Files
filament/libs/rays/include/rays/SimpleMesh.h
Philip Rideout cbfb364c41 Introduce libs/rays and implement AO baking.
The AO baking procedure consists of the following steps:

1. Flatten the glTF hierarchy.
2. Generate a single 2D parameterization for the entire scene.
3. Embree Pass 1: Create G-Buffer using the above UVs as vert positions.
4. Embree Pass 2: Cast rays from the positions embedded in the G-Buffer.

The `gltf_baker` tool is not ready for general use but already
produces reasonable results for certain well-formed models.
2019-05-15 13:10:56 -07:00

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/*
* Copyright (C) 2019 The Android Open Source Project
*
* 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.
*/
#ifndef RAYS_SIMPLEMESH_H
#define RAYS_SIMPLEMESH_H
#include <stddef.h>
#include <stdint.h>
namespace filament {
namespace rays {
/**
* SimpleMesh is a description of triangle-based geometry intended for the path tracer.
*
* Holds weak references to client-side data that must stay alive for the duration of the render.
* Indices and positions must always be present. Normals and uvs are only required when baking.
*
* Indices must be 32-bit. Positions, normals, and uvs must all be float3. Note that even the uv's
* must be float3, so please pad with zeroes.
*/
struct SimpleMesh {
size_t numVertices;
size_t numIndices;
const float* positions;
size_t positionsStride;
const uint32_t* indices;
const float* normals;
size_t normalsStride;
const float* uvs;
size_t uvsStride;
};
} // namespace rays
} // namespace filament
#endif // RAYS_SIMPLEMESH_H