cleanup and refactoring
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2302158928
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1285 changed files with 757994 additions and 8 deletions
72
raytracer/common/obj_loader.h
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72
raytracer/common/obj_loader.h
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/*
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* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include <glm/glm.hpp>
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#include "tiny_obj_loader.h"
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#include <array>
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#include <iostream>
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#include <stdint.h>
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#include <unordered_map>
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#include <vector>
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// Structure holding the material
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struct MaterialObj
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{
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glm::vec3 ambient = glm::vec3(0.1f, 0.1f, 0.1f);
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glm::vec3 diffuse = glm::vec3(0.7f, 0.7f, 0.7f);
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glm::vec3 specular = glm::vec3(1.0f, 1.0f, 1.0f);
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glm::vec3 transmittance = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 emission = glm::vec3(0.0f, 0.0f, 0.10);
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float shininess = 0.f;
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float ior = 1.0f; // index of refraction
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float dissolve = 1.f; // 1 == opaque; 0 == fully transparent
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// illumination model (see http://www.fileformat.info/format/material/)
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int illum = 0;
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int textureID = -1;
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};
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// OBJ representation of a vertex
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// NOTE: BLAS builder depends on pos being the first member
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struct VertexObj
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{
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glm::vec3 pos;
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glm::vec3 nrm;
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glm::vec3 color;
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glm::vec2 texCoord;
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};
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struct shapeObj
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{
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uint32_t offset;
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uint32_t nbIndex;
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uint32_t matIndex;
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};
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class ObjLoader
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{
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public:
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void loadModel(const std::string& filename);
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std::vector<VertexObj> m_vertices;
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std::vector<uint32_t> m_indices;
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std::vector<MaterialObj> m_materials;
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std::vector<std::string> m_textures;
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std::vector<int32_t> m_matIndx;
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};
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