#pragma once #ifndef LIGHT_HPP #define LIGHT_HPP #include #include "material.hpp" #include "ray.hpp" using glm::vec3; class Light { public: typedef enum LIGHT_TYPE { INFINITESIMAL = 0, AREA } ltype_t; vec3 m_position; vec3 m_diffuse; vec3 m_specular; Light(): m_position(vec3(0.0f)), m_diffuse(vec3(1.0f)), m_specular(vec3(1.0f)) { } Light(vec3 _p, vec3 _d, vec3 _s): m_position(_p), m_diffuse(_d), m_specular(_s) { } virtual ~Light() { } virtual ltype_t light_type() { return type; } 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; protected: ltype_t type; }; class InfinitesimalLight: public Light { public: InfinitesimalLight(): Light() { type = INFINITESIMAL; } InfinitesimalLight(vec3 _p, vec3 _d, vec3 _s): Light(_p, _d, _s) { type = INFINITESIMAL; } 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; }; class AreaLight: public Light { public: AreaLight(): Light() { type = AREA; } AreaLight(vec3 _p, vec3 _d, vec3 _s): Light(_p, _d, _s) { type = AREA; } 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