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
*/
#include "gltf_scene.hpp"
#include <filesystem>
#include "nvh/timesampler.hpp"
void nvvkhl::Scene::load(const std::string& filename, nvh::GltfAttributes requested, nvh::GltfAttributes forced)
{
nvh::ScopedTimer st(std::string(__FUNCTION__) + "\n");
LOGI("%s%s\n", nvh::ScopedTimer::indent().c_str(), filename.c_str());
m_scene = {};
m_model = {};
m_filename = filename;
nvh::Stopwatch sw;
tinygltf::TinyGLTF tcontext;
std::string warn;
std::string error;
auto ext = std::filesystem::path(filename).extension().string();
bool result{false};
if(ext == ".gltf")
{
result = tcontext.LoadASCIIFromFile(&m_model, &error, &warn, filename);
}
else if(ext == ".glb")
{
result = tcontext.LoadBinaryFromFile(&m_model, &error, &warn, filename);
}
if(!result)
{
LOGW("%s%s\n", st.indent().c_str(), warn.c_str());
LOGE("%s%s\n", st.indent().c_str(), error.c_str());
assert(!"Error while loading scene");
}
m_scene.importMaterials(m_model);
m_scene.importDrawableNodes(m_model, requested, forced);
}
void nvvkhl::Scene::destroy()
{
m_scene = {};
m_model = {};
m_filename = {};
}