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Presentations/EVI - 2017/EVI 21/EVIray/material.hpp

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C++
Executable File

#pragma once
#ifndef MATERIAL_HPP
#define MATERIAL_HPP
#include <glm/vec3.hpp>
#include "brdf.hpp"
#include "phong_brdf.hpp"
using glm::vec3;
class Material {
public:
vec3 m_emission; // Light emission color.
vec3 m_diffuse; // Diffuse color.
vec3 m_specular; // Specular reflection color.
float m_rho; // Reflection coefficient.
float m_shininess; // Shininess.
float m_ref_index; // Refraction index.
bool m_refract; // Refraction enabled.
BRDF * m_brdf; // BRDF.
/**
* Default material constructor.
*/
Material(BRDF * _brdf = NULL):
m_emission(vec3(0.0f)),
m_diffuse(vec3(1.0f)),
m_specular(vec3(1.0f)),
m_rho(0.0f),
m_shininess(89.0f),
m_ref_index(1.0f),
m_refract(false)
{
m_brdf = _brdf != NULL ? _brdf : static_cast<BRDF *>(new PhongBRDF());
}
~Material() {
delete m_brdf;
}
/**
* Copy constructor.
*/
Material(const Material & m) {
m_diffuse = m.m_diffuse;
m_specular = m.m_specular;
m_rho = m.m_rho;
m_shininess = m.m_shininess;
m_ref_index = m.m_ref_index;
m_refract = m.m_refract;
m_brdf = m.m_brdf;
}
};
#endif