32 lines
1.4 KiB
Plaintext
32 lines
1.4 KiB
Plaintext
////
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- Copyright (c) 2020-2023, The Khronos Group
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-
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- SPDX-License-Identifier: Apache-2.0
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-
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- Licensed under the Apache License, Version 2.0 the "License";
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- you may not use this file except in compliance with the License.
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- You may obtain a copy of the License at
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-
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- http://www.apache.org/licenses/LICENSE-2.0
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-
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- Unless required by applicable law or agreed to in writing, software
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- distributed under the License is distributed on an "AS IS" BASIS,
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- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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- See the License for the specific language governing permissions and
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- limitations under the License.
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-
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////
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= Basic ray queries
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ifdef::site-gen-antora[]
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TIP: The source for this sample can be found in the https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/ray_queries[Khronos Vulkan samples github repository].
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endif::[]
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*Extensions*: https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/vkspec.html#VK_KHR_ray_query[`VK_KHR_ray_query`], https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/vkspec.html#VK_KHR_acceleration_structure[`VK_KHR_acceleration_structure`]
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Render a sponza scene using the ray query extension.
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Shows how to set up all data structures required for ray queries, including the bottom and top level acceleration structures for the geometry and a standard vertex/fragment shader pipeline.
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Shadows are cast dynamically by ray queries being cast by the fragment shader.
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