Using buffer reference instead of un-sized array
This commit is contained in:
parent
e3a57e6d63
commit
c8a0122dd6
248 changed files with 2593 additions and 2660 deletions
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@ -35,6 +35,7 @@ compile_glsl_directory(
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SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
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DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
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VULKAN_TARGET "vulkan1.2"
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DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
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)
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@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
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source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
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source_group("Sources" FILES ${SOURCE_FILES})
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source_group("Headers" FILES ${HEADER_FILES})
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source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS})
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source_group("Shader Sources" FILES ${GLSL_SOURCES})
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source_group("Shader Headers" FILES ${GLSL_HEADERS})
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#--------------------------------------------------------------------------------------------------
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@ -21,7 +21,12 @@ Using monolithic pipeline definitions all stages are compiled for each pipeline,
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Pipeline libraries are `VkPipeline` objects that cannot be bound directly. Instead, they can be compiled once and linked into as many pipelines as necessary. The Shader Binding Table of the resulting pipeline references the shader groups of the library as if they had been appended to the groups and stages in the main `VkRayTracingPipelineCreateInfo`
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We start by adding a new member in the `HelloVulkan` class:
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We start by adding the device extension in main()
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~~~~ C
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contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
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~~~~
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Following by adding a new member in the `HelloVulkan` class:
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~~~~ C
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// Ray tracing shader library
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VkPipeline m_rtShaderLibrary;
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@ -36,6 +36,7 @@
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#include "nvvk/pipeline_vk.hpp"
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#include "nvvk/renderpasses_vk.hpp"
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#include "nvvk/shaders_vk.hpp"
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#include "nvvk/buffers_vk.hpp"
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// Support for C++ multithreading
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#include <future>
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@ -116,26 +117,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
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void HelloVulkan::createDescriptorSetLayout()
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{
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auto nbTxt = static_cast<uint32_t>(m_textures.size());
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auto nbObj = static_cast<uint32_t>(m_objModel.size());
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// Camera matrices (binding = 0)
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m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Materials (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Scene description (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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// Scene description (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Textures (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Materials (binding = 4)
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m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing vertices (binding = 5)
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m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing indices (binding = 6)
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m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
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@ -153,25 +143,9 @@ void HelloVulkan::updateDescriptorSet()
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// Camera matrices and scene description
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VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
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VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
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// All material buffers, 1 buffer per OBJ
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std::vector<VkDescriptorBufferInfo> dbiMat;
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std::vector<VkDescriptorBufferInfo> dbiMatIdx;
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std::vector<VkDescriptorBufferInfo> dbiVert;
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std::vector<VkDescriptorBufferInfo> dbiIdx;
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for(auto& m : m_objModel)
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{
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dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
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}
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
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VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
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// All texture samplers
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std::vector<VkDescriptorImageInfo> diit;
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@ -179,7 +153,7 @@ void HelloVulkan::updateDescriptorSet()
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{
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diit.emplace_back(texture.descriptor);
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}
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
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// Writing the information
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vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
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@ -237,36 +211,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
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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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nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
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VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
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VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
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model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
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model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
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model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
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model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
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VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
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VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
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VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
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flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
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model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
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model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
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model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
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// Creates all textures found
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uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
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createTextureImages(cmdBuf, loader.m_textures);
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cmdBufGet.submitAndWait(cmdBuf);
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m_alloc.finalizeAndReleaseStaging();
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std::string objNb = std::to_string(instance.objIndex);
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std::string objNb = std::to_string(m_objModel.size());
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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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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 = txtOffset;
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instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
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instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
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instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
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instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
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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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@ -631,11 +611,8 @@ void HelloVulkan::initRayTracing()
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auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
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{
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// BLAS builder requires raw device addresses.
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VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
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info.buffer = model.vertexBuffer.buffer;
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VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
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info.buffer = model.indexBuffer.buffer;
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VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
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VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
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VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
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uint32_t maxPrimitiveCount = model.nbIndices / 3;
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@ -920,7 +897,7 @@ void HelloVulkan::createRtPipeline()
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pipelineLibraryInfo.layout = m_rtPipelineLayout;
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// As for the interface the maximum recursion depth must also be consistent across the pipeline
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pipelineLibraryInfo.maxPipelineRayRecursionDepth = 2;
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// Pipeline libraries need to define an interface, defined by the maximum hit attribute size (typically 2 for
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// the built-in triangle intersector) and the maximum payload size (3 floating-point values in this sample).
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// Pipeline libraries can be linked into a final pipeline only if their interface matches
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@ -66,10 +66,14 @@ public:
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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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nvmath::mat4f transform{1}; // Position of the instance
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nvmath::mat4f transformIT{1}; // Inverse transpose
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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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VkDeviceAddress vertices;
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VkDeviceAddress indices;
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VkDeviceAddress materials;
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VkDeviceAddress materialIndices;
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};
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// Information pushed at each draw call
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@ -95,9 +99,11 @@ public:
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VkDescriptorSetLayout m_descSetLayout;
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VkDescriptorSet m_descSet;
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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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nvvk::Buffer m_bufReference; // Buffer references of the OBJ
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
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@ -146,7 +152,7 @@ public:
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VkPipeline m_rtPipeline;
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nvvk::SBTWrapper m_sbtWrapper;
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// Ray tracing shader library
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VkPipeline m_rtShaderLibrary;
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VkPipeline m_rtShaderLibrary;
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struct RtPushConstant
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{
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@ -120,34 +120,27 @@ int main(int argc, char** argv)
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std::string(PROJECT_NAME),
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};
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// Vulkan required extensions
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assert(glfwVulkanSupported() == 1);
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uint32_t count{0};
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auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
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// Requesting Vulkan extensions and layers
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nvvk::ContextCreateInfo contextInfo;
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contextInfo.setVersion(1, 2);
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contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
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contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
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contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
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#ifdef _WIN32
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contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
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#else
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contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
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contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
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#endif
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contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
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contextInfo.setVersion(1, 2); // Using Vulkan 1.2
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for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
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contextInfo.addInstanceExtension(reqExtensions[ext_id]);
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contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
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contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
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contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
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// #VKRay: Activate the ray tracing extension
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VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
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contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature);
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contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
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VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
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contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
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contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
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// Creating Vulkan base application
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nvvk::Context vkctx{};
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@ -178,7 +171,6 @@ int main(int argc, char** argv)
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helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true));
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
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helloVk.createOffscreenRender();
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helloVk.createDescriptorSetLayout();
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helloVk.createGraphicsPipeline();
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@ -16,13 +16,16 @@
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "wavefront.glsl"
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@ -37,30 +40,35 @@ pushC;
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// clang-format off
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// Incoming
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//layout(location = 0) flat in int matIndex;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
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layout(location = 3) in vec3 viewDir;
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layout(location = 4) in vec3 worldPos;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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// Buffers
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layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
int objId = sceneDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -84,7 +92,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -22,6 +22,10 @@
|
|||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -31,15 +35,13 @@ hitAttributeEXT vec2 attribs;
|
|||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
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 SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(constant_id = 0) const int USE_DIFFUSE = 1;
|
||||
layout(constant_id = 1) const int USE_SPECULAR = 1;
|
||||
layout(constant_id = 2) const int TRACE_SHADOW = 1;
|
||||
|
|
@ -59,30 +61,33 @@ pushC;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
Indices indices = Indices(objResource.indexAddress);
|
||||
Vertices vertices = Vertices(objResource.vertexAddress);
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
ivec3 ind = indices.i[gl_PrimitiveID];
|
||||
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
Vertex v0 = vertices.v[ind.x];
|
||||
Vertex v1 = vertices.v[ind.y];
|
||||
Vertex v2 = vertices.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_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].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_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
|
|
@ -102,8 +107,8 @@ void main()
|
|||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
|
|
@ -113,9 +118,8 @@ void main()
|
|||
diffuse = computeDiffuse(mat, L, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y
|
||||
+ v2.texCoord * barycentrics.z;
|
||||
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
}
|
||||
|
|
@ -132,9 +136,8 @@ void main()
|
|||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
flags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -65,8 +67,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue