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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@ -50,9 +50,8 @@ You can safely remove all raytrace.* shaders
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In `HelloVulkan::createDescriptorSetLayout`, add the acceleration structure to the description layout to have access to the acceleration structure directly in the fragment shader.
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~~~~ C++
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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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// The top level acceleration structure
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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~~~~
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In `HelloVulkan::updateDescriptorSet`, write the value to the descriptor set.
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@ -62,7 +61,7 @@ In `HelloVulkan::updateDescriptorSet`, write the value to the descriptor set.
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VkWriteDescriptorSetAccelerationStructureKHR descASInfo{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR};
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descASInfo.accelerationStructureCount = 1;
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descASInfo.pAccelerationStructures = &tlas;
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 7, &descASInfo));
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &descASInfo));
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~~~~
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@ -86,7 +85,7 @@ Then we need to add new extensions
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We have to add the layout to access the top level acceleration structure.
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~~~~ C++
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layout(binding = 7, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 3, set = 0) uniform accelerationStructureEXT topLevelAS;
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~~~~
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@ -35,6 +35,7 @@
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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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extern std::vector<std::string> defaultSearchPaths;
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@ -113,24 +114,18 @@ 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);
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// Materials (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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// Scene description (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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// Textures (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT);
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// Materials (binding = 4)
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m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_FRAGMENT_BIT);
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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_FRAGMENT_BIT);
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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_FRAGMENT_BIT);
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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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// 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 = 2)
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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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// The top level acceleration structure
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m_descSetLayoutBind.addBinding(7, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
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m_descPool = m_descSetLayoutBind.createPool(m_device, 1);
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@ -147,25 +142,9 @@ 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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@ -173,13 +152,13 @@ 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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VkAccelerationStructureKHR tlas = m_rtBuilder.getAccelerationStructure();
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VkWriteDescriptorSetAccelerationStructureKHR descASInfo{VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR};
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descASInfo.accelerationStructureCount = 1;
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descASInfo.pAccelerationStructures = &tlas;
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 7, &descASInfo));
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &descASInfo));
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// Writing the information
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@ -238,36 +217,42 @@ 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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@ -622,11 +607,8 @@ 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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@ -65,10 +65,14 @@ 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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@ -93,9 +97,10 @@ 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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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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@ -109,35 +109,26 @@ 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(true);
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contextInfo.setVersion(1, 2);
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contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
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contextInfo.addInstanceExtension(VK_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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nvvk::ContextCreateInfo contextInfo;
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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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VkPhysicalDeviceRayQueryFeaturesKHR rayQueryFeatures{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_QUERY_FEATURES_KHR};
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;
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contextInfo.addDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME, false, &rayQueryFeatures);
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contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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// Creating Vulkan base application
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nvvk::Context vkctx{};
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@ -16,12 +16,14 @@
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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 460
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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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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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@ -39,31 +41,34 @@ 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;
|
||||
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;
|
||||
|
||||
|
||||
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;
|
||||
layout(binding = 3) 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[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);
|
||||
|
||||
|
|
@ -90,7 +95,7 @@ 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;
|
||||
|
|
@ -111,8 +116,7 @@ void main()
|
|||
|
||||
// Initializes a ray query object but does not start traversal
|
||||
rayQueryEXT rayQuery;
|
||||
rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tMin,
|
||||
direction, tMax);
|
||||
rayQueryInitializeEXT(rayQuery, topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tMin, direction, tMax);
|
||||
|
||||
// Start traversal: return false if traversal is complete
|
||||
while(rayQueryProceedEXT(rayQuery))
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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 +39,16 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
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