/* * Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved. * * 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. * * SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "nvmath/nvmath.h" #include "tiny_obj_loader.h" #include #include #include #include // Structure holding the material struct MaterialObj { nvmath::vec3f ambient = nvmath::vec3f(0.1f, 0.1f, 0.1f); nvmath::vec3f diffuse = nvmath::vec3f(0.7f, 0.7f, 0.7f); nvmath::vec3f specular = nvmath::vec3f(1.0f, 1.0f, 1.0f); nvmath::vec3f transmittance = nvmath::vec3f(0.0f, 0.0f, 0.0f); nvmath::vec3f emission = nvmath::vec3f(0.0f, 0.0f, 0.10); float shininess = 0.f; float ior = 1.0f; // index of refraction float dissolve = 1.f; // 1 == opaque; 0 == fully transparent // illumination model (see http://www.fileformat.info/format/material/) int illum = 0; int textureID = -1; }; // OBJ representation of a vertex // NOTE: BLAS builder depends on pos being the first member struct VertexObj { nvmath::vec3f pos; nvmath::vec3f nrm; nvmath::vec3f color; nvmath::vec2f texCoord; }; struct shapeObj { uint32_t offset; uint32_t nbIndex; uint32_t matIndex; }; class ObjLoader { public: void loadModel(const std::string& filename); std::vector m_vertices; std::vector m_indices; std::vector m_materials; std::vector m_textures; std::vector m_matIndx; };