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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
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