#pragma once #ifndef LIGHT_HPP #define LIGHT_HPP #include #include "ray.hpp" #include "material.hpp" using glm::vec3; class Light { public: vec3 m_position; vec3 m_diffuse; vec3 m_specular; vec3 m_ambient; 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