91 lines
2.9 KiB
C++
91 lines
2.9 KiB
C++
// ======================================================================== //
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// Copyright 2009-2013 Intel Corporation //
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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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#ifndef __EMBREE_TUTORIAL03_OBJ_LOADER_H__
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#define __EMBREE_TUTORIAL03_OBJ_LOADER_H__
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#include "sys/platform.h"
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#include "sys/filename.h"
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#include "sys/stl/vector.h"
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#include "math/vec2.h"
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#include "math/vec3.h"
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#include <vector>
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#include <memory>
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namespace embree
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{
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/*! Scene representing the OBJ file */
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struct OBJScene
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{
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OBJScene () {}
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~OBJScene ()
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{
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for (size_t i=0; i<meshes.size(); i++)
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delete meshes[i];
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}
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/*! OBJ Triangle */
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struct Triangle
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{
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public:
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Triangle (int v0, int v1, int v2, int materialID)
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: v0(v0), v1(v1), v2(v2), materialID(materialID) {}
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public:
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int v0, v1, v2, materialID;
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};
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/*! Mesh. */
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struct Mesh
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{
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vector_t<Vec3fa> v;
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vector_t<Vec3fa> vn;
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std::vector<Vec2f> vt;
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std::vector<Triangle> triangles;
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};
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/*! OBJ material */
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struct Material
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{
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public:
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Material ()
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: illum(0), d(1.f), Ns(1.f), Ni(1.f), Ka(0.f), Kd(1.f), Ks(0.f), Tf(1.f) {};
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public:
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int illum; /*< illumination model */
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float d; /*< dissolve factor, 1=opaque, 0=transparent */
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float Ns; /*< specular exponent */
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float Ni; /*< optical density for the surface (index of refraction) */
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Vec3f Ka; /*< ambient reflectivity */
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Vec3f Kd; /*< diffuse reflectivity */
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Vec3f Ks; /*< specular reflectivity */
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Vec3f Tf; /*< transmission filter */
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};
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public:
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std::vector<Material> materials; //!< material list
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std::vector<Mesh*> meshes; //!< list of meshes
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};
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/*! read from disk */
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void loadOBJ(const FileName& fileName, OBJScene& mesh);
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}
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#endif
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