Bulk update nvpro-samples 03/10/22

This commit is contained in:
Mathias Heyer 2022-03-10 23:08:32 -08:00
parent 7a2e7e6837
commit 08dab08b0b
7 changed files with 7 additions and 7 deletions

View file

@ -56,7 +56,7 @@ void Offscreen::destroy()
//-------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------
// Creating an offscreen frame buffer and the associated render pass // Creating an offscreen frame buffer and the associated render pass
// //
void Offscreen::createFramebuffer(VkExtent2D& size) void Offscreen::createFramebuffer(const VkExtent2D& size)
{ {
m_alloc->destroy(m_colorTexture); m_alloc->destroy(m_colorTexture);
m_alloc->destroy(m_depthTexture); m_alloc->destroy(m_depthTexture);

View file

@ -34,7 +34,7 @@ public:
void setup(const VkDevice& device, const VkPhysicalDevice& physicalDevice, nvvk::ResourceAllocator* allocator, uint32_t queueFamily); void setup(const VkDevice& device, const VkPhysicalDevice& physicalDevice, nvvk::ResourceAllocator* allocator, uint32_t queueFamily);
void destroy(); void destroy();
void createFramebuffer(VkExtent2D& size); void createFramebuffer(const VkExtent2D& size);
void createPipeline(VkRenderPass& renderPass); void createPipeline(VkRenderPass& renderPass);
void createDescriptor(); void createDescriptor();
void updateDescriptorSet(); void updateDescriptorSet();

View file

@ -216,7 +216,7 @@ int main(int argc, char** argv)
ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor)); ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
renderUI(helloVk); renderUI(helloVk);
ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if(ImGui::CollapsingHeader("Ambient Occlusion")) if(ImGui::CollapsingHeader("Ambient Occlusion"))
{ {
bool changed{false}; bool changed{false};

View file

@ -76,8 +76,8 @@ public:
{1}, // model identity {1}, // model identity
{10.f, 15.f, 8.f}, // lightPosition {10.f, 15.f, 8.f}, // lightPosition
{0}, // instanceId to retrieve the transformation matrix {0}, // instanceId to retrieve the transformation matrix
{100.f}, // lightIntensity
{-1.f, -1.f, -1.f}, // lightDirection {-1.f, -1.f, -1.f}, // lightDirection
{100.f}, // lightIntensity
{cos(deg2rad(12.5f))}, // lightSpotCutoff {cos(deg2rad(12.5f))}, // lightSpotCutoff
{cos(deg2rad(17.5f))}, // lightSpotOuterCutoff {cos(deg2rad(17.5f))}, // lightSpotOuterCutoff
{0} // lightType 0: point, 1: infinite {0} // lightType 0: point, 1: infinite

View file

@ -54,7 +54,7 @@ static void onErrorCallback(int error, const char* description)
void renderUI(HelloVulkan& helloVk) void renderUI(HelloVulkan& helloVk)
{ {
ImGuiH::CameraWidget(); ImGuiH::CameraWidget();
ImGui::SetNextTreeNodeOpen(true, ImGuiCond_Once); ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if(ImGui::CollapsingHeader("Light")) if(ImGui::CollapsingHeader("Light"))
{ {
ImGui::RadioButton("Point", &helloVk.m_pcRaster.lightType, 0); ImGui::RadioButton("Point", &helloVk.m_pcRaster.lightType, 0);

View file

@ -77,8 +77,8 @@ struct PushConstantRaster
mat4 modelMatrix; // matrix of the instance mat4 modelMatrix; // matrix of the instance
vec3 lightPosition; vec3 lightPosition;
uint objIndex; uint objIndex;
float lightIntensity;
vec3 lightDirection; vec3 lightDirection;
float lightIntensity;
float lightSpotCutoff; float lightSpotCutoff;
float lightSpotOuterCutoff; float lightSpotOuterCutoff;
int lightType; int lightType;

View file

@ -63,7 +63,7 @@ void renderUI(HelloVulkan& helloVk)
ImGui::SliderFloat3("Position", &helloVk.m_pcRaster.lightPosition.x, -20.f, 20.f); ImGui::SliderFloat3("Position", &helloVk.m_pcRaster.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Intensity", &helloVk.m_pcRaster.lightIntensity, 0.f, 150.f); ImGui::SliderFloat("Intensity", &helloVk.m_pcRaster.lightIntensity, 0.f, 150.f);
} }
ImGui::Text("Nb Spheres and Cubes: %llu", helloVk.m_spheres.size()); ImGui::Text("Nb Spheres and Cubes: %lu", helloVk.m_spheres.size());
} }
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////