New version of the samples and tutorials based on KHR_ray_tracing
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271 changed files with 134108 additions and 2 deletions
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ray_tracing__before/hello_vulkan.cpp
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ray_tracing__before/hello_vulkan.cpp
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/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of NVIDIA CORPORATION nor the names of its
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* contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <sstream>
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#include <vulkan/vulkan.hpp>
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extern std::vector<std::string> defaultSearchPaths;
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#define STB_IMAGE_IMPLEMENTATION
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#include "fileformats/stb_image.h"
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#include "obj_loader.h"
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#include "hello_vulkan.h"
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#include "nvh//cameramanipulator.hpp"
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#include "nvvkpp/descriptorsets_vkpp.hpp"
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#include "nvvkpp/pipeline_vkpp.hpp"
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#include "nvh/fileoperations.hpp"
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#include "nvvkpp/commands_vkpp.hpp"
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#include "nvvkpp/renderpass_vkpp.hpp"
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#include "nvvkpp/utilities_vkpp.hpp"
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// Holding the camera matrices
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struct CameraMatrices
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{
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nvmath::mat4f view;
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nvmath::mat4f proj;
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nvmath::mat4f viewInverse;
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};
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//--------------------------------------------------------------------------------------------------
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// Keep the handle on the device
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// Initialize the tool to do all our allocations: buffers, images
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//
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void HelloVulkan::setup(const vk::Device& device, const vk::PhysicalDevice& physicalDevice, uint32_t queueFamily)
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{
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AppBase::setup(device, physicalDevice, queueFamily);
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m_alloc.init(device, physicalDevice);
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m_debug.setup(m_device);
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}
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//--------------------------------------------------------------------------------------------------
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// Called at each frame to update the camera matrix
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//
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void HelloVulkan::updateUniformBuffer()
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{
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const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
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CameraMatrices ubo = {};
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ubo.view = CameraManip.getMatrix();
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ubo.proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
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//ubo.proj[1][1] *= -1; // Inverting Y for Vulkan
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ubo.viewInverse = nvmath::invert(ubo.view);
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void* data = m_device.mapMemory(m_cameraMat.allocation, 0, sizeof(ubo));
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memcpy(data, &ubo, sizeof(ubo));
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m_device.unmapMemory(m_cameraMat.allocation);
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}
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//--------------------------------------------------------------------------------------------------
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// Describing the layout pushed when rendering
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//
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void HelloVulkan::createDescriptorSetLayout()
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{
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using vkDS = vk::DescriptorSetLayoutBinding;
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using vkDT = vk::DescriptorType;
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using vkSS = vk::ShaderStageFlagBits;
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uint32_t nbTxt = static_cast<uint32_t>(m_textures.size());
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uint32_t nbObj = static_cast<uint32_t>(m_objModel.size());
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// Camera matrices (binding = 0)
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m_descSetLayoutBind.emplace_back(vkDS(0, vkDT::eUniformBuffer, 1, vkSS::eVertex));
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// Materials (binding = 1)
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m_descSetLayoutBind.emplace_back(vkDS(1, vkDT::eStorageBuffer, nbObj, vkSS::eVertex | vkSS::eFragment));
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// Scene description (binding = 2)
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m_descSetLayoutBind.emplace_back( //
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vkDS(2, vkDT::eStorageBuffer, 1, vkSS::eVertex | vkSS::eFragment));
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// Textures (binding = 3)
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m_descSetLayoutBind.emplace_back(vkDS(3, vkDT::eCombinedImageSampler, nbTxt, vkSS::eFragment));
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// Materials (binding = 4)
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m_descSetLayoutBind.emplace_back(vkDS(4, vkDT::eStorageBuffer, nbObj, vkSS::eFragment));
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m_descSetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_descSetLayoutBind);
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m_descPool = nvvkpp::util::createDescriptorPool(m_device, m_descSetLayoutBind, 1);
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m_descSet = nvvkpp::util::createDescriptorSet(m_device, m_descPool, m_descSetLayout);
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}
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//--------------------------------------------------------------------------------------------------
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// Setting up the buffers in the descriptor set
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//
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void HelloVulkan::updateDescriptorSet()
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{
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std::vector<vk::WriteDescriptorSet> writes;
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// Camera matrices and scene description
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vk::DescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[0], &dbiUnif));
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vk::DescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[2], &dbiSceneDesc));
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// All material buffers, 1 buffer per OBJ
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std::vector<vk::DescriptorBufferInfo> dbiMat;
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std::vector<vk::DescriptorBufferInfo> dbiMatIdx;
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for(size_t i = 0; i < m_objModel.size(); ++i)
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{
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dbiMat.push_back({m_objModel[i].matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiMatIdx.push_back({m_objModel[i].matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
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}
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[1], dbiMat.data()));
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[4], dbiMatIdx.data()));
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// All texture samplers
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std::vector<vk::DescriptorImageInfo> diit;
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for(size_t i = 0; i < m_textures.size(); ++i)
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{
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diit.push_back(m_textures[i].descriptor);
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}
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[3], diit.data()));
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// Writing the information
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m_device.updateDescriptorSets(static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
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}
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//--------------------------------------------------------------------------------------------------
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// Creating the pipeline layout
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//
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void HelloVulkan::createGraphicsPipeline()
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{
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using vkSS = vk::ShaderStageFlagBits;
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vk::PushConstantRange pushConstantRanges = {vkSS::eVertex | vkSS::eFragment, 0, sizeof(ObjPushConstant)};
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// Creating the Pipeline Layout
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vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo;
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vk::DescriptorSetLayout descSetLayout(m_descSetLayout);
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pipelineLayoutCreateInfo.setSetLayoutCount(1);
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pipelineLayoutCreateInfo.setPSetLayouts(&descSetLayout);
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pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
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pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
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m_pipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
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// Creating the Pipeline
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std::vector<std::string> paths = defaultSearchPaths;
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nvvkpp::GraphicsPipelineGenerator gpb(m_device, m_pipelineLayout, m_offscreenRenderPass);
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gpb.depthStencilState = {true};
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gpb.addShader(nvh::loadFile("shaders/vert_shader.vert.spv", true, paths), vkSS::eVertex);
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gpb.addShader(nvh::loadFile("shaders/frag_shader.frag.spv", true, paths), vkSS::eFragment);
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gpb.vertexInputState.bindingDescriptions = {{0, sizeof(VertexObj)}};
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gpb.vertexInputState.attributeDescriptions = {{0, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, pos)},
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{1, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, nrm)},
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{2, 0, vk::Format::eR32G32B32Sfloat, offsetof(VertexObj, color)},
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{3, 0, vk::Format::eR32G32Sfloat, offsetof(VertexObj, texCoord)}};
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m_graphicsPipeline = gpb.create();
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m_debug.setObjectName(m_graphicsPipeline, "Graphics");
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}
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//--------------------------------------------------------------------------------------------------
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// Loading the OBJ file and setting up all buffers
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//
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void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform)
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{
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using vkBU = vk::BufferUsageFlagBits;
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ObjLoader loader;
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loader.loadModel(filename);
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// Converting from Srgb to linear
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for(auto& m : loader.m_materials)
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{
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m.ambient = nvmath::pow(m.ambient, 2.2f);
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m.diffuse = nvmath::pow(m.diffuse, 2.2f);
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m.specular = nvmath::pow(m.specular, 2.2f);
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}
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ObjInstance instance;
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instance.objIndex = static_cast<uint32_t>(m_objModel.size());
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instance.transform = transform;
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instance.transformIT = nvmath::transpose(nvmath::invert(transform));
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instance.txtOffset = static_cast<uint32_t>(m_textures.size());
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ObjModel model;
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model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
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model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
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// Create the buffers on Device and copy vertices, indices and materials
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nvvkpp::SingleCommandBuffer cmdBufGet(m_device, m_graphicsQueueIndex);
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vk::CommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
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model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, vkBU::eVertexBuffer);
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model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, vkBU::eIndexBuffer);
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model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, vkBU::eStorageBuffer);
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model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, vkBU::eStorageBuffer);
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// Creates all textures found
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createTextureImages(cmdBuf, loader.m_textures);
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cmdBufGet.flushCommandBuffer(cmdBuf);
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m_alloc.flushStaging();
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std::string objNb = std::to_string(instance.objIndex);
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m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
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m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
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m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
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m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
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m_objModel.emplace_back(model);
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m_objInstance.emplace_back(instance);
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}
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//--------------------------------------------------------------------------------------------------
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// Creating the uniform buffer holding the camera matrices
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// - Buffer is host visible
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//
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void HelloVulkan::createUniformBuffer()
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{
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using vkBU = vk::BufferUsageFlagBits;
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using vkMP = vk::MemoryPropertyFlagBits;
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m_cameraMat = m_alloc.createBuffer(sizeof(CameraMatrices), vkBU::eUniformBuffer, vkMP::eHostVisible | vkMP::eHostCoherent);
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m_debug.setObjectName(m_cameraMat.buffer, "cameraMat");
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}
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//--------------------------------------------------------------------------------------------------
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// Create a storage buffer containing the description of the scene elements
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// - Which geometry is used by which instance
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// - Transformation
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// - Offset for texture
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//
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void HelloVulkan::createSceneDescriptionBuffer()
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{
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using vkBU = vk::BufferUsageFlagBits;
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nvvkpp::SingleCommandBuffer cmdGen(m_device, m_graphicsQueueIndex);
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auto cmdBuf = cmdGen.createCommandBuffer();
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m_sceneDesc = m_alloc.createBuffer(cmdBuf, m_objInstance, vkBU::eStorageBuffer);
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cmdGen.flushCommandBuffer(cmdBuf);
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m_alloc.flushStaging();
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m_debug.setObjectName(m_sceneDesc.buffer, "sceneDesc");
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}
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//--------------------------------------------------------------------------------------------------
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// Creating all textures and samplers
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//
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void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf, const std::vector<std::string>& textures)
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{
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using vkIU = vk::ImageUsageFlagBits;
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vk::SamplerCreateInfo samplerCreateInfo{{}, vk::Filter::eLinear, vk::Filter::eLinear, vk::SamplerMipmapMode::eLinear};
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samplerCreateInfo.setMaxLod(FLT_MAX);
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vk::Format format = vk::Format::eR8G8B8A8Srgb;
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// If no textures are present, create a dummy one to accommodate the pipeline layout
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if(textures.empty() && m_textures.empty())
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{
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nvvkTexture texture;
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std::array<uint8_t, 4> color{255u, 255u, 255u, 255u};
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vk::DeviceSize bufferSize = sizeof(color);
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auto imgSize = vk::Extent2D(1, 1);
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auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format);
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// Creating the VKImage
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texture = m_alloc.createImage(cmdBuf, bufferSize, color.data(), imageCreateInfo);
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// Setting up the descriptor used by the shader
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texture.descriptor = nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
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// The image format must be in VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
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nvvkpp::image::setImageLayout(cmdBuf, texture.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eShaderReadOnlyOptimal);
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m_textures.push_back(texture);
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}
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else
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{
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// Uploading all images
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for(const auto& texture : textures)
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{
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std::stringstream o;
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int texWidth, texHeight, texChannels;
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o << "media/textures/" << texture;
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std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
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stbi_uc* pixels = stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
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// Handle failure
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if(!pixels)
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{
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texWidth = texHeight = 1;
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texChannels = 4;
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std::array<uint8_t, 4> color{255u, 0u, 255u, 255u};
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pixels = reinterpret_cast<stbi_uc*>(color.data());
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}
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vk::DeviceSize bufferSize = static_cast<uint64_t>(texWidth) * texHeight * sizeof(uint8_t) * 4;
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auto imgSize = vk::Extent2D(texWidth, texHeight);
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auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format, vkIU::eSampled, true);
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{
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nvvkTexture texture;
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texture = m_alloc.createImage(cmdBuf, bufferSize, pixels, imageCreateInfo);
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nvvkpp::image::generateMipmaps(cmdBuf, texture.image, format, imgSize, imageCreateInfo.mipLevels);
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texture.descriptor = nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
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m_textures.push_back(texture);
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------
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// Destroying all allocations
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//
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void HelloVulkan::destroyResources()
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{
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m_device.destroy(m_graphicsPipeline);
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m_device.destroy(m_pipelineLayout);
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m_device.destroy(m_descPool);
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m_device.destroy(m_descSetLayout);
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m_alloc.destroy(m_cameraMat);
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m_alloc.destroy(m_sceneDesc);
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for(auto& m : m_objModel)
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{
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m_alloc.destroy(m.vertexBuffer);
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m_alloc.destroy(m.indexBuffer);
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m_alloc.destroy(m.matColorBuffer);
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m_alloc.destroy(m.matIndexBuffer);
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}
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for(auto& t : m_textures)
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{
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m_alloc.destroy(t);
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}
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//#Post
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m_device.destroy(m_postPipeline);
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m_device.destroy(m_postPipelineLayout);
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m_device.destroy(m_postDescPool);
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m_device.destroy(m_postDescSetLayout);
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m_alloc.destroy(m_offscreenColor);
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m_alloc.destroy(m_offscreenDepth);
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m_device.destroy(m_offscreenRenderPass);
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m_device.destroy(m_offscreenFramebuffer);
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}
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//--------------------------------------------------------------------------------------------------
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// Drawing the scene in raster mode
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//
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void HelloVulkan::rasterize(const vk::CommandBuffer& cmdBuf)
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{
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using vkPBP = vk::PipelineBindPoint;
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using vkSS = vk::ShaderStageFlagBits;
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vk::DeviceSize offset{0};
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m_debug.beginLabel(cmdBuf, "Rasterize");
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// Dynamic Viewport
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cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)m_size.width, (float)m_size.height, 0, 1)});
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cmdBuf.setScissor(0, {{{0, 0}, {m_size.width, m_size.height}}});
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// Drawing all triangles
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cmdBuf.bindPipeline(vkPBP::eGraphics, m_graphicsPipeline);
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cmdBuf.bindDescriptorSets(vkPBP::eGraphics, m_pipelineLayout, 0, {m_descSet}, {});
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for(int i = 0; i < m_objInstance.size(); ++i)
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{
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auto& inst = m_objInstance[i];
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auto& model = m_objModel[inst.objIndex];
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m_pushConstant.instanceId = i; // Telling which instance is drawn
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cmdBuf.pushConstants<ObjPushConstant>(m_pipelineLayout, vkSS::eVertex | vkSS::eFragment, 0, m_pushConstant);
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cmdBuf.bindVertexBuffers(0, 1, &model.vertexBuffer.buffer, &offset);
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cmdBuf.bindIndexBuffer(model.indexBuffer.buffer, 0, vk::IndexType::eUint32);
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cmdBuf.drawIndexed(model.nbIndices, 1, 0, 0, 0);
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}
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m_debug.endLabel(cmdBuf);
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}
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|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Handling resize of the window
|
||||
//
|
||||
void HelloVulkan::onResize(int /*w*/, int /*h*/)
|
||||
{
|
||||
createOffscreenRender();
|
||||
updatePostDescriptorSet();
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
// Post-processing
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Creating an offscreen frame buffer and the associated render pass
|
||||
//
|
||||
void HelloVulkan::createOffscreenRender()
|
||||
{
|
||||
m_alloc.destroy(m_offscreenColor);
|
||||
m_alloc.destroy(m_offscreenDepth);
|
||||
|
||||
// Creating the color image
|
||||
auto colorCreateInfo = nvvkpp::image::create2DInfo(m_size, m_offscreenColorFormat,
|
||||
vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eSampled
|
||||
| vk::ImageUsageFlagBits::eStorage);
|
||||
m_offscreenColor = m_alloc.createImage(colorCreateInfo);
|
||||
|
||||
|
||||
m_offscreenColor.descriptor = nvvkpp::image::create2DDescriptor(m_device, m_offscreenColor.image, vk::SamplerCreateInfo{},
|
||||
m_offscreenColorFormat, vk::ImageLayout::eGeneral);
|
||||
|
||||
// Creating the depth buffer
|
||||
auto depthCreateInfo =
|
||||
nvvkpp::image::create2DInfo(m_size, m_offscreenDepthFormat, vk::ImageUsageFlagBits::eDepthStencilAttachment);
|
||||
m_offscreenDepth = m_alloc.createImage(depthCreateInfo);
|
||||
|
||||
vk::ImageViewCreateInfo depthStencilView;
|
||||
depthStencilView.setViewType(vk::ImageViewType::e2D);
|
||||
depthStencilView.setFormat(m_offscreenDepthFormat);
|
||||
depthStencilView.setSubresourceRange({vk::ImageAspectFlagBits::eDepth, 0, 1, 0, 1});
|
||||
depthStencilView.setImage(m_offscreenDepth.image);
|
||||
m_offscreenDepth.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_offscreenColor.image, vk::ImageLayout::eUndefined, vk::ImageLayout::eGeneral);
|
||||
nvvkpp::image::setImageLayout(cmdBuf, m_offscreenDepth.image, vk::ImageAspectFlagBits::eDepth,
|
||||
vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilAttachmentOptimal);
|
||||
|
||||
genCmdBuf.flushCommandBuffer(cmdBuf);
|
||||
}
|
||||
|
||||
// Creating a renderpass for the offscreen
|
||||
if(!m_offscreenRenderPass)
|
||||
{
|
||||
m_offscreenRenderPass = nvvkpp::util::createRenderPass(m_device, {m_offscreenColorFormat}, m_offscreenDepthFormat, 1,
|
||||
true, true, vk::ImageLayout::eGeneral, vk::ImageLayout::eGeneral);
|
||||
}
|
||||
|
||||
|
||||
// Creating the frame buffer for offscreen
|
||||
std::vector<vk::ImageView> attachments = {m_offscreenColor.descriptor.imageView, m_offscreenDepth.descriptor.imageView};
|
||||
|
||||
m_device.destroy(m_offscreenFramebuffer);
|
||||
vk::FramebufferCreateInfo info;
|
||||
info.setRenderPass(m_offscreenRenderPass);
|
||||
info.setAttachmentCount(2);
|
||||
info.setPAttachments(attachments.data());
|
||||
info.setWidth(m_size.width);
|
||||
info.setHeight(m_size.height);
|
||||
info.setLayers(1);
|
||||
m_offscreenFramebuffer = m_device.createFramebuffer(info);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// The pipeline is how things are rendered, which shaders, type of primitives, depth test and more
|
||||
//
|
||||
void HelloVulkan::createPostPipeline()
|
||||
{
|
||||
// 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_postDescSetLayout);
|
||||
pipelineLayoutCreateInfo.setPushConstantRangeCount(1);
|
||||
pipelineLayoutCreateInfo.setPPushConstantRanges(&pushConstantRanges);
|
||||
m_postPipelineLayout = m_device.createPipelineLayout(pipelineLayoutCreateInfo);
|
||||
|
||||
// Pipeline: completely generic, no vertices
|
||||
std::vector<std::string> paths = defaultSearchPaths;
|
||||
|
||||
nvvkpp::GraphicsPipelineGenerator pipelineGenerator(m_device, m_postPipelineLayout, m_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_postPipeline = pipelineGenerator.create();
|
||||
m_debug.setObjectName(m_postPipeline, "post");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// The descriptor layout is the description of the data that is passed to the vertex or the
|
||||
// fragment program.
|
||||
//
|
||||
void HelloVulkan::createPostDescriptor()
|
||||
{
|
||||
using vkDS = vk::DescriptorSetLayoutBinding;
|
||||
using vkDT = vk::DescriptorType;
|
||||
using vkSS = vk::ShaderStageFlagBits;
|
||||
|
||||
m_postDescSetLayoutBind.emplace_back(vkDS(0, vkDT::eCombinedImageSampler, 1, vkSS::eFragment));
|
||||
m_postDescSetLayout = nvvkpp::util::createDescriptorSetLayout(m_device, m_postDescSetLayoutBind);
|
||||
m_postDescPool = nvvkpp::util::createDescriptorPool(m_device, m_postDescSetLayoutBind);
|
||||
m_postDescSet = nvvkpp::util::createDescriptorSet(m_device, m_postDescPool, m_postDescSetLayout);
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Update the output
|
||||
//
|
||||
void HelloVulkan::updatePostDescriptorSet()
|
||||
{
|
||||
vk::WriteDescriptorSet writeDescriptorSets =
|
||||
nvvkpp::util::createWrite(m_postDescSet, m_postDescSetLayoutBind[0], &m_offscreenColor.descriptor);
|
||||
m_device.updateDescriptorSets(writeDescriptorSets, nullptr);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Draw a full screen quad with the attached image
|
||||
//
|
||||
void HelloVulkan::drawPost(vk::CommandBuffer cmdBuf)
|
||||
{
|
||||
m_debug.beginLabel(cmdBuf, "Post");
|
||||
|
||||
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}}});
|
||||
|
||||
auto aspectRatio = static_cast<float>(m_size.width) / static_cast<float>(m_size.height);
|
||||
cmdBuf.pushConstants<float>(m_postPipelineLayout, vk::ShaderStageFlagBits::eFragment, 0, aspectRatio);
|
||||
cmdBuf.bindPipeline(vk::PipelineBindPoint::eGraphics, m_postPipeline);
|
||||
cmdBuf.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, m_postPipelineLayout, 0, m_postDescSet, {});
|
||||
cmdBuf.draw(3, 1, 0, 0);
|
||||
|
||||
m_debug.endLabel(cmdBuf);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue