Implicit surface rendering via ray tracing
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/*
* 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