30 lines
730 B
C++
30 lines
730 B
C++
#include <limits>
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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 std::numeric_limits;
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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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using glm::pow;
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using glm::max;
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inline vec3 DirectionalLight::direction(vec3 point) {
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return m_position;
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}
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inline float DirectionalLight::distance(vec3 point) {
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return numeric_limits<float>::max();
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}
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vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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return m.m_brdf->diffuse(m_position, normal, r, i_pos, m_diffuse);
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}
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vec3 DirectionalLight::specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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return m.m_brdf->specular(m_position, normal, r, i_pos, m_specular, m.m_shininess);
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}
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