/* * Copyright (c) 2022, 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) 2014-2022 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #pragma once ////////////////////////////////////////////////////////////////////////// #include <array> #include <vector> #include "nvvk/debug_util_vk.hpp" #include "nvvk/images_vk.hpp" #include "nvvk/resourceallocator_vk.hpp" namespace nvvk { class Context; } namespace nvvkhl { //-------------------------------------------------------------------------------------------------- // Load an environment image (HDR) and create an acceleration structure for // important light sampling. class HdrEnv { public: HdrEnv() = default; HdrEnv(nvvk::Context* ctx, nvvk::ResourceAllocator* allocator, uint32_t queueFamilyIndex = 0U); ~HdrEnv() { destroy(); } void setup(const VkDevice& device, const VkPhysicalDevice& physicalDevice, uint32_t familyIndex, nvvk::ResourceAllocator* allocator); void loadEnvironment(const std::string& hrdImage); void destroy(); float getIntegral() const { return m_integral; } float getAverage() const { return m_average; } bool isValid() const { return m_valid; } inline VkDescriptorSetLayout getDescriptorSetLayout() { return m_descSetLayout; } // HDR + importance sampling inline VkDescriptorSet getDescriptorSet() { return m_descSet; } const nvvk::Texture& getHdrTexture() { return m_texHdr; } // The loaded HDR texture VkExtent2D getHdrImageSize() { return m_hdrImageSize; } private: VkDevice m_device{VK_NULL_HANDLE}; uint32_t m_familyIndex{0}; nvvk::ResourceAllocator* m_alloc{nullptr}; nvvk::DebugUtil m_debug; float m_integral{1.F}; float m_average{1.F}; bool m_valid{false}; VkExtent2D m_hdrImageSize{1,1}; // Resources nvvk::Texture m_texHdr; nvvk::Buffer m_accelImpSmpl; VkDescriptorPool m_descPool{VK_NULL_HANDLE}; VkDescriptorSetLayout m_descSetLayout{VK_NULL_HANDLE}; VkDescriptorSet m_descSet{VK_NULL_HANDLE}; void createDescriptorSetLayout(); }; } // namespace nvvkhl