Bulk update nvpro-samples 11/20/23
5c72ddfc0522eb6604828e74886cf39be646ba78
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96 changed files with 927 additions and 922 deletions
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@ -18,7 +18,7 @@
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*/
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#pragma once
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#include "nvmath/nvmath.h"
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#include <glm/glm.hpp>
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#include "tiny_obj_loader.h"
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#include <array>
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#include <iostream>
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@ -29,15 +29,15 @@
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// Structure holding the material
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struct MaterialObj
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{
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nvmath::vec3f ambient = nvmath::vec3f(0.1f, 0.1f, 0.1f);
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nvmath::vec3f diffuse = nvmath::vec3f(0.7f, 0.7f, 0.7f);
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nvmath::vec3f specular = nvmath::vec3f(1.0f, 1.0f, 1.0f);
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nvmath::vec3f transmittance = nvmath::vec3f(0.0f, 0.0f, 0.0f);
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nvmath::vec3f emission = nvmath::vec3f(0.0f, 0.0f, 0.10);
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float shininess = 0.f;
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float ior = 1.0f; // index of refraction
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float dissolve = 1.f; // 1 == opaque; 0 == fully transparent
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// illumination model (see http://www.fileformat.info/format/material/)
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glm::vec3 ambient = glm::vec3(0.1f, 0.1f, 0.1f);
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glm::vec3 diffuse = glm::vec3(0.7f, 0.7f, 0.7f);
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glm::vec3 specular = glm::vec3(1.0f, 1.0f, 1.0f);
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glm::vec3 transmittance = glm::vec3(0.0f, 0.0f, 0.0f);
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glm::vec3 emission = glm::vec3(0.0f, 0.0f, 0.10);
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float shininess = 0.f;
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float ior = 1.0f; // index of refraction
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float dissolve = 1.f; // 1 == opaque; 0 == fully transparent
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// illumination model (see http://www.fileformat.info/format/material/)
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int illum = 0;
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int textureID = -1;
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};
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@ -45,10 +45,10 @@ struct MaterialObj
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// NOTE: BLAS builder depends on pos being the first member
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struct VertexObj
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{
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nvmath::vec3f pos;
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nvmath::vec3f nrm;
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nvmath::vec3f color;
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nvmath::vec2f texCoord;
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glm::vec3 pos;
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glm::vec3 nrm;
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glm::vec3 color;
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glm::vec2 texCoord;
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};
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