New version of the samples and tutorials based on KHR_ray_tracing
This commit is contained in:
parent
2fd15056a2
commit
b6402f0c09
271 changed files with 134108 additions and 2 deletions
102
ray_tracing_animation/CMakeLists.txt
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102
ray_tracing_animation/CMakeLists.txt
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cmake_minimum_required(VERSION 2.8)
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get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
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SET(PROJNAME vk_${PROJNAME}_KHR)
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Project(${PROJNAME})
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Message(STATUS "-------------------------------")
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Message(STATUS "Processing Project ${PROJNAME}:")
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#####################################################################################
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_add_project_definitions(${PROJNAME})
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#####################################################################################
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# Source files for this project
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#
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file(GLOB SOURCE_FILES *.cpp *.hpp *.inl *.h *.c)
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file(GLOB EXTRA_COMMON "../common/*.*")
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list(APPEND COMMON_SOURCE_FILES ${EXTRA_COMMON})
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include_directories("../common")
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#####################################################################################
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# GLSL to SPIR-V custom build
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#
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# more than one file can be given: _compile_GLSL("GLSL_mesh.vert;GLSL_mesh.frag" "GLSL_mesh.spv" GLSL_SOURCES)
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# the SpirV validator is fine as long as files are for different pipeline stages (entry points still need to be main())
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#_compile_GLSL(<source(s)> <target spv> <LIST where files are appended>)
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UNSET(GLSL_SOURCES)
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UNSET(SPV_OUTPUT)
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file(GLOB_RECURSE GLSL_HEADER_FILES "shaders/*.h" "shaders/*.glsl")
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file(GLOB_RECURSE GLSL_SOURCE_FILES
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"shaders/*.comp"
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"shaders/*.frag"
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"shaders/*.vert"
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"shaders/*.rchit"
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"shaders/*.rahit"
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"shaders/*.rmiss"
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"shaders/*.rgen"
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)
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foreach(GLSL ${GLSL_SOURCE_FILES})
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get_filename_component(FILE_NAME ${GLSL} NAME)
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_compile_GLSL(${GLSL} "shaders/${FILE_NAME}.spv" GLSL_SOURCES SPV_OUTPUT)
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endforeach(GLSL)
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list(APPEND GLSL_SOURCES ${GLSL_HEADER_FILES})
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source_group(Shader_Files FILES ${GLSL_SOURCES})
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#####################################################################################
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# Executable
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#
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# if(WIN32 AND NOT GLUT_FOUND)
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# add_definitions(/wd4996) #remove printf warning
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# add_definitions(/wd4244) #remove double to float conversion warning
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# add_definitions(/wd4305) #remove double to float truncation warning
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# else()
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# add_definitions(-fpermissive)
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# endif()
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add_executable(${PROJNAME} ${SOURCE_FILES} ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES} ${GLSL_SOURCES} ${CUDA_FILES} ${CUBIN_SOURCES})
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#_set_subsystem_console(${PROJNAME})
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#####################################################################################
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# common source code needed for this sample
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#
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source_group(common FILES
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${COMMON_SOURCE_FILES}
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${PACKAGE_SOURCE_FILES}
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)
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source_group("Source Files" FILES ${SOURCE_FILES})
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# if(UNIX)
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# set(UNIXLINKLIBS dl pthread)
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# else()
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# set(UNIXLINKLIBS)
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# endif()
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#####################################################################################
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# Linkage
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#
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target_link_libraries(${PROJNAME} ${PLATFORM_LIBRARIES} shared_sources)
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foreach(DEBUGLIB ${LIBRARIES_DEBUG})
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target_link_libraries(${PROJNAME} debug ${DEBUGLIB})
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endforeach(DEBUGLIB)
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foreach(RELEASELIB ${LIBRARIES_OPTIMIZED})
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target_link_libraries(${PROJNAME} optimized ${RELEASELIB})
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endforeach(RELEASELIB)
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#####################################################################################
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# copies binaries that need to be put next to the exe files (ZLib, etc.)
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#
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_copy_binaries_to_target( ${PROJNAME} )
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install(FILES ${SPV_OUTPUT} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}/shaders")
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install(FILES ${SPV_OUTPUT} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}/shaders")
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install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
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install(FILES ${CUBIN_SOURCES} CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
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install(DIRECTORY "../media" CONFIGURATIONS Release DESTINATION "bin_${ARCH}/${PROJNAME}")
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install(DIRECTORY "../media" CONFIGURATIONS Debug DESTINATION "bin_${ARCH}_debug/${PROJNAME}")
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5
ray_tracing_animation/README.md
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5
ray_tracing_animation/README.md
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# NVIDIA Vulkan Ray Tracing Tutorial
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[Start the tutorial of this project](https://nvpro-samples.github.io/vk_raytracing_tutorial/vkrt_tuto_animation.md.htm)
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1007
ray_tracing_animation/hello_vulkan.cpp
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1007
ray_tracing_animation/hello_vulkan.cpp
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File diff suppressed because it is too large
Load diff
184
ray_tracing_animation/hello_vulkan.h
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184
ray_tracing_animation/hello_vulkan.h
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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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#pragma once
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#include "nvvkpp/allocator_dedicated_vkpp.hpp"
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#include "nvvkpp/appbase_vkpp.hpp"
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#include "nvvkpp/debug_util_vkpp.hpp"
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// #VKRay
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#define ALLOC_DEDICATED
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#include "nvvkpp/raytraceKHR_vkpp.hpp"
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using nvvkBuffer = nvvkpp::BufferDedicated;
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using nvvkTexture = nvvkpp::TextureDedicated;
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//--------------------------------------------------------------------------------------------------
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// Simple rasterizer of OBJ objects
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// - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance`
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// - It is possible to have many `ObjInstance` referencing the same `ObjModel`
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// - Rendering is done in an offscreen framebuffer
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// - The image of the framebuffer is displayed in post-process in a full-screen quad
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//
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class HelloVulkan : public nvvkpp::AppBase
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{
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public:
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void setup(const vk::Device& device,
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const vk::PhysicalDevice& physicalDevice,
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uint32_t queueFamily) override;
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void createDescriptorSetLayout();
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void createGraphicsPipeline();
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void loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1));
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void updateDescriptorSet();
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void createUniformBuffer();
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void createSceneDescriptionBuffer();
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void createTextureImages(const vk::CommandBuffer& cmdBuf,
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const std::vector<std::string>& textures);
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void updateUniformBuffer();
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void onResize(int /*w*/, int /*h*/) override;
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void destroyResources();
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void rasterize(const vk::CommandBuffer& cmdBuff);
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// The OBJ model
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struct ObjModel
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{
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uint32_t nbIndices{0};
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uint32_t nbVertices{0};
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nvvkBuffer vertexBuffer; // Device buffer of all 'Vertex'
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nvvkBuffer indexBuffer; // Device buffer of the indices forming triangles
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nvvkBuffer matColorBuffer; // Device buffer of array of 'Wavefront material'
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nvvkBuffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
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};
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// Instance of the OBJ
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struct ObjInstance
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{
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uint32_t objIndex{0}; // Reference to the `m_objModel`
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uint32_t txtOffset{0}; // Offset in `m_textures`
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nvmath::mat4f transform{1}; // Position of the instance
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nvmath::mat4f transformIT{1}; // Inverse transpose
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};
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// Information pushed at each draw call
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struct ObjPushConstant
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{
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nvmath::vec3f lightPosition{10.f, 15.f, 8.f};
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int instanceId{0}; // To retrieve the transformation matrix
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float lightIntensity{100.f};
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int lightType{0}; // 0: point, 1: infinite
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};
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ObjPushConstant m_pushConstant;
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// Array of objects and instances in the scene
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std::vector<ObjModel> m_objModel;
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std::vector<ObjInstance> m_objInstance;
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// Graphic pipeline
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vk::PipelineLayout m_pipelineLayout;
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vk::Pipeline m_graphicsPipeline;
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std::vector<vk::DescriptorSetLayoutBinding> m_descSetLayoutBind;
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vk::DescriptorPool m_descPool;
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vk::DescriptorSetLayout m_descSetLayout;
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vk::DescriptorSet m_descSet;
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nvvkBuffer m_cameraMat; // Device-Host of the camera matrices
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nvvkBuffer m_sceneDesc; // Device buffer of the OBJ instances
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std::vector<nvvkTexture> m_textures; // vector of all textures of the scene
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nvvkpp::AllocatorDedicated m_alloc; // Allocator for buffer, images, acceleration structures
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nvvkpp::DebugUtil m_debug; // Utility to name objects
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// #Post
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void createOffscreenRender();
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void createPostPipeline();
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void createPostDescriptor();
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void updatePostDescriptorSet();
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void drawPost(vk::CommandBuffer cmdBuf);
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std::vector<vk::DescriptorSetLayoutBinding> m_postDescSetLayoutBind;
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vk::DescriptorPool m_postDescPool;
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vk::DescriptorSetLayout m_postDescSetLayout;
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vk::DescriptorSet m_postDescSet;
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vk::Pipeline m_postPipeline;
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vk::PipelineLayout m_postPipelineLayout;
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vk::RenderPass m_offscreenRenderPass;
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vk::Framebuffer m_offscreenFramebuffer;
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nvvkTexture m_offscreenColor;
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vk::Format m_offscreenColorFormat{vk::Format::eR32G32B32A32Sfloat};
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nvvkTexture m_offscreenDepth;
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vk::Format m_offscreenDepthFormat{vk::Format::eD32Sfloat};
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// #VKRay
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void initRayTracing();
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nvvkpp::RaytracingBuilderKHR::Blas objectToVkGeometryKHR(const ObjModel& model);
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void createBottomLevelAS();
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void createTopLevelAS();
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void createRtDescriptorSet();
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void updateRtDescriptorSet();
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void createRtPipeline();
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void createRtShaderBindingTable();
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void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
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vk::PhysicalDeviceRayTracingPropertiesKHR m_rtProperties;
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nvvkpp::RaytracingBuilderKHR m_rtBuilder;
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std::vector<vk::DescriptorSetLayoutBinding> m_rtDescSetLayoutBind;
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vk::DescriptorPool m_rtDescPool;
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vk::DescriptorSetLayout m_rtDescSetLayout;
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vk::DescriptorSet m_rtDescSet;
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std::vector<vk::RayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
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vk::PipelineLayout m_rtPipelineLayout;
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vk::Pipeline m_rtPipeline;
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nvvkBuffer m_rtSBTBuffer;
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std::vector<nvvkpp::RaytracingBuilderKHR::Instance> m_tlas;
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std::vector<nvvkpp::RaytracingBuilderKHR::Blas> m_blas;
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struct RtPushConstant
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{
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nvmath::vec4f clearColor;
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nvmath::vec3f lightPosition;
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float lightIntensity;
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int lightType;
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} m_rtPushConstants;
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// #VK_animation
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void animationInstances(float time);
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void animationObject(float time);
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// #VK_compute
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void createCompDescriptors();
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void updateCompDescriptors(nvvkBuffer& vertex);
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void createCompPipelines();
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std::vector<vk::DescriptorSetLayoutBinding> m_compDescSetLayoutBind;
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vk::DescriptorPool m_compDescPool;
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vk::DescriptorSetLayout m_compDescSetLayout;
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vk::DescriptorSet m_compDescSet;
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vk::Pipeline m_compPipeline;
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vk::PipelineLayout m_compPipelineLayout;
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};
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318
ray_tracing_animation/main.cpp
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318
ray_tracing_animation/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
|
||||
* 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.
|
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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(4, 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);
|
||||
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
|
||||
|
||||
// Creation of the example
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths),
|
||||
nvmath::scale_mat4(nvmath::vec3f(2.f, 1.f, 2.f)));
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/wuson.obj", defaultSearchPaths));
|
||||
HelloVulkan::ObjInstance inst = helloVk.m_objInstance.back();
|
||||
for(int i = 0; i < 5; i++)
|
||||
helloVk.m_objInstance.push_back(inst);
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/sphere.obj", defaultSearchPaths));
|
||||
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
helloVk.createUniformBuffer();
|
||||
helloVk.createSceneDescriptionBuffer();
|
||||
helloVk.updateDescriptorSet();
|
||||
|
||||
// #VKRay
|
||||
helloVk.initRayTracing();
|
||||
helloVk.createBottomLevelAS();
|
||||
helloVk.createTopLevelAS();
|
||||
helloVk.createRtDescriptorSet();
|
||||
helloVk.createRtPipeline();
|
||||
helloVk.createRtShaderBindingTable();
|
||||
|
||||
helloVk.createPostDescriptor();
|
||||
helloVk.createPostPipeline();
|
||||
helloVk.updatePostDescriptorSet();
|
||||
|
||||
// #VK_compute
|
||||
helloVk.createCompDescriptors();
|
||||
helloVk.createCompPipelines();
|
||||
|
||||
|
||||
nvmath::vec4f clearColor = nvmath::vec4f(1, 1, 1, 1.00f);
|
||||
bool useRaytracer = true;
|
||||
auto start = std::chrono::system_clock::now();
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
|
||||
ImGui::Checkbox("Ray Tracer mode", &useRaytracer); // Switch between raster and ray tracing
|
||||
|
||||
renderUI(helloVk);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
|
||||
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Render();
|
||||
}
|
||||
|
||||
// #VK_animation
|
||||
std::chrono::duration<float> diff = std::chrono::system_clock::now() - start;
|
||||
helloVk.animationInstances(diff.count());
|
||||
helloVk.animationObject(diff.count());
|
||||
|
||||
// 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(helloVk.m_offscreenRenderPass);
|
||||
offscreenRenderPassBeginInfo.setFramebuffer(helloVk.m_offscreenFramebuffer);
|
||||
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
|
||||
helloVk.drawPost(cmdBuff);
|
||||
// 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;
|
||||
}
|
||||
45
ray_tracing_animation/shaders/anim.comp
Normal file
45
ray_tracing_animation/shaders/anim.comp
Normal file
|
|
@ -0,0 +1,45 @@
|
|||
#version 460
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "wavefront.glsl"
|
||||
|
||||
layout(binding = 0, scalar) buffer Vertices
|
||||
{
|
||||
Vertex v[];
|
||||
}
|
||||
vertices;
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
{
|
||||
float iTime;
|
||||
}
|
||||
pushc;
|
||||
|
||||
void main()
|
||||
{
|
||||
Vertex v0 = vertices.v[gl_GlobalInvocationID.x];
|
||||
|
||||
// Compute vertex position
|
||||
const float PI = 3.14159265;
|
||||
const float signY = (v0.pos.y >= 0 ? 1 : -1);
|
||||
const float radius = length(v0.pos.xz);
|
||||
const float argument = pushc.iTime * 4 + radius * PI;
|
||||
const float s = sin(argument);
|
||||
v0.pos.y = signY * abs(s) * 0.5;
|
||||
|
||||
// Compute normal
|
||||
if(radius == 0.0f)
|
||||
{
|
||||
v0.nrm = vec3(0.0f, signY, 0.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
const float c = cos(argument);
|
||||
const float xzFactor = -PI * s * c;
|
||||
const float yFactor = 2.0f * signY * radius * abs(s);
|
||||
v0.nrm = normalize(vec3(v0.pos.x * xzFactor, yFactor, v0.pos.z * xzFactor));
|
||||
}
|
||||
|
||||
vertices.v[gl_GlobalInvocationID.x] = v0;
|
||||
}
|
||||
79
ray_tracing_animation/shaders/frag_shader.frag
Normal file
79
ray_tracing_animation/shaders/frag_shader.frag
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
#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;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
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 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
if(pushC.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
float d = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (d * d);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
}
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, 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, L, N);
|
||||
|
||||
// Result
|
||||
outColor = vec4(lightIntensity * (diffuse + specular), 1);
|
||||
}
|
||||
15
ray_tracing_animation/shaders/passthrough.vert
Normal file
15
ray_tracing_animation/shaders/passthrough.vert
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#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);
|
||||
}
|
||||
18
ray_tracing_animation/shaders/post.frag
Normal file
18
ray_tracing_animation/shaders/post.frag
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
#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));
|
||||
}
|
||||
4
ray_tracing_animation/shaders/raycommon.glsl
Normal file
4
ray_tracing_animation/shaders/raycommon.glsl
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
struct hitPayload
|
||||
{
|
||||
vec3 hitValue;
|
||||
};
|
||||
134
ray_tracing_animation/shaders/raytrace.rchit
Normal file
134
ray_tracing_animation/shaders/raytrace.rchit
Normal file
|
|
@ -0,0 +1,134 @@
|
|||
#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;
|
||||
int lightType;
|
||||
}
|
||||
pushC;
|
||||
|
||||
|
||||
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));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
float lightDistance = 100000.0;
|
||||
// Point light
|
||||
if(pushC.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
lightDistance = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else // Directional light
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[objId].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[objId].m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, 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, L) > 0)
|
||||
{
|
||||
float tMin = 0.001;
|
||||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| 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, L, normal);
|
||||
}
|
||||
}
|
||||
|
||||
prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
|
||||
}
|
||||
48
ray_tracing_animation/shaders/raytrace.rgen
Normal file
48
ray_tracing_animation/shaders/raytrace.rgen
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#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;
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
|
||||
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_RayFlagsOpaqueEXT;
|
||||
float tMin = 0.001;
|
||||
float tMax = 10000.0;
|
||||
|
||||
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)
|
||||
);
|
||||
|
||||
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
|
||||
}
|
||||
16
ray_tracing_animation/shaders/raytrace.rmiss
Normal file
16
ray_tracing_animation/shaders/raytrace.rmiss
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#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;
|
||||
}
|
||||
9
ray_tracing_animation/shaders/raytraceShadow.rmiss
Normal file
9
ray_tracing_animation/shaders/raytraceShadow.rmiss
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
layout(location = 1) rayPayloadInEXT bool isShadowed;
|
||||
|
||||
void main()
|
||||
{
|
||||
isShadowed = false;
|
||||
}
|
||||
61
ray_tracing_animation/shaders/vert_shader.vert
Normal file
61
ray_tracing_animation/shaders/vert_shader.vert
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
#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;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
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);
|
||||
}
|
||||
57
ray_tracing_animation/shaders/wavefront.glsl
Normal file
57
ray_tracing_animation/shaders/wavefront.glsl
Normal file
|
|
@ -0,0 +1,57 @@
|
|||
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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue