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Added CUDA 10.2 dlls.
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jbikker committed Apr 8, 2020
1 parent 799e9db commit a046e58
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Showing 8 changed files with 5 additions and 13 deletions.
2 changes: 1 addition & 1 deletion apps/imguiapp/camera.xml
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
<camera>
<transform m00="0.84706426" m01="0.055642407" m02="0.52856982" m03="3.6311536" m10="-0" m11="0.99450475" m12="-0.10469124" m13="-2.5108399" m20="0.53149056" m21="-0.088680208" m22="-0.84240937" m23="14.730971" m30="0" m31="0" m32="0" m33="1"/>
<transform m00="0.84405524" m01="-0.24655433" m02="-0.47621599" m03="14.017809" m10="0" m11="0.88803816" m12="-0.45976967" m13="6.2836771" m20="-0.53625619" m21="-0.388071" m22="-0.74955332" m23="14.579668" m30="0" m31="0" m32="0" m33="1"/>
<FOV>40</FOV>
<brightness>0</brightness>
<contrast>0</contrast>
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12 changes: 2 additions & 10 deletions apps/imguiapp/main.cpp
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Expand Up @@ -52,13 +52,6 @@ void PrepareScene()
// Compensate for different evaluation in PBRT
sky->worldToLight = mat4::RotateX( -PI / 2 );
scene->SetSkyDome( sky );
#if 1
// escher
materialFile = string( "data/materials.xml" );
int mesh = renderer->AddMesh( "../_shareddata/escher/escher2010.obj" );
int inst = renderer->AddInstance( mesh );
renderer->SetNodeTransform( inst, mat4::RotateX( PI / 4 ) * mat4::RotateZ( PI / 2 ) );
#else
// classic scene
materialFile = string( "data/pica_materials.xml" );
int rootNode = renderer->AddScene( "../_shareddata/pica/scene.gltf" );
Expand All @@ -69,7 +62,6 @@ void PrepareScene()
int lightQuad = renderer->AddQuad( make_float3( 0, -1, 0 ), make_float3( 0, 21, 0 ), 10.9f, 10.9f, whiteMat );
renderer->AddInstance( lightQuad );
renderer->AddScene( "../_shareddata/drone/scene.gltf", mat4::Translate( 4.5f, -3.4f, -5.2f ) * mat4::Scale( 0.02f ) );
#endif
// optional animated models
// renderer->AddScene( "../_shareddata/CesiumMan.glb", mat4::Translate( 0, -2, -9 ) );
// renderer->AddScene( "../_shareddata/project_polly.glb", mat4::Translate( 4.5f, -5.45f, -5.2f ) * mat4::Scale( 2 ) );
Expand Down Expand Up @@ -148,8 +140,8 @@ void Initialize()

// initialize renderer: pick one
// renderer = RenderAPI::CreateRenderAPI( "RenderCore_Optix7filter" ); // OPTIX7 core, with filtering (static scenes only for now)
// renderer = RenderAPI::CreateRenderAPI( "RenderCore_Optix7" ); // OPTIX7 core, best for RTX devices
renderer = RenderAPI::CreateRenderAPI( "RenderCore_OptixPrime_B" ); // OPTIX PRIME, best for pre-RTX CUDA devices
renderer = RenderAPI::CreateRenderAPI( "RenderCore_Optix7" ); // OPTIX7 core, best for RTX devices
// renderer = RenderAPI::CreateRenderAPI( "RenderCore_OptixPrime_B" ); // OPTIX PRIME, best for pre-RTX CUDA devices
// renderer = RenderAPI::CreateRenderAPI( "RenderCore_PrimeRef" ); // REFERENCE, for image validation
// renderer = RenderAPI::CreateRenderAPI( "RenderCore_SoftRasterizer" ); // RASTERIZER, your only option if not on NVidia
// renderer = RenderAPI::CreateRenderAPI( "RenderCore_Minimal" ); // MINIMAL example, to get you started on your own core
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4 changes: 2 additions & 2 deletions apps/imguiapp/main_tools.h
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Expand Up @@ -37,8 +37,8 @@ void ReshapeWindowCallback( GLFWwindow* window, int w, int h )
void KeyEventCallback( GLFWwindow* window, int key, int scancode, int action, int mods )
{
if (key == GLFW_KEY_ESCAPE) running = false;
if (action == GLFW_PRESS) keystates[key] = true;
else if (action == GLFW_RELEASE) keystates[key] = false;
if (action == GLFW_PRESS && key >= 0 && key < 1024) keystates[key] = true;
else if (action == GLFW_RELEASE && key >= 0 && key < 1024) keystates[key] = false;
}
void CharEventCallback( GLFWwindow* window, uint code ) { /* nothing here yet */ }
void WindowFocusCallback( GLFWwindow* window, int focused ) { hasFocus = (focused == GL_TRUE); }
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Binary file added apps/pbrtdemoapp/nvrtc-builtins64_102.dll
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