bluenoise-raytracer/ray_tracing__advance/offscreen.hpp

74 lines
3.4 KiB
C++

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