Add vk_ray_trace_indirect_scissor sample
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ray_tracing_indirect_scissor/hello_vulkan.h
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ray_tracing_indirect_scissor/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 "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 loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1));
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void addLantern(nvmath::vec3f pos, nvmath::vec3f color, float brightness, float radius);
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void updateDescriptorSet();
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void createUniformBuffer();
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void createSceneDescriptionBuffer();
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void createTextureImages(const vk::CommandBuffer& cmdBuf,
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const std::vector<std::string>& textures);
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nvmath::mat4 getViewMatrix()
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{
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return CameraManip.getMatrix();
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}
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static constexpr float nearZ = 0.1f;
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nvmath::mat4 getProjMatrix()
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{
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const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
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return nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, nearZ, 1000.0f);
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}
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void updateUniformBuffer(const vk::CommandBuffer&);
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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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// The OBJ model
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struct ObjModel
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{
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uint32_t nbIndices{0};
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uint32_t nbVertices{0};
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nvvk::Buffer vertexBuffer; // Device buffer of all 'Vertex'
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nvvk::Buffer indexBuffer; // Device buffer of the indices forming triangles
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nvvk::Buffer matColorBuffer; // Device buffer of array of 'Wavefront material'
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nvvk::Buffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
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};
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// Instance of the OBJ
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struct ObjInstance
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{
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uint32_t objIndex{0}; // Reference to the `m_objModel`
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uint32_t txtOffset{0}; // Offset in `m_textures`
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nvmath::mat4f transform{1}; // Position of the instance
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nvmath::mat4f transformIT{1}; // Inverse transpose
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};
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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{10.f, 15.f, 8.f};
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int instanceId{0}; // To retrieve the transformation matrix
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float lightIntensity{40.f};
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int lightType{0}; // 0: point, 1: infinite
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};
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ObjPushConstant m_pushConstant;
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// Information on each colored lantern illuminating the scene.
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struct Lantern
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{
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nvmath::vec3f position;
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nvmath::vec3f color;
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float brightness;
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float radius; // Max world-space distance that light illuminates.
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};
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// Information on each colored lantern, plus the info needed for dispatching the
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// indirect ray trace command used to add its brightness effect.
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// The dispatched ray trace covers pixels (offsetX, offsetY) to
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// (offsetX + indirectCommand.width - 1, offsetY + indirectCommand.height - 1).
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struct LanternIndirectEntry
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{
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// Filled in by the device using a compute shader.
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// NOTE: I rely on indirectCommand being the first member.
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VkTraceRaysIndirectCommandKHR indirectCommand;
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int32_t offsetX;
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int32_t offsetY;
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// Filled in by the host.
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Lantern lantern;
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};
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// Array of objects and instances in the scene. Not modifiable after acceleration structure build.
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std::vector<ObjModel> m_objModel;
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std::vector<ObjInstance> m_objInstance;
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// Array of lanterns in scene. Not modifiable after acceleration structure build.
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std::vector<Lantern> m_lanterns;
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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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nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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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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void initRayTracing();
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nvvk::RaytracingBuilderKHR::BlasInput objectToVkGeometryKHR(const ObjModel& model);
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private:
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void fillLanternVerts(std::vector<nvmath::vec3f>& vertices, std::vector<uint32_t>& indices);
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void createLanternModel();
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public:
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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 createLanternIndirectDescriptorSet();
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void createLanternIndirectCompPipeline();
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void createRtShaderBindingTable();
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void createLanternIndirectBuffer();
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void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
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// Used to store lantern model, generated at runtime.
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const float m_lanternModelRadius = 0.125;
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nvvk::Buffer m_lanternVertexBuffer;
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nvvk::Buffer m_lanternIndexBuffer;
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nvvk::RaytracingBuilderKHR::BlasInput m_lanternBlasInput{};
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// Index of lantern's BLAS in the BLAS array stored in m_rtBuilder.
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size_t m_lanternBlasId;
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vk::PhysicalDeviceRayTracingPipelinePropertiesKHR 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::DescriptorSetBindings m_lanternIndirectDescSetLayoutBind;
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vk::DescriptorPool m_lanternIndirectDescPool;
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vk::DescriptorSetLayout m_lanternIndirectDescSetLayout;
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vk::DescriptorSet m_lanternIndirectDescSet;
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vk::PipelineLayout m_lanternIndirectCompPipelineLayout;
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vk::Pipeline m_lanternIndirectCompPipeline;
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nvvk::Buffer m_rtSBTBuffer;
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// Buffer to source vkCmdTraceRaysIndirectKHR indirect parameters and lantern color,
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// position, etc. from when doing lantern lighting passes.
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nvvk::Buffer m_lanternIndirectBuffer;
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VkDeviceSize m_lanternCount = 0; // Set to actual lantern count after TLAS build, as
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// that is the point no more lanterns may be added.
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// Push constant for ray trace pipeline.
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struct RtPushConstant
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{
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// Background color
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nvmath::vec4f clearColor;
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// Information on the light in the sky used when lanternPassNumber = -1.
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nvmath::vec3f lightPosition;
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float lightIntensity;
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int32_t lightType;
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// -1 if this is the full-screen pass. Otherwise, this pass is to add light
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// from lantern number lanternPassNumber. We use this to lookup trace indirect
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// parameters in m_lanternIndirectBuffer.
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int32_t lanternPassNumber;
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// Pixel dimensions of the output image.
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int32_t screenX;
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int32_t screenY;
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// See m_lanternDebug.
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int32_t lanternDebug;
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} m_rtPushConstants;
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// Copied to RtPushConstant::lanternDebug. If true,
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// make lantern produce constant light regardless of distance
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// so that I can see the screen rectangle coverage.
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bool m_lanternDebug = false;
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// Push constant for compute shader filling lantern indirect buffer.
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// Barely fits in 128-byte push constant limit guaranteed by spec.
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struct LanternIndirectPushConstants
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{
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nvmath::vec4 viewRowX; // First 3 rows of view matrix.
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nvmath::vec4 viewRowY; // Set w=1 implicitly in shader.
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nvmath::vec4 viewRowZ;
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nvmath::mat4 proj; // Perspective matrix
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float nearZ; // Near plane used to create projection matrix.
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// Pixel dimensions of output image (needed to scale NDC to screen coordinates).
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int32_t screenX;
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int32_t screenY;
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// Length of the LanternIndirectEntry array.
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int32_t lanternCount;
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} m_lanternIndirectPushConstants;
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};
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