Files
CavesOfSwift/Sources/JolkEngine/Content/ObjModel.swift

127 lines
3.9 KiB
Swift

import Foundation
import Maths
import OrderedCollections
public struct ObjModel
{
public var positions = [Vec3f]()
public var colours = [Vec3f]()
public var normals = [Vec3f]()
public var texCoords = [Vec2f]()
public var objects = OrderedDictionary<String, Object>()
public var materials = Dictionary<String, ObjMaterial>()
public struct Object { public var meshes = [Mesh]() }
public struct Mesh { public var material = "", faces = [Face]() }
public struct Index { public let p: Int, n: Int, t: Int }
public enum Face
{
case line(p1: Int, p2: Int)
case triangle(v1: Index, v2: Index, v3: Index)
case quad(v1: Index, v2: Index, v3: Index, v4: Index)
case ngon(_ v: [Index])
}
}
public struct ObjMaterial
{
var name: String
var model: IlluminationModel = .lambert
var ambient: Colour = .black
var diffuse: Colour = .white
var specular: Colour = .zero
var specularExp: Float = 30
var refraction: Float = 1.0
var alpha: Float = 1.0
var ambientMap: TextureMap? = nil
var diffuseMap: TextureMap? = nil
var specularMap: TextureMap? = nil
var specularExpMap: TextureMap? = nil
var dissolveMap: TextureMap? = nil
var bumpMap: TextureMap? = nil
var displacementMap: TextureMap? = nil
var decalMap: TextureMap? = nil
// PBR extensions
var roughness: Float = 0.5
var metallic: Float = 0.0
var sheen: Float = 0.0
var clearcoatThickness: Float = 0.0
var clearcoatRoughness: Float = 0.03 // dunno what the default should be so here's the blender one
var emmision: Vec3f = .zero
var anisotropy: Float = 0.0
var anisotropyRotation: Float = 0.0
var roughnessMap: TextureMap? = nil
var metallicMap: TextureMap? = nil
var sheenMap: TextureMap? = nil
var emmisionMap: TextureMap? = nil
var normalMap: TextureMap? = nil
// Ft Fresnel reflectance
// Ft Fresnel transmittance
// Ns Specular exponent/shininess
// Ia Ambient light
// I Light intensity
// Ir Intensity from reflected direction (reflection map and/or raytracing)
// It Intensity from transmitted direction
// Ka Ambient reflectance
// Kd Diffuse reflectance
// Ks Specular reflectance
// Tf Transmission filter
// H Unit vector bisector between L and V
// L Unit light vector
// N Unit surface normal
// V Unit view vector
//
// j = piss
// Fr = Fresnel
// lambert = KaIa + Kd(N * Lj)Ij
// blinnPhong = lambert + Ks((H * Hj) ^ Ns)Ij
//
// Notes: Clara.io only usees 0 and 1, maya always exports 4, blender can export 1, 3, 6
public enum IlluminationModel
{
case colour // Kd only
case lambert
case blinnPhong
case reflectionRaytrace // + Ir = (intensity of reflection map) + (ray trace)
case transparentGlassReflectionRaytrace // + Ir = (glass) + (intensity of reflection map) + (raytrace)
case reflectionRaytraceFresnel // Fr(Lj * Hj, Ks, Ns)Ij + Fr(N * V, Ks, Ns)Ir
case transparentRefractionReflectionRaytrace // + Ir + (1 - Ks)TfIt
case transparentRefractionReflectionRaytraceFresnel // Fr(Lj * Hj, Ks, Ns)Ij + Fr(N * V, Ks, Ns)Ir
case reflection // + Ir = (intensity of reflection map)
case transparentGlassReflection // + Ir = (glass) + (intensity of reflection map) + (raytrace)
case shadowOnly
}
public struct TextureMap
{
var path: String = .init()
var flags: Flags = [ .blendHoriz, .blendVert ]
var blendMul: Float = 1.0
var boost: Float = 0.0 // non-negative
var imfChan: ImfChan = .l // decal ? .m : .l
var mmBaseGain: (Float, Float) = (0.0, 1.0)
var offset: Vec3f = .zero
var scale: Vec3f = .one
var turbulence: Vec3f = .zero
var textureResolution: Int = 0
struct Flags: OptionSet
{
let rawValue: UInt8
static let blendHoriz: Self = Self(rawValue: 1 << 0)
static let blendVert: Self = Self(rawValue: 1 << 1)
static let colourCorrection: Self = Self(rawValue: 1 << 2)
static let clamp: Self = Self(rawValue: 1 << 3)
}
enum ImfChan { case r, g, b, m, l, z }
}
}