Moved BRDF to material definition.

This commit is contained in:
Miguel Angel Astor Romero
2017-01-12 13:38:42 -04:00
parent 8c33e46b3d
commit f7f912ff82
13 changed files with 23 additions and 23 deletions

View File

@@ -4,27 +4,22 @@
#include <glm/vec3.hpp>
#include "brdf.hpp"
#include "phong_brdf.hpp"
#include "ray.hpp"
#include "material.hpp"
#include "ray.hpp"
using glm::vec3;
class Light {
public:
BRDF * m_brdf;
vec3 m_position;
vec3 m_diffuse;
vec3 m_specular;
Light(): m_brdf(static_cast<BRDF *>(new PhongBRDF())), m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
Light(BRDF * _brdf, vec3 _p, vec3 _d, vec3 _s): m_brdf(_brdf), m_position(_p), m_diffuse(_d), m_specular(_s) { }
Light(vec3 _p, vec3 _d, vec3 _s): m_position(_p), m_diffuse(_d), m_specular(_s) { }
virtual ~Light() {
delete m_brdf;
}
virtual ~Light() { }
virtual vec3 direction(vec3 point) = 0;
virtual float distance(vec3 point) = 0;