New version of the samples and tutorials based on KHR_ray_tracing
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ray_tracing__advance/offscreen.hpp
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ray_tracing__advance/offscreen.hpp
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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <vulkan/vulkan.hpp>
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#include "nvvkpp/debug_util_vkpp.hpp"
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#include "vkalloc.hpp"
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//--------------------------------------------------------------------------------------------------
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// Class to render in off-screen framebuffers. Instead of rendering directly to the
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// screen back buffer, this class create the output frame buffer 'createFramebuffer',
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// and use the pipeline from 'createPipeline' to render a quad 'draw' with the colorTexture
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// image
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class Offscreen
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{
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public:
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void setup(const vk::Device& device, nvvkMemAllocator& memAlloc, uint32_t queueFamily);
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void destroy();
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void createFramebuffer(VkExtent2D& size);
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void createPipeline(vk::RenderPass& renderPass);
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void createDescriptor();
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void updateDescriptorSet();
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void draw(vk::CommandBuffer cmdBuf, VkExtent2D& size);
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const vk::RenderPass& renderPass() { return m_renderPass; }
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const vk::Framebuffer& frameBuffer() { return m_framebuffer; }
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const nvvkTexture& colorTexture() { return m_colorTexture; }
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private:
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std::vector<vk::DescriptorSetLayoutBinding> m_dsetLayoutBinding;
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vk::DescriptorPool m_descPool;
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vk::DescriptorSetLayout m_dsetLayout;
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vk::DescriptorSet m_dset;
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vk::Pipeline m_pipeline;
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vk::PipelineLayout m_pipelineLayout;
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vk::RenderPass m_renderPass;
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vk::Framebuffer m_framebuffer;
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nvvkTexture m_colorTexture;
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vk::Format m_colorFormat{vk::Format::eR32G32B32A32Sfloat};
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nvvkTexture m_depthTexture;
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vk::Format m_depthFormat{vk::Format::eD32Sfloat};
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nvvkAllocator m_alloc; // Allocator for buffer, images, acceleration structures
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vk::Device m_device;
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int m_graphicsQueueIndex{0};
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nvvkpp::DebugUtil m_debug; // Utility to name objects
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};
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