bluenoise-raytracer/common/obj_loader.h
mklefrancois 3aba333c29 Comments
2020-11-24 16:27:15 +01:00

56 lines
1.6 KiB
C++

/******************************************************************************
* Copyright 1998-2018 NVIDIA Corp. All Rights Reserved.
*****************************************************************************/
#pragma once
#include "fileformats/tiny_obj_loader.h"
#include "nvmath/nvmath.h"
#include <array>
#include <iostream>
#include <unordered_map>
#include <vector>
// 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<VertexObj> m_vertices;
std::vector<uint32_t> m_indices;
std::vector<MaterialObj> m_materials;
std::vector<std::string> m_textures;
std::vector<uint32_t> m_matIndx;
};