cleanup and refactoring
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2302158928
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1285 changed files with 757994 additions and 8 deletions
86
raytracer/nvpro_core/nvvkhl/hdr_env.hpp
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86
raytracer/nvpro_core/nvvkhl/hdr_env.hpp
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/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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//////////////////////////////////////////////////////////////////////////
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#include <array>
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#include <vector>
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#include "nvvk/debug_util_vk.hpp"
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#include "nvvk/images_vk.hpp"
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#include "nvvk/resourceallocator_vk.hpp"
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namespace nvvk {
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class Context;
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}
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namespace nvvkhl {
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/** @DOC_START
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# class nvvkhl::HdrEnv
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> Load an environment image (HDR) and create an acceleration structure for important light sampling.
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@DOC_END */
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class HdrEnv
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{
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public:
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HdrEnv() = default;
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HdrEnv(nvvk::Context* ctx, nvvk::ResourceAllocator* allocator, uint32_t queueFamilyIndex = 0U);
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~HdrEnv() { destroy(); }
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void setup(const VkDevice& device, const VkPhysicalDevice& physicalDevice, uint32_t familyIndex, nvvk::ResourceAllocator* allocator);
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void loadEnvironment(const std::string& hrdImage);
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void destroy();
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float getIntegral() const { return m_integral; }
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float getAverage() const { return m_average; }
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bool isValid() const { return m_valid; }
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inline VkDescriptorSetLayout getDescriptorSetLayout() { return m_descSetLayout; } // HDR + importance sampling
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inline VkDescriptorSet getDescriptorSet() { return m_descSet; }
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const nvvk::Texture& getHdrTexture() { return m_texHdr; } // The loaded HDR texture
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VkExtent2D getHdrImageSize() { return m_hdrImageSize; }
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private:
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VkDevice m_device{VK_NULL_HANDLE};
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uint32_t m_familyIndex{0};
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nvvk::ResourceAllocator* m_alloc{nullptr};
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nvvk::DebugUtil m_debug;
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float m_integral{1.F};
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float m_average{1.F};
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bool m_valid{false};
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VkExtent2D m_hdrImageSize{1, 1};
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// Resources
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nvvk::Texture m_texHdr;
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nvvk::Buffer m_accelImpSmpl;
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VkDescriptorPool m_descPool{VK_NULL_HANDLE};
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VkDescriptorSetLayout m_descSetLayout{VK_NULL_HANDLE};
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VkDescriptorSet m_descSet{VK_NULL_HANDLE};
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void createDescriptorSetLayout();
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};
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} // namespace nvvkhl
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