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Light.h
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98 lines (74 loc) · 1.83 KB
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#ifndef LIGHT_H
#define LIGHT_H
#include <Vector3f.h>
#include "Object3D.h"
class Light
{
public:
Light()
{
}
virtual ~Light()
{
}
virtual void getIllumination( const Vector3f& p, Vector3f& dir, Vector3f& col, float& distanceToLight ) const = 0;
char type;
int samples;
};
class DirectionalLight : public Light
{
public:
DirectionalLight( const Vector3f& d, const Vector3f& c, int s = 1)
{
direction = d.normalized();
color = c;
samples = s;
type = 'd';
}
~DirectionalLight()
{
}
///@param p unsed in this function
///@param distanceToLight not well defined because it's not a point light
virtual void getIllumination( const Vector3f& p, Vector3f& dir, Vector3f& col, float& distanceToLight ) const
{
// the direction to the light is the opposite of the
// direction of the directional light source
dir = -direction;
col = color;
distanceToLight = FLT_MAX;
}
private:
DirectionalLight(); // don't use
Vector3f direction;
Vector3f color;
};
class PointLight : public Light
{
public:
PointLight( const Vector3f& p, const Vector3f& c,float fall )
{
position = p;
color = c;
falloff = fall;
type = 'p';
}
~PointLight()
{
}
virtual void getIllumination( const Vector3f& p, Vector3f& dir, Vector3f& col, float& distanceToLight ) const
{
// the direction to the light is the opposite of the
// direction of the directional light source
dir = (position-p);
distanceToLight = dir.abs();
dir = dir/dir.abs();
col = color/(1+falloff*distanceToLight*distanceToLight);
}
private:
PointLight(); // don't use
float falloff;
Vector3f position;
Vector3f color;
};
#endif // LIGHT_H