New way of handling lights and materials.
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3
disk.hpp
3
disk.hpp
@@ -14,19 +14,16 @@ public:
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float m_radius;
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Disk(): m_radius(1.0f) {
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rho = 0.0f;
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m_point = vec3(0.0f);
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m_normal = vec3(0.0f, 1.0f, 0.0f);
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}
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Disk(float x, float y, float z, float nx, float ny, float nz, float _r): m_radius(_r) {
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rho = 0.0f;
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m_point = vec3(x, y, z);
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m_normal = normalize(vec3(nx, ny, nz));
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}
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Disk(vec3 _p, vec3 _n, float _r): m_radius(_r) {
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rho = 0.0f;
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m_point = _p;
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m_normal = normalize(_n);
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}
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