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3D rendering engine. Plus modeling. Expected glsl textures 3d and 2d rendering
/*
* Copyright (c) 2023. Manuel Daniel Dahmen
*
*
* Copyright 2012-2023 Manuel Daniel Dahmen
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package one.empty3.library.core.raytracer;
import one.empty3.library.*;
/*__
* Created by manuel on 03-08-16.
*/
public abstract class RtLight extends RtNode {
protected float mDiffuseColor;
protected float mSpecularColor;
protected Point3D mPosition = new Point3D();
protected RtColor mColor;
protected int mLightType;
protected double mIntensite = 1;
public RtLight(Point3D position, float diffuseColor, float specularColor, RtColor CColor, int type) {
super(LIGHT, "LIGHT");
assert (position != null);
mPosition = position;
mDiffuseColor = diffuseColor;
mSpecularColor = specularColor;
mColor = CColor;
mLightType = type;
}
public RtLight(int light, String light1) {
mLightType = light;
mNodeType = LIGHT;
}
/*public RtLight(int light, String light1) {
super(light, light1);
}*/
// get
public Point3D getPosition() {
return mPosition;
}
public RtColor getColor() {
return mColor;
}
public int getType() {
return mLightType;
}
// La méthode virtuel pure d'éclairage.
public abstract RtColor getLightAt(Point3D normal, Point3D intersectionPoint, RtMatiere material);
public void setIntensite(int intensite) {
this.mIntensite = intensite;
}
}
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