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light.h
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#ifndef LIGHT_H
#define LIGHT_H
#include <glm/glm.hpp>
using glm::vec3;
/*
Light structs for use as shader uniforms
*/
struct DirectionalLight
{
DirectionalLight() {}
DirectionalLight(const vec3& _direction, const vec3& _ambient, const vec3& _diffuse, const vec3& _specular) : direction(_direction), ambient(_ambient), diffuse(_diffuse), specular(_specular) {}
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct DirectionalLightUniforms
{
unsigned direction;
unsigned ambient;
unsigned diffuse;
unsigned specular;
};
inline ostream& operator<<(ostream& os, const DirectionalLightUniforms& u)
{
return os << u.direction << " " << u.ambient << " " << u.diffuse << " " << u.specular;
}
struct PointLight
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
// Attenuation constants
float linear;
float quadratic;
};
struct SpotLight
{
vec3 position;
vec3 direction;
float cutOff;
vec3 ambient;
vec3 diffuse;
vec3 specular;
// Attenuation constants
float linear;
float quadratic;
};
#endif // LIGHT_H