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__simple/main.cpp
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ray_tracing__simple/main.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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// ImGui - standalone example application for Glfw + Vulkan, using programmable
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// pipeline If you are new to ImGui, see examples/README.txt and documentation
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// at the top of imgui.cpp.
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#include <array>
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#include <vulkan/vulkan.hpp>
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "hello_vulkan.h"
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#include "nvh/cameramanipulator.hpp"
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#include "nvh/fileoperations.hpp"
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#include "nvpsystem.hpp"
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#include "nvvkpp/appbase_vkpp.hpp"
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#include "nvvkpp/commands_vkpp.hpp"
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#include "nvvkpp/context_vkpp.hpp"
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#include "nvvkpp/utilities_vkpp.hpp"
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//////////////////////////////////////////////////////////////////////////
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#define UNUSED(x) (void)(x)
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//////////////////////////////////////////////////////////////////////////
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// Default search path for shaders
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std::vector<std::string> defaultSearchPaths;
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// GLFW Callback functions
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static void onErrorCallback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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// Extra UI
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void renderUI(HelloVulkan& helloVk)
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{
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static int item = 1;
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if(ImGui::Combo("Up Vector", &item, "X\0Y\0Z\0\0"))
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{
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nvmath::vec3f pos, eye, up;
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CameraManip.getLookat(pos, eye, up);
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up = nvmath::vec3f(item == 0, item == 1, item == 2);
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CameraManip.setLookat(pos, eye, up);
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}
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ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
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ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 100.f);
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ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
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}
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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static int const SAMPLE_WIDTH = 1280;
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static int const SAMPLE_HEIGHT = 720;
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//--------------------------------------------------------------------------------------------------
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// Application Entry
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//
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int main(int argc, char** argv)
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{
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UNUSED(argc);
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// Setup GLFW window
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glfwSetErrorCallback(onErrorCallback);
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if(!glfwInit())
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{
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return 1;
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}
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT,
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"NVIDIA Vulkan Raytracing Tutorial", nullptr, nullptr);
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// Setup camera
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CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
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CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
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// Setup Vulkan
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if(!glfwVulkanSupported())
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{
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printf("GLFW: Vulkan Not Supported\n");
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return 1;
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}
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// setup some basic things for the sample, logging file for example
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NVPSystem system(argv[0], PROJECT_NAME);
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// Search path for shaders and other media
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defaultSearchPaths = {
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PROJECT_ABSDIRECTORY,
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PROJECT_ABSDIRECTORY "../",
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NVPSystem::exePath() + std::string(PROJECT_RELDIRECTORY),
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NVPSystem::exePath() + std::string(PROJECT_RELDIRECTORY) + std::string("../"),
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};
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// Enabling the extension feature
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vk::PhysicalDeviceRayTracingFeaturesKHR raytracingFeature;
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// Requesting Vulkan extensions and layers
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nvvkpp::ContextCreateInfo contextInfo(true);
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contextInfo.setVersion(1, 2);
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contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
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contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
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#ifdef WIN32
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contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
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#else
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contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
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contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
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#endif
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contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
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// #VKRay: Activate the ray tracing extension
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contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_EXTENSION_NAME, false, &raytracingFeature);
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contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
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// Creating Vulkan base application
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nvvkpp::Context vkctx{};
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vkctx.initInstance(contextInfo);
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// Find all compatible devices
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auto compatibleDevices = vkctx.getCompatibleDevices(contextInfo);
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assert(!compatibleDevices.empty());
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// Use a compatible device
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vkctx.initDevice(compatibleDevices[0], contextInfo);
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// Create example
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HelloVulkan helloVk;
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// Window need to be opened to get the surface on which to draw
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const vk::SurfaceKHR surface = helloVk.getVkSurface(vkctx.m_instance, window);
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vkctx.setGCTQueueWithPresent(surface);
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helloVk.setup(vkctx.m_device, vkctx.m_physicalDevice, vkctx.m_queueGCT.familyIndex);
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helloVk.createSurface(surface, SAMPLE_WIDTH, SAMPLE_HEIGHT);
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helloVk.createDepthBuffer();
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helloVk.createRenderPass();
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helloVk.createFrameBuffers();
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// Setup Imgui
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helloVk.initGUI(0); // Using sub-pass 0
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// Creation of the example
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths));
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helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths));
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helloVk.createOffscreenRender();
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helloVk.createDescriptorSetLayout();
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helloVk.createGraphicsPipeline();
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helloVk.createUniformBuffer();
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helloVk.createSceneDescriptionBuffer();
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helloVk.updateDescriptorSet();
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// #VKRay
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helloVk.initRayTracing();
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helloVk.createBottomLevelAS();
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helloVk.createTopLevelAS();
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helloVk.createRtDescriptorSet();
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helloVk.createRtPipeline();
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helloVk.createRtShaderBindingTable();
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helloVk.createPostDescriptor();
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helloVk.createPostPipeline();
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helloVk.updatePostDescriptorSet();
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nvmath::vec4f clearColor = nvmath::vec4f(1, 1, 1, 1.00f);
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bool useRaytracer = true;
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helloVk.setupGlfwCallbacks(window);
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ImGui_ImplGlfw_InitForVulkan(window, true);
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// Main loop
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while(!glfwWindowShouldClose(window))
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{
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glfwPollEvents();
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if(helloVk.isMinimized())
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continue;
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// Start the Dear ImGui frame
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// Updating camera buffer
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helloVk.updateUniformBuffer();
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// Show UI window.
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if(1 == 1)
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{
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ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
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ImGui::Checkbox("Ray Tracer mode", &useRaytracer); // Switch between raster and ray tracing
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renderUI(helloVk);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
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1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::Render();
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}
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// Start rendering the scene
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helloVk.prepareFrame();
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// Start command buffer of this frame
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auto curFrame = helloVk.getCurFrame();
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const vk::CommandBuffer& cmdBuff = helloVk.getCommandBuffers()[curFrame];
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cmdBuff.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit});
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// Clearing screen
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vk::ClearValue clearValues[2];
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clearValues[0].setColor(nvvkpp::util::clearColor(clearColor));
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clearValues[1].setDepthStencil({1.0f, 0});
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// Offscreen render pass
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{
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vk::RenderPassBeginInfo offscreenRenderPassBeginInfo;
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offscreenRenderPassBeginInfo.setClearValueCount(2);
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offscreenRenderPassBeginInfo.setPClearValues(clearValues);
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offscreenRenderPassBeginInfo.setRenderPass(helloVk.m_offscreenRenderPass);
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offscreenRenderPassBeginInfo.setFramebuffer(helloVk.m_offscreenFramebuffer);
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offscreenRenderPassBeginInfo.setRenderArea({{}, helloVk.getSize()});
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// Rendering Scene
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if(useRaytracer)
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{
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helloVk.raytrace(cmdBuff, clearColor);
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}
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else
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{
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cmdBuff.beginRenderPass(offscreenRenderPassBeginInfo, vk::SubpassContents::eInline);
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helloVk.rasterize(cmdBuff);
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cmdBuff.endRenderPass();
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}
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}
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// 2nd rendering pass: tone mapper, UI
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{
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vk::RenderPassBeginInfo postRenderPassBeginInfo;
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postRenderPassBeginInfo.setClearValueCount(2);
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postRenderPassBeginInfo.setPClearValues(clearValues);
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postRenderPassBeginInfo.setRenderPass(helloVk.getRenderPass());
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postRenderPassBeginInfo.setFramebuffer(helloVk.getFramebuffers()[curFrame]);
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postRenderPassBeginInfo.setRenderArea({{}, helloVk.getSize()});
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cmdBuff.beginRenderPass(postRenderPassBeginInfo, vk::SubpassContents::eInline);
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// Rendering tonemapper
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helloVk.drawPost(cmdBuff);
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// Rendering UI
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ImGui::RenderDrawDataVK(cmdBuff, ImGui::GetDrawData());
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cmdBuff.endRenderPass();
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}
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// Submit for display
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cmdBuff.end();
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helloVk.submitFrame();
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}
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// Cleanup
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helloVk.getDevice().waitIdle();
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helloVk.destroyResources();
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helloVk.destroy();
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vkctx.m_instance.destroySurfaceKHR(surface);
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vkctx.deinit();
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glfwDestroyWindow(window);
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glfwTerminate();
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return 0;
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}
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