#include "Light.h" Light::Light(glm::vec3 intensity_, glm::vec4 location_) : location(location_), intensity(intensity_) { type = BASE; } Light::Light(glm::vec3 intensity_, glm::vec4 location_, float spot_cutoff_, float spot_inner_cutoff_, float spot_exponent_, glm::vec4 lookAtPosition_): location(location_), intensity(intensity_), spot_cutoff(spot_cutoff_), spot_inner_cutoff(spot_inner_cutoff_) ,spot_exponent(spot_exponent_) { type = SPOT; direction = lookAtPosition_; } Light::Light() : location(glm::vec4(0)), intensity(glm::vec3(1)) {} Light::~Light() { }