#pragma once #ifndef LIGHT_HPP #define LIGHT_HPP #include #include "brdf.hpp" #include "phong_brdf.hpp" #include "ray.hpp" #include "material.hpp" using glm::vec3; class Light { public: BRDF * m_brdf; vec3 m_position; vec3 m_diffuse; vec3 m_specular; Light(): m_brdf(static_cast(new PhongBRDF())), 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) { } virtual ~Light() { delete m_brdf; } virtual vec3 direction(vec3 point) = 0; virtual float distance(vec3 point) = 0; virtual vec3 diffuse(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0; virtual vec3 specular(vec3 normal, Ray & r, vec3 i_pos, Material & m) const = 0; }; #endif