cleanup and refactoring
This commit is contained in:
parent
2302158928
commit
76f6bf62a4
1285 changed files with 757994 additions and 8 deletions
113
raytracer/ray_tracing_gltf/shaders/host_device.h
Normal file
113
raytracer/ray_tracing_gltf/shaders/host_device.h
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#ifndef COMMON_HOST_DEVICE
|
||||
#define COMMON_HOST_DEVICE
|
||||
|
||||
#ifdef __cplusplus
|
||||
#include <glm/glm.hpp>
|
||||
#include <stdint.h> /* for uint64_t */
|
||||
// GLSL Type
|
||||
using vec2 = glm::vec2;
|
||||
using vec3 = glm::vec3;
|
||||
using vec4 = glm::vec4;
|
||||
using mat4 = glm::mat4;
|
||||
using uint = unsigned int;
|
||||
#endif
|
||||
|
||||
// clang-format off
|
||||
#ifdef __cplusplus // Descriptor binding helper for C++ and GLSL
|
||||
#define START_BINDING(a) enum a {
|
||||
#define END_BINDING() }
|
||||
#else
|
||||
#define START_BINDING(a) const uint
|
||||
#define END_BINDING()
|
||||
#endif
|
||||
|
||||
START_BINDING(SceneBindings)
|
||||
eGlobals = 0, // Global uniform containing camera matrices
|
||||
eSceneDesc = 1, // Access to the scene buffers
|
||||
eTextures = 2 // Access to textures
|
||||
END_BINDING();
|
||||
|
||||
START_BINDING(RtxBindings)
|
||||
eTlas = 0, // Top-level acceleration structure
|
||||
eOutImage = 1, // Ray tracer output image
|
||||
ePrimLookup = 2 // Lookup of objects
|
||||
END_BINDING();
|
||||
// clang-format on
|
||||
|
||||
// Scene buffer addresses
|
||||
struct SceneDesc
|
||||
{
|
||||
uint64_t vertexAddress; // Address of the Vertex buffer
|
||||
uint64_t normalAddress; // Address of the Normal buffer
|
||||
uint64_t uvAddress; // Address of the texture coordinates buffer
|
||||
uint64_t indexAddress; // Address of the triangle indices buffer
|
||||
uint64_t materialAddress; // Address of the Materials buffer (GltfShadeMaterial)
|
||||
uint64_t primInfoAddress; // Address of the mesh primitives buffer (PrimMeshInfo)
|
||||
};
|
||||
|
||||
// Uniform buffer set at each frame
|
||||
struct GlobalUniforms
|
||||
{
|
||||
mat4 viewProj; // Camera view * projection
|
||||
mat4 viewInverse; // Camera inverse view matrix
|
||||
mat4 projInverse; // Camera inverse projection matrix
|
||||
};
|
||||
|
||||
// Push constant structure for the raster
|
||||
struct PushConstantRaster
|
||||
{
|
||||
mat4 modelMatrix; // matrix of the instance
|
||||
vec3 lightPosition;
|
||||
uint objIndex;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
int materialId;
|
||||
};
|
||||
|
||||
|
||||
// Push constant structure for the ray tracer
|
||||
struct PushConstantRay
|
||||
{
|
||||
vec4 clearColor;
|
||||
vec3 lightPosition;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
int frame;
|
||||
};
|
||||
|
||||
// Structure used for retrieving the primitive information in the closest hit
|
||||
struct PrimMeshInfo
|
||||
{
|
||||
uint indexOffset;
|
||||
uint vertexOffset;
|
||||
int materialIndex;
|
||||
};
|
||||
|
||||
struct GltfShadeMaterial
|
||||
{
|
||||
vec4 pbrBaseColorFactor;
|
||||
vec3 emissiveFactor;
|
||||
int pbrBaseColorTexture;
|
||||
};
|
||||
|
||||
#endif
|
||||
Loading…
Add table
Add a link
Reference in a new issue