Nebula
|
Context dealing with scene management for ray tracing.
Classes | |
class | RaytracingContext |
struct | RaytracingSetupSettings |
Enumerations | |
enum | ObjectType { BRDFObject , BSDFObject , GLTFObject , ParticleObject } |
enum | UpdateType { Dynamic , Static } |
Functions | |
__ImplementContext (RaytracingContext, raytracingContextAllocator) | |
Raytracing::__ImplementContext | ( | RaytracingContext | , |
raytracingContextAllocator | ) |
Util::Array<CoreGraphics::BlasId> Raytracing::blases |
Util::Array<CoreGraphics::BlasId> Raytracing::blasesToRebuild |
Memory::RangeAllocator Raytracing::blasInstanceAllocator |
CoreGraphics::BufferWithStaging Raytracing::blasInstanceBuffer |
Util::Array<CoreGraphics::MeshId> Raytracing::blasInstanceMeshes |
Util::Array<CoreGraphics::BlasInstanceId> Raytracing::blasInstances |
Threading::CriticalSection Raytracing::blasLock |
Util::HashTable<CoreGraphics::MeshId, Util::Tuple<uint, CoreGraphics::BlasId> > Raytracing::blasLookup |
CoreGraphics::BufferId Raytracing::geometryBindingBuffer |
Threading::Event Raytracing::jobWaitEvent |
CoreGraphics::BufferId Raytracing::lightGrid |
CoreGraphics::BufferId Raytracing::lightGridConstants |
CoreGraphics::ShaderProgramId Raytracing::lightGridCullProgram |
CoreGraphics::ShaderProgramId Raytracing::lightGridGenProgram |
CoreGraphics::BufferId Raytracing::lightGridIndexLists |
CoreGraphics::ResourceTableSet Raytracing::lightGridResourceTables |
CoreGraphics::ShaderId Raytracing::lightGridShader |
SizeT Raytracing::maxAllowedInstances = 0 |
SizeT Raytracing::numInstancesToFlush |
SizeT Raytracing::numRegisteredInstances = 0 |
CoreGraphics::BufferWithStaging Raytracing::objectBindingBuffer |
Util::Array<Raytracetest::Object> Raytracing::objects |
CoreGraphics::PipelineRayTracingTable Raytracing::raytracingBundle |
CoreGraphics::ResourceTableSet Raytracing::raytracingTestTables |
struct { ... } Raytracing::state |
CoreGraphics::TlasId Raytracing::toplevelAccelerationStructure |
bool Raytracing::topLevelNeedsBuild |
bool Raytracing::topLevelNeedsReconstruction |
bool Raytracing::topLevelNeedsUpdate |