New version of the samples and tutorials based on KHR_ray_tracing
This commit is contained in:
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2fd15056a2
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271 changed files with 134108 additions and 2 deletions
102
ray_tracing_rayquery/CMakeLists.txt
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102
ray_tracing_rayquery/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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8
ray_tracing_rayquery/README.md
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8
ray_tracing_rayquery/README.md
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# NVIDIA Vulkan Ray Tracing Tutorial
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This example is part of the the ray tracing tutorial.
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If you haven't done it, [**Start Ray Tracing Tutorial**](https://nvpro-samples.github.io/vk_raytracing_tutorial/).
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[Start the tutorial of this project](https://nvpro-samples.github.io/vk_raytracing_tutorial/vkrt_tuto_rayquery.md.htm)
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704
ray_tracing_rayquery/hello_vulkan.cpp
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704
ray_tracing_rayquery/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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// #VKRay
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nvmath::mat4f projInverse;
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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,
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const vk::PhysicalDevice& physicalDevice,
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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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// #VKRay
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ubo.projInverse = nvmath::invert(ubo.proj);
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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(
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vkDS(0, vkDT::eUniformBuffer, 1, vkSS::eVertex | vkSS::eRaygenKHR));
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// Materials (binding = 1)
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m_descSetLayoutBind.emplace_back(
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vkDS(1, vkDT::eStorageBuffer, nbObj, vkSS::eVertex | vkSS::eFragment | vkSS::eClosestHitKHR));
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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 | vkSS::eClosestHitKHR));
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// Textures (binding = 3)
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m_descSetLayoutBind.emplace_back(
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vkDS(3, vkDT::eCombinedImageSampler, nbTxt, vkSS::eFragment | vkSS::eClosestHitKHR));
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// Materials (binding = 4)
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m_descSetLayoutBind.emplace_back(
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vkDS(4, vkDT::eStorageBuffer, nbObj, vkSS::eFragment | vkSS::eClosestHitKHR));
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// Storing vertices (binding = 5)
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m_descSetLayoutBind.emplace_back( //
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vkDS(5, vkDT::eStorageBuffer, nbObj, vkSS::eClosestHitKHR));
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// Storing indices (binding = 6)
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m_descSetLayoutBind.emplace_back( //
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vkDS(6, vkDT::eStorageBuffer, nbObj, vkSS::eClosestHitKHR));
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// The top level acceleration structure
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m_descSetLayoutBind.emplace_back( //
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vkDS(7, vkDT::eAccelerationStructureKHR, 1, 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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std::vector<vk::DescriptorBufferInfo> dbiVert;
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std::vector<vk::DescriptorBufferInfo> dbiIdx;
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for(auto& obj : m_objModel)
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{
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dbiMat.emplace_back(obj.matColorBuffer.buffer, 0, VK_WHOLE_SIZE);
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dbiMatIdx.emplace_back(obj.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE);
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dbiVert.emplace_back(obj.vertexBuffer.buffer, 0, VK_WHOLE_SIZE);
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dbiIdx.emplace_back(obj.indexBuffer.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(
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nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[4], dbiMatIdx.data()));
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[5], dbiVert.data()));
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[6], dbiIdx.data()));
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// All texture samplers
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std::vector<vk::DescriptorImageInfo> diit;
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for(auto& texture : m_textures)
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{
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diit.push_back(texture.descriptor);
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}
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[3], diit.data()));
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vk::WriteDescriptorSetAccelerationStructureKHR descASInfo;
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descASInfo.setAccelerationStructureCount(1);
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descASInfo.setPAccelerationStructures(&m_rtBuilder.getAccelerationStructure());
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writes.emplace_back(nvvkpp::util::createWrite(m_descSet, m_descSetLayoutBind[7], &descASInfo));
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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,
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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 = {
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{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 =
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m_alloc.createBuffer(cmdBuf, loader.m_vertices,
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vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
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model.indexBuffer =
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m_alloc.createBuffer(cmdBuf, loader.m_indices,
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vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress);
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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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{
|
||||
using vkBU = vk::BufferUsageFlagBits;
|
||||
using vkMP = vk::MemoryPropertyFlagBits;
|
||||
|
||||
m_cameraMat = m_alloc.createBuffer(sizeof(CameraMatrices), vkBU::eUniformBuffer,
|
||||
vkMP::eHostVisible | vkMP::eHostCoherent);
|
||||
m_debug.setObjectName(m_cameraMat.buffer, "cameraMat");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Create a storage buffer containing the description of the scene elements
|
||||
// - Which geometry is used by which instance
|
||||
// - Transformation
|
||||
// - Offset for texture
|
||||
//
|
||||
void HelloVulkan::createSceneDescriptionBuffer()
|
||||
{
|
||||
using vkBU = vk::BufferUsageFlagBits;
|
||||
nvvkpp::SingleCommandBuffer cmdGen(m_device, m_graphicsQueueIndex);
|
||||
|
||||
auto cmdBuf = cmdGen.createCommandBuffer();
|
||||
m_sceneDesc = m_alloc.createBuffer(cmdBuf, m_objInstance, vkBU::eStorageBuffer);
|
||||
cmdGen.flushCommandBuffer(cmdBuf);
|
||||
m_alloc.flushStaging();
|
||||
m_debug.setObjectName(m_sceneDesc.buffer, "sceneDesc");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Creating all textures and samplers
|
||||
//
|
||||
void HelloVulkan::createTextureImages(const vk::CommandBuffer& cmdBuf,
|
||||
const std::vector<std::string>& textures)
|
||||
{
|
||||
using vkIU = vk::ImageUsageFlagBits;
|
||||
|
||||
vk::SamplerCreateInfo samplerCreateInfo{
|
||||
{}, vk::Filter::eLinear, vk::Filter::eLinear, vk::SamplerMipmapMode::eLinear};
|
||||
samplerCreateInfo.setMaxLod(FLT_MAX);
|
||||
vk::Format format = vk::Format::eR8G8B8A8Srgb;
|
||||
|
||||
// If no textures are present, create a dummy one to accommodate the pipeline layout
|
||||
if(textures.empty() && m_textures.empty())
|
||||
{
|
||||
nvvkTexture texture;
|
||||
|
||||
std::array<uint8_t, 4> color{255u, 255u, 255u, 255u};
|
||||
vk::DeviceSize bufferSize = sizeof(color);
|
||||
auto imgSize = vk::Extent2D(1, 1);
|
||||
auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format);
|
||||
|
||||
// Creating the VKImage
|
||||
texture = m_alloc.createImage(cmdBuf, bufferSize, color.data(), imageCreateInfo);
|
||||
// Setting up the descriptor used by the shader
|
||||
texture.descriptor =
|
||||
nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
|
||||
// The image format must be in VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
|
||||
nvvkpp::image::setImageLayout(cmdBuf, texture.image, vk::ImageLayout::eUndefined,
|
||||
vk::ImageLayout::eShaderReadOnlyOptimal);
|
||||
m_textures.push_back(texture);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Uploading all images
|
||||
for(const auto& texture : textures)
|
||||
{
|
||||
std::stringstream o;
|
||||
int texWidth, texHeight, texChannels;
|
||||
o << "media/textures/" << texture;
|
||||
std::string txtFile = nvh::findFile(o.str(), defaultSearchPaths);
|
||||
|
||||
stbi_uc* pixels =
|
||||
stbi_load(txtFile.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
|
||||
|
||||
// Handle failure
|
||||
if(!pixels)
|
||||
{
|
||||
texWidth = texHeight = 1;
|
||||
texChannels = 4;
|
||||
std::array<uint8_t, 4> color{255u, 0u, 255u, 255u};
|
||||
pixels = reinterpret_cast<stbi_uc*>(color.data());
|
||||
}
|
||||
|
||||
vk::DeviceSize bufferSize = static_cast<uint64_t>(texWidth) * texHeight * sizeof(uint8_t) * 4;
|
||||
auto imgSize = vk::Extent2D(texWidth, texHeight);
|
||||
auto imageCreateInfo = nvvkpp::image::create2DInfo(imgSize, format, vkIU::eSampled, true);
|
||||
|
||||
{
|
||||
nvvkTexture texture;
|
||||
texture = m_alloc.createImage(cmdBuf, bufferSize, pixels, imageCreateInfo);
|
||||
|
||||
nvvkpp::image::generateMipmaps(cmdBuf, texture.image, format, imgSize,
|
||||
imageCreateInfo.mipLevels);
|
||||
texture.descriptor =
|
||||
nvvkpp::image::create2DDescriptor(m_device, texture.image, samplerCreateInfo, format);
|
||||
m_textures.push_back(texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Destroying all allocations
|
||||
//
|
||||
void HelloVulkan::destroyResources()
|
||||
{
|
||||
m_device.destroy(m_graphicsPipeline);
|
||||
m_device.destroy(m_pipelineLayout);
|
||||
m_device.destroy(m_descPool);
|
||||
m_device.destroy(m_descSetLayout);
|
||||
m_alloc.destroy(m_cameraMat);
|
||||
m_alloc.destroy(m_sceneDesc);
|
||||
|
||||
for(auto& m : m_objModel)
|
||||
{
|
||||
m_alloc.destroy(m.vertexBuffer);
|
||||
m_alloc.destroy(m.indexBuffer);
|
||||
m_alloc.destroy(m.matColorBuffer);
|
||||
m_alloc.destroy(m.matIndexBuffer);
|
||||
}
|
||||
|
||||
for(auto& t : m_textures)
|
||||
{
|
||||
m_alloc.destroy(t);
|
||||
}
|
||||
|
||||
//#Post
|
||||
m_device.destroy(m_postPipeline);
|
||||
m_device.destroy(m_postPipelineLayout);
|
||||
m_device.destroy(m_postDescPool);
|
||||
m_device.destroy(m_postDescSetLayout);
|
||||
m_alloc.destroy(m_offscreenColor);
|
||||
m_alloc.destroy(m_offscreenDepth);
|
||||
m_device.destroy(m_offscreenRenderPass);
|
||||
m_device.destroy(m_offscreenFramebuffer);
|
||||
|
||||
// #VKRay
|
||||
m_rtBuilder.destroy();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Drawing the scene in raster mode
|
||||
//
|
||||
void HelloVulkan::rasterize(const vk::CommandBuffer& cmdBuf)
|
||||
{
|
||||
using vkPBP = vk::PipelineBindPoint;
|
||||
using vkSS = vk::ShaderStageFlagBits;
|
||||
vk::DeviceSize offset{0};
|
||||
|
||||
m_debug.beginLabel(cmdBuf, "Rasterize");
|
||||
|
||||
// Dynamic Viewport
|
||||
cmdBuf.setViewport(0, {vk::Viewport(0, 0, (float)m_size.width, (float)m_size.height, 0, 1)});
|
||||
cmdBuf.setScissor(0, {{{0, 0}, {m_size.width, m_size.height}}});
|
||||
|
||||
// Drawing all triangles
|
||||
cmdBuf.bindPipeline(vkPBP::eGraphics, m_graphicsPipeline);
|
||||
cmdBuf.bindDescriptorSets(vkPBP::eGraphics, m_pipelineLayout, 0, {m_descSet}, {});
|
||||
for(int i = 0; i < m_objInstance.size(); ++i)
|
||||
{
|
||||
auto& inst = m_objInstance[i];
|
||||
auto& model = m_objModel[inst.objIndex];
|
||||
m_pushConstant.instanceId = i; // Telling which instance is drawn
|
||||
cmdBuf.pushConstants<ObjPushConstant>(m_pipelineLayout, vkSS::eVertex | vkSS::eFragment, 0,
|
||||
m_pushConstant);
|
||||
|
||||
cmdBuf.bindVertexBuffers(0, 1, &model.vertexBuffer.buffer, &offset);
|
||||
cmdBuf.bindIndexBuffer(model.indexBuffer.buffer, 0, vk::IndexType::eUint32);
|
||||
cmdBuf.drawIndexed(model.nbIndices, 1, 0, 0, 0);
|
||||
}
|
||||
m_debug.endLabel(cmdBuf);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Handling resize of the window
|
||||
//
|
||||
void HelloVulkan::onResize(int /*w*/, int /*h*/)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Initialize Vulkan ray tracing
|
||||
// #VKRay
|
||||
void HelloVulkan::initRayTracing()
|
||||
{
|
||||
// Requesting ray tracing properties
|
||||
auto properties = m_physicalDevice.getProperties2<vk::PhysicalDeviceProperties2,
|
||||
vk::PhysicalDeviceRayTracingPropertiesKHR>();
|
||||
m_rtProperties = properties.get<vk::PhysicalDeviceRayTracingPropertiesKHR>();
|
||||
m_rtBuilder.setup(m_device, m_physicalDevice, m_graphicsQueueIndex);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Converting a OBJ primitive to the ray tracing geometry used for the BLAS
|
||||
//
|
||||
nvvkpp::RaytracingBuilderKHR::Blas HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
||||
{
|
||||
// Setting up the creation info of acceleration structure
|
||||
vk::AccelerationStructureCreateGeometryTypeInfoKHR asCreate;
|
||||
asCreate.setGeometryType(vk::GeometryTypeKHR::eTriangles);
|
||||
asCreate.setIndexType(vk::IndexType::eUint32);
|
||||
asCreate.setVertexFormat(vk::Format::eR32G32B32Sfloat);
|
||||
asCreate.setMaxPrimitiveCount(model.nbIndices / 3); // Nb triangles
|
||||
asCreate.setMaxVertexCount(model.nbVertices);
|
||||
asCreate.setAllowsTransforms(VK_FALSE); // No adding transformation matrices
|
||||
|
||||
// Building part
|
||||
vk::DeviceAddress vertexAddress = m_device.getBufferAddress({model.vertexBuffer.buffer});
|
||||
vk::DeviceAddress indexAddress = m_device.getBufferAddress({model.indexBuffer.buffer});
|
||||
|
||||
vk::AccelerationStructureGeometryTrianglesDataKHR triangles;
|
||||
triangles.setVertexFormat(asCreate.vertexFormat);
|
||||
triangles.setVertexData(vertexAddress);
|
||||
triangles.setVertexStride(sizeof(VertexObj));
|
||||
triangles.setIndexType(asCreate.indexType);
|
||||
triangles.setIndexData(indexAddress);
|
||||
triangles.setTransformData({});
|
||||
|
||||
// Setting up the build info of the acceleration
|
||||
vk::AccelerationStructureGeometryKHR asGeom;
|
||||
asGeom.setGeometryType(asCreate.geometryType);
|
||||
asGeom.setFlags(vk::GeometryFlagBitsKHR::eOpaque);
|
||||
asGeom.geometry.setTriangles(triangles);
|
||||
|
||||
// The primitive itself
|
||||
vk::AccelerationStructureBuildOffsetInfoKHR offset;
|
||||
offset.setFirstVertex(0);
|
||||
offset.setPrimitiveCount(asCreate.maxPrimitiveCount);
|
||||
offset.setPrimitiveOffset(0);
|
||||
offset.setTransformOffset(0);
|
||||
|
||||
// Our blas is only one geometry, but could be made of many geometries
|
||||
nvvkpp::RaytracingBuilderKHR::Blas blas;
|
||||
blas.asGeometry.emplace_back(asGeom);
|
||||
blas.asCreateGeometryInfo.emplace_back(asCreate);
|
||||
blas.asBuildOffsetInfo.emplace_back(offset);
|
||||
|
||||
return blas;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
void HelloVulkan::createBottomLevelAS()
|
||||
{
|
||||
// BLAS - Storing each primitive in a geometry
|
||||
std::vector<nvvkpp::RaytracingBuilderKHR::Blas> allBlas;
|
||||
allBlas.reserve(m_objModel.size());
|
||||
for(const auto& obj : m_objModel)
|
||||
{
|
||||
auto blas = objectToVkGeometryKHR(obj);
|
||||
|
||||
// We could add more geometry in each BLAS, but we add only one for now
|
||||
allBlas.emplace_back(blas);
|
||||
}
|
||||
m_rtBuilder.buildBlas(allBlas, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace);
|
||||
}
|
||||
|
||||
void HelloVulkan::createTopLevelAS()
|
||||
{
|
||||
std::vector<nvvkpp::RaytracingBuilderKHR::Instance> tlas;
|
||||
tlas.reserve(m_objInstance.size());
|
||||
for(int i = 0; i < static_cast<int>(m_objInstance.size()); i++)
|
||||
{
|
||||
nvvkpp::RaytracingBuilderKHR::Instance rayInst;
|
||||
rayInst.transform = m_objInstance[i].transform; // Position of the instance
|
||||
rayInst.instanceId = i; // gl_InstanceID
|
||||
rayInst.blasId = m_objInstance[i].objIndex;
|
||||
rayInst.hitGroupId = 0; // We will use the same hit group for all objects
|
||||
rayInst.flags = vk::GeometryInstanceFlagBitsKHR::eTriangleCullDisable;
|
||||
tlas.emplace_back(rayInst);
|
||||
}
|
||||
m_rtBuilder.buildTlas(tlas, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace);
|
||||
}
|
||||
143
ray_tracing_rayquery/hello_vulkan.h
Normal file
143
ray_tracing_rayquery/hello_vulkan.h
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions
|
||||
* are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
||||
* contributors may be used to endorse or promote products derived
|
||||
* from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||||
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "nvvkpp/allocator_dedicated_vkpp.hpp"
|
||||
#include "nvvkpp/appbase_vkpp.hpp"
|
||||
#include "nvvkpp/debug_util_vkpp.hpp"
|
||||
|
||||
// #VKRay
|
||||
#define ALLOC_DEDICATED
|
||||
#include "nvvkpp/raytraceKHR_vkpp.hpp"
|
||||
|
||||
using nvvkBuffer = nvvkpp::BufferDedicated;
|
||||
using nvvkTexture = nvvkpp::TextureDedicated;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Simple rasterizer of OBJ objects
|
||||
// - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance`
|
||||
// - It is possible to have many `ObjInstance` referencing the same `ObjModel`
|
||||
// - Rendering is done in an offscreen framebuffer
|
||||
// - The image of the framebuffer is displayed in post-process in a full-screen quad
|
||||
//
|
||||
class HelloVulkan : public nvvkpp::AppBase
|
||||
{
|
||||
public:
|
||||
void setup(const vk::Device& device,
|
||||
const vk::PhysicalDevice& physicalDevice,
|
||||
uint32_t queueFamily) override;
|
||||
void createDescriptorSetLayout();
|
||||
void createGraphicsPipeline();
|
||||
void loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1));
|
||||
void updateDescriptorSet();
|
||||
void createUniformBuffer();
|
||||
void createSceneDescriptionBuffer();
|
||||
void createTextureImages(const vk::CommandBuffer& cmdBuf,
|
||||
const std::vector<std::string>& textures);
|
||||
void updateUniformBuffer();
|
||||
void onResize(int /*w*/, int /*h*/) override;
|
||||
void destroyResources();
|
||||
void rasterize(const vk::CommandBuffer& cmdBuff);
|
||||
|
||||
// The OBJ model
|
||||
struct ObjModel
|
||||
{
|
||||
uint32_t nbIndices{0};
|
||||
uint32_t nbVertices{0};
|
||||
nvvkBuffer vertexBuffer; // Device buffer of all 'Vertex'
|
||||
nvvkBuffer indexBuffer; // Device buffer of the indices forming triangles
|
||||
nvvkBuffer matColorBuffer; // Device buffer of array of 'Wavefront material'
|
||||
nvvkBuffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
|
||||
};
|
||||
|
||||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
struct ObjPushConstant
|
||||
{
|
||||
nvmath::vec3f lightPosition{10.f, 15.f, 8.f};
|
||||
int instanceId{0}; // To retrieve the transformation matrix
|
||||
float lightIntensity{100.f};
|
||||
int lightType{0}; // 0: point, 1: infinite
|
||||
};
|
||||
ObjPushConstant m_pushConstant;
|
||||
|
||||
// Array of objects and instances in the scene
|
||||
std::vector<ObjModel> m_objModel;
|
||||
std::vector<ObjInstance> m_objInstance;
|
||||
|
||||
// Graphic pipeline
|
||||
vk::PipelineLayout m_pipelineLayout;
|
||||
vk::Pipeline m_graphicsPipeline;
|
||||
std::vector<vk::DescriptorSetLayoutBinding> m_descSetLayoutBind;
|
||||
vk::DescriptorPool m_descPool;
|
||||
vk::DescriptorSetLayout m_descSetLayout;
|
||||
vk::DescriptorSet m_descSet;
|
||||
|
||||
nvvkBuffer m_cameraMat; // Device-Host of the camera matrices
|
||||
nvvkBuffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
std::vector<nvvkTexture> m_textures; // vector of all textures of the scene
|
||||
|
||||
nvvkpp::AllocatorDedicated m_alloc; // Allocator for buffer, images, acceleration structures
|
||||
nvvkpp::DebugUtil m_debug; // Utility to name objects
|
||||
|
||||
// #Post
|
||||
void createOffscreenRender();
|
||||
void createPostPipeline();
|
||||
void createPostDescriptor();
|
||||
void updatePostDescriptorSet();
|
||||
void drawPost(vk::CommandBuffer cmdBuf);
|
||||
|
||||
std::vector<vk::DescriptorSetLayoutBinding> m_postDescSetLayoutBind;
|
||||
vk::DescriptorPool m_postDescPool;
|
||||
vk::DescriptorSetLayout m_postDescSetLayout;
|
||||
vk::DescriptorSet m_postDescSet;
|
||||
vk::Pipeline m_postPipeline;
|
||||
vk::PipelineLayout m_postPipelineLayout;
|
||||
vk::RenderPass m_offscreenRenderPass;
|
||||
vk::Framebuffer m_offscreenFramebuffer;
|
||||
nvvkTexture m_offscreenColor;
|
||||
vk::Format m_offscreenColorFormat{vk::Format::eR32G32B32A32Sfloat};
|
||||
nvvkTexture m_offscreenDepth;
|
||||
vk::Format m_offscreenDepthFormat{vk::Format::eD32Sfloat};
|
||||
|
||||
// #VKRay
|
||||
void initRayTracing();
|
||||
nvvkpp::RaytracingBuilderKHR::Blas objectToVkGeometryKHR(const ObjModel& model);
|
||||
void createBottomLevelAS();
|
||||
void createTopLevelAS();
|
||||
|
||||
vk::PhysicalDeviceRayTracingPropertiesKHR m_rtProperties;
|
||||
nvvkpp::RaytracingBuilderKHR m_rtBuilder;
|
||||
};
|
||||
307
ray_tracing_rayquery/main.cpp
Normal file
307
ray_tracing_rayquery/main.cpp
Normal file
|
|
@ -0,0 +1,307 @@
|
|||
/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions
|
||||
* are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of NVIDIA CORPORATION nor the names of its
|
||||
* contributors may be used to endorse or promote products derived
|
||||
* from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
||||
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
||||
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
||||
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
||||
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
// ImGui - standalone example application for Glfw + Vulkan, using programmable
|
||||
// pipeline If you are new to ImGui, see examples/README.txt and documentation
|
||||
// at the top of imgui.cpp.
|
||||
|
||||
#include <array>
|
||||
|
||||
#include <vulkan/vulkan.hpp>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
#include "hello_vulkan.h"
|
||||
#include "nvh/cameramanipulator.hpp"
|
||||
#include "nvh/fileoperations.hpp"
|
||||
#include "nvpsystem.hpp"
|
||||
#include "nvvkpp/appbase_vkpp.hpp"
|
||||
#include "nvvkpp/commands_vkpp.hpp"
|
||||
#include "nvvkpp/context_vkpp.hpp"
|
||||
#include "nvvkpp/utilities_vkpp.hpp"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
#define UNUSED(x) (void)(x)
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Default search path for shaders
|
||||
std::vector<std::string> defaultSearchPaths;
|
||||
|
||||
// GLFW Callback functions
|
||||
static void onErrorCallback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
// Extra UI
|
||||
void renderUI(HelloVulkan& helloVk)
|
||||
{
|
||||
static int item = 1;
|
||||
if(ImGui::Combo("Up Vector", &item, "X\0Y\0Z\0\0"))
|
||||
{
|
||||
nvmath::vec3f pos, eye, up;
|
||||
CameraManip.getLookat(pos, eye, up);
|
||||
up = nvmath::vec3f(item == 0, item == 1, item == 2);
|
||||
CameraManip.setLookat(pos, eye, up);
|
||||
}
|
||||
ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
|
||||
ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 100.f);
|
||||
ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
|
||||
ImGui::SameLine();
|
||||
ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
static int const SAMPLE_WIDTH = 1280;
|
||||
static int const SAMPLE_HEIGHT = 720;
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Application Entry
|
||||
//
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
UNUSED(argc);
|
||||
|
||||
// Setup GLFW window
|
||||
glfwSetErrorCallback(onErrorCallback);
|
||||
if(!glfwInit())
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT,
|
||||
"NVIDIA Vulkan Raytracing Tutorial", nullptr, nullptr);
|
||||
|
||||
// Setup camera
|
||||
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
|
||||
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
|
||||
|
||||
// Setup Vulkan
|
||||
if(!glfwVulkanSupported())
|
||||
{
|
||||
printf("GLFW: Vulkan Not Supported\n");
|
||||
return 1;
|
||||
}
|
||||
|
||||
// setup some basic things for the sample, logging file for example
|
||||
NVPSystem system(argv[0], PROJECT_NAME);
|
||||
|
||||
// Search path for shaders and other media
|
||||
defaultSearchPaths = {
|
||||
PROJECT_ABSDIRECTORY,
|
||||
PROJECT_ABSDIRECTORY "../",
|
||||
NVPSystem::exePath() + std::string(PROJECT_RELDIRECTORY),
|
||||
NVPSystem::exePath() + std::string(PROJECT_RELDIRECTORY) + std::string("../"),
|
||||
};
|
||||
|
||||
// Enabling the extension feature
|
||||
vk::PhysicalDeviceRayTracingFeaturesKHR raytracingFeature;
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvkpp::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
// #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));
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths));
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
helloVk.createUniformBuffer();
|
||||
helloVk.createSceneDescriptionBuffer();
|
||||
|
||||
// #VKRay
|
||||
helloVk.initRayTracing();
|
||||
helloVk.createBottomLevelAS();
|
||||
helloVk.createTopLevelAS();
|
||||
|
||||
// Need the Top level AS
|
||||
helloVk.updateDescriptorSet();
|
||||
|
||||
helloVk.createPostDescriptor();
|
||||
helloVk.createPostPipeline();
|
||||
helloVk.updatePostDescriptorSet();
|
||||
|
||||
nvmath::vec4f clearColor = nvmath::vec4f(1, 1, 1, 1.00f);
|
||||
|
||||
helloVk.setupGlfwCallbacks(window);
|
||||
ImGui_ImplGlfw_InitForVulkan(window, true);
|
||||
|
||||
// Main loop
|
||||
while(!glfwWindowShouldClose(window))
|
||||
{
|
||||
try
|
||||
{
|
||||
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));
|
||||
|
||||
renderUI(helloVk);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)",
|
||||
1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::Render();
|
||||
}
|
||||
|
||||
// Start rendering the scene
|
||||
helloVk.prepareFrame();
|
||||
|
||||
// Start command buffer of this frame
|
||||
auto curFrame = helloVk.getCurFrame();
|
||||
const vk::CommandBuffer& cmdBuff = helloVk.getCommandBuffers()[curFrame];
|
||||
|
||||
cmdBuff.begin({vk::CommandBufferUsageFlagBits::eOneTimeSubmit});
|
||||
|
||||
// Clearing screen
|
||||
vk::ClearValue clearValues[2];
|
||||
clearValues[0].setColor(nvvkpp::util::clearColor(clearColor));
|
||||
clearValues[1].setDepthStencil({1.0f, 0});
|
||||
|
||||
// Offscreen render pass
|
||||
{
|
||||
vk::RenderPassBeginInfo offscreenRenderPassBeginInfo;
|
||||
offscreenRenderPassBeginInfo.setClearValueCount(2);
|
||||
offscreenRenderPassBeginInfo.setPClearValues(clearValues);
|
||||
offscreenRenderPassBeginInfo.setRenderPass(helloVk.m_offscreenRenderPass);
|
||||
offscreenRenderPassBeginInfo.setFramebuffer(helloVk.m_offscreenFramebuffer);
|
||||
offscreenRenderPassBeginInfo.setRenderArea({{}, helloVk.getSize()});
|
||||
|
||||
// Rendering Scene
|
||||
{
|
||||
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();
|
||||
}
|
||||
catch(const std::system_error& e)
|
||||
{
|
||||
if(e.code() == vk::Result::eErrorDeviceLost)
|
||||
{
|
||||
#if _WIN32
|
||||
MessageBoxA(nullptr, e.what(), "Fatal Error", MB_ICONERROR | MB_OK | MB_DEFBUTTON1);
|
||||
#endif
|
||||
}
|
||||
std::cout << e.what() << std::endl;
|
||||
return e.code().value();
|
||||
}
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
helloVk.getDevice().waitIdle();
|
||||
helloVk.destroyResources();
|
||||
helloVk.destroy();
|
||||
|
||||
vkctx.m_instance.destroySurfaceKHR(surface);
|
||||
vkctx.deinit();
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
glfwTerminate();
|
||||
|
||||
return 0;
|
||||
}
|
||||
109
ray_tracing_rayquery/shaders/frag_shader.frag
Normal file
109
ray_tracing_rayquery/shaders/frag_shader.frag
Normal file
|
|
@ -0,0 +1,109 @@
|
|||
#version 460
|
||||
#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
|
||||
#extension GL_EXT_ray_tracing : enable
|
||||
#extension GL_EXT_ray_query : 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[];
|
||||
layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
|
||||
// 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 lightDistance;
|
||||
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);
|
||||
lightDistance = d;
|
||||
}
|
||||
else
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
lightDistance = 10000;
|
||||
}
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
|
||||
// Ray Query for shadow
|
||||
vec3 origin = worldPos;
|
||||
vec3 direction = L; // vector to light
|
||||
float tMin = 0.01f;
|
||||
float tMax = lightDistance;
|
||||
|
||||
// Initializes a ray query object but does not start traversal
|
||||
rayQueryEXT rayQuery;
|
||||
rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tMin,
|
||||
direction, tMax);
|
||||
|
||||
// Start traversal: return false if traversal is complete
|
||||
while(rayQueryProceedEXT(rayQuery))
|
||||
{
|
||||
}
|
||||
|
||||
// Returns type of committed (true) intersection
|
||||
if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT)
|
||||
{
|
||||
// Got an intersection == Shadow
|
||||
outColor *= 0.1;
|
||||
}
|
||||
}
|
||||
15
ray_tracing_rayquery/shaders/passthrough.vert
Normal file
15
ray_tracing_rayquery/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_rayquery/shaders/post.frag
Normal file
18
ray_tracing_rayquery/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_rayquery/shaders/raycommon.glsl
Normal file
4
ray_tracing_rayquery/shaders/raycommon.glsl
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
struct hitPayload
|
||||
{
|
||||
vec3 hitValue;
|
||||
};
|
||||
61
ray_tracing_rayquery/shaders/vert_shader.vert
Normal file
61
ray_tracing_rayquery/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_rayquery/shaders/wavefront.glsl
Normal file
57
ray_tracing_rayquery/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