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PhotonMF/directional_light.cpp

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#include <limits>
#include <glm/glm.hpp>
#include <glm/gtc/constants.hpp>
#include "directional_light.hpp"
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using std::numeric_limits;
using glm::pi;
using glm::reflect;
using glm::dot;
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using glm::pow;
using glm::max;
vec3 DirectionalLight::direction(vec3 point) const {
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return m_position;
}
float DirectionalLight::distance(vec3 point) const {
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return numeric_limits<float>::max();
}
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vec3 DirectionalLight::diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const {
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 {
return m.m_brdf->specular(m_position, normal, r, i_pos, m_specular, m.m_shininess);
}