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| author | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
| commit | 636807e68a85a978473764d171ed0c7cc36f9be6 (patch) | |
| tree | 784a3d4fa8f48b4c085dd959678505b2af12f425 /samples/dual_layer/D3D11/src/Mesh.cpp | |
| parent | Remove test folder (diff) | |
| download | hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip | |
HBAO+ 4.0.0.23740451
Diffstat (limited to 'samples/dual_layer/D3D11/src/Mesh.cpp')
| -rw-r--r-- | samples/dual_layer/D3D11/src/Mesh.cpp | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/samples/dual_layer/D3D11/src/Mesh.cpp b/samples/dual_layer/D3D11/src/Mesh.cpp new file mode 100644 index 0000000..efc32a2 --- /dev/null +++ b/samples/dual_layer/D3D11/src/Mesh.cpp @@ -0,0 +1,42 @@ +/* +* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved. +* +* NVIDIA CORPORATION and its licensors retain all intellectual property +* and proprietary rights in and to this software, related documentation +* and any modifications thereto. Any use, reproduction, disclosure or +* distribution of this software and related documentation without an express +* license agreement from NVIDIA CORPORATION is strictly prohibited. +*/ + +#include "Mesh.h" + +#define TINYOBJLOADER_IMPLEMENTATION +#include "tiny_obj_loader.h" + +std::shared_ptr<Mesh> Mesh::LoadFromFile(const std::string& filename) +{ + std::shared_ptr<Mesh> mesh = std::make_shared<Mesh>(); + std::ifstream inputFile(filename); + tinyobj::attrib_t attrib; + std::vector<tinyobj::shape_t> shapes; + std::vector<tinyobj::material_t> materials; + std::string err; + + tinyobj::LoadObj(&attrib, &shapes, &materials, &err, &inputFile, nullptr, true); + + tinyobj::shape_t& shape = shapes[0]; + + + for (auto& index : shape.mesh.indices) + { + mesh->mIndices.push_back((uint32_t)index.vertex_index); + } + + Vertex vertex{}; + for (uint32_t i = 0; i < attrib.vertices.size() / 3; ++i) + { + memcpy(vertex.Position, &attrib.vertices[i * 3], sizeof(float) * 3); + mesh->mVertices.push_back(vertex); + } + return mesh; +}
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