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raytracingcontext.cc File Reference
#include "raytracingcontext.h"
#include "models/modelcontext.h"
#include "frame/framesubgraph.h"
#include "models/nodes/primitivenode.h"
#include "coregraphics/pipeline.h"
#include "coregraphics/meshresource.h"
#include "coregraphics/shader.h"
#include "graphics/globalconstants.h"
#include "materials/shaderconfig.h"
#include "materials/materialloader.h"
#include "coregraphics/meshloader.h"
#include "core/cvar.h"
#include "imgui.h"
#include "gpulang/render/raytracing/shaders/raytracetest.h"
#include "gpulang/render/raytracing/shaders/brdfhit.h"
#include "gpulang/render/raytracing/shaders/bsdfhit.h"
#include "gpulang/render/raytracing/shaders/gltfhit.h"
#include "gpulang/render/raytracing/shaders/light_grid_cs.h"
#include "frame/default.h"
#include "lighting/lightcontext.h"

Namespaces

namespace  Raytracing
 Context dealing with scene management for ray tracing.

Functions

 Raytracing::__ImplementContext (RaytracingContext, raytracingContextAllocator)

Variables

static const uint Raytracing::NUM_GRID_CELLS = 64
struct  Raytracing::state
static uint Raytracing::MaterialPropertyMappings [(uint) MaterialTemplatesGPULang::MaterialProperties::Num]
static Core::CVar * Raytracing::r_RaytracingDispatch = Core::CVarCreate(Core::CVar_Int, "r_RaytracingDispatch", "2", "Ray dispatch: 0=build only, 1=1x1 capture stub, 2=full test (640x480)")
static Core::CVar * Raytracing::r_RaytracingDDGI = Core::CVarCreate(Core::CVar_Int, "r_RaytracingDDGI", "1", "DDGI probe rays [0,1]. Independent of r_RaytracingDispatch.")
static Core::CVar * Raytracing::r_RaytracingValidate = Core::CVarCreate(Core::CVar_Int, "r_RaytracingValidate", "1", "Assert TLAS instance records on the CPU before the GPU build [0,1]")
static Core::CVar * Raytracing::r_RaytracingDebug = Core::CVarCreate(Core::CVar_Int, "r_RaytracingDebug", "0", "Show raytracing instance inspector [0,1]")