Files
PhotonMF/light.hpp
Miguel Angel Astor Romero f150f8f24c Separated BRDF from light source.
2017-01-11 14:51:21 -04:00

36 lines
834 B
C++

#pragma once
#ifndef LIGHT_HPP
#define LIGHT_HPP
#include <glm/vec3.hpp>
#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<BRDF *>(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