-
Notifications
You must be signed in to change notification settings - Fork 0
/
deviceCode.h
95 lines (87 loc) · 2.83 KB
/
deviceCode.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
// ======================================================================== //
// Copyright 2020-2020 Ingo Wald //
// //
// 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. //
// ======================================================================== //
#include "owl/owl.h"
#include "Renderer.h"
#include <cuda_runtime.h>
#define SS_SINGLE_RAY 1
namespace dvr {
struct RayGen {
/* we don't need any special parameters to raygen program; we pass
everythign through lauch params, whcih is faster/more
efficient */
};
/*! space-skipping geometry - we don't actually need anything, all
we need is the ray distance in the CH program */
struct SSGeom
{
#if USER_GEOM_METHOD
box3f *activeBoxes;
#else
vec3f *vertices;
vec3i *indices;
#endif
};
struct SSPRD {
int primID; // only for debugging/visualizing
vec3f Ng; // only for debugging/visualizing
#if USER_GEOM_METHOD
float t0, t1;
# else
float t;
# if SS_SINGLE_RAY
bool backFace;
# endif
#endif
};
struct LaunchParams
{
uint32_t *fbPointer;
float4 *accumBuffer;
int accumID;
#ifdef DUMP_FRAMES
// to allow dumping rgba and depth for some unrelated compositing work....
float *fbDepth;
#endif
struct {
vec3f org;
vec3f dir_00;
vec3f dir_du;
vec3f dir_dv;
} camera;
struct {
vec3i dims;
cudaTextureObject_t texture;
box3f domain;
} volume;
struct {
cudaTextureObject_t texture;
range1f domain;
float opacityScale;
} transferFunc;
struct {
float dt;
vec3f gradientDelta;
/*! space skip geometry (actually a group, not a geom, but oh
well...) */
OptixTraversableHandle ssGeom;
int showBoxes;
int heatMapEnabled;
float heatMapScale;
int spp;
int spaceSkipMode;
} render;
};
}