Files
filament/libs/rays/include/rays/SimpleCamera.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_SIMPLECAMERA_H
#define RAYS_SIMPLECAMERA_H
#include <math/vec3.h>
namespace filament {
namespace rays {
/**
* SimpleCamera is used to configure "non-bake" rendering in PathTracer.
*/
struct SimpleCamera {
float aspectRatio;
filament::math::float3 eyePosition;
filament::math::float3 targetPosition;
filament::math::float3 upVector;
float vfovDegrees;
};
} // namespace rays
} // namespace filament
#endif // RAYS_SIMPLECAMERA_H