loading cam from file and flake update
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916e68443f
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39ac0cf6c7
4 changed files with 9 additions and 9 deletions
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@ -735,11 +735,11 @@ void HelloVulkan::createRtPipeline()
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VkPipelineShaderStageCreateInfo stage{VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO};
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stage.pName = "main"; // All the same entry point
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// Raygen
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stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/pathtrace.rgen.spv", true, defaultSearchPaths, true));
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stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace.rgen.spv", true, defaultSearchPaths, true));
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stage.stage = VK_SHADER_STAGE_RAYGEN_BIT_KHR;
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stages[eRaygen] = stage;
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// Miss
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stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/pathtrace.rmiss.spv", true, defaultSearchPaths, true));
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stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace.rmiss.spv", true, defaultSearchPaths, true));
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stage.stage = VK_SHADER_STAGE_MISS_BIT_KHR;
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stages[eMiss] = stage;
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// The second miss shader is invoked when a shadow ray misses the geometry. It simply indicates that no occlusion has been found
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@ -748,7 +748,7 @@ void HelloVulkan::createRtPipeline()
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stage.stage = VK_SHADER_STAGE_MISS_BIT_KHR;
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stages[eMiss2] = stage;
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// Hit Group - Closest Hit
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stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/pathtrace.rchit.spv", true, defaultSearchPaths, true));
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stage.module = nvvk::createShaderModule(m_device, nvh::loadFile("spv/raytrace.rchit.spv", true, defaultSearchPaths, true));
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stage.stage = VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR;
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stages[eClosestHit] = stage;
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@ -67,9 +67,9 @@ public:
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// Information pushed at each draw call
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PushConstantRaster m_pcRaster{
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{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, // Identity matrix
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{0.f, 4.5f, 0.f}, // light position
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{0.f, 100.f, 0.f}, // light position
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0, // instance Id
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10.f, // light intensity
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1000.f, // light intensity
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0, // light type
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0 // material id
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};
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@ -65,7 +65,7 @@ void main()
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vec3 curWeight = vec3(1);
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vec3 hitValue = vec3(0);
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for(; prd.depth < 10; prd.depth++)
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for(; prd.depth < 100; prd.depth++)
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{
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traceRayEXT(topLevelAS, // acceleration structure
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rayFlags, // rayFlags
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