moving pointsets to the GPU via Uniform buffer
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74457d1a9c
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6 changed files with 61 additions and 51 deletions
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@ -44,14 +44,14 @@ using uint = unsigned int;
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START_BINDING(SceneBindings)
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eGlobals = 0, // Global uniform containing camera matrices
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eSceneDesc = 1, // Access to the scene buffers
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eTextures = 2, // Access to textures
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ePointsetTexture = 3 //Texture containing the pointset for primary raygen
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eTextures = 2, // Access to textures
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ePointset = 3 // Pointset
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END_BINDING();
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START_BINDING(RtxBindings)
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eTlas = 0, // Top-level acceleration structure
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eOutImage = 1, // Ray tracer output image
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ePrimLookup = 2 // Lookup of objects
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eTlas = 0, // Top-level acceleration structure
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eOutImage = 1, // Ray tracer output image
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ePrimLookup = 2 // Lookup of objects
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END_BINDING();
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// clang-format on
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@ -111,4 +111,6 @@ struct GltfShadeMaterial
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int pbrBaseColorTexture;
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};
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#define WINDOWSIZE 600
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#endif
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