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scene.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#pragma once
class Scene
{
public:
enum class AnimType : uint32_t
{
AT_Static,
AT_RotateY,
AT_Dance,
AT_COUNT
};
enum class MeshType : uint32_t
{
MT_Plane,
MT_Box,
MT_Sphere,
MT_COUNT
};
enum class MaterialType : uint32_t
{
BT_Lambert,
BT_Phong,
BT_Metallic,
BT_Velvet,
BT_Flakes,
BT_Faceted,
BT_Stan,
BT_Checker,
BT_COUNT
};
struct Material
{
struct PhongParams
{
dm::float3 specularColor;
float specularPower;
};
struct VelvetParams
{
float roughness;
};
struct FlakesParams
{
dm::float3 specularColor;
float specularPower;
float granularity;
};
struct StanParams
{
dm::float3 linesColor;
float linesThickness;
float linesSpacing;
};
struct CheckerParams
{
dm::float3 baseColor2;
float checkerSize;
float specularPower;
};
dm::float3 baseColor;
MaterialType materialType;
union
{
PhongParams phong;
VelvetParams velvet;
FlakesParams flakes;
StanParams stan;
CheckerParams curvature;
};
};
struct Instance
{
dm::float3 position;
float rotationY;
dm::float3 size;
MeshType meshType;
uint32_t material;
AnimType animType;
};
struct Light
{
dm::float3 position;
dm::float3 target;
dm::float3 targetOffset;
dm::float3 color;
float innerAngle;
float outerAngle;
};
struct AnimState
{
uint32_t state;
uint32_t stateRepeats;
float statePeriod;
float timeInState;
dm::float3 scale;
float rotationY;
float offsetY;
float twist;
};
void CreateAssets(nvrhi::IDevice *device,nvrhi::ICommandList *commandList);
const std::vector<Material>& GetMaterials() const { return m_materials; }
const std::vector<Instance>& GetWorldObjects() const { return m_worldObjects; }
const std::vector<Light>& GetLights() const { return m_lights; }
nvrhi::BufferHandle GetMaterialsBuffer() const { return m_materialDataBuffer; }
nvrhi::BufferHandle GetWorldObjectsBuffer() const { return m_instanceDataBuffer; }
nvrhi::BufferHandle GetLightsBuffer() const { return m_lightDataBuffer; }
nvrhi::BufferHandle GetAnimStateBuffer() const { return m_animStateBuffer; }
nvrhi::BufferHandle GetMeshVertexBuffer(MeshType meshType) const { return m_vertexBuffers[(int)meshType]; }
nvrhi::BufferHandle GetMeshIndexBuffer(MeshType meshType) const { return m_indexBuffers[(int)meshType]; }
static float GetSceneSize();
static float GetSceneHeight();
protected:
void PopulateWorld();
nvrhi::BufferHandle m_vertexBuffers[(int)MeshType::MT_COUNT];
nvrhi::BufferHandle m_indexBuffers[(int)MeshType::MT_COUNT];
nvrhi::BufferHandle m_materialDataBuffer;
nvrhi::BufferHandle m_instanceDataBuffer;
nvrhi::BufferHandle m_lightDataBuffer;
nvrhi::BufferHandle m_animStateBuffer;
std::vector<Material> m_materials;
std::vector<Instance> m_worldObjects;
std::vector<Light> m_lights;
};