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tutorial.h
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tutorial.h
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/*
* Copyright (c) 2018, 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.
*/
#include <optixu/optixu_math_namespace.h>
#include <optixu/optixu_matrix_namespace.h>
#include <common.h>
#include <optix.h>
#include <optix_math.h>
// Used by all the tutorial cuda files
#define RADIANCE_RAY_TYPE 0
#define SHADOW_RAY_TYPE 1
#include <optixu/optixu_vector_types.h>
using namespace optix;
#define FLT_MAX 1e30;
static __device__ __inline__ float3 exp( const float3& x )
{
return make_float3(exp(x.x), exp(x.y), exp(x.z));
}
static __device__ __inline__ float step( float min, float value )
{
return value<min?0:1;
}
static __device__ __inline__ float3 mix( float3 a, float3 b, float x )
{
return a*(1-x) + b*x;
}
static __device__ __inline__ float3 schlick( float nDi, const float3& rgb )
{
float r = fresnel_schlick(nDi, 5, rgb.x, 1);
float g = fresnel_schlick(nDi, 5, rgb.y, 1);
float b = fresnel_schlick(nDi, 5, rgb.z, 1);
return make_float3(r, g, b);
}
static __device__ __inline__ uchar4 make_color(const float3& c)
{
return make_uchar4( static_cast<unsigned char>(__saturatef(c.z)*255.99f), // B
static_cast<unsigned char>(__saturatef(c.y)*255.99f), // G
static_cast<unsigned char>(__saturatef(c.x)*255.99f), // R
255u); // A
}
// custom per ray data radiance
struct PerRayData_radiance
{
float alpha_ray;
float3 result;
float importance;
int depth;
float3 normal_output;
float normal_total_weight;
float3 albedo_output;
int id_noise;
unsigned int seed;
};
struct PerRayData_shadow
{
float3 attenuation;
};