Using buffer reference instead of un-sized array

This commit is contained in:
mklefrancois 2021-06-11 12:25:06 +02:00
parent e3a57e6d63
commit c8a0122dd6
248 changed files with 2593 additions and 2660 deletions

View file

@ -116,14 +116,10 @@ extensions will need to be added.
```` C ```` C
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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);
```` ````
Behind the scenes, the helper is selecting a physical device supporting the required `VK_KHR_*` extensions, Behind the scenes, the helper is selecting a physical device supporting the required `VK_KHR_*` extensions,
@ -293,11 +289,8 @@ potential optimization. (More specifically, this disables calls to the anyhit sh
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;
@ -974,61 +967,31 @@ descriptor set as they semantically fit the Scene descriptor set.
```` C ```` C
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Scene description (binding = 2) // Textures (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
````
We set the actual contents of the descriptor set by adding those buffers in `updateDescriptorSet()`:
```` C
// All material buffers, 1 buffer per OBJ
std::vector<VkDescriptorBufferInfo> dbiMat;
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
```` ````
Originally the buffers containing the vertices and indices were only used by the rasterization pipeline. Originally the buffers containing the vertices and indices were only used by the rasterization pipeline.
The ray tracing will need to use those buffers as storage buffers, so we add `VK_BUFFER_USAGE_STORAGE_BUFFER_BIT`; The ray tracing will need to use those buffers as storage buffers, so we add `VK_BUFFER_USAGE_STORAGE_BUFFER_BIT`;
additionally, the buffers will be read by the acceleration structure builder, which requires raw device addresses additionally, the buffers will be read by the acceleration structure builder, which requires raw device addresses
(in `VkAccelerationStructureGeometryTrianglesDataKHR`), so the buffer also needs (in `VkAccelerationStructureGeometryTrianglesDataKHR`), so the buffer also needs
the `VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR` `VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR` bits.
and `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT` bits.
We update the usage of the buffers in `loadModel`: We update the usage of the buffers in `loadModel`:
```` C ```` C
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
```` ````
!!! Note: Array of Buffers !!! Note: Array of Buffers
@ -1949,6 +1912,8 @@ We first include the payload definition and the OBJ-Wavefront structures
```` C ```` C
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
```` ````
@ -1958,9 +1923,12 @@ Then we describe the resources according to the descriptor set layout
```` C ```` C
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[]; layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
layout(binding = 6, set = 1) buffer Indices { uint i[]; } 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 SceneDesc_ { SceneDesc i[]; } sceneDesc;
```` ````
In the Hit shader we need all the members of the push constant block: In the Hit shader we need all the members of the push constant block:
@ -1976,22 +1944,25 @@ layout(push_constant) uniform Constants
pushC; pushC;
```` ````
In the `main` function, the `gl_PrimitiveID` allows us to find the vertices of the triangle hit by the ray: In the `main` function, the `gl_InstanceCustomIndexEXT` tells which object was hit, and the `gl_PrimitiveID` allows us to find the vertices of the triangle hit by the ray:
```` C ```` C
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); // // Vertex of the triangle
// Vertex of the triangle Vertex v0 = vertices.v[ind.x];
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v1 = vertices.v[ind.y];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v2 = vertices.v[ind.z];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
```` ````
Using the hit point's barycentric coordinates, we can interpolate the normal: Using the hit point's barycentric coordinates, we can interpolate the normal:
@ -2060,12 +2031,10 @@ simplified Alias Wavefront material definitions.
These materials define their basic reflectance properties using simple color coefficients, and also support texturing. These materials define their basic reflectance properties using simple color coefficients, and also support texturing.
The buffer containing the materials has already been created for rasterization, and has also been added into the ray The buffer containing the materials has already been created for rasterization, and has also been added into the ray
tracing descriptor set. Add the binding of the material buffer and the array of texture samplers: tracing descriptor set. Add the binding of the array of texture samplers:
```` C ```` C
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
```` ````
The declaration of the material is the same as that used for the rasterizer and is defined in The declaration of the material is the same as that used for the rasterizer and is defined in
@ -2084,8 +2053,8 @@ and fetch the material definition instead:
```` C ```` C
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
```` ````
!!! Note Note !!! Note Note

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -38,6 +38,7 @@
#include "nvvk/commands_vk.hpp" #include "nvvk/commands_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -119,30 +120,19 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj + 1, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Scene description (binding = 2) // Textures (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, // Storing implicit obj (binding = 3)
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing implicit obj (binding = 7)
m_descSetLayoutBind.addBinding(7, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_INTERSECTION_BIT_KHR VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_INTERSECTION_BIT_KHR
| VK_SHADER_STAGE_ANY_HIT_BIT_KHR); | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
@ -162,26 +152,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
dbiMat.push_back({m_implObjects.implMatBuf.buffer, 0, VK_WHOLE_SIZE}); // Adding implicit mat
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -189,10 +162,10 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
VkDescriptorBufferInfo dbiImplDesc{m_implObjects.implBuf.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiImplDesc{m_implObjects.implBuf.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 7, &dbiImplDesc)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &dbiImplDesc));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -250,36 +223,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -573,9 +552,16 @@ void HelloVulkan::createImplictBuffers()
m_implObjects.implBuf = m_alloc.createBuffer(cmdBuf, m_implObjects.objImpl, m_implObjects.implBuf = m_alloc.createBuffer(cmdBuf, m_implObjects.objImpl,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT); | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
m_implObjects.implMatBuf = m_alloc.createBuffer(cmdBuf, m_implObjects.implMat, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); m_implObjects.implMatBuf = m_alloc.createBuffer(cmdBuf, m_implObjects.implMat,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
cmdGen.submitAndWait(cmdBuf); cmdGen.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
m_debug.setObjectName(m_implObjects.implBuf.buffer, "implicitObj"); m_debug.setObjectName(m_implObjects.implBuf.buffer, "implicitObj");
m_debug.setObjectName(m_implObjects.implMatBuf.buffer, "implicitMat"); m_debug.setObjectName(m_implObjects.implMatBuf.buffer, "implicitMat");
// Adding an instance to hold the buffer address of implicit materials
ObjInstance instance{};
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.materials = nvvk::getBufferDeviceAddress(m_device, m_implObjects.implMatBuf.buffer);
m_objInstance.emplace_back(instance);
} }

View file

@ -75,6 +75,7 @@ public:
Offscreen& offscreen() { return m_offscreen; } Offscreen& offscreen() { return m_offscreen; }
Raytracer& raytracer() { return m_raytrace; } Raytracer& raytracer() { return m_raytrace; }
ObjPushConstants m_pushConstants; ObjPushConstants m_pushConstants;
// Array of objects and instances in the scene // Array of objects and instances in the scene
@ -83,20 +84,21 @@ public:
// Graphic pipeline // Graphic pipeline
VkPipelineLayout m_pipelineLayout; VkPipelineLayout m_pipelineLayout;
VkPipeline m_graphicsPipeline; VkPipeline m_graphicsPipeline;
nvvk::DescriptorSetBindings m_descSetLayoutBind; nvvk::DescriptorSetBindings m_descSetLayoutBind;
VkDescriptorPool m_descPool; VkDescriptorPool m_descPool;
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
int m_maxFrames{10}; int m_maxFrames{10};
void resetFrame(); void resetFrame();
void updateFrame(); void updateFrame();
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::DebugUtil m_debug; // Utility to name objects nvvk::DebugUtil m_debug; // Utility to name objects

View file

@ -102,6 +102,7 @@ void renderUI(HelloVulkan& helloVk)
static int const SAMPLE_WIDTH = 1280; static int const SAMPLE_WIDTH = 1280;
static int const SAMPLE_HEIGHT = 720; static int const SAMPLE_HEIGHT = 720;
//-------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------
// Application Entry // Application Entry
// //
@ -139,34 +140,26 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true); nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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 // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};

View file

@ -34,10 +34,14 @@ struct ObjModel
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call

View file

@ -171,7 +171,7 @@ void Offscreen::updateDescriptorSet()
//-------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------
// Draw a full screen quad with the attached image // Draw a full screen quad with the attached image
// //
void Offscreen::draw(VkCommandBuffer cmdBuf, VkExtent2D& size) void Offscreen::draw(VkCommandBuffer cmdBuf, const VkExtent2D& size)
{ {
m_debug.beginLabel(cmdBuf, "Post"); m_debug.beginLabel(cmdBuf, "Post");

View file

@ -38,7 +38,7 @@ public:
void createPipeline(VkRenderPass& renderPass); void createPipeline(VkRenderPass& renderPass);
void createDescriptor(); void createDescriptor();
void updateDescriptorSet(); void updateDescriptorSet();
void draw(VkCommandBuffer cmdBuf, VkExtent2D& size); void draw(VkCommandBuffer cmdBuf, const VkExtent2D& size);
const VkRenderPass& renderPass() { return m_renderPass; } const VkRenderPass& renderPass() { return m_renderPass; }
const VkFramebuffer& frameBuffer() { return m_framebuffer; } const VkFramebuffer& frameBuffer() { return m_framebuffer; }

View file

@ -157,12 +157,15 @@ void Raytracer::createBottomLevelAS(std::vector<ObjModel>& models, ImplInst& imp
void Raytracer::createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst& implicitObj) void Raytracer::createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst& implicitObj)
{ {
std::vector<nvvk::RaytracingBuilderKHR::Instance> tlas; std::vector<nvvk::RaytracingBuilderKHR::Instance> tlas;
auto nbObj = static_cast<uint32_t>(instances.size()) - 1; // minus the implicit (for material)
tlas.reserve(instances.size()); tlas.reserve(instances.size());
for(int i = 0; i < static_cast<int>(instances.size()); i++) for(uint32_t i = 0; i < nbObj; i++)
{ {
nvvk::RaytracingBuilderKHR::Instance rayInst; nvvk::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = instances[i].transform; // Position of the instance rayInst.transform = instances[i].transform; // Position of the instance
rayInst.instanceCustomId = i; // gl_InstanceCustomIndexEXT rayInst.instanceCustomId = instances[i].objIndex; // gl_InstanceCustomIndexEXT
rayInst.blasId = instances[i].objIndex; rayInst.blasId = instances[i].objIndex;
rayInst.hitGroupId = 0; // We will use the same hit group for all objects rayInst.hitGroupId = 0; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR; rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
@ -173,8 +176,8 @@ void Raytracer::createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst&
if(!implicitObj.objImpl.empty()) if(!implicitObj.objImpl.empty())
{ {
nvvk::RaytracingBuilderKHR::Instance rayInst; nvvk::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = implicitObj.transform; // Position of the instance rayInst.transform = implicitObj.transform; // Position of the instance
rayInst.instanceCustomId = static_cast<uint32_t>(implicitObj.blasId); // Same for material index rayInst.instanceCustomId = nbObj; // Same for material index
rayInst.blasId = static_cast<uint32_t>(implicitObj.blasId); rayInst.blasId = static_cast<uint32_t>(implicitObj.blasId);
rayInst.hitGroupId = 1; // We will use the same hit group for all objects (the second one) rayInst.hitGroupId = 1; // We will use the same hit group for all objects (the second one)
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR; rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -40,37 +43,38 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
// Vector toward light // Vector toward light
vec3 LightDir; vec3 LightDir;
float lightIntensity; float lightIntensity;
;
// Point light // Point light
if(pushC.lightType == 0) if(pushC.lightType == 0)
@ -101,7 +105,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, LightDir, N); vec3 diffuse = computeDiffuse(mat, LightDir, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -22,6 +22,8 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl" #include "random.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
@ -30,19 +32,22 @@
// clang-format off // clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; 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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on // clang-format on
void main() void main()
{ {
// Object of this instance // Object of this instance
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
// Material of the object int matIdx = matIndices.i[gl_PrimitiveID];
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; WaveFrontMaterial mat = materials.m[matIdx];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
if(mat.illum != 4) if(mat.illum != 4)
return; return;

View file

@ -22,6 +22,10 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed; 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 = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
// clang-format on // clang-format on
layout(push_constant) uniform Constants layout(push_constant) uniform Constants
@ -60,30 +61,33 @@ layout(location = 3) callableDataEXT rayLight cLight;
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle // Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position // Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space // 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 // Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space // 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));
cLight.inHitPosition = worldPos; cLight.inHitPosition = worldPos;
//#define DONT_USE_CALLABLE //#define DONT_USE_CALLABLE
@ -101,12 +105,11 @@ void main()
{ {
vec3 lDir = pushC.lightPosition - cLight.inHitPosition; vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir); cLight.outLightDistance = length(lDir);
cLight.outIntensity = cLight.outIntensity = pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance); cLight.outLightDir = normalize(lDir);
cLight.outLightDir = normalize(lDir); float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection)); float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff; float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity; cLight.outIntensity *= spotIntensity;
} }
else // Directional light else // Directional light
@ -120,17 +123,16 @@ void main()
#endif #endif
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse // Diffuse
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal); vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset; uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
} }

View file

@ -55,9 +55,8 @@ const int NBSAMPLES = 5;
void main() void main()
{ {
// Initialize the random number // Initialize the random number
uint seed = uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES); prd.seed = seed;
prd.seed = seed;
vec3 hitValues = vec3(0); vec3 hitValues = vec3(0);

View file

@ -22,12 +22,15 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
hitAttributeEXT vec3 HitAttribute; hitAttributeEXT vec3 HitAttribute;
layout(binding = 7, set = 1, scalar) buffer allImpl_ layout(binding = 3, set = 1, scalar) buffer allImpl_
{ {
Implicit i[]; Implicit i[];
} }

View file

@ -22,6 +22,8 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl" #include "random.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
@ -30,15 +32,23 @@
// clang-format off // clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits; 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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on // clang-format on
void main() void main()
{ {
// Material of the object // Material of the object
Implicit impl = allImplicits.i[gl_PrimitiveID]; Implicit impl = allImplicits.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
Materials materials = Materials(objResource.materialAddress);
WaveFrontMaterial mat = materials.m[impl.matId];
if(mat.illum != 4) if(mat.illum != 4)
return; return;

View file

@ -22,6 +22,9 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -33,14 +36,13 @@ layout(location = 1) rayPayloadEXT bool isShadowed;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[]; layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits; layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on // clang-format on
@ -93,7 +95,9 @@ void main()
executeCallableEXT(pushC.lightType, 3); executeCallableEXT(pushC.lightType, 3);
// Material of the object // Material of the object
WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId]; SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
Materials materials = Materials(objResource.materialAddress);
WaveFrontMaterial mat = materials.m[impl.matId];
// Diffuse // Diffuse

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -68,8 +70,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -35,6 +35,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -108,18 +109,13 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT); m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
// Scene description (binding = 2) // Textures (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT); m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT);
// Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_FRAGMENT_BIT);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -137,19 +133,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -157,7 +143,7 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -215,34 +201,40 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | flag);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }

View file

@ -62,10 +62,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -90,9 +94,10 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures

View file

@ -110,24 +110,19 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo; nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// Creating Vulkan base application // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -37,30 +40,35 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance // Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId; int objId = sceneDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
@ -84,7 +92,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, L, N); vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -35,6 +35,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -113,26 +114,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Scene description (binding = 2) // Textures (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -150,25 +140,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -176,7 +150,7 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -234,36 +208,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -625,11 +605,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;
@ -928,9 +905,7 @@ void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& c
uint32_t groupSize = nvh::align_up(m_rtProperties.shaderGroupHandleSize, m_rtProperties.shaderGroupBaseAlignment); uint32_t groupSize = nvh::align_up(m_rtProperties.shaderGroupHandleSize, m_rtProperties.shaderGroupBaseAlignment);
uint32_t groupStride = groupSize; uint32_t groupStride = groupSize;
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress sbtAddress = nvvk::getBufferDeviceAddress(m_device, m_rtSBTBuffer.buffer);
info.buffer = m_rtSBTBuffer.buffer;
VkDeviceAddress sbtAddress = vkGetBufferDeviceAddress(m_device, &info);
using Stride = VkStridedDeviceAddressRegionKHR; using Stride = VkStridedDeviceAddressRegionKHR;
std::array<Stride, 4> strideAddresses{Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen std::array<Stride, 4> strideAddresses{Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen

View file

@ -65,10 +65,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -93,9 +97,10 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures

View file

@ -88,6 +88,7 @@ int main(int argc, char** argv)
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr);
// Setup camera // Setup camera
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT); CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0)); CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
@ -109,34 +110,26 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true); nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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 // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};
@ -167,7 +160,6 @@ int main(int argc, char** argv)
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true));
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender(); helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout(); helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline(); helloVk.createGraphicsPipeline();

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -37,30 +40,32 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
@ -84,7 +89,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, L, N); vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -22,6 +22,10 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -31,14 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed; 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 = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
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[];
// clang-format on // clang-format on
layout(push_constant) uniform Constants layout(push_constant) uniform Constants
@ -53,30 +56,33 @@ pushC;
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle // Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position // Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space // 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 // Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space // 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 // Vector toward the light
vec3 L; vec3 L;
@ -96,17 +102,16 @@ void main()
} }
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse // Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal); vec3 diffuse = computeDiffuse(mat, L, normal);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset; uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
} }
@ -120,9 +125,8 @@ void main()
float tMax = lightDistance; float tMax = lightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = L; vec3 rayDir = L;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
| gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags flags, // rayFlags
0xFF, // cullMask 0xFF, // cullMask

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -21,7 +21,12 @@ Using monolithic pipeline definitions all stages are compiled for each pipeline,
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` 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`
![](images/library.png) ![](images/library.png)
We start by adding a new member in the `HelloVulkan` class: We start by adding the device extension in main()
~~~~ C
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
~~~~
Following by adding a new member in the `HelloVulkan` class:
~~~~ C ~~~~ C
// Ray tracing shader library // Ray tracing shader library
VkPipeline m_rtShaderLibrary; VkPipeline m_rtShaderLibrary;

View file

@ -36,6 +36,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
// Support for C++ multithreading // Support for C++ multithreading
#include <future> #include <future>
@ -116,26 +117,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Scene description (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Textures (binding = 3) // Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -153,25 +143,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -179,7 +153,7 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -237,36 +211,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -631,11 +611,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;

View file

@ -66,10 +66,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -95,9 +99,11 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene nvvk::Buffer m_bufReference; // Buffer references of the OBJ
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
@ -146,7 +152,7 @@ public:
VkPipeline m_rtPipeline; VkPipeline m_rtPipeline;
nvvk::SBTWrapper m_sbtWrapper; nvvk::SBTWrapper m_sbtWrapper;
// Ray tracing shader library // Ray tracing shader library
VkPipeline m_rtShaderLibrary; VkPipeline m_rtShaderLibrary;
struct RtPushConstant struct RtPushConstant
{ {

View file

@ -120,34 +120,27 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo; nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_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 // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};
@ -178,7 +171,6 @@ int main(int argc, char** argv)
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true));
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender(); helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout(); helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline(); helloVk.createGraphicsPipeline();

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -37,30 +40,35 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance // Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId; int objId = sceneDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
@ -84,7 +92,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, L, N); vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -22,6 +22,10 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -31,15 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed; 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 = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
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(constant_id = 0) const int USE_DIFFUSE = 1; layout(constant_id = 0) const int USE_DIFFUSE = 1;
layout(constant_id = 1) const int USE_SPECULAR = 1; layout(constant_id = 1) const int USE_SPECULAR = 1;
layout(constant_id = 2) const int TRACE_SHADOW = 1; layout(constant_id = 2) const int TRACE_SHADOW = 1;
@ -59,30 +61,33 @@ pushC;
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle // Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position // Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space // 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 // Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space // 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 // Vector toward the light
vec3 L; vec3 L;
@ -102,8 +107,8 @@ void main()
} }
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse // Diffuse
@ -113,9 +118,8 @@ void main()
diffuse = computeDiffuse(mat, L, normal); diffuse = computeDiffuse(mat, L, normal);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset; uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
+ v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
} }
} }
@ -132,9 +136,8 @@ void main()
float tMax = lightDistance; float tMax = lightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = L; vec3 rayDir = L;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
| gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags flags, // rayFlags
0xFF, // cullMask 0xFF, // cullMask

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -290,6 +290,7 @@ This will move each vertex up and down over time.
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
layout(binding = 0, scalar) buffer Vertices layout(binding = 0, scalar) buffer Vertices

View file

@ -35,6 +35,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -113,26 +114,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Scene description (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Textures (binding = 3) // Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -150,25 +140,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -176,7 +150,7 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -234,36 +208,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -633,11 +613,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;

View file

@ -66,10 +66,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -94,9 +98,10 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures

View file

@ -109,33 +109,26 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true); nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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 // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};
@ -171,7 +164,6 @@ int main(int argc, char** argv)
helloVk.m_objInstance.push_back(inst); helloVk.m_objInstance.push_back(inst);
helloVk.loadModel(nvh::findFile("media/scenes/sphere.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/sphere.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender(); helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout(); helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline(); helloVk.createGraphicsPipeline();

View file

@ -21,9 +21,10 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
layout(binding = 0, scalar) buffer Vertices layout(binding = 0, scalar) buffer Vertices_
{ {
Vertex v[]; Vertex v[];
} }

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -37,30 +40,33 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
@ -84,7 +90,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, L, N); vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -22,6 +22,10 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed; 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 = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
// clang-format on // clang-format on
layout(push_constant) uniform Constants layout(push_constant) uniform Constants
@ -55,30 +56,33 @@ pushC;
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle // Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position // Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space // 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 // Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space // 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 // Vector toward the light
vec3 L; vec3 L;
@ -98,17 +102,16 @@ void main()
} }
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse // Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal); vec3 diffuse = computeDiffuse(mat, L, normal);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset; uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
} }
@ -122,9 +125,8 @@ void main()
float tMax = lightDistance; float tMax = lightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = L; vec3 rayDir = L;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
| gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags flags, // rayFlags
0xFF, // cullMask 0xFF, // cullMask

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -34,18 +34,20 @@ This shader starts like `raytrace.chit`, but uses less information.
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl" #include "random.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[]; layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[]; layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
// clang-format on // clang-format on
~~~~ ~~~~
@ -59,16 +61,14 @@ opaque, we simply return, which means that the hit will be accepted.
~~~~ C++ ~~~~ C++
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
// Indices of the triangle MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0]; Materials materials = Materials(objResource.materialAddress);
// Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
if (mat.illum != 4) if (mat.illum != 4)
return; return;
@ -136,33 +136,13 @@ add the Any Hit stage index and push back the shader module to the stages.
## Give access of the buffers to the Any Hit shader ## Give access of the buffers to the Any Hit shader
In `createDescriptorSetLayout()`, we need to allow the Any Hit shader to access some buffers. In `createDescriptorSetLayout()`, we need to allow the Any Hit shader to access the scene description buffer
This is the case for the material and scene description buffers
~~~~ C++ ~~~~ C++
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Scene description (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
~~~~
and also for the vertex, index and material index buffers:
~~~~ C++
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
~~~~ ~~~~
## Opaque Flag ## Opaque Flag

View file

@ -35,6 +35,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -113,30 +114,16 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Scene description (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Textures (binding = 3) // Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -154,25 +141,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -180,7 +151,7 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -238,36 +209,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -630,11 +607,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;
@ -950,9 +924,7 @@ void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& c
uint32_t groupSize = nvh::align_up(m_rtProperties.shaderGroupHandleSize, m_rtProperties.shaderGroupBaseAlignment); uint32_t groupSize = nvh::align_up(m_rtProperties.shaderGroupHandleSize, m_rtProperties.shaderGroupBaseAlignment);
uint32_t groupStride = groupSize; uint32_t groupStride = groupSize;
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress sbtAddress = nvvk::getBufferDeviceAddress(m_device, m_rtSBTBuffer.buffer);
info.buffer = m_rtSBTBuffer.buffer;
VkDeviceAddress sbtAddress = vkGetBufferDeviceAddress(m_device, &info);
using Stride = VkStridedDeviceAddressRegionKHR; using Stride = VkStridedDeviceAddressRegionKHR;
std::array<Stride, 4> strideAddresses{Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen std::array<Stride, 4> strideAddresses{Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen

View file

@ -65,10 +65,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -93,9 +97,10 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures

View file

@ -88,6 +88,7 @@ int main(int argc, char** argv)
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr);
// Setup camera // Setup camera
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT); CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0)); CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
@ -109,34 +110,26 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true); nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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 // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};
@ -169,7 +162,6 @@ int main(int argc, char** argv)
nvmath::scale_mat4(nvmath::vec3f(1.5f)) * nvmath::translation_mat4(nvmath::vec3f(0.0f, 1.0f, 0.0f))); nvmath::scale_mat4(nvmath::vec3f(1.5f)) * nvmath::translation_mat4(nvmath::vec3f(0.0f, 1.0f, 0.0f)));
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender(); helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout(); helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline(); helloVk.createGraphicsPipeline();

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -37,30 +40,32 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
@ -84,7 +89,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, L, N); vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -19,36 +19,35 @@
#version 460 #version 460
#extension GL_EXT_ray_tracing : require #extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "random.glsl" #include "random.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[]; layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[]; layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
// clang-format on // clang-format on
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
// Indices of the triangle MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0]; Materials materials = Materials(objResource.materialAddress);
// Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
if(mat.illum != 4) if(mat.illum != 4)
return; return;

View file

@ -22,6 +22,10 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT shadowPayload prdShadow; layout(location = 1) rayPayloadEXT shadowPayload prdShadow;
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 = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
// clang-format on // clang-format on
layout(push_constant) uniform Constants layout(push_constant) uniform Constants
@ -55,30 +56,33 @@ pushC;
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle // Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position // Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space // 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 // Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space // 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 // Vector toward the light
vec3 L; vec3 L;
@ -98,17 +102,16 @@ void main()
} }
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse // Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal); vec3 diffuse = computeDiffuse(mat, L, normal);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset; uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
} }

View file

@ -19,9 +19,10 @@
//#version 460 //#version 460
#extension GL_EXT_ray_tracing : require #extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : 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 "random.glsl" #include "random.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
@ -34,25 +35,23 @@ layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadInEXT shadowPayload prd; layout(location = 1) rayPayloadInEXT shadowPayload prd;
#endif #endif
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[]; layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[]; layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on // clang-format on
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
// Indices of the triangle MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0]; Materials materials = Materials(objResource.materialAddress);
// Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
if(mat.illum != 4) if(mat.illum != 4)
return; return;

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -7,7 +7,7 @@ cmake_minimum_required(VERSION 3.9.6 FATAL_ERROR)
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------
# Project setting # Project setting
get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME) get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
SET(PROJNAME vk_${PROJNAME}_KHR) set(PROJNAME vk_${PROJNAME}_KHR)
project(${PROJNAME} LANGUAGES C CXX) project(${PROJNAME} LANGUAGES C CXX)
message(STATUS "-------------------------------") message(STATUS "-------------------------------")
message(STATUS "Processing Project ${PROJNAME}:") message(STATUS "Processing Project ${PROJNAME}:")
@ -53,8 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shaders Src" FILES ${GLSL_SOURCES}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shaders Hdr" FILES ${GLSL_HEADERS}) source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -35,6 +35,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -109,18 +110,13 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_FRAGMENT_BIT); m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
// Scene description (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
// Textures (binding = 3) // Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT); m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_FRAGMENT_BIT);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -138,23 +134,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -162,12 +144,13 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
} }
//-------------------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------------------
// Creating the pipeline layout // Creating the pipeline layout
// //
@ -224,36 +207,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -653,11 +642,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;

View file

@ -76,10 +76,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -104,9 +108,10 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures

View file

@ -110,35 +110,26 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true); nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeatures{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeatures);
VkPhysicalDeviceRayQueryFeaturesKHR rayQueryFeatures{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_QUERY_FEATURES_KHR}; VkPhysicalDeviceRayQueryFeaturesKHR rayQueryFeatures{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_QUERY_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME, false, &rayQueryFeatures); contextInfo.addDeviceExtension(VK_KHR_RAY_QUERY_EXTENSION_NAME, false, &rayQueryFeatures); // Ray tracing in compute shader
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
// Creating Vulkan base application // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};

View file

@ -17,17 +17,19 @@
* SPDX-License-Identifier: Apache-2.0 * SPDX-License-Identifier: Apache-2.0
*/ */
#version 460 #version 450
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_ray_query : enable #extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "raycommon.glsl" #include "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
layout(push_constant) uniform shaderInformation layout(push_constant) uniform shaderInformation
{ {
vec3 lightPosition; vec3 lightPosition;
@ -39,7 +41,6 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
@ -47,24 +48,26 @@ layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; layout(location = 0) out vec4 outColor;
layout(location = 1) out vec4 outGbuffer; layout(location = 1) out vec4 outGbuffer;
// 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;
// clang-format on // clang-format on
void main() void main()
{ {
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
@ -92,7 +95,7 @@ void main()
diffuse = vec3(1); diffuse = vec3(1);
// if(mat.textureId >= 0) // if(mat.textureId >= 0)
// { // {
// int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; // int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
// uint txtId = txtOffset + mat.textureId; // uint txtId = txtOffset + mat.textureId;
// vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; // vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
// diffuse *= diffuseTxt; // diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -18,7 +18,6 @@
*/ */
//- //-
// This utility compresses a normal(x,y,z) to a uint and decompresses it // This utility compresses a normal(x,y,z) to a uint and decompresses it
@ -119,8 +118,7 @@ void ComputeDefaultBasis(const vec3 normal, out vec3 x, out vec3 y)
// ZAP's default coordinate system for compatibility // ZAP's default coordinate system for compatibility
vec3 z = normal; vec3 z = normal;
const float yz = -z.y * z.z; const float yz = -z.y * z.z;
y = normalize(((abs(z.z) > 0.99999f) ? vec3(-z.x * z.y, 1.0f - z.y * z.y, yz) : y = normalize(((abs(z.z) > 0.99999f) ? vec3(-z.x * z.y, 1.0f - z.y * z.y, yz) : vec3(-z.x * z.z, yz, 1.0f - z.z * z.z)));
vec3(-z.x * z.z, yz, 1.0f - z.z * z.z)));
x = cross(y, z); x = cross(y, z);
} }

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -65,8 +67,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,17 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId;
int txtOffset;
mat4 transfo; mat4 transfo;
mat4 transfoIT; mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -35,6 +35,7 @@
#include "nvvk/pipeline_vk.hpp" #include "nvvk/pipeline_vk.hpp"
#include "nvvk/renderpasses_vk.hpp" #include "nvvk/renderpasses_vk.hpp"
#include "nvvk/shaders_vk.hpp" #include "nvvk/shaders_vk.hpp"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -113,26 +114,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout() void HelloVulkan::createDescriptorSetLayout()
{ {
auto nbTxt = static_cast<uint32_t>(m_textures.size()); auto nbTxt = static_cast<uint32_t>(m_textures.size());
auto nbObj = static_cast<uint32_t>(m_objModel.size());
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Materials (binding = 1) // Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Scene description (binding = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Textures (binding = 3) // Textures (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Materials (binding = 4)
m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing vertices (binding = 5)
m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
// Storing indices (binding = 6)
m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
@ -150,25 +140,9 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
// All material buffers, 1 buffer per OBJ VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
std::vector<VkDescriptorBufferInfo> dbiMat; writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
std::vector<VkDescriptorBufferInfo> dbiMatIdx;
std::vector<VkDescriptorBufferInfo> dbiVert;
std::vector<VkDescriptorBufferInfo> dbiIdx;
for(auto& m : m_objModel)
{
dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -176,7 +150,7 @@ void HelloVulkan::updateDescriptorSet()
{ {
diit.emplace_back(texture.descriptor); diit.emplace_back(texture.descriptor);
} }
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data())); writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
// Writing the information // Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr); vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -234,36 +208,42 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
m.specular = nvmath::pow(m.specular, 2.2f); m.specular = nvmath::pow(m.specular, 2.2f);
} }
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = static_cast<uint32_t>(m_textures.size());
ObjModel model; ObjModel model;
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size()); model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size()); model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
// Create the buffers on Device and copy vertices, indices and materials // Create the buffers on Device and copy vertices, indices and materials
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex); nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer(); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR; VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage); flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage); model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
// Creates all textures found // Creates all textures found
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
createTextureImages(cmdBuf, loader.m_textures); createTextureImages(cmdBuf, loader.m_textures);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
std::string objNb = std::to_string(instance.objIndex); std::string objNb = std::to_string(m_objModel.size());
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str())); m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb).c_str()));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str())); m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb).c_str()));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str())); m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb).c_str()));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str())); m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb).c_str()));
ObjInstance instance;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
instance.transform = transform;
instance.transformIT = nvmath::transpose(nvmath::invert(transform));
instance.txtOffset = txtOffset;
instance.vertices = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
instance.indices = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
instance.materials = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
m_objModel.emplace_back(model); m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance); m_objInstance.emplace_back(instance);
} }
@ -624,11 +604,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model) auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
info.buffer = model.vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = model.indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = model.nbIndices / 3; uint32_t maxPrimitiveCount = model.nbIndices / 3;

View file

@ -66,10 +66,14 @@ public:
// Instance of the OBJ // Instance of the OBJ
struct ObjInstance struct ObjInstance
{ {
uint32_t objIndex{0}; // Reference to the `m_objModel` nvmath::mat4f transform{1}; // Position of the instance
uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transformIT{1}; // Inverse transpose
nvmath::mat4f transform{1}; // Position of the instance uint32_t objIndex{0}; // Reference to the `m_objModel`
nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t txtOffset{0}; // Offset in `m_textures`
VkDeviceAddress vertices;
VkDeviceAddress indices;
VkDeviceAddress materials;
VkDeviceAddress materialIndices;
}; };
// Information pushed at each draw call // Information pushed at each draw call
@ -97,9 +101,10 @@ public:
VkDescriptorSetLayout m_descSetLayout; VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet; VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures

View file

@ -104,6 +104,7 @@ int main(int argc, char** argv)
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr); GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr);
// Setup camera // Setup camera
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT); CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0)); CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
@ -125,34 +126,26 @@ int main(int argc, char** argv)
std::string(PROJECT_NAME), std::string(PROJECT_NAME),
}; };
// Vulkan required extensions
assert(glfwVulkanSupported() == 1);
uint32_t count{0};
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
// Requesting Vulkan extensions and layers // Requesting Vulkan extensions and layers
nvvk::ContextCreateInfo contextInfo(true); nvvk::ContextCreateInfo contextInfo;
contextInfo.setVersion(1, 2); contextInfo.setVersion(1, 2); // Using Vulkan 1.2
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); contextInfo.addInstanceExtension(reqExtensions[ext_id]);
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME); contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
#ifdef _WIN32 contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
#else
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
#endif
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
// #VKRay: Activate the ray tracing extension // #VKRay: Activate the ray tracing extension
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR}; VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR}; VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME); contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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 // Creating Vulkan base application
nvvk::Context vkctx{}; nvvk::Context vkctx{};
@ -183,7 +176,6 @@ int main(int argc, char** argv)
helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/Medieval_building.obj", defaultSearchPaths, true));
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true)); helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
helloVk.createOffscreenRender(); helloVk.createOffscreenRender();
helloVk.createDescriptorSetLayout(); helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline(); helloVk.createGraphicsPipeline();

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "wavefront.glsl" #include "wavefront.glsl"
@ -40,37 +43,38 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos; layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; 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(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 // clang-format on
void main() void main()
{ {
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object // Material of the object
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID]; SceneDesc objResource = sceneDesc.i[pushC.instanceId];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex]; 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); vec3 N = normalize(fragNormal);
// Vector toward light // Vector toward light
vec3 LightDir; vec3 LightDir;
float lightIntensity; float lightIntensity;
;
// Point light // Point light
if(pushC.lightType == 0) if(pushC.lightType == 0)
@ -102,7 +106,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, LightDir, N); vec3 diffuse = computeDiffuse(mat, LightDir, N);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset; int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId; uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz; vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
diffuse *= diffuseTxt; diffuse *= diffuseTxt;

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -22,6 +22,10 @@
#extension GL_EXT_nonuniform_qualifier : enable #extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : 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 "raycommon.glsl"
#include "wavefront.glsl" #include "wavefront.glsl"
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed; 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 = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
// clang-format on // clang-format on
layout(push_constant) uniform Constants layout(push_constant) uniform Constants
@ -57,33 +58,35 @@ pushC;
layout(location = 0) callableDataEXT rayLight cLight; layout(location = 0) callableDataEXT rayLight cLight;
void main() void main()
{ {
// Object of this instance // Object data
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; 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 // Indices of the triangle
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // ivec3 ind = indices.i[gl_PrimitiveID];
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle // Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v0 = vertices.v[ind.x];
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v1 = vertices.v[ind.y];
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; Vertex v2 = vertices.v[ind.z];
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Computing the normal at hit position // Computing the normal at hit position
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
// Transforming the normal to world space // 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 // Computing the coordinates of the hit position
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
// Transforming the position to world space // 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));
cLight.inHitPosition = worldPos; cLight.inHitPosition = worldPos;
//#define DONT_USE_CALLABLE //#define DONT_USE_CALLABLE
@ -101,12 +104,11 @@ void main()
{ {
vec3 lDir = pushC.lightPosition - cLight.inHitPosition; vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir); cLight.outLightDistance = length(lDir);
cLight.outIntensity = cLight.outIntensity = pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance); cLight.outLightDir = normalize(lDir);
cLight.outLightDir = normalize(lDir); float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection)); float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff; float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity; cLight.outIntensity *= spotIntensity;
} }
else // Directional light else // Directional light
@ -120,17 +122,16 @@ void main()
#endif #endif
// Material of the object // Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; int matIdx = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse // Diffuse
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal); vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
if(mat.textureId >= 0) if(mat.textureId >= 0)
{ {
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset; uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
vec2 texCoord = vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
} }
@ -144,9 +145,8 @@ void main()
float tMax = cLight.outLightDistance; float tMax = cLight.outLightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = cLight.outLightDir; vec3 rayDir = cLight.outLightDir;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
| gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags flags, // rayFlags
0xFF, // cullMask 0xFF, // cullMask

View file

@ -22,10 +22,12 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "wavefront.glsl" #include "wavefront.glsl"
// clang-format off // 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 // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -68,8 +70,8 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo; mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT; mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -39,12 +39,16 @@ struct WaveFrontMaterial
int textureId; int textureId;
}; };
struct sceneDesc struct SceneDesc
{ {
int objId; mat4 transfo;
int txtOffset; mat4 transfoIT;
mat4 transfo; int objId;
mat4 transfoIT; int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
}; };

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

View file

@ -65,8 +65,24 @@ But instead, we will use this following structure to retrieve the information of
nvvk::Buffer m_materialBuffer; nvvk::Buffer m_materialBuffer;
nvvk::Buffer m_matrixBuffer; nvvk::Buffer m_matrixBuffer;
nvvk::Buffer m_rtPrimLookup; nvvk::Buffer m_rtPrimLookup;
nvvk::Buffer m_sceneDesc;
~~~~ ~~~~
And a structure to retrieve all buffers of the scene
~~~~ C++
struct SceneDescription
{
uint64_t vertexAddress;
uint64_t normalAddress;
uint64_t uvAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t matrixAddress;
uint64_t rtPrimAddress;
};
~~~~
## Loading glTF scene ## Loading glTF scene
To load the scene, we will be using [TinyGLTF](https://github.com/syoyo/tinygltf) from Syoyo Fujita, then to avoid traversing To load the scene, we will be using [TinyGLTF](https://github.com/syoyo/tinygltf) from Syoyo Fujita, then to avoid traversing
@ -98,27 +114,50 @@ Then we will flatten the scene graph and grab the information we will need using
The next part is to allocate the buffers to hold the information, such as the positions, normals, texture coordinates, etc. The next part is to allocate the buffers to hold the information, such as the positions, normals, texture coordinates, etc.
~~~~C ~~~~C
m_vertexBuffer = // Create the buffers on Device and copy vertices, indices and materials
m_alloc.createBuffer(cmdBuf, m_gltfScene.m_positions, nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
vkBU::eVertexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress); VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
m_indexBuffer =
m_alloc.createBuffer(cmdBuf, m_gltfScene.m_indices, m_vertexBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_positions,
vkBU::eIndexBuffer | vkBU::eStorageBuffer | vkBU::eShaderDeviceAddress); VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals, | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
vkBU::eVertexBuffer | vkBU::eStorageBuffer); m_indexBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_indices,
m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
vkBU::eVertexBuffer | vkBU::eStorageBuffer); | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
m_materialBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_materials, vkBU::eStorageBuffer); m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~ ~~~~
We are making a simple material, extracting only a few members from the glTF material.
~~~~ C++
// Copying all materials, only the elements we need
std::vector<GltfShadeMaterial> shadeMaterials;
for(auto& m : m_gltfScene.m_materials)
{
shadeMaterials.emplace_back(GltfShadeMaterial{m.baseColorFactor, m.emissiveFactor, m.baseColorTexture});
}
m_materialBuffer = m_alloc.createBuffer(cmdBuf, shadeMaterials,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~
We could use `push_constant` to set the matrix of the node, but instead, we will push the index of the We could use `push_constant` to set the matrix of the node, but instead, we will push the index of the
node to draw and fetch the matrix from a buffer. node to draw and fetch the matrix from a buffer.
~~~~C ~~~~C
// Instance Matrices used by rasterizer
std::vector<nvmath::mat4f> nodeMatrices; std::vector<nvmath::mat4f> nodeMatrices;
for(auto& node : m_gltfScene.m_nodes) for(auto& node : m_gltfScene.m_nodes)
{
nodeMatrices.emplace_back(node.worldMatrix); nodeMatrices.emplace_back(node.worldMatrix);
m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices, vkBU::eStorageBuffer); }
m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~ ~~~~
To find the positions of the triangle hit in the closest hit shader, as well as the other To find the positions of the triangle hit in the closest hit shader, as well as the other
@ -131,9 +170,47 @@ attributes, we will store the offsets information of that geometry.
{ {
primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex}); primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex});
} }
m_rtPrimLookup = m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); m_rtPrimLookup =
m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~ ~~~~
Finally, we are creating a buffer holding the address of all buffers
~~~~ C++
SceneDescription sceneDesc;
sceneDesc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
sceneDesc.indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
sceneDesc.normalAddress = nvvk::getBufferDeviceAddress(m_device, m_normalBuffer.buffer);
sceneDesc.uvAddress = nvvk::getBufferDeviceAddress(m_device, m_uvBuffer.buffer);
sceneDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_materialBuffer.buffer);
sceneDesc.matrixAddress = nvvk::getBufferDeviceAddress(m_device, m_matrixBuffer.buffer);
sceneDesc.rtPrimAddress = nvvk::getBufferDeviceAddress(m_device, m_rtPrimLookup.buffer);
m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDescription), &sceneDesc,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~
Before closing the function, we will create textures (none in default scene) and submitting the command buffer.
The finalize and releasing staging is waiting for the copy of all data to the GPU.
~~~~ C
// Creates all textures found
createTextureImages(cmdBuf, tmodel);
cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging();
NAME_VK(m_vertexBuffer.buffer);
NAME_VK(m_indexBuffer.buffer);
NAME_VK(m_normalBuffer.buffer);
NAME_VK(m_uvBuffer.buffer);
NAME_VK(m_materialBuffer.buffer);
NAME_VK(m_matrixBuffer.buffer);
NAME_VK(m_rtPrimLookup.buffer);
NAME_VK(m_sceneDesc.buffer);
}
~~~~
**NOTE**: the macro `NAME_VK` is a convenience to name Vulkan object to easily identify them in Nsight Graphics and to know where it was created.
## Converting geometry to BLAS ## Converting geometry to BLAS
@ -147,11 +224,8 @@ The function is similar, only the input is different.
auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim) auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
info.buffer = m_vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = m_indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = prim.indexCount / 3; uint32_t maxPrimitiveCount = prim.indexCount / 3;

View file

@ -41,6 +41,7 @@
#include "nvh/alignment.hpp" #include "nvh/alignment.hpp"
#include "shaders/binding.glsl" #include "shaders/binding.glsl"
#include "shaders/gltf.glsl" #include "shaders/gltf.glsl"
#include "nvvk/buffers_vk.hpp"
extern std::vector<std::string> defaultSearchPaths; extern std::vector<std::string> defaultSearchPaths;
@ -120,18 +121,14 @@ void HelloVulkan::createDescriptorSetLayout()
auto& bind = m_descSetLayoutBind; auto& bind = m_descSetLayoutBind;
// Camera matrices (binding = 0) // Camera matrices (binding = 0)
bind.addBinding(B_CAMERA, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR); bind.addBinding(B_CAMERA, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
bind.addBinding(B_VERTICES, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
bind.addBinding(B_INDICES, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
bind.addBinding(B_NORMALS, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
bind.addBinding(B_TEXCOORDS, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
bind.addBinding(B_MATERIALS, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
bind.addBinding(B_MATRICES, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
auto nbTextures = static_cast<uint32_t>(m_textures.size()); auto nbTextures = static_cast<uint32_t>(m_textures.size());
bind.addBinding(B_TEXTURES, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTextures, bind.addBinding(B_TEXTURES, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTextures,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
bind.addBinding(B_SCENEDESC, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR
| VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device); m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
m_descPool = m_descSetLayoutBind.createPool(m_device, 1); m_descPool = m_descSetLayoutBind.createPool(m_device, 1);
m_descSet = nvvk::allocateDescriptorSet(m_device, m_descPool, m_descSetLayout); m_descSet = nvvk::allocateDescriptorSet(m_device, m_descPool, m_descSetLayout);
@ -146,20 +143,10 @@ void HelloVulkan::updateDescriptorSet()
// Camera matrices and scene description // Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo vertexDesc{m_vertexBuffer.buffer, 0, VK_WHOLE_SIZE}; VkDescriptorBufferInfo sceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo indexDesc{m_indexBuffer.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo normalDesc{m_normalBuffer.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo uvDesc{m_uvBuffer.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo materialDesc{m_materialBuffer.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo matrixDesc{m_matrixBuffer.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_CAMERA, &dbiUnif)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_CAMERA, &dbiUnif));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_VERTICES, &vertexDesc)); writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_SCENEDESC, &sceneDesc));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_INDICES, &indexDesc));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_NORMALS, &normalDesc));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_TEXCOORDS, &uvDesc));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_MATERIALS, &materialDesc));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_MATRICES, &matrixDesc));
// All texture samplers // All texture samplers
std::vector<VkDescriptorImageInfo> diit; std::vector<VkDescriptorImageInfo> diit;
@ -237,17 +224,20 @@ void HelloVulkan::loadScene(const std::string& filename)
VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT VK_BUFFER_USAGE_INDEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR); | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals, m_normalBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_normals,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0, m_uvBuffer = m_alloc.createBuffer(cmdBuf, m_gltfScene.m_texcoords0,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// Copying all materials, only the elements we need // Copying all materials, only the elements we need
std::vector<GltfShadeMaterial> shadeMaterials; std::vector<GltfShadeMaterial> shadeMaterials;
for(auto& m : m_gltfScene.m_materials) for(auto& m : m_gltfScene.m_materials)
{ {
shadeMaterials.emplace_back(GltfShadeMaterial{m.baseColorFactor, m.baseColorTexture, m.emissiveFactor}); shadeMaterials.emplace_back(GltfShadeMaterial{m.baseColorFactor, m.emissiveFactor, m.baseColorTexture});
} }
m_materialBuffer = m_alloc.createBuffer(cmdBuf, shadeMaterials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); m_materialBuffer = m_alloc.createBuffer(cmdBuf, shadeMaterials,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// Instance Matrices used by rasterizer // Instance Matrices used by rasterizer
std::vector<nvmath::mat4f> nodeMatrices; std::vector<nvmath::mat4f> nodeMatrices;
@ -255,7 +245,8 @@ void HelloVulkan::loadScene(const std::string& filename)
{ {
nodeMatrices.emplace_back(node.worldMatrix); nodeMatrices.emplace_back(node.worldMatrix);
} }
m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// The following is used to find the primitive mesh information in the CHIT // The following is used to find the primitive mesh information in the CHIT
std::vector<RtPrimitiveLookup> primLookup; std::vector<RtPrimitiveLookup> primLookup;
@ -263,20 +254,35 @@ void HelloVulkan::loadScene(const std::string& filename)
{ {
primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex}); primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex});
} }
m_rtPrimLookup = m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT); m_rtPrimLookup =
m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
SceneDescription sceneDesc;
sceneDesc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
sceneDesc.indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
sceneDesc.normalAddress = nvvk::getBufferDeviceAddress(m_device, m_normalBuffer.buffer);
sceneDesc.uvAddress = nvvk::getBufferDeviceAddress(m_device, m_uvBuffer.buffer);
sceneDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_materialBuffer.buffer);
sceneDesc.matrixAddress = nvvk::getBufferDeviceAddress(m_device, m_matrixBuffer.buffer);
sceneDesc.rtPrimAddress = nvvk::getBufferDeviceAddress(m_device, m_rtPrimLookup.buffer);
m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDescription), &sceneDesc,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// Creates all textures found // Creates all textures found
createTextureImages(cmdBuf, tmodel); createTextureImages(cmdBuf, tmodel);
cmdBufGet.submitAndWait(cmdBuf); cmdBufGet.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging(); m_alloc.finalizeAndReleaseStaging();
m_debug.setObjectName(m_vertexBuffer.buffer, "Vertex");
m_debug.setObjectName(m_indexBuffer.buffer, "Index"); NAME_VK(m_vertexBuffer.buffer);
m_debug.setObjectName(m_normalBuffer.buffer, "Normal"); NAME_VK(m_indexBuffer.buffer);
m_debug.setObjectName(m_uvBuffer.buffer, "TexCoord"); NAME_VK(m_normalBuffer.buffer);
m_debug.setObjectName(m_materialBuffer.buffer, "Material"); NAME_VK(m_uvBuffer.buffer);
m_debug.setObjectName(m_matrixBuffer.buffer, "Matrix"); NAME_VK(m_materialBuffer.buffer);
NAME_VK(m_matrixBuffer.buffer);
NAME_VK(m_rtPrimLookup.buffer);
NAME_VK(m_sceneDesc.buffer);
} }
@ -364,6 +370,7 @@ void HelloVulkan::destroyResources()
m_alloc.destroy(m_materialBuffer); m_alloc.destroy(m_materialBuffer);
m_alloc.destroy(m_matrixBuffer); m_alloc.destroy(m_matrixBuffer);
m_alloc.destroy(m_rtPrimLookup); m_alloc.destroy(m_rtPrimLookup);
m_alloc.destroy(m_sceneDesc);
for(auto& t : m_textures) for(auto& t : m_textures)
{ {
@ -606,11 +613,8 @@ void HelloVulkan::initRayTracing()
auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim) auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
{ {
// BLAS builder requires raw device addresses. // BLAS builder requires raw device addresses.
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO}; VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
info.buffer = m_vertexBuffer.buffer; VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
info.buffer = m_indexBuffer.buffer;
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
uint32_t maxPrimitiveCount = prim.indexCount / 3; uint32_t maxPrimitiveCount = prim.indexCount / 3;

View file

@ -61,6 +61,16 @@ public:
int materialIndex; int materialIndex;
}; };
struct SceneDescription
{
uint64_t vertexAddress;
uint64_t normalAddress;
uint64_t uvAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t matrixAddress;
uint64_t rtPrimAddress;
};
nvh::GltfScene m_gltfScene; nvh::GltfScene m_gltfScene;
nvvk::Buffer m_vertexBuffer; nvvk::Buffer m_vertexBuffer;
@ -70,6 +80,7 @@ public:
nvvk::Buffer m_materialBuffer; nvvk::Buffer m_materialBuffer;
nvvk::Buffer m_matrixBuffer; nvvk::Buffer m_matrixBuffer;
nvvk::Buffer m_rtPrimLookup; nvvk::Buffer m_rtPrimLookup;
nvvk::Buffer m_sceneDesc;
// Information pushed at each draw call // Information pushed at each draw call
struct ObjPushConstant struct ObjPushConstant

View file

@ -19,10 +19,5 @@
#define B_CAMERA 0 #define B_CAMERA 0
#define B_VERTICES 1 #define B_SCENEDESC 1
#define B_NORMALS 2 #define B_TEXTURES 2
#define B_TEXCOORDS 3
#define B_INDICES 4
#define B_MATERIALS 5
#define B_MATRICES 6
#define B_TEXTURES 7

View file

@ -23,6 +23,9 @@
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl" #include "binding.glsl"
#include "gltf.glsl" #include "gltf.glsl"
@ -39,7 +42,6 @@ pushC;
// clang-format off // clang-format off
// Incoming // Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord; layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal; layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir; layout(location = 3) in vec3 viewDir;
@ -47,16 +49,19 @@ layout(location = 4) in vec3 worldPos;
// Outgoing // Outgoing
layout(location = 0) out vec4 outColor; layout(location = 0) out vec4 outColor;
// Buffers // Buffers
layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfShadeMaterial materials[]; };
layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
layout(buffer_reference, scalar) buffer GltfMaterial { GltfShadeMaterial m[]; };
layout(set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
// clang-format on // clang-format on
void main() void main()
{ {
// Material of the object // Material of the object
GltfShadeMaterial mat = materials[nonuniformEXT(pushC.matetrialId)]; GltfMaterial gltfMat = GltfMaterial(sceneDesc.materialAddress);
GltfShadeMaterial mat = gltfMat.m[pushC.matetrialId];
vec3 N = normalize(fragNormal); vec3 N = normalize(fragNormal);

View file

@ -20,8 +20,8 @@
struct GltfShadeMaterial struct GltfShadeMaterial
{ {
vec4 pbrBaseColorFactor; vec4 pbrBaseColorFactor;
int pbrBaseColorTexture;
vec3 emissiveFactor; vec3 emissiveFactor;
int pbrBaseColorTexture;
}; };
#ifndef __cplusplus #ifndef __cplusplus
@ -32,6 +32,17 @@ struct PrimMeshInfo
int materialIndex; int materialIndex;
}; };
struct SceneDesc
{
uint64_t vertexAddress;
uint64_t normalAddress;
uint64_t uvAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t matrixAddress;
uint64_t rtPrimAddress;
};
vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal) vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal)
{ {

View file

@ -18,7 +18,7 @@
*/ */
#version 450 #version 450
layout (location = 0) out vec2 outUV; layout(location = 0) out vec2 outUV;
out gl_PerVertex out gl_PerVertex
@ -29,6 +29,6 @@ out gl_PerVertex
void main() 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); gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
} }

View file

@ -23,6 +23,10 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl" #include "binding.glsl"
#include "gltf.glsl" #include "gltf.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
@ -38,13 +42,15 @@ layout(location = 1) rayPayloadEXT bool isShadowed;
layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];}; layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];};
layout(set = 1, binding = B_VERTICES) readonly buffer _VertexBuf {float vertices[];};
layout(set = 1, binding = B_INDICES) readonly buffer _Indices {uint indices[];};
layout(set = 1, binding = B_NORMALS) readonly buffer _NormalBuf {float normals[];};
layout(set = 1, binding = B_TEXCOORDS) readonly buffer _TexCoordBuf {float texcoord0[];};
layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfShadeMaterial materials[];};
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
layout(buffer_reference, scalar) readonly buffer Vertices { vec3 v[]; };
layout(buffer_reference, scalar) readonly buffer Indices { ivec3 i[]; };
layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
layout(set = 1, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
// clang-format on // clang-format on
@ -57,33 +63,6 @@ layout(push_constant) uniform Constants
} }
pushC; pushC;
// Return the vertex position
vec3 getVertex(uint index)
{
vec3 vp;
vp.x = vertices[3 * index + 0];
vp.y = vertices[3 * index + 1];
vp.z = vertices[3 * index + 2];
return vp;
}
vec3 getNormal(uint index)
{
vec3 vp;
vp.x = normals[3 * index + 0];
vp.y = normals[3 * index + 1];
vp.z = normals[3 * index + 2];
return vp;
}
vec2 getTexCoord(uint index)
{
vec2 vp;
vp.x = texcoord0[2 * index + 0];
vp.y = texcoord0[2 * index + 1];
return vp;
}
void main() void main()
{ {
@ -91,42 +70,47 @@ void main()
PrimMeshInfo pinfo = primInfo[gl_InstanceCustomIndexEXT]; PrimMeshInfo pinfo = primInfo[gl_InstanceCustomIndexEXT];
// Getting the 'first index' for this mesh (offset of the mesh + offset of the triangle) // Getting the 'first index' for this mesh (offset of the mesh + offset of the triangle)
uint indexOffset = pinfo.indexOffset + (3 * gl_PrimitiveID); uint indexOffset = (pinfo.indexOffset / 3) + gl_PrimitiveID;
uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF
uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh
Materials gltfMat = Materials(sceneDesc.materialAddress);
Vertices vertices = Vertices(sceneDesc.vertexAddress);
Indices indices = Indices(sceneDesc.indexAddress);
Normals normals = Normals(sceneDesc.normalAddress);
TexCoords texCoords = TexCoords(sceneDesc.uvAddress);
Materials materials = Materials(sceneDesc.materialAddress);
// Getting the 3 indices of the triangle (local) // Getting the 3 indices of the triangle (local)
ivec3 triangleIndex = ivec3(indices[nonuniformEXT(indexOffset + 0)], // ivec3 triangleIndex = indices.i[indexOffset];
indices[nonuniformEXT(indexOffset + 1)], //
indices[nonuniformEXT(indexOffset + 2)]);
triangleIndex += ivec3(vertexOffset); // (global) triangleIndex += ivec3(vertexOffset); // (global)
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Vertex of the triangle // Vertex of the triangle
const vec3 pos0 = getVertex(triangleIndex.x); const vec3 pos0 = vertices.v[triangleIndex.x];
const vec3 pos1 = getVertex(triangleIndex.y); const vec3 pos1 = vertices.v[triangleIndex.y];
const vec3 pos2 = getVertex(triangleIndex.z); const vec3 pos2 = vertices.v[triangleIndex.z];
const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z; const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z;
const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0)); const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0));
// Normal // Normal
const vec3 nrm0 = getNormal(triangleIndex.x); const vec3 nrm0 = normals.n[triangleIndex.x];
const vec3 nrm1 = getNormal(triangleIndex.y); const vec3 nrm1 = normals.n[triangleIndex.y];
const vec3 nrm2 = getNormal(triangleIndex.z); const vec3 nrm2 = normals.n[triangleIndex.z];
vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z); vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z);
const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT)); const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT));
const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0)); const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0));
// TexCoord // TexCoord
const vec2 uv0 = getTexCoord(triangleIndex.x); const vec2 uv0 = texCoords.t[triangleIndex.x];
const vec2 uv1 = getTexCoord(triangleIndex.y); const vec2 uv1 = texCoords.t[triangleIndex.y];
const vec2 uv2 = getTexCoord(triangleIndex.z); const vec2 uv2 = texCoords.t[triangleIndex.z];
const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z; const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z;
// https://en.wikipedia.org/wiki/Path_tracing // https://en.wikipedia.org/wiki/Path_tracing
// Material of the object // Material of the object
GltfShadeMaterial mat = materials[nonuniformEXT(matIndex)]; GltfShadeMaterial mat = materials.m[matIndex];
vec3 emittance = mat.emissiveFactor; vec3 emittance = mat.emissiveFactor;
// Pick a random direction from here and keep going. // Pick a random direction from here and keep going.

View file

@ -23,6 +23,10 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl" #include "binding.glsl"
#include "gltf.glsl" #include "gltf.glsl"
#include "raycommon.glsl" #include "raycommon.glsl"
@ -36,14 +40,18 @@ layout(location = 1) rayPayloadEXT bool isShadowed;
layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];}; layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];};
layout(set = 1, binding = B_VERTICES) readonly buffer _VertexBuf {float vertices[];}; //layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfShadeMaterial materials[];};
layout(set = 1, binding = B_INDICES) readonly buffer _Indices {uint indices[];};
layout(set = 1, binding = B_NORMALS) readonly buffer _NormalBuf {float normals[];};
layout(set = 1, binding = B_TEXCOORDS) readonly buffer _TexCoordBuf {float texcoord0[];};
layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfShadeMaterial materials[];};
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
layout(buffer_reference, scalar) readonly buffer Vertices { vec3 v[]; };
layout(buffer_reference, scalar) readonly buffer Indices { uint i[]; };
layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
layout(set = 1, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
// clang-format on // clang-format on
layout(push_constant) uniform Constants layout(push_constant) uniform Constants
@ -55,33 +63,6 @@ layout(push_constant) uniform Constants
} }
pushC; pushC;
// Return the vertex position
vec3 getVertex(uint index)
{
vec3 vp;
vp.x = vertices[3 * index + 0];
vp.y = vertices[3 * index + 1];
vp.z = vertices[3 * index + 2];
return vp;
}
vec3 getNormal(uint index)
{
vec3 vp;
vp.x = normals[3 * index + 0];
vp.y = normals[3 * index + 1];
vp.z = normals[3 * index + 2];
return vp;
}
vec2 getTexCoord(uint index)
{
vec2 vp;
vp.x = texcoord0[2 * index + 0];
vp.y = texcoord0[2 * index + 1];
return vp;
}
void main() void main()
{ {
@ -93,33 +74,39 @@ void main()
uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF
uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh
Materials gltfMat = Materials(sceneDesc.materialAddress);
Vertices vertices = Vertices(sceneDesc.vertexAddress);
Indices indices = Indices(sceneDesc.indexAddress);
Normals normals = Normals(sceneDesc.normalAddress);
TexCoords texCoords = TexCoords(sceneDesc.uvAddress);
Materials materials = Materials(sceneDesc.materialAddress);
// Getting the 3 indices of the triangle (local) // Getting the 3 indices of the triangle (local)
ivec3 triangleIndex = ivec3(indices[nonuniformEXT(indexOffset + 0)], // ivec3 triangleIndex = ivec3(indices.i[indexOffset + 0], indices.i[indexOffset + 1], indices.i[indexOffset + 2]);
indices[nonuniformEXT(indexOffset + 1)], //
indices[nonuniformEXT(indexOffset + 2)]);
triangleIndex += ivec3(vertexOffset); // (global) triangleIndex += ivec3(vertexOffset); // (global)
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Vertex of the triangle // Vertex of the triangle
const vec3 pos0 = getVertex(triangleIndex.x); const vec3 pos0 = vertices.v[triangleIndex.x];
const vec3 pos1 = getVertex(triangleIndex.y); const vec3 pos1 = vertices.v[triangleIndex.y];
const vec3 pos2 = getVertex(triangleIndex.z); const vec3 pos2 = vertices.v[triangleIndex.z];
const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z; const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z;
const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0)); const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0));
// Normal // Normal
const vec3 nrm0 = getNormal(triangleIndex.x); const vec3 nrm0 = normals.n[triangleIndex.x];
const vec3 nrm1 = getNormal(triangleIndex.y); const vec3 nrm1 = normals.n[triangleIndex.y];
const vec3 nrm2 = getNormal(triangleIndex.z); const vec3 nrm2 = normals.n[triangleIndex.z];
vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z); vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z);
const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT)); const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT));
const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0)); const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0));
// TexCoord // TexCoord
const vec2 uv0 = getTexCoord(triangleIndex.x); const vec2 uv0 = texCoords.t[triangleIndex.x];
const vec2 uv1 = getTexCoord(triangleIndex.y); const vec2 uv1 = texCoords.t[triangleIndex.y];
const vec2 uv2 = getTexCoord(triangleIndex.z); const vec2 uv2 = texCoords.t[triangleIndex.z];
const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z; const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z;
// Vector toward the light // Vector toward the light
@ -140,7 +127,7 @@ void main()
} }
// Material of the object // Material of the object
GltfShadeMaterial mat = materials[nonuniformEXT(matIndex)]; GltfShadeMaterial mat = materials.m[matIndex];
// Diffuse // Diffuse
vec3 diffuse = computeDiffuse(mat, L, world_normal); vec3 diffuse = computeDiffuse(mat, L, world_normal);
@ -160,9 +147,8 @@ void main()
float tMax = lightDistance; float tMax = lightDistance;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = L; vec3 rayDir = L;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
| gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true;
isShadowed = true;
traceRayEXT(topLevelAS, // acceleration structure traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags flags, // rayFlags
0xFF, // cullMask 0xFF, // cullMask

View file

@ -17,7 +17,7 @@
* SPDX-License-Identifier: Apache-2.0 * SPDX-License-Identifier: Apache-2.0
*/ */
// Generate a random unsigned int from two unsigned int values, using 16 pairs // Generate a random unsigned int from two unsigned int values, using 16 pairs
// of rounds of the Tiny Encryption Algorithm. See Zafar, Olano, and Curtis, // of rounds of the Tiny Encryption Algorithm. See Zafar, Olano, and Curtis,
// "GPU Random Numbers via the Tiny Encryption Algorithm" // "GPU Random Numbers via the Tiny Encryption Algorithm"
uint tea(uint val0, uint val1) uint tea(uint val0, uint val1)

View file

@ -22,10 +22,15 @@
#extension GL_EXT_scalar_block_layout : enable #extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable #extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl" #include "binding.glsl"
#include "gltf.glsl"
// clang-format off // clang-format off
layout( set = 0, binding = B_MATRICES) readonly buffer _Matrix { mat4 matrices[]; }; layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
layout( set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
// clang-format on // clang-format on
layout(binding = 0) uniform UniformBufferObject layout(binding = 0) uniform UniformBufferObject
@ -42,7 +47,7 @@ layout(push_constant) uniform shaderInformation
uint instanceId; uint instanceId;
float lightIntensity; float lightIntensity;
int lightType; int lightType;
int materialId; int materialId;
} }
pushC; pushC;
@ -65,7 +70,9 @@ out gl_PerVertex
void main() void main()
{ {
mat4 objMatrix = matrices[pushC.instanceId]; Matrices matrices = Matrices(sceneDesc.matrixAddress);
mat4 objMatrix = matrices.m[pushC.instanceId];
mat4 objMatrixIT = transpose(inverse(objMatrix)); mat4 objMatrixIT = transpose(inverse(objMatrix));
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1)); vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));

View file

@ -35,6 +35,7 @@ compile_glsl_directory(
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders" SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv" DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
VULKAN_TARGET "vulkan1.2" VULKAN_TARGET "vulkan1.2"
DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
) )
@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES}) source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
source_group("Sources" FILES ${SOURCE_FILES}) source_group("Sources" FILES ${SOURCE_FILES})
source_group("Headers" FILES ${HEADER_FILES}) source_group("Headers" FILES ${HEADER_FILES})
source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS}) source_group("Shader Sources" FILES ${GLSL_SOURCES})
source_group("Shader Headers" FILES ${GLSL_HEADERS})
#-------------------------------------------------------------------------------------------------- #--------------------------------------------------------------------------------------------------

Some files were not shown because too many files have changed in this diff Show more