VTK
dox
Rendering
OptiX
CUDA
Common.h
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/*
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* Copyright (c) 2016, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <optix_world.h>
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#define RADIANCE_RAY_TYPE 0
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#define OCCLUSION_RAY_TYPE 1
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struct
RadiancePRD
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{
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float3
result
;
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float
depth
;
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};
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struct
OcclusionPRD
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{
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float3
occlusion
;
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};
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struct
IntersectionRecord
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{
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float3
N
;
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float3
Ng
;
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float2
TexCoord
;
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float3
VertexColor
;
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int
PrimIdx
;
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};
OcclusionPRD
Definition:
Common.h:44
RadiancePRD::result
float3 result
Definition:
Common.h:39
IntersectionRecord::Ng
float3 Ng
Definition:
Common.h:53
IntersectionRecord
Definition:
Common.h:50
IntersectionRecord::N
float3 N
Definition:
Common.h:52
RadiancePRD::depth
float depth
Definition:
Common.h:40
IntersectionRecord::VertexColor
float3 VertexColor
Definition:
Common.h:55
RadiancePRD
Definition:
Common.h:37
IntersectionRecord::TexCoord
float2 TexCoord
Definition:
Common.h:54
IntersectionRecord::PrimIdx
int PrimIdx
Definition:
Common.h:56
OcclusionPRD::occlusion
float3 occlusion
Definition:
Common.h:46
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