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