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optixInOneWeekend.h
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optixInOneWeekend.h
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//
// Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
struct Params
{
unsigned int subframe_index;
float4* accum_buffer;
uchar4* frame_buffer;
unsigned int width;
unsigned int height;
unsigned int samples_per_launch;
unsigned int max_depth;
float3 eye;
float3 U;
float3 V;
float3 W;
OptixTraversableHandle handle;
// 動的にシーンを変更するための時間とマウス位置
// ホスト側(CPU)で毎フレーム値を更新して、デバイス側(GPU)に転送する
float time;
float mouse_x;
float mouse_y;
};
struct RayGenData
{
};
struct MissData
{
float4 bg_color;
};
struct SphereData
{
// 球の中心
float3 center;
// 球の半径
float radius;
};
struct MeshData
{
// メッシュの頂点
float3* vertices;
// 三角形を構成するための頂点番号3点
uint3* indices;
};
struct LambertianData {
// Lambert マテリアルの色
void* texture_data;
unsigned int texture_prg_id;
};
struct DielectricData {
// 誘電体の色
void* texture_data;
unsigned int texture_prg_id;
// 屈折率
float ior;
};
struct MetalData {
// 金属の色
void* texture_data;
unsigned int texture_prg_id;
// 金属の疑似粗さを指定するパラメータ
float fuzz;
};
struct Material {
// マテリアル(Lambertian, Glass, Metal)のデータ
// デバイス上に確保されたポインタを紐づけておく
// 共用体(union)を使わずに汎用ポインタにすることで、
// 異なるデータ型の構造体を追加したいときに対応しやすくなる。
void* data;
// マテリアルにおける散乱方向や色を計算するためのCallablesプログラムのID
// OptiX 7.x では仮想関数が使えないので、Callablesプログラムを使って
// 疑似的なポリモーフィズムを実現する
unsigned int prg_id;
};
struct ConstantData
{
float4 color;
};
struct CheckerData
{
float4 color1;
float4 color2;
float scale;
};
struct HitGroupData
{
// 物体形状に関するデータ
// デバイス上に確保されたポインタを紐づける
void* shape_data;
Material material;
};
struct EmptyData
{
};