Renaming to instanceCustomId

This commit is contained in:
mklefrancois 2020-11-30 18:05:13 +01:00
parent 60b9191069
commit b1d17dbd2a
35 changed files with 167 additions and 157 deletions

View file

@ -234,7 +234,7 @@ void HelloVulkan::createBottomLevelAS()
### TLAS
Similarly in `createTopLevelAS()`, the top level acceleration structure will need to add a reference to the BLAS of the spheres. We are setting the instanceID and blasID to the last element, which is why the sphere BLAS must be added after everything else.
Similarly in `createTopLevelAS()`, the top level acceleration structure will need to add a reference to the BLAS of the spheres. We are setting the instanceCustomId and blasId to the last element, which is why the sphere BLAS must be added after everything else.
The hitGroupId will be set to 1 instead of 0. We need to add a new hit group for the implicit primitives, since we will need to compute attributes like the normal, since they are not provide like with triangle primitives.
@ -244,11 +244,11 @@ Just before building the TLAS, we need to add the following
// Add the blas containing all spheres
{
nvvk::RaytracingBuilder::Instance rayInst;
rayInst.transform = m_objInstance[0].transform; // Position of the instance
rayInst.instanceId = static_cast<uint32_t>(tlas.size()); // gl_InstanceID
rayInst.blasId = static_cast<uint32_t>(m_objModel.size());
rayInst.hitGroupId = 1; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.transform = m_objInstance[0].transform; // Position of the instance
rayInst.instanceCustomId = static_cast<uint32_t>(tlas.size()); // gl_InstanceCustomIndexEXT
rayInst.blasId = static_cast<uint32_t>(m_objModel.size());
rayInst.hitGroupId = 1; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
tlas.emplace_back(rayInst);
}
~~~~

View file

@ -811,22 +811,22 @@ void HelloVulkan::createTopLevelAS()
for(int i = 0; i < static_cast<int>(m_objInstance.size()); i++)
{
nvvk::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = m_objInstance[i].transform; // Position of the instance
rayInst.instanceId = i; // gl_InstanceID
rayInst.blasId = m_objInstance[i].objIndex;
rayInst.hitGroupId = 0; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.transform = m_objInstance[i].transform; // Position of the instance
rayInst.instanceCustomId = i; // gl_InstanceCustomIndexEXT
rayInst.blasId = m_objInstance[i].objIndex;
rayInst.hitGroupId = 0; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
tlas.emplace_back(rayInst);
}
// Add the blas containing all spheres
{
nvvk::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = m_objInstance[0].transform; // Position of the instance
rayInst.instanceId = static_cast<uint32_t>(tlas.size()); // gl_InstanceID
rayInst.blasId = static_cast<uint32_t>(m_objModel.size());
rayInst.hitGroupId = 1; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.transform = m_objInstance[0].transform; // Position of the instance
rayInst.instanceCustomId = static_cast<uint32_t>(tlas.size()); // gl_InstanceCustomIndexEXT
rayInst.blasId = static_cast<uint32_t>(m_objModel.size());
rayInst.hitGroupId = 1; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
tlas.emplace_back(rayInst);
}

View file

@ -37,7 +37,7 @@ pushC;
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceID].objId;
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
// Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
@ -53,13 +53,13 @@ void main()
// Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space
normal = normalize(vec3(scnDesc.i[gl_InstanceID].transfoIT * vec4(normal, 0.0)));
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
// Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space
worldPos = vec3(scnDesc.i[gl_InstanceID].transfo * vec4(worldPos, 1.0));
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
// Vector toward the light
vec3 L;
@ -87,7 +87,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, L, normal);
if(mat.textureId >= 0)
{
uint txtId = mat.textureId + scnDesc.i[gl_InstanceID].txtOffset;
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord =
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;