moving pointsets to the GPU via Uniform buffer

This commit is contained in:
CDaut 2024-07-09 20:18:28 +02:00
parent 74457d1a9c
commit 1114f4c8ff
Signed by: clara
GPG key ID: 223391B52FAD4463
6 changed files with 61 additions and 51 deletions

View file

@ -44,14 +44,14 @@ using uint = unsigned int;
START_BINDING(SceneBindings)
eGlobals = 0, // Global uniform containing camera matrices
eSceneDesc = 1, // Access to the scene buffers
eTextures = 2, // Access to textures
ePointsetTexture = 3 //Texture containing the pointset for primary raygen
eTextures = 2, // Access to textures
ePointset = 3 // Pointset
END_BINDING();
START_BINDING(RtxBindings)
eTlas = 0, // Top-level acceleration structure
eOutImage = 1, // Ray tracer output image
ePrimLookup = 2 // Lookup of objects
eTlas = 0, // Top-level acceleration structure
eOutImage = 1, // Ray tracer output image
ePrimLookup = 2 // Lookup of objects
END_BINDING();
// clang-format on
@ -111,4 +111,6 @@ struct GltfShadeMaterial
int pbrBaseColorTexture;
};
#define WINDOWSIZE 600
#endif