New version of the samples and tutorials based on KHR_ray_tracing

This commit is contained in:
mklefrancois 2020-03-31 17:51:08 +02:00
parent 2fd15056a2
commit b6402f0c09
271 changed files with 134108 additions and 2 deletions

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cmake_minimum_required(VERSION 2.8)
get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
SET(PROJNAME vk_${PROJNAME}_KHR)
Project(${PROJNAME})
Message(STATUS "-------------------------------")
Message(STATUS "Processing Project ${PROJNAME}:")
#####################################################################################
_add_project_definitions(${PROJNAME})
#####################################################################################
# Source files for this project
#
file(GLOB SOURCE_FILES *.cpp *.hpp *.inl *.h *.c)
file(GLOB EXTRA_COMMON "../common/*.*")
list(APPEND COMMON_SOURCE_FILES ${EXTRA_COMMON})
include_directories("../common")
#####################################################################################
# GLSL to SPIR-V custom build
#
# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
UNSET(GLSL_SOURCES)
UNSET(SPV_OUTPUT)
file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")
file(GLOB_RECURSE GLSL_SOURCE_FILES
"shaders/*.comp"
"shaders/*.frag"
"shaders/*.vert"
"shaders/*.rchit"
"shaders/*.rahit"
"shaders/*.rint"
"shaders/*.rmiss"
"shaders/*.rgen"
"shaders/*.rcall"
)
foreach(GLSL ${GLSL_SOURCE_FILES})
get_filename_component(FILE_NAME ${GLSL} NAME)
_compile_GLSL(${GLSL} "shaders/${FILE_NAME}.spv" GLSL_SOURCES SPV_OUTPUT)
endforeach(GLSL)
list(APPEND GLSL_SOURCES ${GLSL_HEADER_FILES})
source_group(Shader_Files FILES ${GLSL_SOURCES})
#####################################################################################
# Executable
#
# if(WIN32 AND NOT GLUT_FOUND)
# add_definitions(/wd4996) #remove printf warning
# add_definitions(/wd4244) #remove double to float conversion warning
# add_definitions(/wd4305) #remove double to float truncation warning
# else()
# add_definitions(-fpermissive)
# endif()
add_executable(${PROJNAME} ${SOURCE_FILES} ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES} ${GLSL_SOURCES} ${CUDA_FILES} ${CUBIN_SOURCES})
#_set_subsystem_console(${PROJNAME})
#####################################################################################
# common source code needed for this sample
#
source_group(common FILES
${COMMON_SOURCE_FILES}
${PACKAGE_SOURCE_FILES}
)
source_group("Source Files" FILES ${SOURCE_FILES})
# if(UNIX)
# set(UNIXLINKLIBS dl pthread)
# else()
# set(UNIXLINKLIBS)
# endif()
#####################################################################################
# Linkage
#
target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} shared_sources)
foreach(DEBUGLIB ${LIBRARIES_DEBUG})
target_link_libraries(${PROJNAME} debug ${DEBUGLIB})
endforeach(DEBUGLIB)
foreach(RELEASELIB ${LIBRARIES_OPTIMIZED})
target_link_libraries(${PROJNAME} optimized ${RELEASELIB})
endforeach(RELEASELIB)
#####################################################################################
# copies binaries that need to be put next to the exe files (ZLib, etc.)
#
_copy_binaries_to_target( ${PROJNAME} )
install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")

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# NVIDIA Vulkan Ray Tracing Tutorial
This example is the combination of all tutorials.
If you haven't done the tutorials, you can start [here](https://nvpro-samples.github.io/vk_raytracing_tutorial)
![](../docs/Images/ray_tracing__advance.png)

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <sstream>
#include <vulkan/vulkan.hpp>
extern std::vector<std::string> defaultSearchPaths;
#define STB_IMAGE_IMPLEMENTATION
#include "fileformats/stb_image.h"
#include "obj_loader.h"
#include "hello_vulkan.h"
#include "nvh//cameramanipulator.hpp"
#include "nvvkpp/descriptorsets_vkpp.hpp"
#include "nvvkpp/pipeline_vkpp.hpp"
#include "nvh/fileoperations.hpp"
#include "nvvkpp/commands_vkpp.hpp"
#include "nvvkpp/renderpass_vkpp.hpp"
#include "nvvkpp/utilities_vkpp.hpp"
// Holding the camera matrices
struct CameraMatrices
{
nvmath::mat4f view;
nvmath::mat4f proj;
nvmath::mat4f viewInverse;
// #VKRay
nvmath::mat4f projInverse;
};
//--------------------------------------------------------------------------------------------------
// Keep the handle on the device
// Initialize the tool to do all our allocations: buffers, images
//
void HelloVulkan::setup(const vk::Device& device,
const vk::PhysicalDevice& physicalDevice,
uint32_t queueFamily)
{
AppBase::setup(device, physicalDevice, queueFamily);
#if defined(ALLOC_DEDICATED)
m_alloc.init(device, physicalDevice);
#elif defined(ALLOC_DMA)
m_memAllocator.init(device, physicalDevice);
m_memAllocator.setAllocateFlags(VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT_KHR, true);
m_alloc.init(device, &m_memAllocator);
#elif defined(ALLOC_VMA)
VmaAllocatorCreateInfo allocatorInfo = {};
allocatorInfo.physicalDevice = physicalDevice;
allocatorInfo.device = device;
allocatorInfo.flags |=
VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT | VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT;
vmaCreateAllocator(&allocatorInfo, &m_memAllocator);
m_alloc.init(device, m_memAllocator);
#endif
m_debug.setup(m_device);
m_offscreen.setup(device, m_memAllocator, queueFamily);
m_raytrace.setup(device, physicalDevice, m_memAllocator, queueFamily);
}
//--------------------------------------------------------------------------------------------------
// Called at each frame to update the camera matrix
//
void HelloVulkan::updateUniformBuffer()
{
const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
CameraMatrices ubo = {};
ubo.view = CameraManip.getMatrix();
ubo.proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
// ubo.proj[1][1] *= -1; // Inverting Y for Vulkan
ubo.viewInverse = nvmath::invert(ubo.view);
// #VKRay
ubo.projInverse = nvmath::invert(ubo.proj);
#if defined(ALLOC_DEDICATED)
void* data = m_device.mapMemory(m_cameraMat.allocation, 0, sizeof(CameraMatrices));
memcpy(data, &ubo, sizeof(ubo));
m_device.unmapMemory(m_cameraMat.allocation);
#elif defined(ALLOC_DMA)
void* data = m_memAllocator.map(m_cameraMat.allocation);
memcpy(data, &ubo, sizeof(ubo));
m_memAllocator.unmap(m_cameraMat.allocation);
#elif defined(ALLOC_VMA)
void* data;
vmaMapMemory(m_memAllocator, m_cameraMat.allocation, &data);
memcpy(data, &ubo, sizeof(ubo));
vmaUnmapMemory(m_memAllocator, m_cameraMat.allocation);
#endif
}
//--------------------------------------------------------------------------------------------------
// Describing the layout pushed when rendering
//
void HelloVulkan::createDescriptorSetLayout()
{
using vkDS = vk::DescriptorSetLayoutBinding;
using vkDT = vk::DescriptorType;
using vkSS = vk::ShaderStageFlagBits;
uint32_t nbTxt = static_cast<uint32_t>(m_textures.size());
uint32_t nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0)
m_descSetLayoutBind.emplace_back(
vkDS(0, vkDT::eUniformBuffer, 1, vkSS::eVertex | vkSS::eRaygenKHR));
// Materials (binding = 1)
m_descSetLayoutBind.emplace_back(
vkDS(1, vkDT::eStorageBuffer, nbObj + 1, // Adding Implicit mat too
vkSS::eVertex | vkSS::eFragment | vkSS::eClosestHitKHR | vkSS::eAnyHitKHR));
// Scene description (binding = 2)
m_descSetLayoutBind.emplace_back( //
vkDS(2, vkDT::eStorageBuffer, 1,
vkSS::eVertex | vkSS::eFragment | vkSS::eClosestHitKHR | vkSS::eAnyHitKHR));
// Textures (binding = 3)
m_descSetLayoutBind.emplace_back(
vkDS(3, vkDT::eCombinedImageSampler, nbTxt, vkSS::eFragment | vkSS::eClosestHitKHR));
// Materials (binding = 4)
m_descSetLayoutBind.emplace_back(vkDS(4, vkDT::eStorageBuffer, nbObj,
vkSS::eFragment | vkSS::eClosestHitKHR | vkSS::eAnyHitKHR));
// Storing vertices (binding = 5)
m_descSetLayoutBind.emplace_back( //
vkDS(5, vkDT::eStorageBuffer, nbObj, vkSS::eClosestHitKHR | vkSS::eAnyHitKHR));
// Storing indices (binding = 6)
m_descSetLayoutBind.emplace_back( //
vkDS(6, vkDT::eStorageBuffer, nbObj, vkSS::eClosestHitKHR | vkSS::eAnyHitKHR));
// Storing implicit obj (binding = 7)
m_descSetLayoutBind.emplace_back( //
vkDS(7, vkDT::eStorageBuffer, 1,
vkSS::eClosestHitKHR | vkSS::eIntersectionKHR | vkSS::eAnyHitKHR));
m_descSetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_descSetLayoutBind);
m_descPool = nvvkpp::util::createDescriptorPool(m_device, m_descSetLayoutBind, 1);
m_descSet = nvvkpp::util::createDescriptorSet(m_device, m_descPool, m_descSetLayout);
}
//--------------------------------------------------------------------------------------------------
// Setting up the buffers in the descriptor set
//
void HelloVulkan::updateDescriptorSet()
{
std::vector<vk::WriteDescriptorSet> writes;
// Camera matrices and scene description
vk::DescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[0], &dbiUnif));
vk::DescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[2], &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ
std::vector<vk::DescriptorBufferInfo> dbiMat;
std::vector<vk::DescriptorBufferInfo> dbiMatIdx;
std::vector<vk::DescriptorBufferInfo> dbiVert;
std::vector<vk::DescriptorBufferInfo> dbiIdx;
for(auto& model : m_objModel)
{
dbiMat.emplace_back(model.matColorBuffer.buffer, 0, VK_WHOLE_SIZE);
dbiMatIdx.emplace_back(model.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE);
dbiVert.emplace_back(model.vertexBuffer.buffer, 0, VK_WHOLE_SIZE);
dbiIdx.emplace_back(model.indexBuffer.buffer, 0, VK_WHOLE_SIZE);
}
dbiMat.emplace_back(m_implObjects.implMatBuf.buffer, 0, VK_WHOLE_SIZE); // Adding implicit mat
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[1], dbiMat.data()));
writes.emplace_back(
nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[4], dbiMatIdx.data()));
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[5], dbiVert.data()));
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[6], dbiIdx.data()));
// All texture samplers
std::vector<vk::DescriptorImageInfo> diit;
for(auto& texture : m_textures)
{
diit.push_back(texture.descriptor);
}
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[3], diit.data()));
vk::DescriptorBufferInfo dbiImplDesc{m_implObjects.implBuf.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[7], &dbiImplDesc));
// Writing the information
m_device.updateDescriptorSets(static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Creating the pipeline layout
//
void HelloVulkan::createGraphicsPipeline()
{
using vkSS = vk::ShaderStageFlagBits;
vk::PushConstantRange pushConstantRanges = {vkSS::eVertex | vkSS::eFragment, 0,
sizeof(ObjPushConstants)};
// Creating the Pipeline Layout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
vk::DescriptorSetLayout descSetLayout(m_descSetLayout);
pipelineLayoutCreateInfo.setSetLayoutCount(1);
pipelineLayoutCreateInfo.setPSetLayouts(&descSetLayout);
pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
m_pipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
// Creating the Pipeline
std::vector<std::string> paths = defaultSearchPaths;
nvvkpp::GraphicsPipelineGenerator gpb(m_device, m_pipelineLayout, m_offscreen.renderPass());
gpb.depthStencilState = {true};
gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths), vkSS::eVertex);
gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths), vkSS::eFragment);
gpb.vertexInputState.bindingDescriptions = {{0, sizeof(VertexObj)}};
gpb.vertexInputState.attributeDescriptions = {
{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, pos)},
{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, nrm)},
{2, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, color)},
{3, 0, vk::Format::eR32G32Sfloat, offsetof(VertexObj, texCoord)}};
m_graphicsPipeline = gpb.create();
m_debug.setObjectName(m_graphicsPipeline, "Graphics");
}
//--------------------------------------------------------------------------------------------------
// Loading the OBJ file and setting up all buffers
//
void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform)
{
using vkBU = vk::BufferUsageFlagBits;
ObjLoader loader;
loader.loadModel(filename);
// Converting from Srgb to linear
for(auto& m : loader.m_materials)
{
m.ambient = nvmath::pow(m.ambient, 2.2f);
m.diffuse = nvmath::pow(m.diffuse, 2.2f);
m.specular = nvmath::pow(m.specular, 2.2f);
}
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials
nvvkpp::SingleCommandBuffer cmdBufGet(m_device, m_graphicsQueueIndex);
vk::CommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
model.vertexBuffer =
m_alloc.createBuffer(cmdBuf, loader.m_vertices,
vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
model.indexBuffer =
m_alloc.createBuffer(cmdBuf, loader.m_indices,
vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, vkBU::eStorageBuffer);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, vkBU::eStorageBuffer);
// Creates all textures found
createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.flushCommandBuffer(cmdBuf);
m_alloc.flushStaging();
std::string objNb = std::to_string(instance.objIndex);
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance);
}
//--------------------------------------------------------------------------------------------------
// Creating the uniform buffer holding the camera matrices
// - Buffer is host visible
//
void HelloVulkan::createUniformBuffer()
{
using vkBU = vk::BufferUsageFlagBits;
using vkMP = vk::MemoryPropertyFlagBits;
m_cameraMat = m_alloc.createBuffer(sizeof(CameraMatrices), vkBU::eUniformBuffer,
vkMP::eHostVisible | vkMP::eHostCoherent);
m_debug.setObjectName(m_cameraMat.buffer, "cameraMat");
}
//--------------------------------------------------------------------------------------------------
// Create a storage buffer containing the description of the scene elements
// - Which geometry is used by which instance
// - Transformation
// - Offset for texture
//
void HelloVulkan::createSceneDescriptionBuffer()
{
using vkBU = vk::BufferUsageFlagBits;
nvvkpp::SingleCommandBuffer cmdGen(m_device, m_graphicsQueueIndex);
auto cmdBuf = cmdGen.createCommandBuffer();
m_sceneDesc = m_alloc.createBuffer(cmdBuf, m_objInstance, vkBU::eStorageBuffer);
cmdGen.flushCommandBuffer(cmdBuf);
m_alloc.flushStaging();
m_debug.setObjectName(m_sceneDesc.buffer, "sceneDesc");
}
//--------------------------------------------------------------------------------------------------
// Creating all textures and samplers
//
void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
const std::vector<std::string>& textures)
{
using vkIU = vk::ImageUsageFlagBits;
vk::SamplerCreateInfo samplerCreateInfo{
{}, vk::Filter::eLinear, vk::Filter::eLinear, vk::SamplerMipmapMode::eLinear};
samplerCreateInfo.setMaxLod(FLT_MAX);
vk::Format format = vk::Format::eR8G8B8A8Srgb;
// If no textures are present, create a dummy one to accommodate the pipeline layout
if(textures.empty() && m_textures.empty())
{
nvvkTexture texture;
std::array<uint8_t, 4> color{255u, 255u, 255u, 255u};
vk::DeviceSize bufferSize = sizeof(color);
auto imgSize = vk::Extent2D(1, 1);
auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format);
// Creating the VKImage
texture = m_alloc.createImage(cmdBuf, bufferSize, color.data(), imageCreateInfo);
// Setting up the descriptor used by the shader
texture.descriptor =
nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
// The image format must be in VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
nvvkpp::image::setImageLayout(cmdBuf, texture.image, vk::ImageLayout::eUndefined,
vk::ImageLayout::eShaderReadOnlyOptimal);
m_textures.push_back(texture);
}
else
{
// Uploading all images
for(const auto& texture : textures)
{
std::stringstream o;
int texWidth, texHeight, texChannels;
o << "media/textures/" << texture;
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
stbi_uc* pixels =
stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
// Handle failure
if(!pixels)
{
texWidth = texHeight = 1;
texChannels = 4;
std::array<uint8_t, 4> color{255u, 0u, 255u, 255u};
pixels = reinterpret_cast<stbi_uc*>(color.data());
}
vk::DeviceSize bufferSize = static_cast<uint64_t>(texWidth) * texHeight * sizeof(uint8_t) * 4;
auto imgSize = vk::Extent2D(texWidth, texHeight);
auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format, vkIU::eSampled, true);
{
nvvkTexture texture;
texture = m_alloc.createImage(cmdBuf, bufferSize, pixels, imageCreateInfo);
nvvkpp::image::generateMipmaps(cmdBuf, texture.image, format, imgSize,
imageCreateInfo.mipLevels);
texture.descriptor =
nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
m_textures.push_back(texture);
}
}
}
}
//--------------------------------------------------------------------------------------------------
// Destroying all allocations
//
void HelloVulkan::destroyResources()
{
m_device.destroy(m_graphicsPipeline);
m_device.destroy(m_pipelineLayout);
m_device.destroy(m_descPool);
m_device.destroy(m_descSetLayout);
m_alloc.destroy(m_cameraMat);
m_alloc.destroy(m_sceneDesc);
m_alloc.destroy(m_implObjects.implBuf);
m_alloc.destroy(m_implObjects.implMatBuf);
for(auto& m : m_objModel)
{
m_alloc.destroy(m.vertexBuffer);
m_alloc.destroy(m.indexBuffer);
m_alloc.destroy(m.matColorBuffer);
m_alloc.destroy(m.matIndexBuffer);
}
for(auto& t : m_textures)
{
m_alloc.destroy(t);
}
//#Post
m_offscreen.destroy();
// #VKRay
m_raytrace.destroy();
m_memAllocator.deinit();
}
//--------------------------------------------------------------------------------------------------
// Drawing the scene in raster mode
//
void HelloVulkan::rasterize(const vk::CommandBuffer& cmdBuf)
{
using vkPBP = vk::PipelineBindPoint;
using vkSS = vk::ShaderStageFlagBits;
vk::DeviceSize offset{0};
m_debug.beginLabel(cmdBuf, "Rasterize");
// Dynamic Viewport
cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)m_size.width, (float)m_size.height, 0, 1)});
cmdBuf.setScissor(0, {{{0, 0}, {m_size.width, m_size.height}}});
// Drawing all triangles
cmdBuf.bindPipeline(vkPBP::eGraphics, m_graphicsPipeline);
cmdBuf.bindDescriptorSets(vkPBP::eGraphics, m_pipelineLayout, 0, {m_descSet}, {});
for(int i = 0; i < m_objInstance.size(); ++i)
{
auto& inst = m_objInstance[i];
auto& model = m_objModel[inst.objIndex];
m_pushConstants.instanceId = i; // Telling which instance is drawn
cmdBuf.pushConstants<ObjPushConstants>(m_pipelineLayout, vkSS::eVertex | vkSS::eFragment, 0,
m_pushConstants);
cmdBuf.bindVertexBuffers(0, 1, &model.vertexBuffer.buffer, &offset);
cmdBuf.bindIndexBuffer(model.indexBuffer.buffer, 0, vk::IndexType::eUint32);
cmdBuf.drawIndexed(model.nbIndices, 1, 0, 0, 0);
}
m_debug.endLabel(cmdBuf);
}
//--------------------------------------------------------------------------------------------------
// Handling resize of the window
//
void HelloVulkan::onResize(int /*w*/, int /*h*/)
{
m_offscreen.createFramebuffer(m_size);
m_offscreen.updateDescriptorSet();
m_raytrace.updateRtDescriptorSet(m_offscreen.colorTexture().descriptor.imageView);
}
//--------------------------------------------------------------------------------------------------
// Initialize offscreen rendering
//
void HelloVulkan::initOffscreen()
{
m_offscreen.createFramebuffer(m_size);
m_offscreen.createDescriptor();
m_offscreen.createPipeline(m_renderPass);
m_offscreen.updateDescriptorSet();
}
//--------------------------------------------------------------------------------------------------
// Initialize Vulkan ray tracing
//
void HelloVulkan::initRayTracing()
{
m_raytrace.createBottomLevelAS(m_objModel, m_implObjects);
m_raytrace.createTopLevelAS(m_objInstance, m_implObjects);
m_raytrace.createRtDescriptorSet(m_offscreen.colorTexture().descriptor.imageView);
m_raytrace.createRtPipeline(m_descSetLayout);
m_raytrace.createRtShaderBindingTable();
}
//--------------------------------------------------------------------------------------------------
// Ray trace the scene
//
void HelloVulkan::raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor)
{
updateFrame();
if(m_pushConstants.frame >= m_maxFrames)
return;
m_raytrace.raytrace(cmdBuf, clearColor, m_descSet, m_size, m_pushConstants);
}
//--------------------------------------------------------------------------------------------------
// If the camera matrix has changed, resets the frame.
// otherwise, increments frame.
//
void HelloVulkan::updateFrame()
{
static nvmath::mat4f refCamMatrix;
auto& m = CameraManip.getMatrix();
if(memcmp(&refCamMatrix.a00, &m.a00, sizeof(nvmath::mat4f)) != 0)
{
resetFrame();
refCamMatrix = m;
}
m_pushConstants.frame++;
}
void HelloVulkan::resetFrame()
{
m_pushConstants.frame = -1;
}
void HelloVulkan::addImplSphere(nvmath::vec3f center, float radius, int matId)
{
ObjImplicit impl;
impl.minimum = center - radius;
impl.maximum = center + radius;
impl.objType = EObjType::eSphere;
impl.matId = matId;
m_implObjects.objImpl.push_back(impl);
}
void HelloVulkan::addImplCube(nvmath::vec3f minumum, nvmath::vec3f maximum, int matId)
{
ObjImplicit impl;
impl.minimum = minumum;
impl.maximum = maximum;
impl.objType = EObjType::eCube;
impl.matId = matId;
m_implObjects.objImpl.push_back(impl);
}
void HelloVulkan::addImplMaterial(const MaterialObj& mat)
{
m_implObjects.implMat.push_back(mat);
}
//--------------------------------------------------------------------------------------------------
// Create a storage buffer containing the description of the scene elements
// - Which geometry is used by which instance
// - Transformation
// - Offset for texture
//
void HelloVulkan::createImplictBuffers()
{
using vkBU = vk::BufferUsageFlagBits;
nvvkpp::SingleCommandBuffer cmdGen(m_device, m_graphicsQueueIndex);
// Not allowing empty buffers
if(m_implObjects.objImpl.empty())
m_implObjects.objImpl.push_back({});
if(m_implObjects.implMat.empty())
m_implObjects.implMat.push_back({});
auto cmdBuf = cmdGen.createCommandBuffer();
m_implObjects.implBuf = m_alloc.createBuffer(cmdBuf, m_implObjects.objImpl,
vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
m_implObjects.implMatBuf =
m_alloc.createBuffer(cmdBuf, m_implObjects.implMat, vkBU::eStorageBuffer);
cmdGen.flushCommandBuffer(cmdBuf);
m_alloc.flushStaging();
m_debug.setObjectName(m_implObjects.implBuf.buffer, "implicitObj");
m_debug.setObjectName(m_implObjects.implMatBuf.buffer, "implicitMat");
}

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "vkalloc.hpp"
#include "nvvkpp/allocator_dedicated_vkpp.hpp"
#include "nvvkpp/appbase_vkpp.hpp"
#include "nvvkpp/debug_util_vkpp.hpp"
// #VKRay
#include "nvvkpp/raytraceKHR_vkpp.hpp"
#include "offscreen.hpp"
#include "obj.hpp"
#include "raytrace.hpp"
//--------------------------------------------------------------------------------------------------
// Simple rasterizer of OBJ objects
// - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance`
// - It is possible to have many `ObjInstance` referencing the same `ObjModel`
// - Rendering is done in an offscreen framebuffer
// - The image of the framebuffer is displayed in post-process in a full-screen quad
//
class HelloVulkan : public nvvkpp::AppBase
{
public:
void setup(const vk::Device& device,
const vk::PhysicalDevice& physicalDevice,
uint32_t queueFamily) override;
void createDescriptorSetLayout();
void createGraphicsPipeline();
void loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1));
void updateDescriptorSet();
void createUniformBuffer();
void createSceneDescriptionBuffer();
void createTextureImages(const vk::CommandBuffer& cmdBuf,
const std::vector<std::string>& textures);
void updateUniformBuffer();
void onResize(int /*w*/, int /*h*/) override;
void destroyResources();
void rasterize(const vk::CommandBuffer& cmdBuff);
Offscreen& offscreen() { return m_offscreen; }
Raytracer& raytracer() { return m_raytrace; }
ObjPushConstants m_pushConstants;
// Array of objects and instances in the scene
std::vector<ObjModel> m_objModel;
std::vector<ObjInstance> m_objInstance;
// Graphic pipeline
vk::PipelineLayout m_pipelineLayout;
vk::Pipeline m_graphicsPipeline;
std::vector<vk::DescriptorSetLayoutBinding> m_descSetLayoutBind;
vk::DescriptorPool m_descPool;
vk::DescriptorSetLayout m_descSetLayout;
vk::DescriptorSet m_descSet;
int m_maxFrames{10};
void resetFrame();
void updateFrame();
nvvkBuffer m_cameraMat; // Device-Host of the camera matrices
nvvkBuffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvkTexture> m_textures; // vector of all textures of the scene
nvvkpp::DebugUtil m_debug; // Utility to name objects
nvvkAllocator m_alloc; // Allocator for buffer, images, acceleration structures
nvvkMemAllocator m_memAllocator;
// #Post
Offscreen m_offscreen;
void initOffscreen();
// #VKRay
Raytracer m_raytrace;
void initRayTracing();
void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
// Implicit
ImplInst m_implObjects;
void addImplSphere(nvmath::vec3f center, float radius, int matId);
void addImplCube(nvmath::vec3f minumum, nvmath::vec3f maximum, int matId);
void addImplMaterial(const MaterialObj& mat);
void createImplictBuffers();
};

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// ImGui - standalone example application for Glfw + Vulkan, using programmable
// pipeline If you are new to ImGui, see examples/README.txt and documentation
// at the top of imgui.cpp.
#include <array>
#include <vulkan/vulkan.hpp>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "hello_vulkan.h"
#include "nvh/cameramanipulator.hpp"
#include "nvh/fileoperations.hpp"
#include "nvpsystem.hpp"
#include "nvvkpp/appbase_vkpp.hpp"
#include "nvvkpp/commands_vkpp.hpp"
#include "nvvkpp/context_vkpp.hpp"
#include "nvvkpp/utilities_vkpp.hpp"
#include <random>
//////////////////////////////////////////////////////////////////////////
#define UNUSED(x) (void)(x)
//////////////////////////////////////////////////////////////////////////
// Default search path for shaders
std::vector<std::string> defaultSearchPaths;
// GLFW Callback functions
static void onErrorCallback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
// Extra UI
void renderUI(HelloVulkan& helloVk)
{
static int item = 1;
bool changed = false;
if(ImGui::Combo("Up Vector", &item, "X\0Y\0Z\0\0"))
{
nvmath::vec3f pos, eye, up;
CameraManip.getLookat(pos, eye, up);
up = nvmath::vec3f(item == 0, item == 1, item == 2);
CameraManip.setLookat(pos, eye, up);
changed = true;
}
changed |= ImGui::RadioButton("Point", &helloVk.m_pushConstants.lightType, 0);
ImGui::SameLine();
changed |= ImGui::RadioButton("Spot", &helloVk.m_pushConstants.lightType, 1);
ImGui::SameLine();
changed |= ImGui::RadioButton("Infinite", &helloVk.m_pushConstants.lightType, 2);
if(helloVk.m_pushConstants.lightType < 2)
{
changed |= ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstants.lightPosition.x,
-20.f, 20.f);
}
if(helloVk.m_pushConstants.lightType > 0)
{
changed |= ImGui::SliderFloat3("Light Direction", &helloVk.m_pushConstants.lightDirection.x,
-1.f, 1.f);
}
if(helloVk.m_pushConstants.lightType < 2)
{
changed |=
ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstants.lightIntensity, 0.f, 500.f);
}
if(helloVk.m_pushConstants.lightType == 1)
{
float dCutoff = rad2deg(acos(helloVk.m_pushConstants.lightSpotCutoff));
float dOutCutoff = rad2deg(acos(helloVk.m_pushConstants.lightSpotOuterCutoff));
changed |= ImGui::SliderFloat("Cutoff", &dCutoff, 0.f, 45.f);
changed |= ImGui::SliderFloat("OutCutoff", &dOutCutoff, 0.f, 45.f);
dCutoff = dCutoff > dOutCutoff ? dOutCutoff : dCutoff;
helloVk.m_pushConstants.lightSpotCutoff = cos(deg2rad(dCutoff));
helloVk.m_pushConstants.lightSpotOuterCutoff = cos(deg2rad(dOutCutoff));
}
changed |= ImGui::InputInt("Max Frames", &helloVk.m_maxFrames);
helloVk.m_maxFrames = std::max(helloVk.m_maxFrames, 1);
if(changed)
helloVk.resetFrame();
}
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
static int const SAMPLE_WIDTH = 1280;
static int const SAMPLE_HEIGHT = 720;
//--------------------------------------------------------------------------------------------------
// Application Entry
//
int main(int argc, char** argv)
{
UNUSED(argc);
// Setup GLFW window
glfwSetErrorCallback(onErrorCallback);
if(!glfwInit())
{
return 1;
}
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT,
"NVIDIA Vulkan Raytracing Tutorial", nullptr, nullptr);
// Setup camera
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
// Setup Vulkan
if(!glfwVulkanSupported())
{
printf("GLFW: Vulkan Not Supported\n");
return 1;
}
// setup some basic things for the sample, logging file for example
NVPSystem system(argv[0], PROJECT_NAME);
// Search path for shaders and other media
defaultSearchPaths = {
PROJECT_ABSDIRECTORY,
PROJECT_ABSDIRECTORY "../",
NVPSystem::exePath() + std::string(PROJECT_RELDIRECTORY),
NVPSystem::exePath() + std::string(PROJECT_RELDIRECTORY) + std::string("../"),
};
// Enabling the extension feature
vk::PhysicalDeviceRayTracingFeaturesKHR raytracingFeature;
// Requesting Vulkan extensions and layers
nvvkpp::ContextCreateInfo contextInfo(true);
contextInfo.setVersion(1, 2);
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
#ifdef WIN32
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_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);
// Creating Vulkan base application
nvvkpp::Context vkctx{};
vkctx.initInstance(contextInfo);
// Find all compatible devices
auto compatibleDevices = vkctx.getCompatibleDevices(contextInfo);
assert(!compatibleDevices.empty());
// Use a compatible device
vkctx.initDevice(compatibleDevices[0], contextInfo);
// Create example
HelloVulkan helloVk;
// Window need to be opened to get the surface on which to draw
const vk::SurfaceKHR surface = helloVk.getVkSurface(vkctx.m_instance, window);
vkctx.setGCTQueueWithPresent(surface);
helloVk.setup(vkctx.m_device, vkctx.m_physicalDevice, vkctx.m_queueGCT.familyIndex);
helloVk.createSurface(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
helloVk.createDepthBuffer();
helloVk.createRenderPass();
helloVk.createFrameBuffers();
// Setup Imgui
helloVk.initGUI(0); // Using sub-pass 0
// Creating scene
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths));
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths),
nvmath::scale_mat4(nvmath::vec3f(0.5f))
* nvmath::translation_mat4(nvmath::vec3f(0.0f, 0.0f, 6.0f)));
std::random_device rd; // Will be used to obtain a seed for the random number engine
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::normal_distribution<float> dis(2.0f, 2.0f);
std::normal_distribution<float> disn(0.5f, 0.2f);
int wusonIndex = static_cast<int>(helloVk.m_objModel.size() - 1);
for(int n = 0; n < 50; ++n)
{
ObjInstance inst;
inst.objIndex = wusonIndex;
inst.txtOffset = 0;
float scale = fabsf(disn(gen));
nvmath::mat4f mat = nvmath::translation_mat4(nvmath::vec3f{dis(gen), 0.f, dis(gen) + 6});
// mat = mat * nvmath::rotation_mat4_x(dis(gen));
mat = mat * nvmath::scale_mat4(nvmath::vec3f(scale));
inst.transform = mat;
inst.transformIT = nvmath::transpose(nvmath::invert((inst.transform)));
helloVk.m_objInstance.push_back(inst);
}
// Creation of implicit geometry
MaterialObj mat;
// Reflective
mat.diffuse = nvmath::vec3f(0, 0, 0);
mat.specular = nvmath::vec3f(1.f);
mat.shininess = 0.0;
mat.illum = 3;
helloVk.addImplMaterial(mat);
// Transparent
mat.diffuse = nvmath::vec3f(0.4, 0.4, 1);
mat.illum = 4;
mat.dissolve = 0.5;
helloVk.addImplMaterial(mat);
helloVk.addImplCube({-6.1, 0, -6}, {-6, 10, 6}, 0);
helloVk.addImplSphere({1, 2, 4}, 1.f, 1);
helloVk.initOffscreen();
Offscreen& offscreen = helloVk.offscreen();
helloVk.createImplictBuffers();
helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline();
helloVk.createUniformBuffer();
helloVk.createSceneDescriptionBuffer();
helloVk.updateDescriptorSet();
// #VKRay
helloVk.initRayTracing();
nvmath::vec4f clearColor = nvmath::vec4f(1, 1, 1, 1.00f);
bool useRaytracer = true;
helloVk.setupGlfwCallbacks(window);
ImGui_ImplGlfw_InitForVulkan(window, true);
// Main loop
while(!glfwWindowShouldClose(window))
{
glfwPollEvents();
if(helloVk.isMinimized())
continue;
// Start the Dear ImGui frame
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// Updating camera buffer
helloVk.updateUniformBuffer();
// Show UI window.
if(1 == 1)
{
bool changed = false;
// Edit 3 floats representing a color
changed |= ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
// Switch between raster and ray tracing
changed |= ImGui::Checkbox("Ray Tracer mode", &useRaytracer);
if(changed)
helloVk.resetFrame();
renderUI(helloVk);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::Render();
}
// Start rendering the scene
helloVk.prepareFrame();
// Start command buffer of this frame
auto curFrame = helloVk.getCurFrame();
const vk::CommandBuffer& cmdBuff = helloVk.getCommandBuffers()[curFrame];
cmdBuff.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit});
// Clearing screen
vk::ClearValue clearValues[2];
clearValues[0].setColor(nvvkpp::util::clearColor(clearColor));
clearValues[1].setDepthStencil({1.0f, 0});
// Offscreen render pass
{
vk::RenderPassBeginInfo offscreenRenderPassBeginInfo;
offscreenRenderPassBeginInfo.setClearValueCount(2);
offscreenRenderPassBeginInfo.setPClearValues(clearValues);
offscreenRenderPassBeginInfo.setRenderPass(offscreen.renderPass());
offscreenRenderPassBeginInfo.setFramebuffer(offscreen.frameBuffer());
offscreenRenderPassBeginInfo.setRenderArea({{}, helloVk.getSize()});
// Rendering Scene
if(useRaytracer)
{
helloVk.raytrace(cmdBuff, clearColor);
}
else
{
cmdBuff.beginRenderPass(offscreenRenderPassBeginInfo, vk::SubpassContents::eInline);
helloVk.rasterize(cmdBuff);
cmdBuff.endRenderPass();
}
}
// 2nd rendering pass: tone mapper, UI
{
vk::RenderPassBeginInfo postRenderPassBeginInfo;
postRenderPassBeginInfo.setClearValueCount(2);
postRenderPassBeginInfo.setPClearValues(clearValues);
postRenderPassBeginInfo.setRenderPass(helloVk.getRenderPass());
postRenderPassBeginInfo.setFramebuffer(helloVk.getFramebuffers()[curFrame]);
postRenderPassBeginInfo.setRenderArea({{}, helloVk.getSize()});
cmdBuff.beginRenderPass(postRenderPassBeginInfo, vk::SubpassContents::eInline);
// Rendering tonemapper
offscreen.draw(cmdBuff, helloVk.getSize());
// Rendering UI
ImGui::RenderDrawDataVK(cmdBuff, ImGui::GetDrawData());
cmdBuff.endRenderPass();
}
// Submit for display
cmdBuff.end();
helloVk.submitFrame();
}
// Cleanup
helloVk.getDevice().waitIdle();
helloVk.destroyResources();
helloVk.destroy();
vkctx.m_instance.destroySurfaceKHR(surface);
vkctx.deinit();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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#pragma once
#include "obj_loader.h"
// The OBJ model
struct ObjModel
{
uint32_t nbIndices{0};
uint32_t nbVertices{0};
nvvkBuffer vertexBuffer; // Device buffer of all 'Vertex'
nvvkBuffer indexBuffer; // Device buffer of the indices forming triangles
nvvkBuffer matColorBuffer; // Device buffer of array of 'Wavefront material'
nvvkBuffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
};
// Instance of the OBJ
struct ObjInstance
{
uint32_t objIndex{0}; // Reference to the `m_objModel`
uint32_t txtOffset{0}; // Offset in `m_textures`
nvmath::mat4f transform{1}; // Position of the instance
nvmath::mat4f transformIT{1}; // Inverse transpose
};
// Information pushed at each draw call
struct ObjPushConstants
{
nvmath::vec3f lightPosition{10.f, 15.f, 8.f};
float lightIntensity{100.f};
nvmath::vec3f lightDirection{-1, -1, -1};
float lightSpotCutoff{cos(deg2rad(12.5f))};
float lightSpotOuterCutoff{cos(deg2rad(17.5f))};
int instanceId{0}; // To retrieve the transformation matrix
int lightType{0}; // 0: point, 1: infinite
int frame{0};
};
enum EObjType
{
eSphere = 0,
eCube
};
// One single implicit object
struct ObjImplicit
{
nvmath::vec3f minimum{0, 0, 0}; // Aabb
nvmath::vec3f maximum{0, 0, 0}; // Aabb
int objType{0}; // 0: Sphere, 1: Cube
int matId{0};
};
// All implicit objects
struct ImplInst
{
std::vector<ObjImplicit> objImpl; // All objects
std::vector<MaterialObj> implMat; // All materials used by implicit obj
nvvkBuffer implBuf; // Buffer of objects
nvvkBuffer implMatBuf; // Buffer of material
int blasId;
nvmath::mat4f transform{1};
};

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "offscreen.hpp"
#include "nvh/fileoperations.hpp"
#include "nvvkpp/commands_vkpp.hpp"
#include "nvvkpp/descriptorsets_vkpp.hpp"
#include "nvvkpp/pipeline_vkpp.hpp"
#include "nvvkpp/renderpass_vkpp.hpp"
extern std::vector<std::string> defaultSearchPaths;
//////////////////////////////////////////////////////////////////////////
// Post-processing
//////////////////////////////////////////////////////////////////////////
void Offscreen::setup(const vk::Device& device, nvvkMemAllocator& memAlloc, uint32_t queueFamily)
{
m_device = device;
m_alloc.init(device, &memAlloc);
m_graphicsQueueIndex = queueFamily;
m_debug.setup(m_device);
}
void Offscreen::destroy()
{
m_device.destroy(m_pipeline);
m_device.destroy(m_pipelineLayout);
m_device.destroy(m_descPool);
m_device.destroy(m_dsetLayout);
m_alloc.destroy(m_colorTexture);
m_alloc.destroy(m_depthTexture);
m_device.destroy(m_renderPass);
m_device.destroy(m_framebuffer);
}
//--------------------------------------------------------------------------------------------------
// Creating an offscreen frame buffer and the associated render pass
//
void Offscreen::createFramebuffer(VkExtent2D& size)
{
m_alloc.destroy(m_colorTexture);
m_alloc.destroy(m_depthTexture);
// Creating the color image
auto colorCreateInfo = nvvkpp::image::create2DInfo(size, m_colorFormat,
vk::ImageUsageFlagBits::eColorAttachment
| vk::ImageUsageFlagBits::eSampled
| vk::ImageUsageFlagBits::eStorage);
m_colorTexture = m_alloc.createImage(colorCreateInfo);
m_colorTexture.descriptor =
nvvkpp::image::create2DDescriptor(m_device, m_colorTexture.image, vk::SamplerCreateInfo{},
m_colorFormat, vk::ImageLayout::eGeneral);
// Creating the depth buffer
auto depthCreateInfo =
nvvkpp::image::create2DInfo(size, m_depthFormat,
vk::ImageUsageFlagBits::eDepthStencilAttachment);
m_depthTexture = m_alloc.createImage(depthCreateInfo);
vk::ImageViewCreateInfo depthStencilView;
depthStencilView.setViewType(vk::ImageViewType::e2D);
depthStencilView.setFormat(m_depthFormat);
depthStencilView.setSubresourceRange({vk::ImageAspectFlagBits::eDepth, 0, 1, 0, 1});
depthStencilView.setImage(m_depthTexture.image);
m_depthTexture.descriptor.imageView = m_device.createImageView(depthStencilView);
// Setting the image layout for both color and depth
{
nvvkpp::SingleCommandBuffer genCmdBuf(m_device, m_graphicsQueueIndex);
auto cmdBuf = genCmdBuf.createCommandBuffer();
nvvkpp::image::setImageLayout(cmdBuf, m_colorTexture.image, vk::ImageLayout::eUndefined,
vk::ImageLayout::eGeneral);
nvvkpp::image::setImageLayout(cmdBuf, m_depthTexture.image, vk::ImageAspectFlagBits::eDepth,
vk::ImageLayout::eUndefined,
vk::ImageLayout::eDepthStencilAttachmentOptimal);
genCmdBuf.flushCommandBuffer(cmdBuf);
}
// Creating a renderpass for the offscreen
if(!m_renderPass)
{
m_renderPass =
nvvkpp::util::createRenderPass(m_device, {m_colorFormat}, m_depthFormat, 1, true, true,
vk::ImageLayout::eGeneral, vk::ImageLayout::eGeneral);
}
// Creating the frame buffer for offscreen
std::vector<vk::ImageView> attachments = {m_colorTexture.descriptor.imageView,
m_depthTexture.descriptor.imageView};
m_device.destroy(m_framebuffer);
vk::FramebufferCreateInfo info;
info.setRenderPass(m_renderPass);
info.setAttachmentCount(2);
info.setPAttachments(attachments.data());
info.setWidth(size.width);
info.setHeight(size.height);
info.setLayers(1);
m_framebuffer = m_device.createFramebuffer(info);
}
//--------------------------------------------------------------------------------------------------
// The pipeline is how things are rendered, which shaders, type of primitives, depth test and more
// The incoming render pass, is in which rendering pass it will be displayed (framebuffer)
//
void Offscreen::createPipeline(vk::RenderPass& renderPass)
{
// Push constants in the fragment shader
vk::PushConstantRange pushConstantRanges = {vk::ShaderStageFlagBits::eFragment, 0, sizeof(float)};
// Creating the pipeline layout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
pipelineLayoutCreateInfo.setSetLayoutCount(1);
pipelineLayoutCreateInfo.setPSetLayouts(&m_dsetLayout);
pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
m_pipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
// Pipeline: completely generic, no vertices
std::vector<std::string> paths = defaultSearchPaths;
nvvkpp::GraphicsPipelineGenerator pipelineGenerator(m_device, m_pipelineLayout, renderPass);
pipelineGenerator.addShader(nvh::loadFile("shaders/passthrough.vert.spv", true, paths),
vk::ShaderStageFlagBits::eVertex);
pipelineGenerator.addShader(nvh::loadFile("shaders/post.frag.spv", true, paths),
vk::ShaderStageFlagBits::eFragment);
pipelineGenerator.rasterizationState.setCullMode(vk::CullModeFlagBits::eNone);
m_pipeline = pipelineGenerator.create();
m_debug.setObjectName(m_pipeline, "post");
}
//--------------------------------------------------------------------------------------------------
// The descriptor layout is the description of the data that is passed to the vertex or the
// fragment program.
//
void Offscreen::createDescriptor()
{
using vkDS = vk::DescriptorSetLayoutBinding;
using vkDT = vk::DescriptorType;
using vkSS = vk::ShaderStageFlagBits;
m_dsetLayoutBinding.emplace_back(vkDS(0, vkDT::eCombinedImageSampler, 1, vkSS::eFragment));
m_dsetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_dsetLayoutBinding);
m_descPool = nvvkpp::util::createDescriptorPool(m_device, m_dsetLayoutBinding);
m_dset = nvvkpp::util::createDescriptorSet(m_device, m_descPool, m_dsetLayout);
}
//--------------------------------------------------------------------------------------------------
// Update the output
//
void Offscreen::updateDescriptorSet()
{
vk::WriteDescriptorSet writeDescriptorSets =
nvvkpp::util::createWrite(m_dset, m_dsetLayoutBinding[0], &m_colorTexture.descriptor);
m_device.updateDescriptorSets(writeDescriptorSets, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Draw a full screen quad with the attached image
//
void Offscreen::draw(vk::CommandBuffer cmdBuf, VkExtent2D& size)
{
m_debug.beginLabel(cmdBuf, "Post");
cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)size.width, (float)size.height, 0, 1)});
cmdBuf.setScissor(0, {{{0, 0}, {size.width, size.height}}});
auto aspectRatio = static_cast<float>(size.width) / static_cast<float>(size.height);
cmdBuf.pushConstants<float>(m_pipelineLayout, vk::ShaderStageFlagBits::eFragment, 0, aspectRatio);
cmdBuf.bindPipeline(vk::PipelineBindPoint::eGraphics, m_pipeline);
cmdBuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, m_pipelineLayout, 0, m_dset, {});
cmdBuf.draw(3, 1, 0, 0);
m_debug.endLabel(cmdBuf);
}

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <vulkan/vulkan.hpp>
#include "nvvkpp/debug_util_vkpp.hpp"
#include "vkalloc.hpp"
//--------------------------------------------------------------------------------------------------
// Class to render in off-screen framebuffers. Instead of rendering directly to the
// screen back buffer, this class create the output frame buffer 'createFramebuffer',
// and use the pipeline from 'createPipeline' to render a quad 'draw' with the colorTexture
// image
class Offscreen
{
public:
void setup(const vk::Device& device, nvvkMemAllocator& memAlloc, uint32_t queueFamily);
void destroy();
void createFramebuffer(VkExtent2D& size);
void createPipeline(vk::RenderPass& renderPass);
void createDescriptor();
void updateDescriptorSet();
void draw(vk::CommandBuffer cmdBuf, VkExtent2D& size);
const vk::RenderPass& renderPass() { return m_renderPass; }
const vk::Framebuffer& frameBuffer() { return m_framebuffer; }
const nvvkTexture& colorTexture() { return m_colorTexture; }
private:
std::vector<vk::DescriptorSetLayoutBinding> m_dsetLayoutBinding;
vk::DescriptorPool m_descPool;
vk::DescriptorSetLayout m_dsetLayout;
vk::DescriptorSet m_dset;
vk::Pipeline m_pipeline;
vk::PipelineLayout m_pipelineLayout;
vk::RenderPass m_renderPass;
vk::Framebuffer m_framebuffer;
nvvkTexture m_colorTexture;
vk::Format m_colorFormat{vk::Format::eR32G32B32A32Sfloat};
nvvkTexture m_depthTexture;
vk::Format m_depthFormat{vk::Format::eD32Sfloat};
nvvkAllocator m_alloc; // Allocator for buffer, images, acceleration structures
vk::Device m_device;
int m_graphicsQueueIndex{0};
nvvkpp::DebugUtil m_debug; // Utility to name objects
};

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "raytrace.hpp"
#include "nvh/fileoperations.hpp"
#include "nvvkpp/descriptorsets_vkpp.hpp"
#include "nvvkpp/utilities_vkpp.hpp"
#include "obj_loader.h"
extern std::vector<std::string> defaultSearchPaths;
void Raytracer::setup(const vk::Device& device,
const vk::PhysicalDevice& physicalDevice,
nvvkMemAllocator& memAlloc,
uint32_t queueFamily)
{
m_device = device;
m_physicalDevice = physicalDevice;
m_alloc.init(device, &memAlloc);
m_graphicsQueueIndex = queueFamily;
// Requesting ray tracing properties
auto properties = m_physicalDevice.getProperties2<vk::PhysicalDeviceProperties2,
vk::PhysicalDeviceRayTracingPropertiesKHR>();
m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPropertiesKHR>();
#if defined(ALLOC_DEDICATED)
m_rtBuilder.setup(m_device, m_physicalDevice, m_graphicsQueueIndex);
#elif defined(ALLOC_DMA)
m_rtBuilder.setup(m_device, memAlloc, m_graphicsQueueIndex);
#elif defined(ALLOC_VMA)
m_rtBuilder.setup(m_device, memAlloc, m_graphicsQueueIndex);
#endif
m_debug.setup(device);
}
void Raytracer::destroy()
{
m_rtBuilder.destroy();
m_device.destroy(m_rtDescPool);
m_device.destroy(m_rtDescSetLayout);
m_device.destroy(m_rtPipeline);
m_device.destroy(m_rtPipelineLayout);
m_alloc.destroy(m_rtSBTBuffer);
}
//--------------------------------------------------------------------------------------------------
// Converting a OBJ primitive to the ray tracing geometry used for the BLAS
//
nvvkpp::RaytracingBuilderKHR::Blas Raytracer::objectToVkGeometryKHR(const ObjModel& model)
{
// Setting up the creation info of acceleration structure
vk::AccelerationStructureCreateGeometryTypeInfoKHR asCreate;
asCreate.setGeometryType(vk::GeometryTypeKHR::eTriangles);
asCreate.setIndexType(vk::IndexType::eUint32);
asCreate.setVertexFormat(vk::Format::eR32G32B32Sfloat);
asCreate.setMaxPrimitiveCount(model.nbIndices / 3); // Nb triangles
asCreate.setMaxVertexCount(model.nbVertices);
asCreate.setAllowsTransforms(VK_FALSE); // No adding transformation matrices
// Building part
vk::DeviceAddress vertexAddress = m_device.getBufferAddress({model.vertexBuffer.buffer});
vk::DeviceAddress indexAddress = m_device.getBufferAddress({model.indexBuffer.buffer});
vk::AccelerationStructureGeometryTrianglesDataKHR triangles;
triangles.setVertexFormat(asCreate.vertexFormat);
triangles.setVertexData(vertexAddress);
triangles.setVertexStride(sizeof(VertexObj));
triangles.setIndexType(asCreate.indexType);
triangles.setIndexData(indexAddress);
triangles.setTransformData({});
// Setting up the build info of the acceleration
vk::AccelerationStructureGeometryKHR asGeom;
asGeom.setGeometryType(asCreate.geometryType);
asGeom.setFlags(vk::GeometryFlagBitsKHR::eNoDuplicateAnyHitInvocation); // For AnyHit
asGeom.geometry.setTriangles(triangles);
vk::AccelerationStructureBuildOffsetInfoKHR offset;
offset.setFirstVertex(0);
offset.setPrimitiveCount(asCreate.maxPrimitiveCount);
offset.setPrimitiveOffset(0);
offset.setTransformOffset(0);
nvvkpp::RaytracingBuilderKHR::Blas blas;
blas.asGeometry.emplace_back(asGeom);
blas.asCreateGeometryInfo.emplace_back(asCreate);
blas.asBuildOffsetInfo.emplace_back(offset);
return blas;
}
//--------------------------------------------------------------------------------------------------
// Returning the ray tracing geometry used for the BLAS, containing all spheres
//
nvvkpp::RaytracingBuilderKHR::Blas Raytracer::implicitToVkGeometryKHR(const ImplInst& implicitObj)
{
// Setting up the creation info of acceleration structure
vk::AccelerationStructureCreateGeometryTypeInfoKHR asCreate;
asCreate.setGeometryType(vk::GeometryTypeKHR::eAabbs);
asCreate.setIndexType(vk::IndexType::eNoneKHR);
asCreate.setVertexFormat(vk::Format::eUndefined);
asCreate.setMaxPrimitiveCount(static_cast<uint32_t>(implicitObj.objImpl.size())); // Nb triangles
asCreate.setMaxVertexCount(0);
asCreate.setAllowsTransforms(VK_FALSE); // No adding transformation matrices
vk::DeviceAddress dataAddress = m_device.getBufferAddress({implicitObj.implBuf.buffer});
vk::AccelerationStructureGeometryAabbsDataKHR aabbs;
aabbs.setData(dataAddress);
aabbs.setStride(sizeof(ObjImplicit));
// Setting up the build info of the acceleration
vk::AccelerationStructureGeometryKHR asGeom;
asGeom.setGeometryType(asCreate.geometryType);
asGeom.setFlags(vk::GeometryFlagBitsKHR::eNoDuplicateAnyHitInvocation); // For AnyHit
asGeom.geometry.setAabbs(aabbs);
vk::AccelerationStructureBuildOffsetInfoKHR offset;
offset.setFirstVertex(0);
offset.setPrimitiveCount(asCreate.maxPrimitiveCount);
offset.setPrimitiveOffset(0);
offset.setTransformOffset(0);
nvvkpp::RaytracingBuilderKHR::Blas blas;
blas.asGeometry.emplace_back(asGeom);
blas.asCreateGeometryInfo.emplace_back(asCreate);
blas.asBuildOffsetInfo.emplace_back(offset);
return blas;
}
void Raytracer::createBottomLevelAS(std::vector<ObjModel>& models, ImplInst& implicitObj)
{
// BLAS - Storing each primitive in a geometry
std::vector<nvvkpp::RaytracingBuilderKHR::Blas> allBlas;
allBlas.reserve(models.size());
for(const auto& obj : models)
{
auto blas = objectToVkGeometryKHR(obj);
// We could add more geometry in each BLAS, but we add only one for now
allBlas.emplace_back(blas);
}
// Adding implicit
if(!implicitObj.objImpl.empty())
{
auto blas = implicitToVkGeometryKHR(implicitObj);
allBlas.emplace_back(blas);
implicitObj.blasId = static_cast<int>(allBlas.size() - 1); // remember blas ID for tlas
}
m_rtBuilder.buildBlas(allBlas, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace);
}
void Raytracer::createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst& implicitObj)
{
std::vector<nvvkpp::RaytracingBuilderKHR::Instance> tlas;
tlas.reserve(instances.size());
for(int i = 0; i < static_cast<int>(instances.size()); i++)
{
nvvkpp::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = instances[i].transform; // Position of the instance
rayInst.instanceId = i; // gl_InstanceID
rayInst.blasId = instances[i].objIndex;
rayInst.hitGroupId = 0; // We will use the same hit group for all objects
rayInst.flags = vk::GeometryInstanceFlagBitsKHR::eTriangleCullDisable;
tlas.emplace_back(rayInst);
}
// Add the blas containing all implicit
if(!implicitObj.objImpl.empty())
{
nvvkpp::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = implicitObj.transform; // Position of the instance
rayInst.instanceId = static_cast<uint32_t>(implicitObj.blasId); // Same for material index
rayInst.blasId = static_cast<uint32_t>(implicitObj.blasId);
rayInst.hitGroupId = 1; // We will use the same hit group for all objects (the second one)
rayInst.flags = vk::GeometryInstanceFlagBitsKHR::eTriangleCullDisable;
tlas.emplace_back(rayInst);
}
m_rtBuilder.buildTlas(tlas, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace);
}
//--------------------------------------------------------------------------------------------------
// This descriptor set holds the Acceleration structure and the output image
//
void Raytracer::createRtDescriptorSet(const vk::ImageView& outputImage)
{
using vkDT = vk::DescriptorType;
using vkSS = vk::ShaderStageFlagBits;
using vkDSLB = vk::DescriptorSetLayoutBinding;
m_rtDescSetLayoutBind.emplace_back(vkDSLB(0, vkDT::eAccelerationStructureKHR, 1,
vkSS::eRaygenKHR | vkSS::eClosestHitKHR)); // TLAS
m_rtDescSetLayoutBind.emplace_back(
vkDSLB(1, vkDT::eStorageImage, 1, vkSS::eRaygenKHR)); // Output image
m_rtDescPool = nvvkpp::util::createDescriptorPool(m_device, m_rtDescSetLayoutBind);
m_rtDescSetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_rtDescSetLayoutBind);
m_rtDescSet = m_device.allocateDescriptorSets({m_rtDescPool, 1, &m_rtDescSetLayout})[0];
vk::WriteDescriptorSetAccelerationStructureKHR descASInfo;
descASInfo.setAccelerationStructureCount(1);
descASInfo.setPAccelerationStructures(&m_rtBuilder.getAccelerationStructure());
vk::DescriptorImageInfo imageInfo{{}, outputImage, vk::ImageLayout::eGeneral};
std::vector<vk::WriteDescriptorSet> writes;
writes.emplace_back(
nvvkpp::util::createWrite(m_rtDescSet, m_rtDescSetLayoutBind[0], &descASInfo));
writes.emplace_back(nvvkpp::util::createWrite(m_rtDescSet, m_rtDescSetLayoutBind[1], &imageInfo));
m_device.updateDescriptorSets(static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Writes the output image to the descriptor set
// - Required when changing resolution
//
void Raytracer::updateRtDescriptorSet(const vk::ImageView& outputImage)
{
using vkDT = vk::DescriptorType;
// (1) Output buffer
vk::DescriptorImageInfo imageInfo{{}, outputImage, vk::ImageLayout::eGeneral};
vk::WriteDescriptorSet wds{m_rtDescSet, 1, 0, 1, vkDT::eStorageImage, &imageInfo};
m_device.updateDescriptorSets(wds, nullptr);
}
//--------------------------------------------------------------------------------------------------
// Pipeline for the ray tracer: all shaders, raygen, chit, miss
//
void Raytracer::createRtPipeline(vk::DescriptorSetLayout& sceneDescLayout)
{
std::vector<std::string> paths = defaultSearchPaths;
vk::ShaderModule raygenSM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace.rgen.spv", true, paths));
vk::ShaderModule missSM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace.rmiss.spv", true, paths));
// The second miss shader is invoked when a shadow ray misses the geometry. It
// simply indicates that no occlusion has been found
vk::ShaderModule shadowmissSM = nvvkpp::util::createShaderModule(
m_device, nvh::loadFile("shaders/raytraceShadow.rmiss.spv", true, paths));
std::vector<vk::PipelineShaderStageCreateInfo> stages;
// Raygen
vk::RayTracingShaderGroupCreateInfoKHR rg{vk::RayTracingShaderGroupTypeKHR::eGeneral,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR};
stages.push_back({{}, vk::ShaderStageFlagBits::eRaygenKHR, raygenSM, "main"});
rg.setGeneralShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(rg);
// Miss
vk::RayTracingShaderGroupCreateInfoKHR mg{vk::RayTracingShaderGroupTypeKHR::eGeneral,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR};
stages.push_back({{}, vk::ShaderStageFlagBits::eMissKHR, missSM, "main"});
mg.setGeneralShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(mg);
// Shadow Miss
stages.push_back({{}, vk::ShaderStageFlagBits::eMissKHR, shadowmissSM, "main"});
mg.setGeneralShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(mg);
// Hit Group0 - Closest Hit + AnyHit
vk::ShaderModule chitSM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace.rchit.spv", true, paths));
vk::ShaderModule ahitSM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace.rahit.spv", true, paths));
vk::RayTracingShaderGroupCreateInfoKHR hg{vk::RayTracingShaderGroupTypeKHR::eTrianglesHitGroup,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR};
stages.push_back({{}, vk::ShaderStageFlagBits::eClosestHitKHR, chitSM, "main"});
hg.setClosestHitShader(static_cast<uint32_t>(stages.size() - 1));
stages.push_back({{}, vk::ShaderStageFlagBits::eAnyHitKHR, ahitSM, "main"});
hg.setAnyHitShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(hg);
// Hit Group1 - Closest Hit + Intersection (procedural)
vk::ShaderModule chit2SM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace2.rchit.spv", true, paths));
vk::ShaderModule ahit2SM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace2.rahit.spv", true, paths));
vk::ShaderModule rintSM =
nvvkpp::util::createShaderModule(m_device, //
nvh::loadFile("shaders/raytrace.rint.spv", true, paths));
{
vk::RayTracingShaderGroupCreateInfoKHR hg{vk::RayTracingShaderGroupTypeKHR::eProceduralHitGroup,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR};
stages.push_back({{}, vk::ShaderStageFlagBits::eClosestHitKHR, chit2SM, "main"});
hg.setClosestHitShader(static_cast<uint32_t>(stages.size() - 1));
stages.push_back({{}, vk::ShaderStageFlagBits::eAnyHitKHR, ahit2SM, "main"});
hg.setAnyHitShader(static_cast<uint32_t>(stages.size() - 1));
stages.push_back({{}, vk::ShaderStageFlagBits::eIntersectionKHR, rintSM, "main"});
hg.setIntersectionShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(hg);
}
// Callable shaders
vk::RayTracingShaderGroupCreateInfoKHR callGroup{vk::RayTracingShaderGroupTypeKHR::eGeneral,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR,
VK_SHADER_UNUSED_KHR, VK_SHADER_UNUSED_KHR};
vk::ShaderModule call0 =
nvvkpp::util::createShaderModule(m_device,
nvh::loadFile("shaders/light_point.rcall.spv", true, paths));
vk::ShaderModule call1 =
nvvkpp::util::createShaderModule(m_device,
nvh::loadFile("shaders/light_spot.rcall.spv", true, paths));
vk::ShaderModule call2 =
nvvkpp::util::createShaderModule(m_device,
nvh::loadFile("shaders/light_inf.rcall.spv", true, paths));
stages.push_back({{}, vk::ShaderStageFlagBits::eCallableKHR, call0, "main"});
callGroup.setGeneralShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(callGroup);
stages.push_back({{}, vk::ShaderStageFlagBits::eCallableKHR, call1, "main"});
callGroup.setGeneralShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(callGroup);
stages.push_back({{}, vk::ShaderStageFlagBits::eCallableKHR, call2, "main"});
callGroup.setGeneralShader(static_cast<uint32_t>(stages.size() - 1));
m_rtShaderGroups.push_back(callGroup);
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
// Push constant: we want to be able to update constants used by the shaders
vk::PushConstantRange pushConstant{vk::ShaderStageFlagBits::eRaygenKHR
| vk::ShaderStageFlagBits::eClosestHitKHR
| vk::ShaderStageFlagBits::eMissKHR
| vk::ShaderStageFlagBits::eCallableKHR,
0, sizeof(RtPushConstants)};
pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstant);
// Descriptor sets: one specific to ray tracing, and one shared with the rasterization pipeline
std::vector<vk::DescriptorSetLayout> rtDescSetLayouts = {m_rtDescSetLayout, sceneDescLayout};
pipelineLayoutCreateInfo.setSetLayoutCount(static_cast<uint32_t>(rtDescSetLayouts.size()));
pipelineLayoutCreateInfo.setPSetLayouts(rtDescSetLayouts.data());
m_rtPipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
// Assemble the shader stages and recursion depth info into the ray tracing pipeline
vk::RayTracingPipelineCreateInfoKHR rayPipelineInfo;
rayPipelineInfo.setStageCount(static_cast<uint32_t>(stages.size())); // Stages are shaders
rayPipelineInfo.setPStages(stages.data());
rayPipelineInfo.setGroupCount(static_cast<uint32_t>(
m_rtShaderGroups.size())); // 1-raygen, n-miss, n-(hit[+anyhit+intersect])
rayPipelineInfo.setPGroups(m_rtShaderGroups.data());
rayPipelineInfo.setMaxRecursionDepth(2); // Ray depth
rayPipelineInfo.setLayout(m_rtPipelineLayout);
m_rtPipeline = m_device.createRayTracingPipelineKHR({}, rayPipelineInfo).value;
m_device.destroy(raygenSM);
m_device.destroy(missSM);
m_device.destroy(shadowmissSM);
m_device.destroy(chitSM);
m_device.destroy(ahitSM);
m_device.destroy(chit2SM);
m_device.destroy(ahit2SM);
m_device.destroy(rintSM);
m_device.destroy(call0);
m_device.destroy(call1);
m_device.destroy(call2);
}
//--------------------------------------------------------------------------------------------------
// The Shader Binding Table (SBT)
// - getting all shader handles and writing them in a SBT buffer
// - Besides exception, this could be always done like this
// See how the SBT buffer is used in run()
//
void Raytracer::createRtShaderBindingTable()
{
auto groupCount =
static_cast<uint32_t>(m_rtShaderGroups.size()); // 3 shaders: raygen, miss, chit
uint32_t groupHandleSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
// Fetch all the shader handles used in the pipeline, so that they can be written in the SBT
uint32_t sbtSize = groupCount * groupHandleSize;
std::vector<uint8_t> shaderHandleStorage(sbtSize);
m_device.getRayTracingShaderGroupHandlesKHR(m_rtPipeline, 0, groupCount, sbtSize,
shaderHandleStorage.data());
// Write the handles in the SBT
nvvkpp::SingleCommandBuffer genCmdBuf(m_device, m_graphicsQueueIndex);
vk::CommandBuffer cmdBuf = genCmdBuf.createCommandBuffer();
m_rtSBTBuffer =
m_alloc.createBuffer(cmdBuf, shaderHandleStorage, vk::BufferUsageFlagBits::eRayTracingKHR);
m_debug.setObjectName(m_rtSBTBuffer.buffer, "SBT");
genCmdBuf.flushCommandBuffer(cmdBuf);
m_alloc.flushStaging();
}
//--------------------------------------------------------------------------------------------------
// Ray Tracing the scene
//
void Raytracer::raytrace(const vk::CommandBuffer& cmdBuf,
const nvmath::vec4f& clearColor,
vk::DescriptorSet& sceneDescSet,
vk::Extent2D& size,
ObjPushConstants& sceneConstants)
{
m_debug.beginLabel(cmdBuf, "Ray trace");
// Initializing push constant values
m_rtPushConstants.clearColor = clearColor;
m_rtPushConstants.lightPosition = sceneConstants.lightPosition;
m_rtPushConstants.lightIntensity = sceneConstants.lightIntensity;
m_rtPushConstants.lightDirection = sceneConstants.lightDirection;
m_rtPushConstants.lightSpotCutoff = sceneConstants.lightSpotCutoff;
m_rtPushConstants.lightSpotOuterCutoff = sceneConstants.lightSpotOuterCutoff;
m_rtPushConstants.lightType = sceneConstants.lightType;
m_rtPushConstants.frame = sceneConstants.frame;
cmdBuf.bindPipeline(vk::PipelineBindPoint::eRayTracingKHR, m_rtPipeline);
cmdBuf.bindDescriptorSets(vk::PipelineBindPoint::eRayTracingKHR, m_rtPipelineLayout, 0,
{m_rtDescSet, sceneDescSet}, {});
cmdBuf.pushConstants<RtPushConstants>(m_rtPipelineLayout,
vk::ShaderStageFlagBits::eRaygenKHR
| vk::ShaderStageFlagBits::eClosestHitKHR
| vk::ShaderStageFlagBits::eMissKHR
| vk::ShaderStageFlagBits::eCallableKHR,
0, m_rtPushConstants);
vk::DeviceSize progSize = m_rtProperties.shaderGroupHandleSize; // Size of a program identifier
vk::DeviceSize rayGenOffset = 0u * progSize; // Start at the beginning of m_sbtBuffer
vk::DeviceSize missOffset = 1u * progSize; // Jump over raygen
vk::DeviceSize hitGroupOffset = 3u * progSize; // Jump over the previous shaders
vk::DeviceSize callableGroupOffset = 5u * progSize; // Jump over the previous shaders
vk::DeviceSize sbtSize = (vk::DeviceSize)m_rtShaderGroups.size() * progSize;
const vk::StridedBufferRegionKHR raygenShaderBindingTable = {m_rtSBTBuffer.buffer, rayGenOffset,
progSize, sbtSize};
const vk::StridedBufferRegionKHR missShaderBindingTable = {m_rtSBTBuffer.buffer, missOffset,
progSize, sbtSize};
const vk::StridedBufferRegionKHR hitShaderBindingTable = {m_rtSBTBuffer.buffer, hitGroupOffset,
progSize, sbtSize};
const vk::StridedBufferRegionKHR callableShaderBindingTable = {
m_rtSBTBuffer.buffer, callableGroupOffset, progSize, sbtSize};
cmdBuf.traceRaysKHR(&raygenShaderBindingTable, &missShaderBindingTable, &hitShaderBindingTable,
&callableShaderBindingTable, //
size.width, size.height, 1); //
m_debug.endLabel(cmdBuf);
}

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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <vulkan/vulkan.hpp>
#include "vkalloc.hpp"
#include "nvmath/nvmath.h"
#include "nvvkpp/raytraceKHR_vkpp.hpp"
#include "obj.hpp"
class Raytracer
{
public:
void setup(const vk::Device& device,
const vk::PhysicalDevice& physicalDevice,
nvvkMemAllocator& memAlloc,
uint32_t queueFamily);
void destroy();
nvvkpp::RaytracingBuilderKHR::Blas objectToVkGeometryKHR(const ObjModel& model);
nvvkpp::RaytracingBuilderKHR::Blas implicitToVkGeometryKHR(const ImplInst& implicitObj);
void createBottomLevelAS(std::vector<ObjModel>& models, ImplInst& implicitObj);
void createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst& implicitObj);
void createRtDescriptorSet(const vk::ImageView& outputImage);
void updateRtDescriptorSet(const vk::ImageView& outputImage);
void createRtPipeline(vk::DescriptorSetLayout& sceneDescLayout);
void createRtShaderBindingTable();
void raytrace(const vk::CommandBuffer& cmdBuf,
const nvmath::vec4f& clearColor,
vk::DescriptorSet& sceneDescSet,
vk::Extent2D& size,
ObjPushConstants& sceneConstants);
private:
nvvkAllocator m_alloc; // Allocator for buffer, images, acceleration structures
vk::PhysicalDevice m_physicalDevice;
vk::Device m_device;
int m_graphicsQueueIndex{0};
nvvkpp::DebugUtil m_debug; // Utility to name objects
vk::PhysicalDeviceRayTracingPropertiesKHR m_rtProperties;
nvvkpp::RaytracingBuilderKHR m_rtBuilder;
std::vector<vk::DescriptorSetLayoutBinding> m_rtDescSetLayoutBind;
vk::DescriptorPool m_rtDescPool;
vk::DescriptorSetLayout m_rtDescSetLayout;
vk::DescriptorSet m_rtDescSet;
std::vector<vk::RayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
vk::PipelineLayout m_rtPipelineLayout;
vk::Pipeline m_rtPipeline;
nvvkBuffer m_rtSBTBuffer;
struct RtPushConstants
{
nvmath::vec4f clearColor;
nvmath::vec3f lightPosition;
float lightIntensity;
nvmath::vec3f lightDirection{-1, -1, -1};
float lightSpotCutoff{deg2rad(12.5f)};
float lightSpotOuterCutoff{deg2rad(17.5f)};
int lightType{0};
int frame{0};
} m_rtPushConstants;
};

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable
#include "wavefront.glsl"
layout(push_constant) uniform shaderInformation
{
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
uint instanceId;
int lightType;
}
pushC;
// clang-format off
// Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos;
// Outgoing
layout(location = 0) out vec4 outColor;
// Buffers
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 3) uniform sampler2D[] textureSamplers;
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
// clang-format on
void main()
{
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object
int matIndex = matIdx[objId].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[objId].m[matIndex];
vec3 N = normalize(fragNormal);
// Vector toward light
vec3 LightDir;
float lightIntensity;
;
// Point light
if(pushC.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
float lightDistance = length(lDir);
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
LightDir = normalize(lDir);
}
else if(pushC.lightType == 1)
{
vec3 lDir = pushC.lightPosition - worldPos;
float lightDistance = length(lDir);
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
LightDir = normalize(lDir);
float theta = dot(LightDir, normalize(-pushC.lightDirection));
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
lightIntensity *= spotIntensity;
}
else // Directional light
{
LightDir = normalize(-pushC.lightDirection);
lightIntensity = 1.0;
}
// Diffuse
vec3 diffuse = computeDiffuse(mat, LightDir, N);
if(mat.textureId >= 0)
{
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[txtId], fragTexCoord).xyz;
diffuse *= diffuseTxt;
}
// Specular
vec3 specular = computeSpecular(mat, viewDir, LightDir, N);
// Result
outColor = vec4(lightIntensity * (diffuse + specular), 1);
}

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#version 460 core
#extension GL_NV_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) callableDataInNV rayLight cLight;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
};
void main()
{
cLight.outLightDistance = 10000000;
cLight.outIntensity = 1.0;
cLight.outLightDir = normalize(-lightDirection);
}

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#version 460 core
#extension GL_NV_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) callableDataInNV rayLight cLight;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
};
void main()
{
vec3 lDir = lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity = lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
}

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#version 460 core
#extension GL_NV_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) callableDataInNV rayLight cLight;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
};
void main()
{
vec3 lDir = lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity = lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
float theta = dot(cLight.outLightDir, normalize(-lightDirection));
float epsilon = lightSpotCutoff - lightSpotOuterCutoff;
float spotIntensity = clamp((theta - lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity;
}

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#version 450
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
}

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#version 450
layout(location = 0) in vec2 outUV;
layout(location = 0) out vec4 fragColor;
layout(set = 0, binding = 0) uniform sampler2D noisyTxt;
layout(push_constant) uniform shaderInformation
{
float aspectRatio;
}
pushc;
void main()
{
vec2 uv = outUV;
float gamma = 1. / 2.2;
fragColor = pow(texture(noisyTxt, uv).rgba, vec4(gamma));
}

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// Generate a random unsigned int from two unsigned int values, using 16 pairs
// of rounds of the Tiny Encryption Algorithm. See Zafar, Olano, and Curtis,
// "GPU Random Numbers via the Tiny Encryption Algorithm"
uint tea(uint val0, uint val1)
{
uint v0 = val0;
uint v1 = val1;
uint s0 = 0;
for(uint n = 0; n < 16; n++)
{
s0 += 0x9e3779b9;
v0 += ((v1 << 4) + 0xa341316c) ^ (v1 + s0) ^ ((v1 >> 5) + 0xc8013ea4);
v1 += ((v0 << 4) + 0xad90777d) ^ (v0 + s0) ^ ((v0 >> 5) + 0x7e95761e);
}
return v0;
}
// Generate a random unsigned int in [0, 2^24) given the previous RNG state
// using the Numerical Recipes linear congruential generator
uint lcg(inout uint prev)
{
uint LCG_A = 1664525u;
uint LCG_C = 1013904223u;
prev = (LCG_A * prev + LCG_C);
return prev & 0x00FFFFFF;
}
// Generate a random float in [0, 1) given the previous RNG state
float rnd(inout uint prev)
{
return (float(lcg(prev)) / float(0x01000000));
}

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struct hitPayload
{
vec3 hitValue;
uint seed;
int depth;
vec3 attenuation;
int done;
vec3 rayOrigin;
vec3 rayDir;
};
struct rayLight
{
vec3 inHitPosition;
float outLightDistance;
vec3 outLightDir;
float outIntensity;
};
struct Implicit
{
vec3 minimum;
vec3 maximum;
int objType;
int matId;
};
struct Sphere
{
vec3 center;
float radius;
};
struct Aabb
{
vec3 minimum;
vec3 maximum;
};
#define KIND_SPHERE 0
#define KIND_CUBE 1

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#include "random.glsl"
#include "raycommon.glsl"
#include "wavefront.glsl"
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
// clang-format on
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceID].objId;
// Material of the object
int matIdx = matIndex[objId].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[objId].m[matIdx];
if(mat.illum != 4)
return;
if(mat.dissolve == 0.0)
ignoreIntersectionEXT();
else if(rnd(prd.seed) > mat.dissolve)
ignoreIntersectionEXT();
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
#include "wavefront.glsl"
hitAttributeEXT vec3 attribs;
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
}
pushC;
layout(location = 0) callableDataEXT rayLight cLight;
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceID].objId;
// Indices of the triangle
ivec3 ind = ivec3(indices[objId].i[3 * gl_PrimitiveID + 0], //
indices[objId].i[3 * gl_PrimitiveID + 1], //
indices[objId].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle
Vertex v0 = vertices[objId].v[ind.x];
Vertex v1 = vertices[objId].v[ind.y];
Vertex v2 = vertices[objId].v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// 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)));
// 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));
cLight.inHitPosition = worldPos;
//#define DONT_USE_CALLABLE
#if defined(DONT_USE_CALLABLE)
// Point light
if(pushC.lightType == 0)
{
vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
float lightDistance = length(lDir);
cLight.outIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
cLight.outLightDir = normalize(lDir);
cLight.outLightDistance = lightDistance;
}
else if(pushC.lightType == 1)
{
vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity =
pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity;
}
else // Directional light
{
cLight.outLightDir = normalize(-pushC.lightDirection);
cLight.outIntensity = 1.0;
cLight.outLightDistance = 10000000;
}
#else
executeCallableEXT(pushC.lightType, 0);
#endif
// Material of the object
int matIdx = matIndex[objId].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[objId].m[matIdx];
// Diffuse
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
if(mat.textureId >= 0)
{
uint txtId = mat.textureId + scnDesc.i[gl_InstanceID].txtOffset;
vec2 texCoord =
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[txtId], texCoord).xyz;
}
vec3 specular = vec3(0);
float attenuation = 1;
// Tracing shadow ray only if the light is visible from the surface
if(dot(normal, cLight.outLightDir) > 0)
{
float tMin = 0.001;
float tMax = cLight.outLightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = cLight.outLightDir;
uint flags = gl_RayFlagsSkipClosestHitShaderEXT;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
1, // missIndex
origin, // ray origin
tMin, // ray min range
rayDir, // ray direction
tMax, // ray max range
1 // payload (location = 1)
);
if(isShadowed)
{
attenuation = 0.3;
}
else
{
// Specular
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, cLight.outLightDir, normal);
}
}
// Reflection
if(mat.illum == 3)
{
vec3 origin = worldPos;
vec3 rayDir = reflect(gl_WorldRayDirectionEXT, normal);
prd.attenuation *= mat.specular;
prd.done = 0;
prd.rayOrigin = origin;
prd.rayDir = rayDir;
}
prd.hitValue = vec3(cLight.outIntensity * attenuation * (diffuse + specular));
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "random.glsl"
#include "raycommon.glsl"
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(binding = 0, set = 1) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
int frame;
}
pushC;
const int NBSAMPLES = 5;
void main()
{
// Initialize the random number
uint seed =
tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
prd.seed = seed;
vec3 hitValues = vec3(0);
for(int smpl = 0; smpl < NBSAMPLES; smpl++)
{
float r1 = rnd(seed);
float r2 = rnd(seed);
// Subpixel jitter: send the ray through a different position inside the pixel
// each time, to provide antialiasing.
vec2 subpixel_jitter = pushC.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
uint rayFlags = gl_RayFlagsNoneEXT;
float tMin = 0.001;
float tMax = 10000.0;
prd.done = 1;
prd.rayOrigin = origin.xyz;
prd.rayDir = direction.xyz;
prd.depth = 0;
prd.hitValue = vec3(0);
prd.attenuation = vec3(1.f, 1.f, 1.f);
for(;;)
{
traceRayEXT(topLevelAS, // acceleration structure
rayFlags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
0, // missIndex
origin.xyz, // ray origin
tMin, // ray min range
direction.xyz, // ray direction
tMax, // ray max range
0 // payload (location = 0)
);
hitValues += prd.hitValue * prd.attenuation;
prd.depth++;
if(prd.done == 1 || prd.depth >= 10)
break;
origin.xyz = prd.rayOrigin;
direction.xyz = prd.rayDir;
prd.done = 1; // Will stop if a reflective material isn't hit
}
}
prd.hitValue = hitValues / NBSAMPLES;
// Do accumulation over time
if(pushC.frame >= 0)
{
float a = 1.0f / float(pushC.frame + 1);
vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f));
}
else
{
// First frame, replace the value in the buffer
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.f));
}
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
#include "wavefront.glsl"
hitAttributeEXT vec3 HitAttribute;
layout(binding = 7, set = 1, scalar) buffer allImpl_
{
Implicit i[];
}
allImplicits;
struct Ray
{
vec3 origin;
vec3 direction;
};
// Ray-Sphere intersection
// http://viclw17.github.io/2018/07/16/raytracing-ray-sphere-intersection/
float hitSphere(const Sphere s, const Ray r)
{
vec3 oc = r.origin - s.center;
float a = dot(r.direction, r.direction);
float b = 2.0 * dot(oc, r.direction);
float c = dot(oc, oc) - s.radius * s.radius;
float discriminant = b * b - 4 * a * c;
if(discriminant < 0)
{
return -1.0;
}
else
{
return (-b - sqrt(discriminant)) / (2.0 * a);
}
}
// Ray-AABB intersection
float hitAabb(const Aabb aabb, const Ray r)
{
vec3 invDir = 1.0 / r.direction;
vec3 tbot = invDir * (aabb.minimum - r.origin);
vec3 ttop = invDir * (aabb.maximum - r.origin);
vec3 tmin = min(ttop, tbot);
vec3 tmax = max(ttop, tbot);
float t0 = max(tmin.x, max(tmin.y, tmin.z));
float t1 = min(tmax.x, min(tmax.y, tmax.z));
return t1 > max(t0, 0.0) ? t0 : -1.0;
}
void main()
{
Ray ray;
ray.origin = gl_WorldRayOriginEXT;
ray.direction = gl_WorldRayDirectionEXT;
// Sphere data
Implicit impl = allImplicits.i[gl_PrimitiveID];
float tHit = -1;
int hitKind = impl.objType;
if(hitKind == KIND_SPHERE)
{
Sphere sphere;
sphere.center = (impl.maximum + impl.minimum) * 0.5;
sphere.radius = impl.maximum.y - sphere.center.y;
// Sphere intersection
tHit = hitSphere(sphere, ray);
}
else
{
// AABB intersection
Aabb aabb;
aabb.minimum = impl.minimum;
aabb.maximum = impl.maximum;
tHit = hitAabb(aabb, ray);
}
// Report hit point
if(tHit > 0)
reportIntersectionEXT(tHit, hitKind);
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(push_constant) uniform Constants
{
vec4 clearColor;
};
void main()
{
prd.hitValue = clearColor.xyz * 0.8;
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#include "random.glsl"
#include "raycommon.glsl"
#include "wavefront.glsl"
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on
void main()
{
// Material of the object
Implicit impl = allImplicits.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[gl_InstanceCustomIndexEXT].m[impl.matId];
if(mat.illum != 4)
return;
if(mat.dissolve == 0.0)
ignoreIntersectionEXT();
else if(rnd(prd.seed) > mat.dissolve)
ignoreIntersectionEXT();
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
#include "wavefront.glsl"
hitAttributeEXT vec3 attribs;
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
}
pushC;
layout(location = 0) callableDataEXT rayLight cLight;
void main()
{
vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
Implicit impl = allImplicits.i[gl_PrimitiveID];
// Computing the normal at hit position
vec3 normal;
if(gl_HitKindEXT == KIND_SPHERE)
{
vec3 center = (impl.maximum + impl.minimum) * 0.5;
normal = normalize(worldPos - center);
}
else if(gl_HitKindEXT == KIND_CUBE)
{
const float epsilon = 0.00001;
if(abs(impl.maximum.x - worldPos.x) < epsilon)
normal = vec3(1, 0, 0);
else if(abs(impl.maximum.y - worldPos.y) < epsilon)
normal = vec3(0, 1, 0);
else if(abs(impl.maximum.z - worldPos.z) < epsilon)
normal = vec3(0, 0, 1);
else if(abs(impl.minimum.x - worldPos.x) < epsilon)
normal = vec3(-1, 0, 0);
else if(abs(impl.minimum.y - worldPos.y) < epsilon)
normal = vec3(0, -1, 0);
else if(abs(impl.minimum.z - worldPos.z) < epsilon)
normal = vec3(0, 0, -1);
}
cLight.inHitPosition = worldPos;
executeCallableEXT(pushC.lightType, 0);
// Material of the object
WaveFrontMaterial mat = materials[gl_InstanceCustomIndexEXT].m[impl.matId];
// Diffuse
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
vec3 specular = vec3(0);
float attenuation = 1;
// Tracing shadow ray only if the light is visible from the surface
if(dot(normal, cLight.outLightDir) > 0)
{
float tMin = 0.001;
float tMax = cLight.outLightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = cLight.outLightDir;
uint flags = gl_RayFlagsSkipClosestHitShaderEXT;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
1, // missIndex
origin, // ray origin
tMin, // ray min range
rayDir, // ray direction
tMax, // ray max range
1 // payload (location = 1)
);
if(isShadowed)
{
attenuation = 0.3;
}
else
{
// Specular
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, cLight.outLightDir, normal);
}
}
// Reflection
if(mat.illum == 3)
{
vec3 origin = worldPos;
vec3 rayDir = reflect(gl_WorldRayDirectionEXT, normal);
prd.attenuation *= mat.specular;
prd.done = 0;
prd.rayOrigin = origin;
prd.rayDir = rayDir;
}
prd.hitValue = vec3(cLight.outIntensity * attenuation * (diffuse + specular));
}

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#version 460
#extension GL_EXT_ray_tracing : require
layout(location = 1) rayPayloadInEXT bool isShadowed;
void main()
{
isShadowed = false;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#include "wavefront.glsl"
// clang-format off
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
// clang-format on
layout(binding = 0) uniform UniformBufferObject
{
mat4 view;
mat4 proj;
mat4 viewI;
}
ubo;
layout(push_constant) uniform shaderInformation
{
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
uint instanceId;
int lightType;
}
pushC;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;
layout(location = 3) in vec2 inTexCoord;
//layout(location = 0) flat out int matIndex;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out vec3 fragNormal;
layout(location = 3) out vec3 viewDir;
layout(location = 4) out vec3 worldPos;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
worldPos = vec3(objMatrix * vec4(inPosition, 1.0));
viewDir = vec3(worldPos - origin);
fragTexCoord = inTexCoord;
fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0));
// matIndex = inMatID;
gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0);
}

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struct Vertex
{
vec3 pos;
vec3 nrm;
vec3 color;
vec2 texCoord;
};
struct WaveFrontMaterial
{
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 transmittance;
vec3 emission;
float shininess;
float ior; // index of refraction
float dissolve; // 1 == opaque; 0 == fully transparent
int illum; // illumination model (see http://www.fileformat.info/format/material/)
int textureId;
};
struct sceneDesc
{
int objId;
int txtOffset;
mat4 transfo;
mat4 transfoIT;
};
vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal)
{
// Lambertian
float dotNL = max(dot(normal, lightDir), 0.0);
vec3 c = mat.diffuse * dotNL;
if(mat.illum >= 1)
return c + mat.ambient;
}
vec3 computeSpecular(WaveFrontMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
{
if(mat.illum < 2)
return vec3(0);
// Compute specular only if not in shadow
const float kPi = 3.14159265;
const float kShininess = max(mat.shininess, 4.0);
// Specular
const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
vec3 V = normalize(-viewDir);
vec3 R = reflect(-lightDir, normal);
float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
return vec3(mat.specular * specular);
}

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//#define ALLOC_DEDICATED
#define ALLOC_DMA
//#define ALLOC_VMA
#if defined(ALLOC_DEDICATED)
#include "nvvkpp/allocator_dedicated_vkpp.hpp"
using nvvkBuffer = nvvkpp::BufferDedicated;
using nvvkTexture = nvvkpp::TextureDedicated;
using nvvkAllocator = nvvkpp::AllocatorDedicated;
#elif defined(ALLOC_DMA)
#include "nvvkpp/allocator_dma_vkpp.hpp"
using nvvkBuffer = nvvkpp::BufferDma;
using nvvkTexture = nvvkpp::TextureDma;
using nvvkAllocator = nvvkpp::AllocatorDma;
using nvvkMemAllocator = nvvk::DeviceMemoryAllocator;
#elif defined(ALLOC_VMA)
#include "nvvkpp/allocator_vma_vkpp.hpp"
using nvvkBuffer = nvvkpp::BufferVma;
using nvvkTexture = nvvkpp::TextureVma;
using nvvkAllocator = nvvkpp::AllocatorVma;
using nvvkMemAllocator = VmaAllocator;
#endif