Using final KHR ray tracing extension: VK_KHR_acceleration_structure, VK_KHR_ray_tracing_pipeline and VK_KHR_ray_query
This commit is contained in:
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80 changed files with 2446 additions and 2351 deletions
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@ -1,32 +1,38 @@
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cmake_minimum_required(VERSION 2.8)
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#*****************************************************************************
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# Copyright 2020 NVIDIA Corporation. All rights reserved.
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#*****************************************************************************
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cmake_minimum_required(VERSION 3.9.6 FATAL_ERROR)
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#--------------------------------------------------------------------------------------------------
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# Project setting
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get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
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SET(PROJNAME vk_${PROJNAME}_KHR)
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project(${PROJNAME} LANGUAGES C CXX)
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message(STATUS "-------------------------------")
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message(STATUS "Processing Project ${PROJNAME}:")
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Project(${PROJNAME})
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Message(STATUS "-------------------------------")
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Message(STATUS "Processing Project ${PROJNAME}:")
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#####################################################################################
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_add_project_definitions(${PROJNAME})
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#--------------------------------------------------------------------------------------------------
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# C++ target and defines
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set(CMAKE_CXX_STANDARD 17)
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add_executable(${PROJNAME})
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target_compile_definitions(${PROJNAME} PUBLIC PROJECT_NAME="${PROJNAME}")
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#####################################################################################
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#--------------------------------------------------------------------------------------------------
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# Source files for this project
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#
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file(GLOB SOURCE_FILES *.cpp *.hpp *.inl *.h *.c)
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file(GLOB EXTRA_COMMON "../common/*.*")
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file(GLOB EXTRA_COMMON ${TUTO_KHR_DIR}/common/*.*)
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list(APPEND COMMON_SOURCE_FILES ${EXTRA_COMMON})
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include_directories("../common")
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include_directories(${TUTO_KHR_DIR}/common)
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#####################################################################################
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#--------------------------------------------------------------------------------------------------
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# GLSL to SPIR-V custom build
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#
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# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
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# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
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#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
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SET(VULKAN_TARGET_ENV vulkan1.2)
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UNSET(GLSL_SOURCES)
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UNSET(SPV_OUTPUT)
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file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")
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@ -36,48 +42,36 @@ file(GLOB_RECURSE GLSL_SOURCE_FILES
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"shaders/*.vert"
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"shaders/*.rchit"
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"shaders/*.rahit"
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"shaders/*.rint"
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"shaders/*.rmiss"
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"shaders/*.rgen"
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"shaders/*.rcall"
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)
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foreach(GLSL ${GLSL_SOURCE_FILES})
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get_filename_component(FILE_NAME ${GLSL} NAME)
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_compile_GLSL(${GLSL} "shaders/${FILE_NAME}.spv" GLSL_SOURCES SPV_OUTPUT)
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endforeach(GLSL)
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list(APPEND GLSL_SOURCES ${GLSL_HEADER_FILES})
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source_group(Shader_Files FILES ${GLSL_SOURCES})
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#####################################################################################
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# Executable
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#--------------------------------------------------------------------------------------------------
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# Sources
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target_sources(${PROJNAME} PUBLIC ${SOURCE_FILES} ${HEADER_FILES})
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target_sources(${PROJNAME} PUBLIC ${COMMON_SOURCE_FILES})
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target_sources(${PROJNAME} PUBLIC ${PACKAGE_SOURCE_FILES})
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target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES})
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#--------------------------------------------------------------------------------------------------
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# Sub-folders in Visual Studio
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#
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# if(WIN32 AND NOT GLUT_FOUND)
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# add_definitions(/wd4996) #remove printf warning
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# add_definitions(/wd4244) #remove double to float conversion warning
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# add_definitions(/wd4305) #remove double to float truncation warning
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# else()
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# add_definitions(-fpermissive)
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# endif()
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add_executable(${PROJNAME} ${SOURCE_FILES} ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES} ${GLSL_SOURCES} ${CUDA_FILES} ${CUBIN_SOURCES})
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source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
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source_group("Sources" FILES ${SOURCE_FILES})
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source_group("Headers" FILES ${HEADER_FILES})
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source_group("Shader_Files" FILES ${GLSL_SOURCES})
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#_set_subsystem_console(${PROJNAME})
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#####################################################################################
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# common source code needed for this sample
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#
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source_group(common FILES
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${COMMON_SOURCE_FILES}
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${PACKAGE_SOURCE_FILES}
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)
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source_group("Source Files" FILES ${SOURCE_FILES})
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# if(UNIX)
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# set(UNIXLINKLIBS dl pthread)
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# else()
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# set(UNIXLINKLIBS)
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# endif()
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#####################################################################################
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#--------------------------------------------------------------------------------------------------
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# Linkage
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#
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target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} shared_sources)
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@ -90,15 +84,28 @@ foreach(RELEASELIB ${LIBRARIES_OPTIMIZED})
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target_link_libraries(${PROJNAME} optimized ${RELEASELIB})
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endforeach(RELEASELIB)
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#####################################################################################
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#--------------------------------------------------------------------------------------------------
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# copies binaries that need to be put next to the exe files (ZLib, etc.)
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#
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_copy_binaries_to_target( ${PROJNAME} )
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install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
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install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
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install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
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install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
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install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
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install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
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#install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
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#install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
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#install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
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#install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
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#install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
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#install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
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#----------------------------------------------------------------------------------------------------
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# Copying elements
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# Media
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# target_copy_to_output_dir(TARGET ${PROJECT_NAME} FILES "${TUTO_KHR_DIR}/media")
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# Spir-V Shaders
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target_copy_to_output_dir(
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TARGET ${PROJECT_NAME}
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RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
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DEST_SUBFOLDER "${PROJECT_NAME}/"
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FILES ${SPV_OUTPUT}
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)
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@ -47,7 +47,7 @@ You can safely remove all raytrace.* shaders
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## Support for Fragment shader
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In `HelloVulkan::createDescriptorSetLayout`, add the acceleration structure to the description layout.
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In `HelloVulkan::createDescriptorSetLayout`, add the acceleration structure to the description layout to have access to the acceleration structure directly in the fragment shader.
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~~~~ C++
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// The top level acceleration structure
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@ -163,7 +163,7 @@ void HelloVulkan::updateDescriptorSet()
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std::vector<vk::DescriptorImageInfo> diit;
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for(auto& texture : m_textures)
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{
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diit.push_back(texture.descriptor);
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diit.emplace_back(texture.descriptor);
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}
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data()));
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@ -201,8 +201,8 @@ void HelloVulkan::createGraphicsPipeline()
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std::vector<std::string> paths = defaultSearchPaths;
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nvvk::GraphicsPipelineGeneratorCombined gpb(m_device, m_pipelineLayout, m_offscreenRenderPass);
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gpb.depthStencilState.depthTestEnable = true;
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gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths), vkSS::eVertex);
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gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths), vkSS::eFragment);
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gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths, true), vkSS::eVertex);
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gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths, true), vkSS::eFragment);
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gpb.addBindingDescription({0, sizeof(VertexObj)});
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gpb.addAttributeDescriptions({{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, pos)},
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{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, nrm)},
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@ -220,6 +220,7 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
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{
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using vkBU = vk::BufferUsageFlagBits;
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LOGI("Loading File: %s \n", filename.c_str());
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ObjLoader loader;
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loader.loadModel(filename);
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@ -246,10 +247,12 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
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vk::CommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
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model.vertexBuffer =
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m_alloc.createBuffer(cmdBuf, loader.m_vertices,
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vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
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vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress
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| vkBU::eAccelerationStructureBuildInputReadOnlyKHR);
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model.indexBuffer =
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m_alloc.createBuffer(cmdBuf, loader.m_indices,
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vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
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vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress
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| vkBU::eAccelerationStructureBuildInputReadOnlyKHR);
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model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, vkBU::eStorageBuffer);
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model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, vkBU::eStorageBuffer);
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// Creates all textures found
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@ -340,9 +343,10 @@ void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
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std::stringstream o;
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int texWidth, texHeight, texChannels;
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o << "media/textures/" << texture;
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std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
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std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths, true);
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stbi_uc* stbi_pixels = stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
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stbi_uc* stbi_pixels =
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stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
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std::array<stbi_uc, 4> color{255u, 0u, 255u, 255u};
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@ -475,7 +479,7 @@ void HelloVulkan::createOffscreenRender()
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| vk::ImageUsageFlagBits::eStorage);
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nvvk::Image image = m_alloc.createImage(colorCreateInfo);
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nvvk::Image image = m_alloc.createImage(colorCreateInfo);
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vk::ImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, colorCreateInfo);
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m_offscreenColor = m_alloc.createTexture(image, ivInfo, vk::SamplerCreateInfo());
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m_offscreenColor.descriptor.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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@ -554,9 +558,9 @@ void HelloVulkan::createPostPipeline()
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nvvk::GraphicsPipelineGeneratorCombined pipelineGenerator(m_device, m_postPipelineLayout,
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m_renderPass);
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pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths),
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pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths, true),
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vk::ShaderStageFlagBits::eVertex);
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pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths),
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pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths, true),
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vk::ShaderStageFlagBits::eFragment);
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pipelineGenerator.rasterizationState.setCullMode(vk::CullModeFlagBits::eNone);
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m_postPipeline = pipelineGenerator.createPipeline();
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@ -620,55 +624,47 @@ void HelloVulkan::drawPost(vk::CommandBuffer cmdBuf)
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void HelloVulkan::initRayTracing()
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{
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// Requesting ray tracing properties
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auto properties = m_physicalDevice.getProperties2<vk::PhysicalDeviceProperties2,
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vk::PhysicalDeviceRayTracingPropertiesKHR>();
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m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPropertiesKHR>();
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auto properties =
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m_physicalDevice.getProperties2<vk::PhysicalDeviceProperties2,
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vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
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m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
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m_rtBuilder.setup(m_device, &m_alloc, m_graphicsQueueIndex);
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}
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//--------------------------------------------------------------------------------------------------
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// Converting a OBJ primitive to the ray tracing geometry used for the BLAS
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//
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nvvk::RaytracingBuilderKHR::Blas HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
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nvvk::RaytracingBuilderKHR::BlasInput HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
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{
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// Setting up the creation info of acceleration structure
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vk::AccelerationStructureCreateGeometryTypeInfoKHR asCreate;
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asCreate.setGeometryType(vk::GeometryTypeKHR::eTriangles);
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asCreate.setIndexType(vk::IndexType::eUint32);
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asCreate.setVertexFormat(vk::Format::eR32G32B32Sfloat);
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asCreate.setMaxPrimitiveCount(model.nbIndices / 3); // Nb triangles
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asCreate.setMaxVertexCount(model.nbVertices);
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asCreate.setAllowsTransforms(VK_FALSE); // No adding transformation matrices
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// Building part
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vk::DeviceAddress vertexAddress = m_device.getBufferAddress({model.vertexBuffer.buffer});
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vk::DeviceAddress indexAddress = m_device.getBufferAddress({model.indexBuffer.buffer});
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vk::AccelerationStructureGeometryTrianglesDataKHR triangles;
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triangles.setVertexFormat(asCreate.vertexFormat);
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triangles.setVertexFormat(vk::Format::eR32G32B32Sfloat);
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triangles.setVertexData(vertexAddress);
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triangles.setVertexStride(sizeof(VertexObj));
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triangles.setIndexType(asCreate.indexType);
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triangles.setIndexType(vk::IndexType::eUint32);
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triangles.setIndexData(indexAddress);
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triangles.setTransformData({});
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triangles.setMaxVertex(model.nbVertices);
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// Setting up the build info of the acceleration
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vk::AccelerationStructureGeometryKHR asGeom;
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asGeom.setGeometryType(asCreate.geometryType);
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asGeom.setGeometryType(vk::GeometryTypeKHR::eTriangles);
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asGeom.setFlags(vk::GeometryFlagBitsKHR::eOpaque);
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asGeom.geometry.setTriangles(triangles);
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// The primitive itself
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vk::AccelerationStructureBuildOffsetInfoKHR offset;
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vk::AccelerationStructureBuildRangeInfoKHR offset;
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offset.setFirstVertex(0);
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offset.setPrimitiveCount(asCreate.maxPrimitiveCount);
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offset.setPrimitiveCount(model.nbIndices / 3); // Nb triangles
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offset.setPrimitiveOffset(0);
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offset.setTransformOffset(0);
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// Our blas is only one geometry, but could be made of many geometries
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nvvk::RaytracingBuilderKHR::Blas blas;
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nvvk::RaytracingBuilderKHR::BlasInput blas;
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blas.asGeometry.emplace_back(asGeom);
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blas.asCreateGeometryInfo.emplace_back(asCreate);
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blas.asBuildOffsetInfo.emplace_back(offset);
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return blas;
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@ -680,7 +676,7 @@ nvvk::RaytracingBuilderKHR::Blas HelloVulkan::objectToVkGeometryKHR(const ObjMod
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void HelloVulkan::createBottomLevelAS()
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{
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// BLAS - Storing each primitive in a geometry
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std::vector<nvvk::RaytracingBuilderKHR::Blas> allBlas;
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std::vector<nvvk::RaytracingBuilderKHR::BlasInput> allBlas;
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allBlas.reserve(m_objModel.size());
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for(const auto& obj : m_objModel)
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{
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@ -132,11 +132,11 @@ public:
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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::Blas objectToVkGeometryKHR(const ObjModel& model);
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void createBottomLevelAS();
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void createTopLevelAS();
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void initRayTracing();
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nvvk::RaytracingBuilderKHR::BlasInput objectToVkGeometryKHR(const ObjModel& model);
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void createBottomLevelAS();
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void createTopLevelAS();
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vk::PhysicalDeviceRayTracingPropertiesKHR m_rtProperties;
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nvvk::RaytracingBuilderKHR m_rtBuilder;
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vk::PhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties;
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nvvk::RaytracingBuilderKHR m_rtBuilder;
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};
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@ -39,6 +39,7 @@ VULKAN_HPP_DEFAULT_DISPATCH_LOADER_DYNAMIC_STORAGE
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#include "imgui_impl_glfw.h"
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#include "hello_vulkan.h"
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#include "imgui_camera_widget.h"
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#include "nvh/cameramanipulator.hpp"
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#include "nvh/fileoperations.hpp"
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#include "nvpsystem.hpp"
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@ -63,19 +64,16 @@ static void onErrorCallback(int error, const char* description)
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// Extra UI
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void renderUI(HelloVulkan& helloVk)
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{
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static int item = 1;
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if(ImGui::Combo("Up Vector", &item, "X\0Y\0Z\0\0"))
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ImGuiH::CameraWidget();
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if(ImGui::CollapsingHeader("Light"))
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{
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nvmath::vec3f pos, eye, up;
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CameraManip.getLookat(pos, eye, up);
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up = nvmath::vec3f(item == 0, item == 1, item == 2);
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CameraManip.setLookat(pos, eye, up);
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ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
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ImGui::SliderFloat3("Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
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ImGui::SliderFloat("Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 150.f);
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}
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ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
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ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 100.f);
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ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
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}
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||||
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||||
//////////////////////////////////////////////////////////////////////////
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|
|
@ -117,20 +115,16 @@ int main(int argc, char** argv)
|
|||
|
||||
// Search path for shaders and other media
|
||||
defaultSearchPaths = {
|
||||
PROJECT_ABSDIRECTORY, // shaders
|
||||
PROJECT_ABSDIRECTORY "../", // media
|
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PROJECT_NAME, // installed: shaders + media
|
||||
NVPSystem::exePath(),
|
||||
NVPSystem::exePath() + std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Enabling the extension feature
|
||||
vk::PhysicalDeviceRayTracingFeaturesKHR raytracingFeature;
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
#ifdef WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
|
|
@ -142,11 +136,16 @@ int main(int argc, char** argv)
|
|||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_EXTENSION_NAME, false, &raytracingFeature);
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
vk::PhysicalDeviceAccelerationStructureFeaturesKHR accelFeatures;
|
||||
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false,
|
||||
&accelFeatures);
|
||||
vk::PhysicalDeviceRayQueryFeaturesKHR rayQueryFeatures;
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME, false, &rayQueryFeatures);
|
||||
|
||||
|
||||
// Creating Vulkan base application
|
||||
|
|
@ -168,7 +167,7 @@ int main(int argc, char** argv)
|
|||
|
||||
helloVk.setup(vkctx.m_instance, vkctx.m_device, vkctx.m_physicalDevice,
|
||||
vkctx.m_queueGCT.familyIndex);
|
||||
helloVk.createSurface(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
|
||||
helloVk.createSwapchain(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
|
||||
helloVk.createDepthBuffer();
|
||||
helloVk.createRenderPass();
|
||||
helloVk.createFrameBuffers();
|
||||
|
|
@ -177,8 +176,8 @@ int main(int argc, char** argv)
|
|||
helloVk.initGUI(0); // Using sub-pass 0
|
||||
|
||||
// Creation of the example
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths));
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true));
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
|
|
@ -220,14 +219,16 @@ int main(int argc, char** argv)
|
|||
helloVk.updateUniformBuffer();
|
||||
|
||||
// Show UI window.
|
||||
if(1 == 1)
|
||||
if(helloVk.showGui())
|
||||
{
|
||||
ImGuiH::Panel::Begin();
|
||||
ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
|
||||
|
||||
renderUI(helloVk);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
|
||||
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Render();
|
||||
ImGuiH::Control::Info("", "", "(F10) Toggle Pane", ImGuiH::Control::Flags::Disabled);
|
||||
ImGuiH::Panel::End();
|
||||
}
|
||||
|
||||
// Start rendering the scene
|
||||
|
|
@ -275,6 +276,7 @@ int main(int argc, char** argv)
|
|||
// Rendering tonemapper
|
||||
helloVk.drawPost(cmdBuff);
|
||||
// Rendering UI
|
||||
ImGui::Render();
|
||||
ImGui::RenderDrawDataVK(cmdBuff, ImGui::GetDrawData());
|
||||
cmdBuff.endRenderPass();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue