Using buffer reference instead of un-sized array
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248 changed files with 2593 additions and 2660 deletions
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@ -116,14 +116,10 @@ extensions will need to be added.
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```` C
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// #VKRay: Activate the ray tracing extension
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VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
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contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature);
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contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
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VkPhysicalDeviceRayTracingPipelineFeaturesKHR rtPipelineFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_FEATURES_KHR};
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contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
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contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
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contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
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contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
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````
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Behind the scenes, the helper is selecting a physical device supporting the required `VK_KHR_*` extensions,
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@ -293,11 +289,8 @@ potential optimization. (More specifically, this disables calls to the anyhit sh
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auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
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{
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// BLAS builder requires raw device addresses.
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VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
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info.buffer = model.vertexBuffer.buffer;
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VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
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info.buffer = model.indexBuffer.buffer;
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VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
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VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
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VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
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uint32_t maxPrimitiveCount = model.nbIndices / 3;
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@ -974,61 +967,31 @@ descriptor set as they semantically fit the Scene descriptor set.
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```` C
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// Camera matrices (binding = 0)
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m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Materials (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Scene description (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Textures (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Materials (binding = 4)
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m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing vertices (binding = 5)
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m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing indices (binding = 6)
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m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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````
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We set the actual contents of the descriptor set by adding those buffers in `updateDescriptorSet()`:
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```` C
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// All material buffers, 1 buffer per OBJ
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std::vector<VkDescriptorBufferInfo> dbiMat;
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std::vector<VkDescriptorBufferInfo> dbiMatIdx;
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std::vector<VkDescriptorBufferInfo> dbiVert;
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std::vector<VkDescriptorBufferInfo> dbiIdx;
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for(auto& m : m_objModel)
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{
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dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
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}
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
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m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Scene description (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Textures (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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````
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Originally the buffers containing the vertices and indices were only used by the rasterization pipeline.
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The ray tracing will need to use those buffers as storage buffers, so we add `VK_BUFFER_USAGE_STORAGE_BUFFER_BIT`;
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additionally, the buffers will be read by the acceleration structure builder, which requires raw device addresses
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(in `VkAccelerationStructureGeometryTrianglesDataKHR`), so the buffer also needs
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the `VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR`
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and `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT` bits.
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`VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR` bits.
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We update the usage of the buffers in `loadModel`:
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```` C
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VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
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model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
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VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
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VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
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flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rayTracingFlags);
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model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
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model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
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model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
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````
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!!! Note: Array of Buffers
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@ -1949,6 +1912,8 @@ We first include the payload definition and the OBJ-Wavefront structures
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```` C
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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````
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@ -1958,9 +1923,12 @@ Then we describe the resources according to the descriptor set layout
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```` C
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
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layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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````
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In the Hit shader we need all the members of the push constant block:
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@ -1976,22 +1944,25 @@ layout(push_constant) uniform Constants
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pushC;
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````
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In the `main` function, the `gl_PrimitiveID` allows us to find the vertices of the triangle hit by the ray:
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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:
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```` C
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void main()
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{
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// Object of this instance
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uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
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// Indices of the triangle
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ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
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// Vertex of the triangle
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
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Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
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// Object data
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SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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Indices indices = Indices(objResource.indexAddress);
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Vertices vertices = Vertices(objResource.vertexAddress);
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// Indices of the triangle
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ivec3 ind = indices.i[gl_PrimitiveID];
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// Vertex of the triangle
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Vertex v0 = vertices.v[ind.x];
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Vertex v1 = vertices.v[ind.y];
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Vertex v2 = vertices.v[ind.z];
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````
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Using the hit point's barycentric coordinates, we can interpolate the normal:
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@ -2060,12 +2031,10 @@ simplified Alias Wavefront material definitions.
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These materials define their basic reflectance properties using simple color coefficients, and also support texturing.
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The buffer containing the materials has already been created for rasterization, and has also been added into the ray
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tracing descriptor set. Add the binding of the material buffer and the array of texture samplers:
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tracing descriptor set. Add the binding of the array of texture samplers:
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```` C
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
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````
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The declaration of the material is the same as that used for the rasterizer and is defined in
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@ -2084,8 +2053,8 @@ and fetch the material definition instead:
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```` C
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// Material of the object
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int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
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int matIdx = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIdx];
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````
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!!! Note Note
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@ -35,6 +35,7 @@ compile_glsl_directory(
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SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
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DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
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VULKAN_TARGET "vulkan1.2"
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DEPENDENCY ${VULKAN_BUILD_DEPENDENCIES}
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)
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@ -52,7 +53,8 @@ target_sources(${PROJNAME} PUBLIC ${GLSL_SOURCES} ${GLSL_HEADERS})
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source_group("Common" FILES ${COMMON_SOURCE_FILES} ${PACKAGE_SOURCE_FILES})
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source_group("Sources" FILES ${SOURCE_FILES})
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source_group("Headers" FILES ${HEADER_FILES})
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source_group("Shader_Files" FILES ${GLSL_SOURCES} ${GLSL_HEADERS})
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source_group("Shader Sources" FILES ${GLSL_SOURCES})
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source_group("Shader Headers" FILES ${GLSL_HEADERS})
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#--------------------------------------------------------------------------------------------------
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@ -38,6 +38,7 @@
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#include "nvvk/commands_vk.hpp"
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#include "nvvk/renderpasses_vk.hpp"
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#include "nvvk/buffers_vk.hpp"
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extern std::vector<std::string> defaultSearchPaths;
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@ -119,30 +120,19 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
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void HelloVulkan::createDescriptorSetLayout()
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{
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auto nbTxt = static_cast<uint32_t>(m_textures.size());
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auto nbObj = static_cast<uint32_t>(m_objModel.size());
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// Camera matrices (binding = 0)
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m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Materials (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj + 1,
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// Scene description (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
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| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Scene description (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT
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| VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Textures (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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// Textures (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Materials (binding = 4)
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m_descSetLayoutBind.addBinding(4, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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// Storing vertices (binding = 5)
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m_descSetLayoutBind.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing indices (binding = 6)
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m_descSetLayoutBind.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing implicit obj (binding = 7)
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m_descSetLayoutBind.addBinding(7, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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// Storing implicit obj (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_INTERSECTION_BIT_KHR
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| VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
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@ -162,26 +152,9 @@ void HelloVulkan::updateDescriptorSet()
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// Camera matrices and scene description
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VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
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VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 2, &dbiSceneDesc));
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// All material buffers, 1 buffer per OBJ
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std::vector<VkDescriptorBufferInfo> dbiMat;
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std::vector<VkDescriptorBufferInfo> dbiMatIdx;
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std::vector<VkDescriptorBufferInfo> dbiVert;
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std::vector<VkDescriptorBufferInfo> dbiIdx;
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for(auto& m : m_objModel)
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{
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dbiMat.push_back({m.matColorBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiMatIdx.push_back({m.matIndexBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiVert.push_back({m.vertexBuffer.buffer, 0, VK_WHOLE_SIZE});
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dbiIdx.push_back({m.indexBuffer.buffer, 0, VK_WHOLE_SIZE});
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}
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dbiMat.push_back({m_implObjects.implMatBuf.buffer, 0, VK_WHOLE_SIZE}); // Adding implicit mat
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 1, dbiMat.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 4, dbiMatIdx.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 5, dbiVert.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 6, dbiIdx.data()));
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VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
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// All texture samplers
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std::vector<VkDescriptorImageInfo> diit;
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@ -189,10 +162,10 @@ void HelloVulkan::updateDescriptorSet()
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{
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diit.emplace_back(texture.descriptor);
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}
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 3, diit.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
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||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
|
||||
flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
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);
|
||||
// Creates all textures found
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
@ -573,9 +552,16 @@ void HelloVulkan::createImplictBuffers()
|
|||
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_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);
|
||||
m_alloc.finalizeAndReleaseStaging();
|
||||
m_debug.setObjectName(m_implObjects.implBuf.buffer, "implicitObj");
|
||||
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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -75,6 +75,7 @@ public:
|
|||
Offscreen& offscreen() { return m_offscreen; }
|
||||
Raytracer& raytracer() { return m_raytrace; }
|
||||
|
||||
|
||||
ObjPushConstants m_pushConstants;
|
||||
|
||||
// Array of objects and instances in the scene
|
||||
|
|
@ -83,20 +84,21 @@ public:
|
|||
|
||||
|
||||
// Graphic pipeline
|
||||
VkPipelineLayout m_pipelineLayout;
|
||||
VkPipeline m_graphicsPipeline;
|
||||
VkPipelineLayout m_pipelineLayout;
|
||||
VkPipeline m_graphicsPipeline;
|
||||
nvvk::DescriptorSetBindings m_descSetLayoutBind;
|
||||
VkDescriptorPool m_descPool;
|
||||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
VkDescriptorPool m_descPool;
|
||||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
int m_maxFrames{10};
|
||||
void resetFrame();
|
||||
void updateFrame();
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
|
||||
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
|
||||
|
||||
nvvk::DebugUtil m_debug; // Utility to name objects
|
||||
|
||||
|
|
|
|||
|
|
@ -102,6 +102,7 @@ void renderUI(HelloVulkan& helloVk)
|
|||
static int const SAMPLE_WIDTH = 1280;
|
||||
static int const SAMPLE_HEIGHT = 720;
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// Application Entry
|
||||
//
|
||||
|
|
@ -139,34 +140,26 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
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};
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
|
||||
|
||||
// Creating Vulkan base application
|
||||
nvvk::Context vkctx{};
|
||||
|
|
@ -342,7 +335,7 @@ int main(int argc, char** argv)
|
|||
// Rendering tonemapper
|
||||
vkCmdBeginRenderPass(cmdBuf, &postRenderPassBeginInfo, VK_SUBPASS_CONTENTS_INLINE);
|
||||
offscreen.draw(cmdBuf, helloVk.getSize());
|
||||
|
||||
|
||||
// Rendering UI
|
||||
ImGui::Render();
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmdBuf);
|
||||
|
|
|
|||
|
|
@ -34,10 +34,14 @@ struct ObjModel
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
|
|||
|
|
@ -171,7 +171,7 @@ void Offscreen::updateDescriptorSet()
|
|||
//--------------------------------------------------------------------------------------------------
|
||||
// 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");
|
||||
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ public:
|
|||
void createPipeline(VkRenderPass& renderPass);
|
||||
void createDescriptor();
|
||||
void updateDescriptorSet();
|
||||
void draw(VkCommandBuffer cmdBuf, VkExtent2D& size);
|
||||
void draw(VkCommandBuffer cmdBuf, const VkExtent2D& size);
|
||||
|
||||
const VkRenderPass& renderPass() { return m_renderPass; }
|
||||
const VkFramebuffer& frameBuffer() { return m_framebuffer; }
|
||||
|
|
|
|||
|
|
@ -157,12 +157,15 @@ void Raytracer::createBottomLevelAS(std::vector<ObjModel>& models, ImplInst& imp
|
|||
void Raytracer::createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst& implicitObj)
|
||||
{
|
||||
std::vector<nvvk::RaytracingBuilderKHR::Instance> tlas;
|
||||
|
||||
|
||||
auto nbObj = static_cast<uint32_t>(instances.size()) - 1; // minus the implicit (for material)
|
||||
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;
|
||||
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.hitGroupId = 0; // We will use the same hit group for all objects
|
||||
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())
|
||||
{
|
||||
nvvk::RaytracingBuilderKHR::Instance rayInst;
|
||||
rayInst.transform = implicitObj.transform; // Position of the instance
|
||||
rayInst.instanceCustomId = static_cast<uint32_t>(implicitObj.blasId); // Same for material index
|
||||
rayInst.transform = implicitObj.transform; // Position of the instance
|
||||
rayInst.instanceCustomId = nbObj; // Same for material index
|
||||
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.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
|
||||
|
|
|
|||
|
|
@ -16,13 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : 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"
|
||||
|
||||
|
||||
|
|
@ -40,37 +43,38 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
// Vector toward light
|
||||
vec3 LightDir;
|
||||
float lightIntensity;
|
||||
;
|
||||
|
||||
// Point light
|
||||
if(pushC.lightType == 0)
|
||||
|
|
@ -101,7 +105,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, LightDir, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460 core
|
||||
#extension GL_EXT_ray_tracing : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460 core
|
||||
#extension GL_EXT_ray_tracing : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460 core
|
||||
#extension GL_EXT_ray_tracing : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
// 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,
|
||||
// "GPU Random Numbers via the Tiny Encryption Algorithm"
|
||||
|
|
|
|||
|
|
@ -16,12 +16,14 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "random.glsl"
|
||||
#include "raycommon.glsl"
|
||||
|
|
@ -30,19 +32,22 @@
|
|||
// clang-format off
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
void main()
|
||||
{
|
||||
// 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 = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
if(mat.illum != 4)
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -16,12 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
|
|||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
|
|
@ -60,30 +61,33 @@ layout(location = 3) callableDataEXT rayLight cLight;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
Indices indices = Indices(objResource.indexAddress);
|
||||
Vertices vertices = Vertices(objResource.vertexAddress);
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
ivec3 ind = indices.i[gl_PrimitiveID];
|
||||
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
Vertex v0 = vertices.v[ind.x];
|
||||
Vertex v1 = vertices.v[ind.y];
|
||||
Vertex v2 = vertices.v[ind.z];
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
cLight.inHitPosition = worldPos;
|
||||
//#define DONT_USE_CALLABLE
|
||||
|
|
@ -101,12 +105,11 @@ void main()
|
|||
{
|
||||
vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
|
||||
cLight.outLightDistance = length(lDir);
|
||||
cLight.outIntensity =
|
||||
pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
|
||||
cLight.outLightDir = normalize(lDir);
|
||||
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
|
||||
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
|
||||
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
|
||||
cLight.outIntensity = pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
|
||||
cLight.outLightDir = normalize(lDir);
|
||||
float theta = dot(cLight.outLightDir, normalize(-pushC.lightDirection));
|
||||
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
|
||||
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
|
||||
cLight.outIntensity *= spotIntensity;
|
||||
}
|
||||
else // Directional light
|
||||
|
|
@ -120,17 +123,16 @@ void main()
|
|||
#endif
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord =
|
||||
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
@ -55,9 +55,8 @@ const int NBSAMPLES = 5;
|
|||
void main()
|
||||
{
|
||||
// Initialize the random number
|
||||
uint seed =
|
||||
tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
|
||||
prd.seed = seed;
|
||||
uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame * NBSAMPLES);
|
||||
prd.seed = seed;
|
||||
|
||||
vec3 hitValues = vec3(0);
|
||||
|
||||
|
|
|
|||
|
|
@ -16,18 +16,21 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
hitAttributeEXT vec3 HitAttribute;
|
||||
|
||||
layout(binding = 7, set = 1, scalar) buffer allImpl_
|
||||
layout(binding = 3, set = 1, scalar) buffer allImpl_
|
||||
{
|
||||
Implicit i[];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,12 +16,14 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "random.glsl"
|
||||
#include "raycommon.glsl"
|
||||
|
|
@ -30,15 +32,23 @@
|
|||
// clang-format off
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
|
||||
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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
|
||||
// clang-format on
|
||||
|
||||
void main()
|
||||
{
|
||||
// Material of the object
|
||||
Implicit impl = allImplicits.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
|
||||
Implicit impl = allImplicits.i[gl_PrimitiveID];
|
||||
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
WaveFrontMaterial mat = materials.m[impl.matId];
|
||||
|
||||
if(mat.illum != 4)
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -16,12 +16,15 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -33,14 +36,13 @@ layout(location = 1) rayPayloadEXT bool isShadowed;
|
|||
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
|
||||
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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 3, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
|
||||
|
||||
// clang-format on
|
||||
|
||||
|
|
@ -93,7 +95,9 @@ void main()
|
|||
executeCallableEXT(pushC.lightType, 3);
|
||||
|
||||
// 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
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -68,8 +70,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ compile_glsl_directory(
|
|||
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
|
||||
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
|
||||
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("Sources" FILES ${SOURCE_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})
|
||||
|
||||
|
||||
#--------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "nvvk/pipeline_vk.hpp"
|
||||
#include "nvvk/renderpasses_vk.hpp"
|
||||
#include "nvvk/shaders_vk.hpp"
|
||||
#include "nvvk/buffers_vk.hpp"
|
||||
|
||||
extern std::vector<std::string> defaultSearchPaths;
|
||||
|
||||
|
|
@ -108,18 +109,13 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
|
|||
void HelloVulkan::createDescriptorSetLayout()
|
||||
{
|
||||
auto nbTxt = static_cast<uint32_t>(m_textures.size());
|
||||
auto nbObj = static_cast<uint32_t>(m_objModel.size());
|
||||
|
||||
// Camera matrices (binding = 0)
|
||||
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT);
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, 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)
|
||||
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);
|
||||
// Scene description (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
// Textures (binding = 2)
|
||||
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
|
||||
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
|
||||
|
|
@ -137,19 +133,9 @@ void HelloVulkan::updateDescriptorSet()
|
|||
// Camera matrices and scene description
|
||||
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
|
||||
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
|
||||
std::vector<VkDescriptorBufferInfo> dbiMat;
|
||||
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()));
|
||||
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
|
||||
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
|
||||
|
||||
// All texture samplers
|
||||
std::vector<VkDescriptorImageInfo> diit;
|
||||
|
|
@ -157,7 +143,7 @@ void HelloVulkan::updateDescriptorSet()
|
|||
{
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | flag);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | flag);
|
||||
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
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -62,10 +62,14 @@ public:
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
@ -90,9 +94,10 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
|
||||
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
|
||||
|
||||
|
||||
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
|
||||
|
|
|
|||
|
|
@ -110,24 +110,19 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// Creating Vulkan base application
|
||||
nvvk::Context vkctx{};
|
||||
|
|
|
|||
|
|
@ -16,13 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : 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"
|
||||
|
||||
|
||||
|
|
@ -37,30 +40,35 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
int objId = sceneDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -84,7 +92,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -65,8 +67,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ compile_glsl_directory(
|
|||
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
|
||||
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
|
||||
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("Sources" FILES ${SOURCE_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})
|
||||
|
||||
|
||||
#--------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "nvvk/pipeline_vk.hpp"
|
||||
#include "nvvk/renderpasses_vk.hpp"
|
||||
#include "nvvk/shaders_vk.hpp"
|
||||
#include "nvvk/buffers_vk.hpp"
|
||||
|
||||
extern std::vector<std::string> defaultSearchPaths;
|
||||
|
||||
|
|
@ -113,26 +114,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
|
|||
void HelloVulkan::createDescriptorSetLayout()
|
||||
{
|
||||
auto nbTxt = static_cast<uint32_t>(m_textures.size());
|
||||
auto nbObj = static_cast<uint32_t>(m_objModel.size());
|
||||
|
||||
// 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);
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
|
||||
// Scene description (binding = 1)
|
||||
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);
|
||||
// Textures (binding = 3)
|
||||
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
|
||||
// Textures (binding = 2)
|
||||
m_descSetLayoutBind.addBinding(2, 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);
|
||||
|
||||
|
||||
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
|
||||
|
|
@ -150,25 +140,9 @@ void HelloVulkan::updateDescriptorSet()
|
|||
// Camera matrices and scene description
|
||||
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
|
||||
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
|
||||
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()));
|
||||
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
|
||||
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
|
||||
|
||||
// All texture samplers
|
||||
std::vector<VkDescriptorImageInfo> diit;
|
||||
|
|
@ -176,7 +150,7 @@ void HelloVulkan::updateDescriptorSet()
|
|||
{
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
|
||||
flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
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);
|
||||
// Creates all textures found
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
@ -625,11 +605,8 @@ void HelloVulkan::initRayTracing()
|
|||
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
||||
{
|
||||
// BLAS builder requires raw device addresses.
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = model.vertexBuffer.buffer;
|
||||
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
info.buffer = model.indexBuffer.buffer;
|
||||
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
|
||||
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
|
||||
|
||||
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 groupStride = groupSize;
|
||||
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = m_rtSBTBuffer.buffer;
|
||||
VkDeviceAddress sbtAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress sbtAddress = nvvk::getBufferDeviceAddress(m_device, m_rtSBTBuffer.buffer);
|
||||
|
||||
using Stride = VkStridedDeviceAddressRegionKHR;
|
||||
std::array<Stride, 4> strideAddresses{Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen
|
||||
|
|
|
|||
|
|
@ -65,10 +65,14 @@ public:
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
@ -93,9 +97,10 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
|
||||
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
|
||||
|
||||
|
||||
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
|
||||
|
|
|
|||
|
|
@ -88,6 +88,7 @@ int main(int argc, char** argv)
|
|||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr);
|
||||
|
||||
|
||||
// Setup camera
|
||||
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
|
||||
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
|
||||
|
|
@ -109,34 +110,26 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
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};
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
|
||||
|
||||
// Creating Vulkan base application
|
||||
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/plane.obj", defaultSearchPaths, true));
|
||||
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
|
|
|
|||
|
|
@ -16,13 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : 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"
|
||||
|
||||
|
||||
|
|
@ -37,30 +40,32 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -84,7 +89,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -16,12 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -31,14 +35,13 @@ hitAttributeEXT vec2 attribs;
|
|||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
|
|
@ -53,30 +56,33 @@ pushC;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
Indices indices = Indices(objResource.indexAddress);
|
||||
Vertices vertices = Vertices(objResource.vertexAddress);
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
ivec3 ind = indices.i[gl_PrimitiveID];
|
||||
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
Vertex v0 = vertices.v[ind.x];
|
||||
Vertex v1 = vertices.v[ind.y];
|
||||
Vertex v2 = vertices.v[ind.z];
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
|
|
@ -96,17 +102,16 @@ void main()
|
|||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord =
|
||||
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
|
||||
|
|
@ -120,9 +125,8 @@ void main()
|
|||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
flags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -65,8 +67,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ compile_glsl_directory(
|
|||
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
|
||||
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
|
||||
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("Sources" FILES ${SOURCE_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})
|
||||
|
||||
|
||||
#--------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -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`
|
||||

|
||||
|
||||
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
|
||||
// Ray tracing shader library
|
||||
VkPipeline m_rtShaderLibrary;
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@
|
|||
#include "nvvk/pipeline_vk.hpp"
|
||||
#include "nvvk/renderpasses_vk.hpp"
|
||||
#include "nvvk/shaders_vk.hpp"
|
||||
#include "nvvk/buffers_vk.hpp"
|
||||
// Support for C++ multithreading
|
||||
#include <future>
|
||||
|
||||
|
|
@ -116,26 +117,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
|
|||
void HelloVulkan::createDescriptorSetLayout()
|
||||
{
|
||||
auto nbTxt = static_cast<uint32_t>(m_textures.size());
|
||||
auto nbObj = static_cast<uint32_t>(m_objModel.size());
|
||||
|
||||
// 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);
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
|
||||
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,
|
||||
// Scene description (binding = 1)
|
||||
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);
|
||||
// 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);
|
||||
// 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);
|
||||
|
|
@ -153,25 +143,9 @@ void HelloVulkan::updateDescriptorSet()
|
|||
// Camera matrices and scene description
|
||||
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
|
||||
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
|
||||
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()));
|
||||
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
|
||||
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
|
||||
|
||||
// All texture samplers
|
||||
std::vector<VkDescriptorImageInfo> diit;
|
||||
|
|
@ -179,7 +153,7 @@ void HelloVulkan::updateDescriptorSet()
|
|||
{
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
|
||||
flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
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);
|
||||
// Creates all textures found
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
@ -631,11 +611,8 @@ void HelloVulkan::initRayTracing()
|
|||
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
||||
{
|
||||
// BLAS builder requires raw device addresses.
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = model.vertexBuffer.buffer;
|
||||
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
info.buffer = model.indexBuffer.buffer;
|
||||
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
|
||||
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
|
||||
|
||||
uint32_t maxPrimitiveCount = model.nbIndices / 3;
|
||||
|
||||
|
|
@ -920,7 +897,7 @@ void HelloVulkan::createRtPipeline()
|
|||
pipelineLibraryInfo.layout = m_rtPipelineLayout;
|
||||
// As for the interface the maximum recursion depth must also be consistent across the pipeline
|
||||
pipelineLibraryInfo.maxPipelineRayRecursionDepth = 2;
|
||||
|
||||
|
||||
// Pipeline libraries need to define an interface, defined by the maximum hit attribute size (typically 2 for
|
||||
// the built-in triangle intersector) and the maximum payload size (3 floating-point values in this sample).
|
||||
// Pipeline libraries can be linked into a final pipeline only if their interface matches
|
||||
|
|
|
|||
|
|
@ -66,10 +66,14 @@ public:
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
@ -95,9 +99,11 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
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
|
||||
|
|
@ -146,7 +152,7 @@ public:
|
|||
VkPipeline m_rtPipeline;
|
||||
nvvk::SBTWrapper m_sbtWrapper;
|
||||
// Ray tracing shader library
|
||||
VkPipeline m_rtShaderLibrary;
|
||||
VkPipeline m_rtShaderLibrary;
|
||||
|
||||
struct RtPushConstant
|
||||
{
|
||||
|
|
|
|||
|
|
@ -120,34 +120,27 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
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};
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
|
||||
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
|
||||
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/plane.obj", defaultSearchPaths, true));
|
||||
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
|
|
|
|||
|
|
@ -16,13 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : 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"
|
||||
|
||||
|
||||
|
|
@ -37,30 +40,35 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
int objId = sceneDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -84,7 +92,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -22,6 +22,10 @@
|
|||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -31,15 +35,13 @@ hitAttributeEXT vec2 attribs;
|
|||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(constant_id = 0) const int USE_DIFFUSE = 1;
|
||||
layout(constant_id = 1) const int USE_SPECULAR = 1;
|
||||
layout(constant_id = 2) const int TRACE_SHADOW = 1;
|
||||
|
|
@ -59,30 +61,33 @@ pushC;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
Indices indices = Indices(objResource.indexAddress);
|
||||
Vertices vertices = Vertices(objResource.vertexAddress);
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
ivec3 ind = indices.i[gl_PrimitiveID];
|
||||
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
Vertex v0 = vertices.v[ind.x];
|
||||
Vertex v1 = vertices.v[ind.y];
|
||||
Vertex v2 = vertices.v[ind.z];
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
|
|
@ -102,8 +107,8 @@ void main()
|
|||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
|
|
@ -113,9 +118,8 @@ void main()
|
|||
diffuse = computeDiffuse(mat, L, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y
|
||||
+ v2.texCoord * barycentrics.z;
|
||||
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
}
|
||||
|
|
@ -132,9 +136,8 @@ void main()
|
|||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
flags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -65,8 +67,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ compile_glsl_directory(
|
|||
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
|
||||
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
|
||||
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("Sources" FILES ${SOURCE_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})
|
||||
|
||||
|
||||
#--------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -290,6 +290,7 @@ This will move each vertex up and down over time.
|
|||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#include "wavefront.glsl"
|
||||
|
||||
layout(binding = 0, scalar) buffer Vertices
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "nvvk/pipeline_vk.hpp"
|
||||
#include "nvvk/renderpasses_vk.hpp"
|
||||
#include "nvvk/shaders_vk.hpp"
|
||||
#include "nvvk/buffers_vk.hpp"
|
||||
|
||||
extern std::vector<std::string> defaultSearchPaths;
|
||||
|
||||
|
|
@ -113,26 +114,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
|
|||
void HelloVulkan::createDescriptorSetLayout()
|
||||
{
|
||||
auto nbTxt = static_cast<uint32_t>(m_textures.size());
|
||||
auto nbObj = static_cast<uint32_t>(m_objModel.size());
|
||||
|
||||
// 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);
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
|
||||
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,
|
||||
// Scene description (binding = 1)
|
||||
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);
|
||||
// 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);
|
||||
// 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);
|
||||
|
|
@ -150,25 +140,9 @@ void HelloVulkan::updateDescriptorSet()
|
|||
// Camera matrices and scene description
|
||||
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
|
||||
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
|
||||
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()));
|
||||
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
|
||||
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
|
||||
|
||||
// All texture samplers
|
||||
std::vector<VkDescriptorImageInfo> diit;
|
||||
|
|
@ -176,7 +150,7 @@ void HelloVulkan::updateDescriptorSet()
|
|||
{
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
|
||||
flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
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);
|
||||
// Creates all textures found
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
@ -633,11 +613,8 @@ void HelloVulkan::initRayTracing()
|
|||
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
||||
{
|
||||
// BLAS builder requires raw device addresses.
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = model.vertexBuffer.buffer;
|
||||
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
info.buffer = model.indexBuffer.buffer;
|
||||
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
|
||||
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
|
||||
|
||||
uint32_t maxPrimitiveCount = model.nbIndices / 3;
|
||||
|
||||
|
|
|
|||
|
|
@ -66,10 +66,14 @@ public:
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
@ -94,9 +98,10 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
|
||||
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
|
||||
|
||||
|
||||
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
|
||||
|
|
|
|||
|
|
@ -109,33 +109,26 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
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};
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
|
||||
|
||||
// Creating Vulkan base application
|
||||
nvvk::Context vkctx{};
|
||||
|
|
@ -171,7 +164,6 @@ int main(int argc, char** argv)
|
|||
helloVk.m_objInstance.push_back(inst);
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/sphere.obj", defaultSearchPaths, true));
|
||||
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
|
|
|
|||
|
|
@ -21,9 +21,10 @@
|
|||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#include "wavefront.glsl"
|
||||
|
||||
layout(binding = 0, scalar) buffer Vertices
|
||||
layout(binding = 0, scalar) buffer Vertices_
|
||||
{
|
||||
Vertex v[];
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,13 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : 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"
|
||||
|
||||
|
||||
|
|
@ -37,30 +40,33 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -84,7 +90,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -16,12 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
|
|||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
|
|
@ -55,30 +56,33 @@ pushC;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
Indices indices = Indices(objResource.indexAddress);
|
||||
Vertices vertices = Vertices(objResource.vertexAddress);
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
ivec3 ind = indices.i[gl_PrimitiveID];
|
||||
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
Vertex v0 = vertices.v[ind.x];
|
||||
Vertex v1 = vertices.v[ind.y];
|
||||
Vertex v2 = vertices.v[ind.z];
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
|
|
@ -98,17 +102,16 @@ void main()
|
|||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord =
|
||||
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
|
||||
|
|
@ -122,9 +125,8 @@ void main()
|
|||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
flags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -65,8 +67,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ compile_glsl_directory(
|
|||
SRC "${CMAKE_CURRENT_SOURCE_DIR}/shaders"
|
||||
DST "${CMAKE_CURRENT_SOURCE_DIR}/spv"
|
||||
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("Sources" FILES ${SOURCE_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})
|
||||
|
||||
|
||||
#--------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -34,18 +34,20 @@ This shader starts like `raytrace.chit`, but uses less information.
|
|||
#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 "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
~~~~
|
||||
|
||||
|
|
@ -59,16 +61,14 @@ opaque, we simply return, which means that the hit will be accepted.
|
|||
~~~~ C++
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Indices of the triangle
|
||||
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
if (mat.illum != 4)
|
||||
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
|
||||
|
||||
In `createDescriptorSetLayout()`, we need to allow the Any Hit shader to access some buffers.
|
||||
|
||||
This is the case for the material and scene description buffers
|
||||
In `createDescriptorSetLayout()`, we need to allow the Any Hit shader to access the scene description buffer
|
||||
|
||||
~~~~ C++
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
|
||||
// Scene description (binding = 1)
|
||||
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_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
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "nvvk/pipeline_vk.hpp"
|
||||
#include "nvvk/renderpasses_vk.hpp"
|
||||
#include "nvvk/shaders_vk.hpp"
|
||||
#include "nvvk/buffers_vk.hpp"
|
||||
|
||||
extern std::vector<std::string> defaultSearchPaths;
|
||||
|
||||
|
|
@ -113,30 +114,16 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
|
|||
void HelloVulkan::createDescriptorSetLayout()
|
||||
{
|
||||
auto nbTxt = static_cast<uint32_t>(m_textures.size());
|
||||
auto nbObj = static_cast<uint32_t>(m_objModel.size());
|
||||
|
||||
// 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);
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj,
|
||||
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,
|
||||
// Scene description (binding = 1)
|
||||
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);
|
||||
// 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);
|
||||
// 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);
|
||||
|
|
@ -154,25 +141,9 @@ void HelloVulkan::updateDescriptorSet()
|
|||
// Camera matrices and scene description
|
||||
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
|
||||
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
|
||||
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()));
|
||||
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
|
||||
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
|
||||
|
||||
// All texture samplers
|
||||
std::vector<VkDescriptorImageInfo> diit;
|
||||
|
|
@ -180,7 +151,7 @@ void HelloVulkan::updateDescriptorSet()
|
|||
{
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
|
||||
flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
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);
|
||||
// Creates all textures found
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
@ -630,11 +607,8 @@ void HelloVulkan::initRayTracing()
|
|||
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
||||
{
|
||||
// BLAS builder requires raw device addresses.
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = model.vertexBuffer.buffer;
|
||||
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
info.buffer = model.indexBuffer.buffer;
|
||||
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
|
||||
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
|
||||
|
||||
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 groupStride = groupSize;
|
||||
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = m_rtSBTBuffer.buffer;
|
||||
VkDeviceAddress sbtAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress sbtAddress = nvvk::getBufferDeviceAddress(m_device, m_rtSBTBuffer.buffer);
|
||||
|
||||
using Stride = VkStridedDeviceAddressRegionKHR;
|
||||
std::array<Stride, 4> strideAddresses{Stride{sbtAddress + 0u * groupSize, groupStride, groupSize * 1}, // raygen
|
||||
|
|
|
|||
|
|
@ -65,10 +65,14 @@ public:
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
@ -93,9 +97,10 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
|
||||
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
|
||||
|
||||
|
||||
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
|
||||
|
|
|
|||
|
|
@ -88,6 +88,7 @@ int main(int argc, char** argv)
|
|||
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
|
||||
GLFWwindow* window = glfwCreateWindow(SAMPLE_WIDTH, SAMPLE_HEIGHT, PROJECT_NAME, nullptr, nullptr);
|
||||
|
||||
|
||||
// Setup camera
|
||||
CameraManip.setWindowSize(SAMPLE_WIDTH, SAMPLE_HEIGHT);
|
||||
CameraManip.setLookat(nvmath::vec3f(5, 4, -4), nvmath::vec3f(0, 1, 0), nvmath::vec3f(0, 1, 0));
|
||||
|
|
@ -109,34 +110,26 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
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};
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature);
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_RAY_TRACING_PIPELINE_EXTENSION_NAME, false, &rtPipelineFeature); // To use vkCmdTraceRaysKHR
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME); // Required by ray tracing pipeline
|
||||
|
||||
// Creating Vulkan base application
|
||||
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)));
|
||||
helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
|
||||
|
||||
|
||||
helloVk.createOffscreenRender();
|
||||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
|
|
|
|||
|
|
@ -16,13 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : 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"
|
||||
|
||||
|
||||
|
|
@ -37,30 +40,32 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
layout(location = 4) in vec3 worldPos;
|
||||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
// Buffers
|
||||
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3) uniform sampler2D[] textureSamplers;
|
||||
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
|
||||
|
||||
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
|
||||
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
|
||||
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
|
||||
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
|
||||
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2) uniform sampler2D[] textureSamplers;
|
||||
// clang-format on
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -84,7 +89,7 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, N);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
uint txtId = txtOffset + mat.textureId;
|
||||
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
// 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,
|
||||
// "GPU Random Numbers via the Tiny Encryption Algorithm"
|
||||
|
|
|
|||
|
|
@ -16,39 +16,38 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "random.glsl"
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Indices of the triangle
|
||||
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
if(mat.illum != 4)
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -16,12 +16,16 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
|
|
@ -31,16 +35,13 @@ hitAttributeEXT vec2 attribs;
|
|||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
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 = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
|
|
@ -55,30 +56,33 @@ pushC;
|
|||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
Indices indices = Indices(objResource.indexAddress);
|
||||
Vertices vertices = Vertices(objResource.vertexAddress);
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
ivec3 ind = indices.i[gl_PrimitiveID];
|
||||
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
Vertex v0 = vertices.v[ind.x];
|
||||
Vertex v1 = vertices.v[ind.y];
|
||||
Vertex v2 = vertices.v[ind.z];
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
|
|
@ -98,17 +102,16 @@ void main()
|
|||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord =
|
||||
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
|
|
|||
|
|
@ -16,12 +16,13 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
//#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
//#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
#include "random.glsl"
|
||||
#include "raycommon.glsl"
|
||||
|
|
@ -34,25 +35,23 @@ layout(location = 0) rayPayloadInEXT hitPayload prd;
|
|||
layout(location = 1) rayPayloadInEXT shadowPayload prd;
|
||||
#endif
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
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, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
// Indices of the triangle
|
||||
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
int matIdx = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
if(mat.illum != 4)
|
||||
return;
|
||||
|
|
|
|||
|
|
@ -16,16 +16,18 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
|
|
@ -65,8 +67,8 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
|
|
|
|||
|
|
@ -39,12 +39,17 @@ struct WaveFrontMaterial
|
|||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
struct SceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
int objId;
|
||||
int txtOffset;
|
||||
|
||||
uint64_t vertexAddress;
|
||||
uint64_t indexAddress;
|
||||
uint64_t materialAddress;
|
||||
uint64_t materialIndexAddress;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ cmake_minimum_required(VERSION 3.9.6 FATAL_ERROR)
|
|||
#--------------------------------------------------------------------------------------------------
|
||||
# Project setting
|
||||
get_filename_component(PROJNAME ${CMAKE_CURRENT_SOURCE_DIR} NAME)
|
||||
SET(PROJNAME vk_${PROJNAME}_KHR)
|
||||
set(PROJNAME vk_${PROJNAME}_KHR)
|
||||
project(${PROJNAME} LANGUAGES C CXX)
|
||||
message(STATUS "-------------------------------")
|
||||
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("Sources" FILES ${SOURCE_FILES})
|
||||
source_group("Headers" FILES ${HEADER_FILES})
|
||||
source_group("Shaders Src" FILES ${GLSL_SOURCES})
|
||||
source_group("Shaders Hdr" FILES ${GLSL_HEADERS})
|
||||
source_group("Shader Sources" FILES ${GLSL_SOURCES})
|
||||
source_group("Shader Headers" FILES ${GLSL_HEADERS})
|
||||
|
||||
|
||||
#--------------------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@
|
|||
#include "nvvk/pipeline_vk.hpp"
|
||||
#include "nvvk/renderpasses_vk.hpp"
|
||||
#include "nvvk/shaders_vk.hpp"
|
||||
#include "nvvk/buffers_vk.hpp"
|
||||
|
||||
extern std::vector<std::string> defaultSearchPaths;
|
||||
|
||||
|
|
@ -109,18 +110,13 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
|
|||
void HelloVulkan::createDescriptorSetLayout()
|
||||
{
|
||||
auto nbTxt = static_cast<uint32_t>(m_textures.size());
|
||||
auto nbObj = static_cast<uint32_t>(m_objModel.size());
|
||||
|
||||
// Camera matrices (binding = 0)
|
||||
m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT);
|
||||
// Materials (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, nbObj, 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);
|
||||
// Scene description (binding = 1)
|
||||
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | 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_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt, VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
|
||||
m_descSetLayout = m_descSetLayoutBind.createLayout(m_device);
|
||||
|
|
@ -138,23 +134,9 @@ void HelloVulkan::updateDescriptorSet()
|
|||
// Camera matrices and scene description
|
||||
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
|
||||
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
|
||||
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()));
|
||||
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
|
||||
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
|
||||
|
||||
// All texture samplers
|
||||
std::vector<VkDescriptorImageInfo> diit;
|
||||
|
|
@ -162,12 +144,13 @@ void HelloVulkan::updateDescriptorSet()
|
|||
{
|
||||
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
|
||||
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
// 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);
|
||||
}
|
||||
|
||||
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;
|
||||
model.nbIndices = static_cast<uint32_t>(loader.m_indices.size());
|
||||
model.nbVertices = static_cast<uint32_t>(loader.m_vertices.size());
|
||||
|
||||
// Create the buffers on Device and copy vertices, indices and materials
|
||||
nvvk::CommandPool cmdBufGet(m_device, m_graphicsQueueIndex);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags rtUsage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR;
|
||||
model.vertexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_vertices, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | rtUsage);
|
||||
model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rtUsage);
|
||||
model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
|
||||
VkCommandBuffer cmdBuf = cmdBufGet.createCommandBuffer();
|
||||
VkBufferUsageFlags flag = VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
|
||||
VkBufferUsageFlags rayTracingFlags = // used also for building acceleration structures
|
||||
flag | VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
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);
|
||||
// Creates all textures found
|
||||
uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
|
||||
createTextureImages(cmdBuf, loader.m_textures);
|
||||
cmdBufGet.submitAndWait(cmdBuf);
|
||||
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.indexBuffer.buffer, (std::string("index_" + 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()));
|
||||
|
||||
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_objInstance.emplace_back(instance);
|
||||
}
|
||||
|
|
@ -653,11 +642,8 @@ void HelloVulkan::initRayTracing()
|
|||
auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
||||
{
|
||||
// BLAS builder requires raw device addresses.
|
||||
VkBufferDeviceAddressInfo info{VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO};
|
||||
info.buffer = model.vertexBuffer.buffer;
|
||||
VkDeviceAddress vertexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
info.buffer = model.indexBuffer.buffer;
|
||||
VkDeviceAddress indexAddress = vkGetBufferDeviceAddress(m_device, &info);
|
||||
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
|
||||
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
|
||||
|
||||
uint32_t maxPrimitiveCount = model.nbIndices / 3;
|
||||
|
||||
|
|
|
|||
|
|
@ -76,10 +76,14 @@ public:
|
|||
// Instance of the OBJ
|
||||
struct ObjInstance
|
||||
{
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
nvmath::mat4f transform{1}; // Position of the instance
|
||||
nvmath::mat4f transformIT{1}; // Inverse transpose
|
||||
uint32_t objIndex{0}; // Reference to the `m_objModel`
|
||||
uint32_t txtOffset{0}; // Offset in `m_textures`
|
||||
VkDeviceAddress vertices;
|
||||
VkDeviceAddress indices;
|
||||
VkDeviceAddress materials;
|
||||
VkDeviceAddress materialIndices;
|
||||
};
|
||||
|
||||
// Information pushed at each draw call
|
||||
|
|
@ -104,9 +108,10 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
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_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
|
||||
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
|
||||
|
||||
|
||||
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
|
||||
|
|
|
|||
|
|
@ -110,35 +110,26 @@ int main(int argc, char** argv)
|
|||
std::string(PROJECT_NAME),
|
||||
};
|
||||
|
||||
// Vulkan required extensions
|
||||
assert(glfwVulkanSupported() == 1);
|
||||
uint32_t count{0};
|
||||
auto reqExtensions = glfwGetRequiredInstanceExtensions(&count);
|
||||
|
||||
// Requesting Vulkan extensions and layers
|
||||
nvvk::ContextCreateInfo contextInfo(true);
|
||||
contextInfo.setVersion(1, 2);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true);
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true);
|
||||
contextInfo.addInstanceExtension(VK_KHR_SURFACE_EXTENSION_NAME);
|
||||
#ifdef _WIN32
|
||||
contextInfo.addInstanceExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
|
||||
#else
|
||||
contextInfo.addInstanceExtension(VK_KHR_XLIB_SURFACE_EXTENSION_NAME);
|
||||
contextInfo.addInstanceExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
|
||||
#endif
|
||||
contextInfo.addInstanceExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEDICATED_ALLOCATION_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_EXT_SCALAR_BLOCK_LAYOUT_EXTENSION_NAME);
|
||||
nvvk::ContextCreateInfo contextInfo;
|
||||
contextInfo.setVersion(1, 2); // Using Vulkan 1.2
|
||||
for(uint32_t ext_id = 0; ext_id < count; ext_id++) // Adding required extensions (surface, win32, linux, ..)
|
||||
contextInfo.addInstanceExtension(reqExtensions[ext_id]);
|
||||
contextInfo.addInstanceLayer("VK_LAYER_LUNARG_monitor", true); // FPS in titlebar
|
||||
contextInfo.addInstanceExtension(VK_EXT_DEBUG_UTILS_EXTENSION_NAME, true); // Allow debug names
|
||||
contextInfo.addDeviceExtension(VK_KHR_SWAPCHAIN_EXTENSION_NAME); // Enabling ability to present rendering
|
||||
|
||||
// #VKRay: Activate the ray tracing extension
|
||||
contextInfo.addDeviceExtension(VK_KHR_MAINTENANCE3_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_PIPELINE_LIBRARY_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
|
||||
contextInfo.addDeviceExtension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
|
||||
// #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);
|
||||
VkPhysicalDeviceAccelerationStructureFeaturesKHR accelFeature{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR};
|
||||
contextInfo.addDeviceExtension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME, false, &accelFeature); // To build acceleration structures
|
||||
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
|
||||
nvvk::Context vkctx{};
|
||||
|
|
|
|||
|
|
@ -16,18 +16,20 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 460
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#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 "wavefront.glsl"
|
||||
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
{
|
||||
vec3 lightPosition;
|
||||
|
|
@ -39,7 +41,6 @@ pushC;
|
|||
|
||||
// clang-format off
|
||||
// Incoming
|
||||
//layout(location = 0) flat in int matIndex;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragNormal;
|
||||
layout(location = 3) in vec3 viewDir;
|
||||
|
|
@ -47,24 +48,26 @@ layout(location = 4) in vec3 worldPos;
|
|||
// Outgoing
|
||||
layout(location = 0) out vec4 outColor;
|
||||
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
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
int objId = scnDesc.i[pushC.instanceId].objId;
|
||||
|
||||
// Material of the object
|
||||
int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
|
||||
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
int matIndex = matIndices.i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials.m[matIndex];
|
||||
|
||||
vec3 N = normalize(fragNormal);
|
||||
|
||||
|
|
@ -92,7 +95,7 @@ void main()
|
|||
diffuse = vec3(1);
|
||||
// if(mat.textureId >= 0)
|
||||
// {
|
||||
// int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
|
||||
// int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
|
||||
// uint txtId = txtOffset + mat.textureId;
|
||||
// vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
|
||||
// diffuse *= diffuseTxt;
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout(location = 0) out vec2 outUV;
|
||||
|
||||
|
||||
out gl_PerVertex
|
||||
|
|
@ -29,6 +29,6 @@ out gl_PerVertex
|
|||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@
|
|||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
|
|
|||
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Reference in a new issue