Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2018-2021, 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) 2018-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#include "dynamicrendering_vk.hpp"
namespace nvvk {
#ifdef VK_KHR_dynamic_rendering
// Helper for VK_KHR_dynamic_rendering
createRenderingInfo::createRenderingInfo(VkRect2D renderArea,
const std::vector<VkImageView>& colorViews,
const VkImageView& depthView,
VkAttachmentLoadOp colorLoadOp /*= VK_ATTACHMENT_LOAD_OP_CLEAR*/,
VkAttachmentLoadOp depthLoadOp /*= VK_ATTACHMENT_LOAD_OP_CLEAR*/,
VkClearColorValue clearColorValue /*= {0.f, 0.f, 0.f, 0.f}*/,
VkClearDepthStencilValue clearDepthValue /*= {1.f, 0U}*/,
VkRenderingFlagsKHR flags /*= 0*/)
: VkRenderingInfoKHR{VK_STRUCTURE_TYPE_RENDERING_INFO_KHR}
{
for(auto& cv : colorViews)
{
VkRenderingAttachmentInfoKHR colorAttachment{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR};
colorAttachment.clearValue.color = clearColorValue;
colorAttachment.imageView = cv;
colorAttachment.imageLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL_KHR;
colorAttachment.loadOp = colorLoadOp;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachments.emplace_back(colorAttachment);
}
depthStencilAttachment.imageView = depthView;
depthStencilAttachment.imageLayout = VK_IMAGE_LAYOUT_ATTACHMENT_OPTIMAL_KHR;
depthStencilAttachment.loadOp = depthLoadOp;
depthStencilAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
depthStencilAttachment.clearValue.depthStencil = clearDepthValue;
this->renderArea = renderArea;
this->layerCount = 1;
this->colorAttachmentCount = static_cast<uint32_t>(colorAttachments.size());
this->pColorAttachments = colorAttachments.data();
this->pDepthAttachment = &depthStencilAttachment;
this->pStencilAttachment = &depthStencilAttachment;
this->flags = flags;
}
#endif
} // namespace nvvk