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github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing
/ types & classes
Types & classes
40 in github.com/NVIDIAGameWorks/GettingStartedWithRTXRayTracing
⨍
Functions
467
◇
Types & classes
40
↓ 37 callers
Class
SharedPtr
SharedUtils/SimpleVars.h:52
↓ 2 callers
Class
Var
SharedUtils/SimpleVars.h:57
↓ 1 callers
Class
Idx1
SharedUtils/SimpleVars.h:80
Class
AmbientOcclusionPass
Ray traced ambient occlusion pass. */
05-AmbientOcclusion/Passes/AmbientOcclusionPass.h:25
Class
AmbientOcclusionPass
Ray traced ambient occlusion pass. */
CommonPasses/AmbientOcclusionPass.h:26
Class
ConstantColorPass
01-OpenWindow/Passes/ConstantColorPass.h:30
Class
CopyToOutputPass
03-RasterGBuffer/Passes/CopyToOutputPass.h:22
Class
CopyToOutputPass
CommonPasses/CopyToOutputPass.h:22
Class
DiffuseOneShadowRayPass
11-OneShadowRayPerPixel/Passes/DiffuseOneShadowRayPass.h:33
Class
FullscreenLaunch
This is a very light wrapper around Falcor::FullScreenPass that removes some of the boilerplate of calling and initializing a FullScreenPass pass and
SharedUtils/FullscreenLaunch.h:42
Class
GGXGlobalIlluminationPass
14-GGXGlobalIllumination/Passes/GGXGlobalIllumination.h:27
Class
JitteredGBufferPass
07-SimpleAntialiasing/Passes/JitteredGBufferPass.h:29
Class
JitteredGBufferPass
CommonPasses/JitteredGBufferPass.h:6
Class
LambertianPlusShadowPass
Ray traced ambient occlusion pass. */
CommonPasses/LambertianPlusShadowPass.h:26
Class
LambertianPlusShadowPass
Ray traced ambient occlusion pass. */
09-LambertianPlusShadows/Passes/LambertianPlusShadowPass.h:30
Class
LightProbeGBufferPass
CommonPasses/LightProbeGBufferPass.h:25
Class
LightProbeGBufferPass
10-LightProbeEnvironmentMap/Passes/LightProbeGBufferPass.h:31
Class
RasterLaunch
This is a very light wrapper around Falcor's raster rendering that removes boilerplate and uses the SimpleVars wrapper to access variables, constant
SharedUtils/RasterLaunch.h:44
Class
RayLaunch
SharedUtils/RayLaunch.h:78
Class
RayTracedGBufferPass
04-RayTracedGBuffer/Passes/RayTracedGBufferPass.h:24
Class
RayTracingInOneWeekendDemo
DXR-RayTracingInOneWeekend/Passes/RayTracingInOneWeekendDemoPass.h:9
Class
RenderPass
Abstract base class for render passes. */
SharedUtils/RenderPass.h:25
Class
RenderingPipeline
SharedUtils/RenderingPipeline.h:24
Class
ResourceManager
SharedUtils/ResourceManager.h:26
Class
SimpleAccumulationPass
06-TemporalAccumulation/Passes/SimpleAccumulationPass.h:29
Class
SimpleAccumulationPass
DXR-RayTracingInOneWeekend/Passes/SimpleAccumulationPass.h:9
Class
SimpleAccumulationPass
CommonPasses/SimpleAccumulationPass.h:24
Class
SimpleAccumulationPass
DXR-Sphereflake/Passes/SimpleAccumulationPass.h:9
Class
SimpleDiffuseGIPass
12-DiffuseGlobalIllumination/Passes/SimpleDiffuseGIPass.h:27
Class
SimpleDiffuseGIPass
Ray traced ambient occlusion pass. */
CommonPasses/SimpleDiffuseGIPass.h:26
Class
SimpleGBufferPass
03-RasterGBuffer/Passes/SimpleGBufferPass.h:23
Class
SimpleGBufferPass
CommonPasses/SimpleGBufferPass.h:23
Class
SimpleToneMappingPass
CommonPasses/SimpleToneMappingPass.h:23
Class
SimpleToneMappingPass
13-SimpleToneMapping/Passes/SimpleToneMappingPass.h:28
Class
SimpleVars
This provides a clear syntactic sugar for sending varaibles to your HLSL shaders from C++ code Usually usage of this class looks as follows: // G
SharedUtils/SimpleVars.h:47
Class
SinusoidRasterPass
02-SimpleRasterShader/Passes/SinusoidRasterPass.h:31
Class
SphereflakeDemo
DXR-Sphereflake/Passes/SphereflakeDemoPass.h:9
Class
ThinLensGBufferPass
08-ThinLensCamera/Passes/ThinLensGBufferPass.h:30
Class
ThinLensGBufferPass
CommonPasses/ThinLensGBufferPass.h:25
Enum
UIOptions
SharedUtils/RenderingPipeline.h:117