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
*/
#pragma once
#include <vulkan/vulkan_core.h>
#include <vector>
namespace nvvk {
#ifdef VK_KHR_dynamic_rendering
struct createRenderingInfo : public VkRenderingInfoKHR
{
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);
VkRenderingAttachmentInfoKHR depthStencilAttachment{VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR};
std::vector<VkRenderingAttachmentInfoKHR> colorAttachments;
};
#endif
} // namespace nvvk