123 lines
3.3 KiB
C
123 lines
3.3 KiB
C
/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#ifndef COMMON_HOST_DEVICE
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#define COMMON_HOST_DEVICE
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#ifdef __cplusplus
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#include "nvmath/nvmath.h"
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// GLSL Type
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using vec2 = nvmath::vec2f;
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using vec3 = nvmath::vec3f;
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using vec4 = nvmath::vec4f;
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using mat4 = nvmath::mat4f;
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using uint = unsigned int;
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#endif
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// clang-format off
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#ifdef __cplusplus // Descriptor binding helper for C++ and GLSL
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#define START_BINDING(a) enum a {
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#define END_BINDING() }
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#else
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#define START_BINDING(a) const uint
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#define END_BINDING()
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#endif
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START_BINDING(SceneBindings)
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eGlobals = 0, // Global uniform containing camera matrices
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eObjDescs = 1, // Access to the object descriptions
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eTextures = 2 // Access to textures
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END_BINDING();
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START_BINDING(RtxBindings)
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eTlas = 0, // Top-level acceleration structure
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eOutImage = 1 // Ray tracer output image
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END_BINDING();
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// clang-format on
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// Information of a obj model when referenced in a shader
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struct ObjDesc
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{
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int txtOffset; // Texture index offset in the array of textures
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uint64_t vertexAddress; // Address of the Vertex buffer
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uint64_t indexAddress; // Address of the index buffer
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uint64_t materialAddress; // Address of the material buffer
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uint64_t materialIndexAddress; // Address of the triangle material index buffer
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};
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// Uniform buffer set at each frame
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struct GlobalUniforms
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{
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mat4 viewProj; // Camera view * projection
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mat4 viewInverse; // Camera inverse view matrix
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mat4 projInverse; // Camera inverse projection matrix
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};
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// Push constant structure for the raster
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struct PushConstantRaster
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{
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mat4 modelMatrix; // matrix of the instance
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vec3 lightPosition;
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uint objIndex;
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float lightIntensity;
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vec3 lightDirection;
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float lightSpotCutoff;
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float lightSpotOuterCutoff;
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int lightType;
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};
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// Push constant structure for the ray tracer
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struct PushConstantRay
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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vec3 lightDirection;
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float lightSpotCutoff;
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float lightSpotOuterCutoff;
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int lightType;
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};
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struct Vertex // See ObjLoader, copy of VertexObj, could be compressed for device
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{
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vec3 pos;
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vec3 nrm;
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vec3 color;
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vec2 texCoord;
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};
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struct WaveFrontMaterial // See ObjLoader, copy of MaterialObj, could be compressed for device
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{
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 transmittance;
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vec3 emission;
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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int illum; // illumination model (see http://www.fileformat.info/format/material/)
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int textureId;
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};
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#endif
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