#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; virtual ~Light() { } virtual vec3 direction(vec3 point) = 0; virtual float distance(vec3 point) = 0; virtual vec3 shade(vec3 normal, Ray & r, float t, Material & m) const = 0; }; #endif