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#pragma once

#include <cstdint>
#include <string>
#include <vector>
#include <glm/glm.hpp>

namespace iris {

struct Mesh {
    std::string name;
    std::vector<glm::vec3> vertices;
    std::vector<glm::vec3> normals;
    std::vector<glm::vec2> texcoords;
    // Note: w component is a sign, 1.0 or -1.0
    std::vector<glm::vec4> tangents;
    std::vector<uint32_t> indices;
    int32_t material_index;

    // AABB
    glm::vec3 p_min;
    glm::vec3 p_max;
};

struct Material {
    std::string name;
    glm::vec4 base_color;
    float metallic;
    float roughness;

    int32_t base_color_texture;
    int32_t metallic_roughness_texture;
    int32_t normal_texture;
    int32_t occulsion_texture;
    int32_t emissive_texture;
};


struct Image {
    std::vector<uint8_t> data;
    glm::uvec3 extent;
    int32_t bits_per_channel;
};

struct Sampler2D {
    int32_t min_filter;
    int32_t mag_filter;
    int32_t wrap_s;
    int32_t wrap_t;
};

struct Texture {
    std::string name;
    Image image;
    Sampler2D sampler;
};

struct Camera {
    enum struct Tag {
        Perspective,
        Orthographic,
    } intrinsic_tag;
    struct PerspectiveCamera {
        float fovx;
        float fovy;
        float aspect;
        float znear;
        float zfar;
    };

    struct OrthographicCamera {
        float xmag;
        float ymag;
        float znear;
        float zfar;
    };
    union {
        PerspectiveCamera perspective;
        OrthographicCamera orthographic;
    } intrinsic;
    glm::vec3 position;
    glm::vec3 direction;
    glm::vec3 up;
};

struct Scene {
    std::vector<Mesh> meshes;
    std::vector<Material> materials;
    std::vector<Texture> textures;

    Camera camera;
};

} // namespace iris