Files
PhotonMF/light.hpp
2017-02-07 16:41:58 -04:00

72 lines
1.7 KiB
C++

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