text: //
  // Copyright (c) 2019, 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.
  //
  #pragma once
  
  #include <vector_types.h>
  #include <stdint.h>
  
  #include <cuda/BufferView.h>
  #include <cuda/GeometryData.h>
  #include <cuda/Light.h>
  #include <cuda/MaterialData.h>
  
  namespace whitted
  {
  
  const uint32_t NUM_PAYLOAD_VALUES = 4u;
  
  
  struct HitGroupData
  {
      GeometryData geometry_data;
      MaterialData material_data;
  };
  
  
  enum RayType
  {
      RAY_TYPE_RADIANCE  = 0,
      RAY_TYPE_OCCLUSION = 1,
      RAY_TYPE_COUNT = 2
  };
  
  
  struct LaunchParams
  {
      uint32_t                 subframe_index;
      float4*                  accum_buffer;
      uchar4*                  frame_buffer;
      int32_t                  max_depth;
  
      float3                   eye;
      float3                   U;
      float3                   V;
      float3                   W;
  
      BufferView<Light::Point> lights;
      float3                   miss_color;
      OptixTraversableHandle   handle;
  };
  
  
  struct PayloadRadiance
  {
      float3 result;
      float  importance;
      int    depth;
  };
  
  
  struct PayloadOcclusion
  {
  };
  
  
  } // end namespace whitted
  