Refactoring

This commit is contained in:
mklefrancois 2021-09-07 09:42:21 +02:00
parent 3e399adf0a
commit d90ce79135
222 changed files with 9045 additions and 5734 deletions

View file

@ -42,18 +42,6 @@
extern std::vector<std::string> defaultSearchPaths;
// Holding the camera matrices
struct CameraMatrices
{
nvmath::mat4f view;
nvmath::mat4f proj;
nvmath::mat4f viewInverse;
// #VKRay
nvmath::mat4f projInverse;
};
//--------------------------------------------------------------------------------------------------
// Keep the handle on the device
// Initialize the tool to do all our allocations: buffers, images
@ -76,16 +64,17 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
{
// Prepare new UBO contents on host.
const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
CameraMatrices hostUBO = {};
hostUBO.view = CameraManip.getMatrix();
hostUBO.proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
// hostUBO.proj[1][1] *= -1; // Inverting Y for Vulkan (not needed with perspectiveVK).
hostUBO.viewInverse = nvmath::invert(hostUBO.view);
// #VKRay
hostUBO.projInverse = nvmath::invert(hostUBO.proj);
GlobalUniforms hostUBO = {};
const auto& view = CameraManip.getMatrix();
const auto& proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
// proj[1][1] *= -1; // Inverting Y for Vulkan (not needed with perspectiveVK).
hostUBO.viewProj = proj * view;
hostUBO.viewInverse = nvmath::invert(view);
hostUBO.projInverse = nvmath::invert(proj);
// UBO on the device, and what stages access it.
VkBuffer deviceUBO = m_cameraMat.buffer;
VkBuffer deviceUBO = m_bGlobals.buffer;
auto uboUsageStages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR;
// Ensure that the modified UBO is not visible to previous frames.
@ -101,7 +90,7 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
// Schedule the host-to-device upload. (hostUBO is copied into the cmd
// buffer so it is okay to deallocate when the function returns).
vkCmdUpdateBuffer(cmdBuf, m_cameraMat.buffer, 0, sizeof(CameraMatrices), &hostUBO);
vkCmdUpdateBuffer(cmdBuf, m_bGlobals.buffer, 0, sizeof(GlobalUniforms), &hostUBO);
// Making sure the updated UBO will be visible.
VkBufferMemoryBarrier afterBarrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER};
@ -121,18 +110,19 @@ void HelloVulkan::createDescriptorSetLayout()
{
auto nbTxt = static_cast<uint32_t>(m_textures.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);
// Scene description (binding = 1)
m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
// Camera matrices
m_descSetLayoutBind.addBinding(SceneBindings::eGlobals, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Obj descriptions
m_descSetLayoutBind.addBinding(SceneBindings::eObjDescs, 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 = 2)
m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
// Textures
m_descSetLayoutBind.addBinding(SceneBindings::eTextures, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
// Storing implicit obj (binding = 3)
m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
m_descSetLayoutBind.addBinding(eImplicits, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_INTERSECTION_BIT_KHR
| VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
@ -150,11 +140,11 @@ void HelloVulkan::updateDescriptorSet()
std::vector<VkWriteDescriptorSet> writes;
// 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 dbiUnif{m_bGlobals.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, SceneBindings::eGlobals, &dbiUnif));
VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
VkDescriptorBufferInfo dbiSceneDesc{m_bObjDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, SceneBindings::eObjDescs, &dbiSceneDesc));
// All texture samplers
std::vector<VkDescriptorImageInfo> diit;
@ -162,7 +152,7 @@ void HelloVulkan::updateDescriptorSet()
{
diit.emplace_back(texture.descriptor);
}
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, SceneBindings::eTextures, diit.data()));
VkDescriptorBufferInfo dbiImplDesc{m_implObjects.implBuf.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &dbiImplDesc));
@ -177,7 +167,7 @@ void HelloVulkan::updateDescriptorSet()
//
void HelloVulkan::createGraphicsPipeline()
{
VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(ObjPushConstants)};
VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstantRaster)};
// Creating the Pipeline Layout
VkPipelineLayoutCreateInfo createInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
@ -237,30 +227,35 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
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());
// Creates all textures found and find the offset for this model
auto 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(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()));
m_debug.setObjectName(model.vertexBuffer.buffer, (std::string("vertex_" + objNb)));
m_debug.setObjectName(model.indexBuffer.buffer, (std::string("index_" + objNb)));
m_debug.setObjectName(model.matColorBuffer.buffer, (std::string("mat_" + objNb)));
m_debug.setObjectName(model.matIndexBuffer.buffer, (std::string("matIdx_" + objNb)));
// Keeping transformation matrix of the instance
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);
instance.transform = transform;
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
m_instances.push_back(instance);
// Creating information for device access
ObjDesc desc;
desc.txtOffset = txtOffset;
desc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, model.vertexBuffer.buffer);
desc.indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
desc.materialAddress = nvvk::getBufferDeviceAddress(m_device, model.matColorBuffer.buffer);
desc.materialIndexAddress = nvvk::getBufferDeviceAddress(m_device, model.matIndexBuffer.buffer);
// Keeping the obj host model and device description
m_objModel.emplace_back(model);
m_objInstance.emplace_back(instance);
m_objDesc.emplace_back(desc);
}
@ -270,9 +265,9 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
//
void HelloVulkan::createUniformBuffer()
{
m_cameraMat = m_alloc.createBuffer(sizeof(CameraMatrices), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
m_debug.setObjectName(m_cameraMat.buffer, "cameraMat");
m_bGlobals = m_alloc.createBuffer(sizeof(GlobalUniforms), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
m_debug.setObjectName(m_bGlobals.buffer, "Globals");
}
//--------------------------------------------------------------------------------------------------
@ -281,15 +276,15 @@ void HelloVulkan::createUniformBuffer()
// - Transformation
// - Offset for texture
//
void HelloVulkan::createSceneDescriptionBuffer()
void HelloVulkan::createObjDescriptionBuffer()
{
nvvk::CommandPool cmdGen(m_device, m_graphicsQueueIndex);
auto cmdBuf = cmdGen.createCommandBuffer();
m_sceneDesc = m_alloc.createBuffer(cmdBuf, m_objInstance, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
m_bObjDesc = m_alloc.createBuffer(cmdBuf, m_objDesc, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
cmdGen.submitAndWait(cmdBuf);
m_alloc.finalizeAndReleaseStaging();
m_debug.setObjectName(m_sceneDesc.buffer, "sceneDesc");
m_debug.setObjectName(m_bObjDesc.buffer, "ObjDescs");
}
//--------------------------------------------------------------------------------------------------
@ -375,8 +370,8 @@ void HelloVulkan::destroyResources()
vkDestroyDescriptorPool(m_device, m_descPool, nullptr);
vkDestroyDescriptorSetLayout(m_device, m_descSetLayout, nullptr);
m_alloc.destroy(m_cameraMat);
m_alloc.destroy(m_sceneDesc);
m_alloc.destroy(m_bGlobals);
m_alloc.destroy(m_bObjDesc);
m_alloc.destroy(m_implObjects.implBuf);
m_alloc.destroy(m_implObjects.implMatBuf);
@ -418,15 +413,16 @@ void HelloVulkan::rasterize(const VkCommandBuffer& cmdBuf)
vkCmdBindPipeline(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_graphicsPipeline);
vkCmdBindDescriptorSets(cmdBuf, VK_PIPELINE_BIND_POINT_GRAPHICS, m_pipelineLayout, 0, 1, &m_descSet, 0, nullptr);
uint32_t nbInst = static_cast<uint32_t>(m_objInstance.size() - 1); // Remove the implicit object
auto nbInst = static_cast<uint32_t>(m_instances.size() - 1); // Remove the implicit object
for(uint32_t i = 0; i < nbInst; ++i)
{
auto& inst = m_objInstance[i];
auto& model = m_objModel[inst.objIndex];
m_pushConstants.instanceId = i; // Telling which instance is drawn
auto& inst = m_instances[i];
auto& model = m_objModel[inst.objIndex];
m_pcRaster.objIndex = inst.objIndex; // Telling which object is drawn
m_pcRaster.modelMatrix = inst.transform;
vkCmdPushConstants(cmdBuf, m_pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(ObjPushConstants), &m_pushConstants);
sizeof(PushConstantRaster), &m_pcRaster);
vkCmdBindVertexBuffers(cmdBuf, 0, 1, &model.vertexBuffer.buffer, &offset);
vkCmdBindIndexBuffer(cmdBuf, model.indexBuffer.buffer, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(cmdBuf, model.nbIndices, 1, 0, 0, 0);
@ -462,7 +458,7 @@ void HelloVulkan::initOffscreen()
void HelloVulkan::initRayTracing()
{
m_raytrace.createBottomLevelAS(m_objModel, m_implObjects);
m_raytrace.createTopLevelAS(m_objInstance, m_implObjects);
m_raytrace.createTopLevelAS(m_instances, m_implObjects);
m_raytrace.createRtDescriptorSet(m_offscreen.colorTexture().descriptor.imageView);
m_raytrace.createRtPipeline(m_descSetLayout);
}
@ -473,10 +469,10 @@ void HelloVulkan::initRayTracing()
void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& clearColor)
{
updateFrame();
if(m_pushConstants.frame >= m_maxFrames)
if(m_pcRaster.frame >= m_maxFrames)
return;
m_raytrace.raytrace(cmdBuf, clearColor, m_descSet, m_size, m_pushConstants);
m_raytrace.raytrace(cmdBuf, clearColor, m_descSet, m_size, m_pcRaster);
}
//--------------------------------------------------------------------------------------------------
@ -497,12 +493,12 @@ void HelloVulkan::updateFrame()
refCamMatrix = m;
refFov = fov;
}
m_pushConstants.frame++;
m_pcRaster.frame++;
}
void HelloVulkan::resetFrame()
{
m_pushConstants.frame = -1;
m_pcRaster.frame = -1;
}
@ -560,9 +556,13 @@ void HelloVulkan::createImplictBuffers()
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
// Adding an extra instance to get access to the material buffers
ObjDesc objDesc{};
objDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_implObjects.implMatBuf.buffer);
m_objDesc.emplace_back(objDesc);
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);
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
m_instances.emplace_back(instance);
}

View file

@ -22,6 +22,7 @@
#include "nvvk/appbase_vk.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/resourceallocator_vk.hpp"
#include "shaders/host_device.h"
// #VKRay
#include "nvvk/raytraceKHR_vk.hpp"
@ -65,7 +66,7 @@ public:
void loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1));
void updateDescriptorSet();
void createUniformBuffer();
void createSceneDescriptionBuffer();
void createObjDescriptionBuffer();
void createTextureImages(const VkCommandBuffer& cmdBuf, const std::vector<std::string>& textures);
void updateUniformBuffer(const VkCommandBuffer& cmdBuf);
void onResize(int /*w*/, int /*h*/) override;
@ -76,11 +77,22 @@ public:
Raytracer& raytracer() { return m_raytrace; }
ObjPushConstants m_pushConstants;
// Information pushed at each draw call
PushConstantRaster m_pcRaster{
{1}, // Identity matrix
{10.f, 15.f, 8.f}, // light position
0, // instance Id
{1, 0, 0}, // lightDirection;
{cos(deg2rad(12.5f))}, // lightSpotCutoff;
{cos(deg2rad(17.5f))}, // lightSpotOuterCutoff;
100.f, // light intensity
0 // light type
};
// Array of objects and instances in the scene
std::vector<ObjModel> m_objModel;
std::vector<ObjInstance> m_objInstance;
std::vector<ObjModel> m_objModel; // Model on host
std::vector<ObjDesc> m_objDesc; // Model description for device access
std::vector<ObjInstance> m_instances; // Scene model instances
// Graphic pipeline
@ -91,18 +103,18 @@ public:
VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet;
int m_maxFrames{10};
int m_maxFrames{500};
void resetFrame();
void updateFrame();
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
nvvk::Buffer m_bGlobals; // Device-Host of the camera matrices
nvvk::Buffer m_bObjDesc; // Device buffer of the OBJ descriptions
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::DebugUtil m_debug; // Utility to name objects
Allocator m_alloc; // Allocator for buffer, images, acceleration structures
Allocator m_alloc; // Allocator for buffer, images, acceleration structures
nvvk::DebugUtil m_debug; // Utility to name objects
// #Post
Offscreen m_offscreen;

View file

@ -59,35 +59,37 @@ void renderUI(HelloVulkan& helloVk)
changed |= ImGuiH::CameraWidget();
if(ImGui::CollapsingHeader("Light"))
{
changed |= ImGui::RadioButton("Point", &helloVk.m_pushConstants.lightType, 0);
auto& pc = helloVk.m_pcRaster;
changed |= ImGui::RadioButton("Point", &pc.lightType, 0);
ImGui::SameLine();
changed |= ImGui::RadioButton("Spot", &helloVk.m_pushConstants.lightType, 1);
changed |= ImGui::RadioButton("Spot", &pc.lightType, 1);
ImGui::SameLine();
changed |= ImGui::RadioButton("Infinite", &helloVk.m_pushConstants.lightType, 2);
changed |= ImGui::RadioButton("Infinite", &pc.lightType, 2);
if(helloVk.m_pushConstants.lightType < 2)
if(pc.lightType < 2)
{
changed |= ImGui::SliderFloat3("Light Position", &helloVk.m_pushConstants.lightPosition.x, -20.f, 20.f);
changed |= ImGui::SliderFloat3("Light Position", &pc.lightPosition.x, -20.f, 20.f);
}
if(helloVk.m_pushConstants.lightType > 0)
if(pc.lightType > 0)
{
changed |= ImGui::SliderFloat3("Light Direction", &helloVk.m_pushConstants.lightDirection.x, -1.f, 1.f);
changed |= ImGui::SliderFloat3("Light Direction", &pc.lightDirection.x, -1.f, 1.f);
}
if(helloVk.m_pushConstants.lightType < 2)
if(pc.lightType < 2)
{
changed |= ImGui::SliderFloat("Light Intensity", &helloVk.m_pushConstants.lightIntensity, 0.f, 500.f);
changed |= ImGui::SliderFloat("Light Intensity", &pc.lightIntensity, 0.f, 500.f);
}
if(helloVk.m_pushConstants.lightType == 1)
if(pc.lightType == 1)
{
float dCutoff = rad2deg(acos(helloVk.m_pushConstants.lightSpotCutoff));
float dOutCutoff = rad2deg(acos(helloVk.m_pushConstants.lightSpotOuterCutoff));
float dCutoff = rad2deg(acos(pc.lightSpotCutoff));
float dOutCutoff = rad2deg(acos(pc.lightSpotOuterCutoff));
changed |= ImGui::SliderFloat("Cutoff", &dCutoff, 0.f, 45.f);
changed |= ImGui::SliderFloat("OutCutoff", &dOutCutoff, 0.f, 45.f);
dCutoff = dCutoff > dOutCutoff ? dOutCutoff : dCutoff;
helloVk.m_pushConstants.lightSpotCutoff = cos(deg2rad(dCutoff));
helloVk.m_pushConstants.lightSpotOuterCutoff = cos(deg2rad(dOutCutoff));
pc.lightSpotCutoff = cos(deg2rad(dCutoff));
pc.lightSpotOuterCutoff = cos(deg2rad(dOutCutoff));
}
}
@ -196,20 +198,19 @@ int main(int argc, char** argv)
std::mt19937 gen(rd()); // Standard mersenne_twister_engine seeded with rd()
std::normal_distribution<float> dis(2.0f, 2.0f);
std::normal_distribution<float> disn(0.5f, 0.2f);
int wusonIndex = static_cast<int>(helloVk.m_objModel.size() - 1);
auto wusonIndex = static_cast<int>(helloVk.m_objModel.size() - 1);
for(int n = 0; n < 50; ++n)
{
ObjInstance inst = helloVk.m_objInstance[wusonIndex];
ObjInstance inst;
inst.objIndex = wusonIndex;
inst.txtOffset = 0;
float scale = fabsf(disn(gen));
nvmath::mat4f mat = nvmath::translation_mat4(nvmath::vec3f{dis(gen), 0.f, dis(gen) + 6});
// mat = mat * nvmath::rotation_mat4_x(dis(gen));
mat = mat * nvmath::scale_mat4(nvmath::vec3f(scale));
inst.transform = mat;
inst.transformIT = nvmath::transpose(nvmath::invert((inst.transform)));
helloVk.m_objInstance.push_back(inst);
mat = mat * nvmath::scale_mat4(nvmath::vec3f(scale));
inst.transform = mat;
helloVk.m_instances.push_back(inst);
}
// Creation of implicit geometry
@ -238,7 +239,7 @@ int main(int argc, char** argv)
helloVk.createDescriptorSetLayout();
helloVk.createGraphicsPipeline();
helloVk.createUniformBuffer();
helloVk.createSceneDescriptionBuffer();
helloVk.createObjDescriptionBuffer();
helloVk.updateDescriptorSet();
// #VKRay

View file

@ -20,6 +20,7 @@
#pragma once
#include "obj_loader.h"
// The OBJ model
struct ObjModel
{
@ -31,31 +32,12 @@ struct ObjModel
nvvk::Buffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
};
// Instance of the OBJ
struct ObjInstance
{
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{0};
VkDeviceAddress indices{0};
VkDeviceAddress materials{0};
VkDeviceAddress materialIndices{0};
nvmath::mat4f transform; // Matrix of the instance
uint32_t objIndex{0}; // Model index reference
};
// Information pushed at each draw call
struct ObjPushConstants
{
nvmath::vec3f lightPosition{10.f, 15.f, 8.f};
float lightIntensity{100.f};
nvmath::vec3f lightDirection{-1, -1, -1};
float lightSpotCutoff{cos(deg2rad(12.5f))};
float lightSpotOuterCutoff{cos(deg2rad(17.5f))};
int instanceId{0}; // To retrieve the transformation matrix
int lightType{0}; // 0: point, 1: infinite
int frame{0};
};
enum EObjType
{

View file

@ -69,7 +69,7 @@ auto Raytracer::objectToVkGeometryKHR(const ObjModel& model)
VkDeviceAddress indexAddress = nvvk::getBufferDeviceAddress(m_device, model.indexBuffer.buffer);
VkAccelerationStructureGeometryTrianglesDataKHR triangles{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR};
triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT;
triangles.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT;
triangles.vertexData.deviceAddress = vertexAddress;
triangles.vertexStride = sizeof(VertexObj);
triangles.indexType = VK_INDEX_TYPE_UINT32;
@ -163,26 +163,26 @@ void Raytracer::createTopLevelAS(std::vector<ObjInstance>& instances, ImplInst&
tlas.reserve(instances.size());
for(uint32_t i = 0; i < nbObj; i++)
{
VkAccelerationStructureInstanceKHR rayInst;
VkAccelerationStructureInstanceKHR rayInst{};
rayInst.transform = nvvk::toTransformMatrixKHR(instances[i].transform); // Position of the instance
rayInst.instanceCustomIndex = instances[i].objIndex; // gl_InstanceCustomIndexEXT
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(instances[i].objIndex);
rayInst.instanceShaderBindingTableRecordOffset = 0; // We will use the same hit group for all objects
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.mask = 0xFF;
rayInst.mask = 0xFF; // Only be hit if rayMask & instance.mask != 0
rayInst.instanceShaderBindingTableRecordOffset = 0; // We will use the same hit group for all objects
tlas.emplace_back(rayInst);
}
// Add the blas containing all implicit
if(!implicitObj.objImpl.empty())
{
VkAccelerationStructureInstanceKHR rayInst;
VkAccelerationStructureInstanceKHR rayInst{};
rayInst.transform = nvvk::toTransformMatrixKHR(implicitObj.transform); // Position of the instance
rayInst.instanceCustomIndex = nbObj; // Same for material index
rayInst.instanceCustomIndex = instances[nbObj].objIndex;
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(static_cast<uint32_t>(implicitObj.blasId));
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.mask = 0xFF; // Only be hit if rayMask & instance.mask != 0
rayInst.instanceShaderBindingTableRecordOffset = 1; // We will use the same hit group for all objects (the second one)
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.mask = 0xFF;
tlas.emplace_back(rayInst);
}
@ -196,9 +196,9 @@ void Raytracer::createRtDescriptorSet(const VkImageView& outputImage)
{
using vkDSLB = VkDescriptorSetLayoutBinding;
m_rtDescSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1,
m_rtDescSetLayoutBind.addBinding(RtxBindings::eTlas, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1,
VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR); // TLAS
m_rtDescSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_RAYGEN_BIT_KHR); // Output image
m_rtDescSetLayoutBind.addBinding(RtxBindings::eOutImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_RAYGEN_BIT_KHR); // Output image
m_rtDescPool = m_rtDescSetLayoutBind.createPool(m_device);
m_rtDescSetLayout = m_rtDescSetLayoutBind.createLayout(m_device);
@ -217,8 +217,8 @@ void Raytracer::createRtDescriptorSet(const VkImageView& outputImage)
std::vector<VkWriteDescriptorSet> writes;
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, 0, &descASInfo));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, 1, &imageInfo));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eTlas, &descASInfo));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eOutImage, &imageInfo));
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}
@ -230,7 +230,7 @@ void Raytracer::createRtDescriptorSet(const VkImageView& outputImage)
void Raytracer::updateRtDescriptorSet(const VkImageView& outputImage)
{
VkDescriptorImageInfo imageInfo{{}, outputImage, VK_IMAGE_LAYOUT_GENERAL};
VkWriteDescriptorSet wds = m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, 1, &imageInfo);
VkWriteDescriptorSet wds = m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eOutImage, &imageInfo);
vkUpdateDescriptorSets(m_device, 1, &wds, 0, nullptr);
}
@ -362,7 +362,7 @@ void Raytracer::createRtPipeline(VkDescriptorSetLayout& sceneDescLayout)
// Push constant: we want to be able to update constants used by the shaders
VkPushConstantRange pushConstant{VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR
| VK_SHADER_STAGE_MISS_BIT_KHR | VK_SHADER_STAGE_CALLABLE_BIT_KHR,
0, sizeof(RtPushConstants)};
0, sizeof(PushConstantRay)};
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
@ -408,18 +408,18 @@ void Raytracer::raytrace(const VkCommandBuffer& cmdBuf,
const nvmath::vec4f& clearColor,
VkDescriptorSet& sceneDescSet,
VkExtent2D& size,
ObjPushConstants& sceneConstants)
PushConstantRaster& sceneConstants)
{
m_debug.beginLabel(cmdBuf, "Ray trace");
// Initializing push constant values
m_rtPushConstants.clearColor = clearColor;
m_rtPushConstants.lightPosition = sceneConstants.lightPosition;
m_rtPushConstants.lightIntensity = sceneConstants.lightIntensity;
m_rtPushConstants.lightDirection = sceneConstants.lightDirection;
m_rtPushConstants.lightSpotCutoff = sceneConstants.lightSpotCutoff;
m_rtPushConstants.lightSpotOuterCutoff = sceneConstants.lightSpotOuterCutoff;
m_rtPushConstants.lightType = sceneConstants.lightType;
m_rtPushConstants.frame = sceneConstants.frame;
m_pcRay.clearColor = clearColor;
m_pcRay.lightPosition = sceneConstants.lightPosition;
m_pcRay.lightIntensity = sceneConstants.lightIntensity;
m_pcRay.lightDirection = sceneConstants.lightDirection;
m_pcRay.lightSpotCutoff = sceneConstants.lightSpotCutoff;
m_pcRay.lightSpotOuterCutoff = sceneConstants.lightSpotOuterCutoff;
m_pcRay.lightType = sceneConstants.lightType;
m_pcRay.frame = sceneConstants.frame;
std::vector<VkDescriptorSet> descSets{m_rtDescSet, sceneDescSet};
@ -429,7 +429,7 @@ void Raytracer::raytrace(const VkCommandBuffer& cmdBuf,
vkCmdPushConstants(cmdBuf, m_rtPipelineLayout,
VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_MISS_BIT_KHR
| VK_SHADER_STAGE_CALLABLE_BIT_KHR,
0, sizeof(RtPushConstants), &m_rtPushConstants);
0, sizeof(PushConstantRay), &m_pcRay);
auto& regions = m_sbtWrapper.getRegions();

View file

@ -24,6 +24,8 @@
#include "nvvk/sbtwrapper_vk.hpp"
#include "obj.hpp"
#include "shaders/host_device.h"
class Raytracer
{
public:
@ -41,7 +43,7 @@ public:
const nvmath::vec4f& clearColor,
VkDescriptorSet& sceneDescSet,
VkExtent2D& size,
ObjPushConstants& sceneConstants);
PushConstantRaster& sceneConstants);
private:
nvvk::ResourceAllocator* m_alloc{nullptr}; // Allocator for buffer, images, acceleration structures
@ -62,15 +64,6 @@ private:
VkPipeline m_rtPipeline;
nvvk::Buffer m_rtSBTBuffer;
struct RtPushConstants
{
nvmath::vec4f clearColor;
nvmath::vec3f lightPosition;
float lightIntensity{100.0f};
nvmath::vec3f lightDirection{-1, -1, -1};
float lightSpotCutoff{deg2rad(12.5f)};
float lightSpotOuterCutoff{deg2rad(17.5f)};
int lightType{0};
int frame{0};
} m_rtPushConstants;
PushConstantRay m_pcRay{};
};

View file

@ -29,91 +29,86 @@
#include "wavefront.glsl"
layout(push_constant) uniform shaderInformation
layout(push_constant) uniform _PushConstantRaster
{
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
uint instanceId;
int lightType;
}
pushC;
PushConstantRaster pcRaster;
};
// clang-format off
// Incoming
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos;
layout(location = 1) in vec3 i_worldPos;
layout(location = 2) in vec3 i_worldNrm;
layout(location = 3) in vec3 i_viewDir;
layout(location = 4) in vec2 i_texCoord;
// Outgoing
layout(location = 0) out vec4 outColor;
layout(location = 0) out vec4 o_color;
layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2) uniform sampler2D[] textureSamplers;
layout(binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(binding = eTextures) uniform sampler2D[] textureSamplers;
// clang-format on
void main()
{
// Material of the object
SceneDesc objResource = sceneDesc.i[pushC.instanceId];
ObjDesc objResource = objDesc.i[pcRaster.objIndex];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
int matIndex = matIndices.i[gl_PrimitiveID];
WaveFrontMaterial mat = materials.m[matIndex];
vec3 N = normalize(fragNormal);
vec3 N = normalize(i_worldNrm);
// Vector toward light
vec3 LightDir;
float lightIntensity;
// Point light
if(pushC.lightType == 0)
if(pcRaster.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
vec3 lDir = pcRaster.lightPosition - i_worldPos;
float lightDistance = length(lDir);
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
lightIntensity = pcRaster.lightIntensity / (lightDistance * lightDistance);
LightDir = normalize(lDir);
}
else if(pushC.lightType == 1)
else if(pcRaster.lightType == 1)
{
vec3 lDir = pushC.lightPosition - worldPos;
vec3 lDir = pcRaster.lightPosition - i_worldPos;
float lightDistance = length(lDir);
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
lightIntensity = pcRaster.lightIntensity / (lightDistance * lightDistance);
LightDir = normalize(lDir);
float theta = dot(LightDir, normalize(-pushC.lightDirection));
float epsilon = pushC.lightSpotCutoff - pushC.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pushC.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
float theta = dot(LightDir, normalize(-pcRaster.lightDirection));
float epsilon = pcRaster.lightSpotCutoff - pcRaster.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pcRaster.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
lightIntensity *= spotIntensity;
}
else // Directional light
{
LightDir = normalize(-pushC.lightDirection);
LightDir = normalize(-pcRaster.lightDirection);
lightIntensity = 1.0;
}
// Diffuse
vec3 diffuse = computeDiffuse(mat, LightDir, N);
if(mat.textureId >= 0)
{
int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
int txtOffset = objDesc.i[pcRaster.objIndex].txtOffset;
uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], i_texCoord).xyz;
diffuse *= diffuseTxt;
}
// Specular
vec3 specular = computeSpecular(mat, viewDir, LightDir, N);
vec3 specular = computeSpecular(mat, i_viewDir, LightDir, N);
// Result
outColor = vec4(lightIntensity * (diffuse + specular), 1);
o_color = vec4(lightIntensity * (diffuse + specular), 1);
}

View file

@ -0,0 +1,126 @@
/*
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef COMMON_HOST_DEVICE
#define COMMON_HOST_DEVICE
#ifdef __cplusplus
#include "nvmath/nvmath.h"
// GLSL Type
using vec2 = nvmath::vec2f;
using vec3 = nvmath::vec3f;
using vec4 = nvmath::vec4f;
using mat4 = nvmath::mat4f;
using uint = unsigned int;
#endif
// clang-format off
#ifdef __cplusplus // Descriptor binding helper for C++ and GLSL
#define START_BINDING(a) enum a {
#define END_BINDING() }
#else
#define START_BINDING(a) const uint
#define END_BINDING()
#endif
START_BINDING(SceneBindings)
eGlobals = 0, // Global uniform containing camera matrices
eObjDescs = 1, // Access to the object descriptions
eTextures = 2, // Access to textures
eImplicits = 3 // Implicit objects
END_BINDING();
START_BINDING(RtxBindings)
eTlas = 0, // Top-level acceleration structure
eOutImage = 1 // Ray tracer output image
END_BINDING();
// clang-format on
// Information of a obj model when referenced in a shader
struct ObjDesc
{
int txtOffset; // Texture index offset in the array of textures
uint64_t vertexAddress; // Address of the Vertex buffer
uint64_t indexAddress; // Address of the index buffer
uint64_t materialAddress; // Address of the material buffer
uint64_t materialIndexAddress; // Address of the triangle material index buffer
};
// Uniform buffer set at each frame
struct GlobalUniforms
{
mat4 viewProj; // Camera view * projection
mat4 viewInverse; // Camera inverse view matrix
mat4 projInverse; // Camera inverse projection matrix
};
// Push constant structure for the raster
struct PushConstantRaster
{
mat4 modelMatrix; // matrix of the instance
vec3 lightPosition;
uint objIndex;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
float lightIntensity;
int lightType;
int frame;
};
// Push constant structure for the ray tracer
struct PushConstantRay
{
vec4 clearColor;
vec3 lightPosition;
uint objIndex;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
float lightIntensity;
int lightType;
int frame;
};
struct Vertex // See ObjLoader, copy of VertexObj, could be compressed for device
{
vec3 pos;
vec3 nrm;
vec3 color;
vec2 texCoord;
};
struct WaveFrontMaterial // See ObjLoader, copy of MaterialObj, could be compressed for device
{
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 transmittance;
vec3 emission;
float shininess;
float ior; // index of refraction
float dissolve; // 1 == opaque; 0 == fully transparent
int illum; // illumination model (see http://www.fileformat.info/format/material/)
int textureId;
};
#endif

View file

@ -20,24 +20,21 @@
#version 460 core
#extension GL_EXT_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "raycommon.glsl"
#include "host_device.h"
layout(location = 3) callableDataInEXT rayLight cLight;
layout(push_constant) uniform Constants
layout(push_constant) uniform _PushConstantRay
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
PushConstantRay pcRay;
};
void main()
{
cLight.outLightDistance = 10000000;
cLight.outIntensity = 1.0;
cLight.outLightDir = normalize(-lightDirection);
cLight.outLightDir = normalize(-pcRay.lightDirection);
}

View file

@ -20,25 +20,23 @@
#version 460 core
#extension GL_EXT_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "raycommon.glsl"
#include "host_device.h"
layout(location = 3) callableDataInEXT rayLight cLight;
layout(push_constant) uniform Constants
layout(push_constant) uniform _PushConstantRay
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
PushConstantRay pcRay;
};
void main()
{
vec3 lDir = lightPosition - cLight.inHitPosition;
vec3 lDir = pcRay.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity = lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outIntensity = pcRay.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
}

View file

@ -20,29 +20,26 @@
#version 460 core
#extension GL_EXT_ray_tracing : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "raycommon.glsl"
#include "host_device.h"
layout(location = 3) callableDataInEXT rayLight cLight;
layout(push_constant) uniform Constants
layout(push_constant) uniform _PushConstantRay
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
PushConstantRay pcRay;
};
void main()
{
vec3 lDir = lightPosition - cLight.inHitPosition;
vec3 lDir = pcRay.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity = lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outIntensity = pcRay.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outLightDir = normalize(lDir);
float theta = dot(cLight.outLightDir, normalize(-lightDirection));
float epsilon = lightSpotCutoff - lightSpotOuterCutoff;
float spotIntensity = clamp((theta - lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
float theta = dot(cLight.outLightDir, normalize(-pcRay.lightDirection));
float epsilon = pcRay.lightSpotCutoff - pcRay.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pcRay.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity;
}

View file

@ -36,13 +36,13 @@ layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of
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(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
// clang-format on
void main()
{
// Object of this instance
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);

View file

@ -22,7 +22,6 @@
#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
@ -39,22 +38,13 @@ layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of
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 SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(set = 1, binding = eTextures) uniform sampler2D textureSamplers[];
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
}
pushC;
layout(location = 3) callableDataEXT rayLight cLight;
@ -62,7 +52,7 @@ layout(location = 3) callableDataEXT rayLight cLight;
void main()
{
// Object data
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
Indices indices = Indices(objResource.indexAddress);
@ -81,45 +71,44 @@ void main()
// 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(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
normal = normalize(vec3(normal * gl_WorldToObjectEXT));
// 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(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
worldPos = vec3(gl_ObjectToWorldEXT * vec4(worldPos, 1.0));
cLight.inHitPosition = worldPos;
//#define DONT_USE_CALLABLE
#if defined(DONT_USE_CALLABLE)
// Point light
if(pushC.lightType == 0)
if(pcRay.lightType == 0)
{
vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
vec3 lDir = pcRay.lightPosition - cLight.inHitPosition;
float lightDistance = length(lDir);
cLight.outIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
cLight.outIntensity = pcRay.lightIntensity / (lightDistance * lightDistance);
cLight.outLightDir = normalize(lDir);
cLight.outLightDistance = lightDistance;
}
else if(pushC.lightType == 1)
else if(pcRay.lightType == 1)
{
vec3 lDir = pushC.lightPosition - cLight.inHitPosition;
vec3 lDir = pcRay.lightPosition - cLight.inHitPosition;
cLight.outLightDistance = length(lDir);
cLight.outIntensity = pushC.lightIntensity / (cLight.outLightDistance * cLight.outLightDistance);
cLight.outIntensity = pcRay.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);
float theta = dot(cLight.outLightDir, normalize(-pcRay.lightDirection));
float epsilon = pcRay.lightSpotCutoff - pcRay.lightSpotOuterCutoff;
float spotIntensity = clamp((theta - pcRay.lightSpotOuterCutoff) / epsilon, 0.0, 1.0);
cLight.outIntensity *= spotIntensity;
}
else // Directional light
{
cLight.outLightDir = normalize(-pushC.lightDirection);
cLight.outLightDir = normalize(-pcRay.lightDirection);
cLight.outIntensity = 1.0;
cLight.outLightDistance = 10000000;
}
#else
executeCallableEXT(pushC.lightType, 3);
executeCallableEXT(pcRay.lightType, 3);
#endif
// Material of the object
@ -131,7 +120,7 @@ void main()
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
if(mat.textureId >= 0)
{
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
uint txtId = mat.textureId + objDesc.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;
}
@ -183,6 +172,5 @@ void main()
prd.rayDir = rayDir;
}
prd.hitValue = vec3(cLight.outIntensity * attenuation * (diffuse + specular));
}

View file

@ -20,42 +20,27 @@
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "random.glsl"
#include "raycommon.glsl"
#include "wavefront.glsl"
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
// clang-format off
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(binding = 0, set = 1) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
int frame;
}
pushC;
layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = eOutImage, rgba32f) uniform image2D image;
layout(set = 1, binding = eGlobals) uniform _GlobalUniforms { GlobalUniforms uni; };
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
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);
uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pcRay.frame * NBSAMPLES);
prd.seed = seed;
vec3 hitValues = vec3(0);
@ -67,7 +52,7 @@ void main()
float r2 = rnd(seed);
// Subpixel jitter: send the ray through a different position inside the pixel
// each time, to provide antialiasing.
vec2 subpixel_jitter = pushC.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
vec2 subpixel_jitter = pcRay.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
@ -75,9 +60,9 @@ void main()
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1);
vec4 target = uni.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = uni.viewInverse * vec4(normalize(target.xyz), 0);
uint rayFlags = gl_RayFlagsNoneEXT;
float tMin = 0.001;
@ -120,9 +105,9 @@ void main()
prd.hitValue = hitValues / NBSAMPLES;
// Do accumulation over time
if(pushC.frame >= 0)
if(pcRay.frame >= 0)
{
float a = 1.0f / float(pushC.frame + 1);
float a = 1.0f / float(pcRay.frame + 1);
vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f));
}

View file

@ -30,7 +30,7 @@
hitAttributeEXT vec3 HitAttribute;
layout(binding = 3, set = 1, scalar) buffer allImpl_
layout(set = 1, binding = eImplicits, scalar) buffer allImpl_
{
Implicit i[];
}
@ -77,6 +77,7 @@ float hitAabb(const Aabb aabb, const Ray r)
void main()
{
Ray ray;
ray.origin = gl_WorldRayOriginEXT;
ray.direction = gl_WorldRayDirectionEXT;

View file

@ -20,16 +20,19 @@
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "raycommon.glsl"
#include "wavefront.glsl"
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(push_constant) uniform Constants
layout(push_constant) uniform _PushConstantRay
{
vec4 clearColor;
PushConstantRay pcRay;
};
void main()
{
prd.hitValue = clearColor.xyz * 0.8;
prd.hitValue = pcRay.clearColor.xyz * 0.8;
}

View file

@ -36,8 +36,8 @@ layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of
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;
layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(set = 1, binding = eImplicits, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
// clang-format on
void main()
@ -45,7 +45,7 @@ void main()
// Material of the object
Implicit impl = allImplicits.i[gl_PrimitiveID];
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
Materials materials = Materials(objResource.materialAddress);
WaveFrontMaterial mat = materials.m[impl.matId];

View file

@ -41,22 +41,12 @@ layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of
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;
layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(set = 1, binding = eImplicits, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
int lightType;
}
pushC;
layout(location = 3) callableDataEXT rayLight cLight;
@ -92,10 +82,10 @@ void main()
}
cLight.inHitPosition = worldPos;
executeCallableEXT(pushC.lightType, 3);
executeCallableEXT(pcRay.lightType, 3);
// Material of the object
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
Materials materials = Materials(objResource.materialAddress);
WaveFrontMaterial mat = materials.m[impl.matId];

View file

@ -26,41 +26,26 @@
#include "wavefront.glsl"
// clang-format off
layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
// clang-format on
layout(binding = 0) uniform UniformBufferObject
layout(binding = 0) uniform _GlobalUniforms
{
mat4 view;
mat4 proj;
mat4 viewI;
}
ubo;
GlobalUniforms uni;
};
layout(push_constant) uniform shaderInformation
layout(push_constant) uniform _PushConstantRaster
{
vec3 lightPosition;
float lightIntensity;
vec3 lightDirection;
float lightSpotCutoff;
float lightSpotOuterCutoff;
uint instanceId;
int lightType;
}
pushC;
PushConstantRaster pcRaster;
};
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inColor;
layout(location = 3) in vec2 inTexCoord;
layout(location = 0) in vec3 i_position;
layout(location = 1) in vec3 i_normal;
layout(location = 2) in vec3 i_color;
layout(location = 3) in vec2 i_texCoord;
//layout(location = 0) flat out int matIndex;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out vec3 fragNormal;
layout(location = 3) out vec3 viewDir;
layout(location = 4) out vec3 worldPos;
layout(location = 1) out vec3 o_worldPos;
layout(location = 2) out vec3 o_worldNrm;
layout(location = 3) out vec3 o_viewDir;
layout(location = 4) out vec2 o_texCoord;
out gl_PerVertex
{
@ -70,16 +55,12 @@ out gl_PerVertex
void main()
{
mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0));
o_viewDir = vec3(o_worldPos - origin);
o_texCoord = i_texCoord;
o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal;
worldPos = vec3(objMatrix * vec4(inPosition, 1.0));
viewDir = vec3(worldPos - origin);
fragTexCoord = inTexCoord;
fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0));
// matIndex = inMatID;
gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0);
gl_Position = uni.viewProj * vec4(o_worldPos, 1.0);
}

View file

@ -17,41 +17,7 @@
* SPDX-License-Identifier: Apache-2.0
*/
struct Vertex
{
vec3 pos;
vec3 nrm;
vec3 color;
vec2 texCoord;
};
struct WaveFrontMaterial
{
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 transmittance;
vec3 emission;
float shininess;
float ior; // index of refraction
float dissolve; // 1 == opaque; 0 == fully transparent
int illum; // illumination model (see http://www.fileformat.info/format/material/)
int textureId;
};
struct SceneDesc
{
mat4 transfo;
mat4 transfoIT;
int objId;
int txtOffset;
uint64_t vertexAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t materialIndexAddress;
};
#include "host_device.h"
vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal)
{