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/*
* Copyright (c) 2020-2022 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
*
* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
* property and proprietary rights in and to this material, related
* documentation and any modifications thereto. Any use, reproduction,
* disclosure or distribution of this material and related documentation
* without an express license agreement from NVIDIA CORPORATION or
* its affiliates is strictly prohibited.
*/
#pragma once
#include "common.h"
struct LambertKernelParams
{
Tensor nrm;
Tensor wi;
Tensor out;
dim3 gridSize;
};
struct FrostbiteDiffuseKernelParams
{
Tensor nrm;
Tensor wi;
Tensor wo;
Tensor linearRoughness;
Tensor out;
dim3 gridSize;
};
struct FresnelShlickKernelParams
{
Tensor f0;
Tensor f90;
Tensor cosTheta;
Tensor out;
dim3 gridSize;
};
struct NdfGGXParams
{
Tensor alphaSqr;
Tensor cosTheta;
Tensor out;
dim3 gridSize;
};
struct MaskingSmithParams
{
Tensor alphaSqr;
Tensor cosThetaI;
Tensor cosThetaO;
Tensor out;
dim3 gridSize;
};
struct PbrSpecular
{
Tensor col;
Tensor nrm;
Tensor wo;
Tensor wi;
Tensor alpha;
Tensor out;
dim3 gridSize;
float min_roughness;
};
struct PbrBSDF
{
Tensor kd;
Tensor arm;
Tensor pos;
Tensor nrm;
Tensor view_pos;
Tensor light_pos;
Tensor out;
dim3 gridSize;
float min_roughness;
int BSDF;
};
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