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shared.h
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#ifndef shared_h
#define shared_h
#ifndef DEVICE_SIDE
# include "vtypes.h"
# define __constant const
#else
static inline float4 make_float4(const float a1, const float a2, const float a3, const float a4)
{
float4 f4 = {a1, a2, a3, a4};
return f4;
}
static inline float3 chip_float4(const float4 a1)
{
float3 f3 = {a1.x, a1.y, a1.z};
return f3;
}
static inline float4 extend_float3(const float3 a1, const float a2)
{
float4 f4 = {a1.x, a1.y, a1.z, a2};
return f4;
}
static inline float3 make_float3(const float a1, const float a2, const float a3)
{
float3 f3 = {a1, a2, a3};
return f3;
}
static inline float2 chip_float3(const float3 a1)
{
float2 f2 = {a1.x, a1.y};
return f2;
}
static inline float2 make_float2(const float a1, const float a2)
{
float2 f2 = {a1, a2};
return f2;
}
#endif
#define RT_DEFAULT_MIN 0.001
#define RT_DEFAULT_MAX 10000.
typedef struct {
float3 origin;
float3 direction;
int type;
float min;
float max;
#ifdef DEVICE_SIDE
float relevance;
#endif
} Ray;
typedef struct {
float3 normal;
float t;
float2 tex;
unsigned geo;
float3 result;
bool trace;
bool recur;
bool ready;
Ray reflect;
} Result;
typedef struct {
float3 center;
float radius;
} Sphere;
typedef struct {
float3 v1, v2, v3;
} Triangle;
typedef struct {
float3 v1, v2, v3, v4;
} Quadrilateral;
typedef struct {
float3 bmin, bmax;
} AAB_s;
typedef struct {
float3 s1, s2, s3;
float h;
} Box;
__constant Result MISS =
{
{ 0.f, 0.f, 0.f },
-1.f,
{0.f, 0.f},
0,
{ 0.f, 0.f, 0.f },
0,
0,
1
};
static Ray make_ray( float3 o, float3 dir, int type, float min, float max
#ifdef DEVICE_SIDE
, float relevance
#endif
)
{
Ray ray = {o, dir, type, min, max
#ifdef DEVICE_SIDE
, relevance
#endif
};
return ray;
}
#endif