Moved BRDF to material definition.
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13
light.hpp
13
light.hpp
@@ -4,27 +4,22 @@
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#include <glm/vec3.hpp>
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#include "brdf.hpp"
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#include "phong_brdf.hpp"
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#include "ray.hpp"
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#include "material.hpp"
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#include "ray.hpp"
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using glm::vec3;
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class Light {
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public:
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BRDF * m_brdf;
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vec3 m_position;
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vec3 m_diffuse;
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vec3 m_specular;
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Light(): m_brdf(static_cast<BRDF *>(new PhongBRDF())), m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
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Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
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Light(BRDF * _brdf, vec3 _p, vec3 _d, vec3 _s): m_brdf(_brdf), m_position(_p), m_diffuse(_d), m_specular(_s) { }
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Light(vec3 _p, vec3 _d, vec3 _s): m_position(_p), m_diffuse(_d), m_specular(_s) { }
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virtual ~Light() {
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delete m_brdf;
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}
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virtual ~Light() { }
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virtual vec3 direction(vec3 point) = 0;
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virtual float distance(vec3 point) = 0;
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