Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, 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) 2014-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <string>
#include "nvh/gltfscene.hpp"
namespace nvvkhl {
class Scene
{
public:
// Loading .gltf or .glb, `request` attribute and `force` to create if not present
void load(const std::string& filename,
nvh::GltfAttributes requested = nvh::GltfAttributes::Normal | nvh::GltfAttributes::Texcoord_0 | nvh::GltfAttributes::Tangent,
nvh::GltfAttributes forced = nvh::GltfAttributes::Normal | nvh::GltfAttributes::Texcoord_0 | nvh::GltfAttributes::Tangent);
// Getters
const nvh::GltfScene& scene() const { return m_scene; }
const tinygltf::Model& model() const { return m_model; }
nvh::GltfScene& scene() { return m_scene; }
tinygltf::Model& model() { return m_model; }
bool valid() const { return !m_scene.m_nodes.empty(); }
const std::string& filename() const { return m_filename; }
// Clearing loaded model
void clearModel() { m_model = {}; }
void destroy();
private:
nvh::GltfScene m_scene;
tinygltf::Model m_model;
std::string m_filename;
};
} // namespace nvvkhl