New way of handling lights and materials.

This commit is contained in:
2017-01-01 20:57:35 -04:00
parent 2b1a9ed819
commit c78a8d284f
13 changed files with 141 additions and 108 deletions

View File

@@ -4,6 +4,9 @@
#include <glm/vec3.hpp>
#include "ray.hpp"
#include "material.hpp"
using glm::vec3;
class Light {
@@ -13,8 +16,13 @@ public:
vec3 m_specular;
vec3 m_ambient;
Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)), m_ambient(vec3(0.05f)) { }
Light(vec3 _p, vec3 _d, vec3 _s, vec3 _a): m_position(_p), m_diffuse(_d), m_specular(_s), m_ambient(_a) { }
float max(float a, float b) const {
return a >= b ? a : b;
}
virtual ~Light() { }
virtual vec3 shade(vec3 normal, Ray & r, Material & m) const = 0;
};
#endif