bluenoise-raytracer/ray_tracing__advance/offscreen.hpp
Mathias Heyer d2ade024c4 Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
2021-05-17 13:10:30 -07:00

72 lines
2.6 KiB
C++

/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include <vulkan/vulkan.hpp>
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
#include "nvvk/resourceallocator_vk.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,
const vk::PhysicalDevice& physicalDevice,
nvvk::ResourceAllocator* allocator,
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 nvvk::Texture& colorTexture() { return m_colorTexture; }
private:
nvvk::DescriptorSetBindings 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;
nvvk::Texture m_colorTexture;
vk::Format m_colorFormat{vk::Format::eR32G32B32A32Sfloat};
nvvk::Texture m_depthTexture;
vk::Format m_depthFormat;
nvvk::ResourceAllocator* m_alloc{
nullptr}; // Allocator for buffer, images, acceleration structures
vk::Device m_device;
int m_graphicsQueueIndex{0};
nvvk::DebugUtil m_debug; // Utility to name objects
};