Diligent Engine
 
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Diligent::BLASBuildBoundingBoxData Struct Reference

AABB geometry data description. More...

#include <DeviceContext.h>

Public Attributes

const Char * GeometryName = nullptr
 Geometry name used to map geometry to hit group in shader binding table.
 
IBufferpBoxBuffer = nullptr
 AABB data source.
 
Uint64 BoxOffset = 0
 Data offset in bytes in pBoxBuffer.
 
Uint32 BoxStride = 0
 Stride in bytes between each AABB.
 
Uint32 BoxCount = 0
 Number of AABBs.
 
RAYTRACING_GEOMETRY_FLAGS Flags = RAYTRACING_GEOMETRY_FLAG_NONE
 Geometry flags, see Diligent::RAYTRACING_GEOMETRY_FLAGS.
 

Detailed Description

AABB geometry data description.

Member Data Documentation

◆ BoxCount

Uint32 Diligent::BLASBuildBoundingBoxData::BoxCount = 0

Number of AABBs.

Must be less than or equal to BLASBoundingBoxDesc::MaxBoxCount.

◆ BoxOffset

Uint64 Diligent::BLASBuildBoundingBoxData::BoxOffset = 0

Data offset in bytes in pBoxBuffer.

◆ BoxStride

Uint32 Diligent::BLASBuildBoundingBoxData::BoxStride = 0

Stride in bytes between each AABB.

Stride must be aligned by RayTracingProperties::BoxBufferAlignment.

◆ GeometryName

const Char* Diligent::BLASBuildBoundingBoxData::GeometryName = nullptr

Geometry name used to map geometry to hit group in shader binding table.

Put geometry data to geometry that allocated by BLASBoundingBoxDesc with the same name.

◆ pBoxBuffer

IBuffer* Diligent::BLASBuildBoundingBoxData::pBoxBuffer = nullptr

AABB data source.

Each AABB is defined as { float3 Min; float3 Max } structure.

An AABB are considered inactive if AABB.Min.x is NaN.

The buffer must be created with Diligent::BIND_RAY_TRACING flag.