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PhotonMF/light.hpp

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#pragma once
#ifndef LIGHT_HPP
#define LIGHT_HPP
#include <glm/vec3.hpp>
#include "material.hpp"
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#include "ray.hpp"
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using glm::vec3;
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class Light {
public:
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vec3 m_position;
vec3 m_diffuse;
vec3 m_specular;
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Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { }
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Light(vec3 _p, vec3 _d, vec3 _s): m_position(_p), m_diffuse(_d), m_specular(_s) { }
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virtual ~Light() { }
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virtual vec3 direction(vec3 point) = 0;
virtual float distance(vec3 point) = 0;
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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;
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};
#endif