New example, loading glTF scenes instead of individual OBJ. Showing simple path tracing and how to make it 3x faster.
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ray_tracing_gltf/hello_vulkan.h
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ray_tracing_gltf/hello_vulkan.h
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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#pragma once
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#include <vulkan/vulkan.hpp>
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#define NVVK_ALLOC_DEDICATED
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#include "nvvk/allocator_vk.hpp"
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#include "nvvk/appbase_vkpp.hpp"
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#include "nvvk/debug_util_vk.hpp"
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#include "nvvk/descriptorsets_vk.hpp"
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// #VKRay
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#include "nvh/gltfscene.hpp"
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#include "nvvk/raytraceKHR_vk.hpp"
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//--------------------------------------------------------------------------------------------------
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// Simple rasterizer of OBJ objects
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// - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance`
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// - It is possible to have many `ObjInstance` referencing the same `ObjModel`
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// - Rendering is done in an offscreen framebuffer
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// - The image of the framebuffer is displayed in post-process in a full-screen quad
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//
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class HelloVulkan : public nvvk::AppBase
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{
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public:
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void setup(const vk::Instance& instance,
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const vk::Device& device,
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const vk::PhysicalDevice& physicalDevice,
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uint32_t queueFamily) override;
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void createDescriptorSetLayout();
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void createGraphicsPipeline();
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void loadScene(const std::string& filename);
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void updateDescriptorSet();
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void createUniformBuffer();
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void createTextureImages(const vk::CommandBuffer& cmdBuf, tinygltf::Model& gltfModel);
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void updateUniformBuffer();
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void onResize(int /*w*/, int /*h*/) override;
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void destroyResources();
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void rasterize(const vk::CommandBuffer& cmdBuff);
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// Structure used for retrieving the primitive information in the closest hit
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// The gl_InstanceCustomIndexNV
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struct RtPrimitiveLookup
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{
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uint32_t indexOffset;
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uint32_t vertexOffset;
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int materialIndex;
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};
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nvh::GltfScene m_gltfScene;
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nvvk::Buffer m_vertexBuffer;
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nvvk::Buffer m_normalBuffer;
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nvvk::Buffer m_uvBuffer;
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nvvk::Buffer m_indexBuffer;
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nvvk::Buffer m_materialBuffer;
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nvvk::Buffer m_matrixBuffer;
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nvvk::Buffer m_rtPrimLookup;
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// Information pushed at each draw call
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struct ObjPushConstant
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{
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nvmath::vec3f lightPosition{0.f, 4.5f, 0.f};
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int instanceId{0}; // To retrieve the transformation matrix
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float lightIntensity{10.f};
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int lightType{0}; // 0: point, 1: infinite
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int materialId{0};
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};
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ObjPushConstant m_pushConstant;
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// Graphic pipeline
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vk::PipelineLayout m_pipelineLayout;
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vk::Pipeline m_graphicsPipeline;
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nvvk::DescriptorSetBindings m_descSetLayoutBind;
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vk::DescriptorPool m_descPool;
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vk::DescriptorSetLayout m_descSetLayout;
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vk::DescriptorSet m_descSet;
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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::AllocatorDedicated m_alloc; // Allocator for buffer, images, acceleration structures
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nvvk::DebugUtil m_debug; // Utility to name objects
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// #Post
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void createOffscreenRender();
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void createPostPipeline();
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void createPostDescriptor();
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void updatePostDescriptorSet();
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void drawPost(vk::CommandBuffer cmdBuf);
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nvvk::DescriptorSetBindings m_postDescSetLayoutBind;
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vk::DescriptorPool m_postDescPool;
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vk::DescriptorSetLayout m_postDescSetLayout;
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vk::DescriptorSet m_postDescSet;
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vk::Pipeline m_postPipeline;
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vk::PipelineLayout m_postPipelineLayout;
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vk::RenderPass m_offscreenRenderPass;
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vk::Framebuffer m_offscreenFramebuffer;
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nvvk::Texture m_offscreenColor;
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vk::Format m_offscreenColorFormat{vk::Format::eR32G32B32A32Sfloat};
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nvvk::Texture m_offscreenDepth;
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vk::Format m_offscreenDepthFormat{vk::Format::eD32Sfloat};
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// #VKRay
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nvvk::RaytracingBuilderKHR::Blas primitiveToGeometry(const nvh::GltfPrimMesh& prim);
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void initRayTracing();
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void createBottomLevelAS();
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void createTopLevelAS();
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void createRtDescriptorSet();
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void updateRtDescriptorSet();
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void createRtPipeline();
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void createRtShaderBindingTable();
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void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
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void updateFrame();
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void resetFrame();
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vk::PhysicalDeviceRayTracingPropertiesKHR m_rtProperties;
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nvvk::RaytracingBuilderKHR m_rtBuilder;
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nvvk::DescriptorSetBindings m_rtDescSetLayoutBind;
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vk::DescriptorPool m_rtDescPool;
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vk::DescriptorSetLayout m_rtDescSetLayout;
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vk::DescriptorSet m_rtDescSet;
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std::vector<vk::RayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
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vk::PipelineLayout m_rtPipelineLayout;
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vk::Pipeline m_rtPipeline;
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nvvk::Buffer m_rtSBTBuffer;
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struct RtPushConstant
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{
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nvmath::vec4f clearColor;
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nvmath::vec3f lightPosition;
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float lightIntensity;
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int lightType;
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int frame{0};
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} m_rtPushConstants;
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};
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