Bulk update nvpro-samples 11/20/23

5c72ddfc0522eb6604828e74886cf39be646ba78
This commit is contained in:
Mathias Heyer 2023-11-20 13:54:44 -08:00
parent debd0d5e33
commit 0c73e8ec1b
96 changed files with 927 additions and 922 deletions

View file

@ -18,7 +18,7 @@
*/
#pragma once
#include "nvmath/nvmath.h"
#include <glm/glm.hpp>
#include "tiny_obj_loader.h"
#include <array>
#include <iostream>
@ -29,15 +29,15 @@
// Structure holding the material
struct MaterialObj
{
nvmath::vec3f ambient = nvmath::vec3f(0.1f, 0.1f, 0.1f);
nvmath::vec3f diffuse = nvmath::vec3f(0.7f, 0.7f, 0.7f);
nvmath::vec3f specular = nvmath::vec3f(1.0f, 1.0f, 1.0f);
nvmath::vec3f transmittance = nvmath::vec3f(0.0f, 0.0f, 0.0f);
nvmath::vec3f emission = nvmath::vec3f(0.0f, 0.0f, 0.10);
float shininess = 0.f;
float ior = 1.0f; // index of refraction
float dissolve = 1.f; // 1 == opaque; 0 == fully transparent
// illumination model (see http://www.fileformat.info/format/material/)
glm::vec3 ambient = glm::vec3(0.1f, 0.1f, 0.1f);
glm::vec3 diffuse = glm::vec3(0.7f, 0.7f, 0.7f);
glm::vec3 specular = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 transmittance = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 emission = glm::vec3(0.0f, 0.0f, 0.10);
float shininess = 0.f;
float ior = 1.0f; // index of refraction
float dissolve = 1.f; // 1 == opaque; 0 == fully transparent
// illumination model (see http://www.fileformat.info/format/material/)
int illum = 0;
int textureID = -1;
};
@ -45,10 +45,10 @@ struct MaterialObj
// NOTE: BLAS builder depends on pos being the first member
struct VertexObj
{
nvmath::vec3f pos;
nvmath::vec3f nrm;
nvmath::vec3f color;
nvmath::vec2f texCoord;
glm::vec3 pos;
glm::vec3 nrm;
glm::vec3 color;
glm::vec2 texCoord;
};