Separated BRDF from light source.
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16
phong_brdf.hpp
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16
phong_brdf.hpp
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#pragma once
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#ifndef PHONG_BRDF_HPP
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#define PHONG_BRDF_HPP
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#include "brdf.hpp"
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class PhongBRDF: public BRDF{
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public:
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PhongBRDF() { }
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virtual ~PhongBRDF() { }
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virtual vec3 diffuse(vec3 light_dir, vec3 surface_normal, Ray & incident_ray, vec3 light_diff_color) const;
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virtual vec3 specular(vec3 light_dir, vec3 surface_normal, Ray & incident_ray, vec3 light_spec_color, float shininess) const;
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};
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#endif
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