shininess;
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Material(): m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_ambient(vec3(1.0f)), m_rho(0.0f), m_shininess(89.0f) { }
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};
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#endif
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