bluenoise-raytracer/ray_tracing__advance/obj.hpp
Mathias Heyer d2ade024c4 Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
2021-05-17 13:10:30 -07:00

80 lines
2.5 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 "obj_loader.h"
// The OBJ model
struct ObjModel
{
uint32_t nbIndices{0};
uint32_t nbVertices{0};
nvvk::Buffer vertexBuffer; // Device buffer of all 'Vertex'
nvvk::Buffer indexBuffer; // Device buffer of the indices forming triangles
nvvk::Buffer matColorBuffer; // Device buffer of array of 'Wavefront material'
nvvk::Buffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
};
// Instance of the OBJ
struct ObjInstance
{
uint32_t objIndex{0}; // Reference to the `m_objModel`
uint32_t txtOffset{0}; // Offset in `m_textures`
nvmath::mat4f transform{1}; // Position of the instance
nvmath::mat4f transformIT{1}; // Inverse transpose
};
// Information pushed at each draw call
struct ObjPushConstants
{
nvmath::vec3f lightPosition{10.f, 15.f, 8.f};
float lightIntensity{100.f};
nvmath::vec3f lightDirection{-1, -1, -1};
float lightSpotCutoff{cos(deg2rad(12.5f))};
float lightSpotOuterCutoff{cos(deg2rad(17.5f))};
int instanceId{0}; // To retrieve the transformation matrix
int lightType{0}; // 0: point, 1: infinite
int frame{0};
};
enum EObjType
{
eSphere = 0,
eCube
};
// One single implicit object
struct ObjImplicit
{
nvmath::vec3f minimum{0, 0, 0}; // Aabb
nvmath::vec3f maximum{0, 0, 0}; // Aabb
int objType{0}; // 0: Sphere, 1: Cube
int matId{0};
};
// All implicit objects
struct ImplInst
{
std::vector<ObjImplicit> objImpl; // All objects
std::vector<MaterialObj> implMat; // All materials used by implicit obj
nvvk::Buffer implBuf; // Buffer of objects
nvvk::Buffer implMatBuf; // Buffer of material
int blasId;
nvmath::mat4f transform{1};
};