Fixing note
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7 changed files with 15 additions and 15 deletions
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@ -44,7 +44,7 @@ Vulkan driver.
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The CMakefile will use other makefiles from `shared_sources` and look for Vulkan environment variables for the installation of the SDK. Therefore, it is important to have all the above installed before running Cmake in the
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`vk_raytracing_tutorial_KHR` directory.
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**_Note_**: If you are using your own Vulkan header files, it is possible to overide the default search path.
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:warning: **Note:** If you are using your own Vulkan header files, it is possible to overide the default search path.
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Modify `VULKAN > VULKAN_HEADERS_OVERRIDE_INCLUDE_DIR` to the path to beta vulkan headers.
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## Starting From Extra Tutorial
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@ -82,7 +82,7 @@ Next, we update the buffer that describes the scene, which is used by the raster
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}
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~~~~
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**Note**:
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:warning: **Note:**
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We could have used `cmdBuf.updateBuffer<ObjInstance>(m_sceneDesc.buffer, 0, m_objInstance)` to
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update the buffer, but this function only works for buffers with less than 65,536 bytes. If we had 2000 Wuson models, this
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call wouldn't work.
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@ -490,7 +490,7 @@ In the rendering loop, after the call to `animationInstances`, call the object a
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helloVk.animationObject(diff.count());
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~~~~
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**Note**: At this point, the object should be animated when using the rasterizer, but should still be immobile when using the ray tracer.
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:warning: **Note:** At this point, the object should be animated when using the rasterizer, but should still be immobile when using the ray tracer.
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@ -17,7 +17,7 @@ The any hit shader can be useful for discarding intersections, such as for alpha
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used for simple transparency. In this example we will show what is needed to do to add this shader type and to create a
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transparency effect.
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**Note**
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:warning: **Note:**
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This example is based on many elements from the [Antialiasing Tutorial](vkrt_tuto_jitter_cam.md.htm).
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@ -49,7 +49,7 @@ layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMate
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// clang-format on
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~~~~
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**Note**
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:warning: **Note:**
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You can find the source of `random.glsl` in the Antialiasing Tutorial [here](../ray_tracing_jitter_cam/README.md#toc1.1).
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@ -259,7 +259,7 @@ And we need to add the following to the ray tracing pipeline, a copy of the prev
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Create two new files `raytrace_0.ahit` and `raytrace_1.ahit`, and rename `raytrace.ahit` to `raytrace_ahit.glsl`
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**! _WARNING_ !**
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:warning: **Note:**
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Cmake need to be re-run to add the new files to the project.
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In `raytrace_0.ahit` add the following code
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@ -390,7 +390,7 @@ m_rtShaderGroups.push_back(hg);
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At the end of the function, delete the shader module `ahit1SM`.
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**NOTE** Re-Run
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:warning: **Note:** Re-Run
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Everything should work as before, but now it does it right.
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@ -497,7 +497,7 @@ First initialize the `payload` and variable to compute the accumulation.
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Now the loop over the trace function, will be like the following.
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**Note:** the depth is hardcode, but could be a parameter to the `push constant`.
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:warning: **Note:** the depth is hardcode, but could be a parameter to the `push constant`.
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~~~~C
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for(; prd.depth < 10; prd.depth++)
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@ -520,6 +520,6 @@ Now the loop over the trace function, will be like the following.
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}
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~~~~
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**Note:** do not forget to use `hitValue` in the `imageStore`.
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:warning: **Note:** do not forget to use `hitValue` in the `imageStore`.
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@ -55,7 +55,7 @@ Then replace the calls to `helloVk.loadModel` in `main()` by
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}
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~~~~
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**Note:**
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:warning: **Note:**
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This will create 3 models (OBJ) and their instances, and then add 2000 instances
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distributed between green cubes and cubes with one color per face.
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@ -194,7 +194,7 @@ In `main.cpp`, where we are loading the OBJ model, we can replace it with
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helloVk.createSpheres();
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~~~~
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**Note**: it is possible to have more OBJ models, but the spheres will need to be added after all of them.
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:warning: **Note:** it is possible to have more OBJ models, but the spheres will need to be added after all of them.
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The scene will be large, better to move the camera out
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@ -103,7 +103,7 @@ struct sceneDesc
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};
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~~~~
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**Warning:**
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:warning: **Note:**
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The solution will not automatically recompile the shaders after this change to `wavefront.glsl`; instead, you will need to recompile all of the SPIR-V shaders.
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### `hello_vulkan.cpp`
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@ -131,7 +131,7 @@ When creating the [Shader Binding Table](https://www.khronos.org/registry/vulkan
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This information can be used to pass extra information to a shader, for each entry in the SBT.
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**Note:**
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:warning: **Note:**
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Since each entry in an SBT group must have the same size, each entry of the group has to have enough space to accommodate the largest element in the entire group.
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The following diagram represents our current SBT, with the addition of some data to `HitGroup1`. As mentioned in the **note**, even if
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@ -184,7 +184,7 @@ void main()
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}
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~~~~
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**Note**
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:warning: **Note:**
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Adding a new shader requires to rerun CMake to added to the project compilation system.
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@ -335,7 +335,7 @@ Finally, we need to add the new entry as well at the end of the buffer, reusing
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pBuffer += hitSize;
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~~~~
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** Warning**:
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:warning: **Note:**
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Adding entries like this can be error-prone and inconvenient for decent
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scene sizes. Instead, it is recommended to wrap the storage of handles, data,
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and size per group in a SBT utility to handle this automatically.
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