New way of handling lights and materials.
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26
directional_light.cpp
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26
directional_light.cpp
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#include <cmath>
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include "directional_light.hpp"
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using glm::pi;
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using glm::reflect;
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using glm::dot;
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vec3 DirectionalLight::shade(vec3 normal, Ray & r, Material & m) const {
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float n_dot_l, r_dot_l;
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vec3 color, ref;
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//color = m.m_ambient * m_ambient;
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n_dot_l = max(dot(normal, m_position), 0.0);
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color += (m.m_diffuse / pi<float>()) * m_diffuse * n_dot_l;
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ref = reflect(m_position, normal);
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r_dot_l = pow(max(dot(ref, r.m_direction), 0.0f), m.m_shininess);
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color += m.m_specular * m_specular * r_dot_l;
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return color;
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}
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