bluenoise-raytracer/common/obj_loader.h
Kingstom b4e4ff3b34 Add stdint.h header include
Signed-off-by: Kingstom <kingstom.chen@gmail.com>
2023-06-21 18:32:48 +08:00

72 lines
2.1 KiB
C++

/*
* 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 <stdint.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<int32_t> m_matIndx;
};