Rework API graphique Vulkan - EnTT pour ECS + Chargement modèle 3D assimp + SDL3 pour events input et fenetre + mesh texture camera transform ok + attention tous les assets nouveaus ne sont pas commités et il y a du code test en dur dans scene addentity + restructuration globale
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// Run: %dxc -T lib_6_3 -fspv-target-env=vulkan1.2
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// CHECK: OpCapability RayTracingKHR
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// CHECK: OpCapability RayQueryKHR
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// CHECK: OpExtension "SPV_KHR_ray_tracing"
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// CHECK: OpExtension "SPV_KHR_ray_query"
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RaytracingAccelerationStructure AccelerationStructure : register(t0);
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RayDesc MakeRayDesc()
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{
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RayDesc desc;
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desc.Origin = float3(0,0,0);
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desc.Direction = float3(1,0,0);
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desc.TMin = 0.0f;
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desc.TMax = 9999.0;
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return desc;
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}
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void doInitialize(RayQuery<RAY_FLAG_FORCE_OPAQUE> query, RayDesc ray)
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{
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query.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_NON_OPAQUE,0xFF,ray);
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}
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struct Payload
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{
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float4 color;
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};
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// CHECK: OpTypePointer HitAttributeNV %Attribute
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struct Attribute
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{
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float2 bary;
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};
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[shader("closesthit")]
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void main(inout Payload MyPayload, in Attribute MyAttr) {
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Payload myPayload = { float4(0.0f,0.0f,0.0f,0.0f) };
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RayQuery<RAY_FLAG_FORCE_OPAQUE> q;
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RayDesc ray = MakeRayDesc();
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// CHECK: [[accel:%\d+]] = OpLoad %accelerationStructureNV %AccelerationStructure
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// CHECK: OpRayQueryInitializeKHR [[rayquery]] [[accel]] %uint_1 %uint_255 {{%\d+}} %float_0 {{%\d+}} %float_9999
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q.TraceRayInline(AccelerationStructure,RAY_FLAG_FORCE_OPAQUE, 0xFF, ray);
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// CHECK: OpRayQueryInitializeKHR [[rayquery]] [[accel]] %uint_3 %uint_255 {{%\d+}} %float_0 {{%\d+}} %float_9999
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doInitialize(q, ray);
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}
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