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

@ -34,27 +34,48 @@ of the number of elements and offsets.
From the source tutorial, we will not need the following and therefore remove it:
~~~~C
struct ObjModel {..};
struct ObjInstance {..};
std::vector<ObjModel> m_objModel;
std::vector<ObjInstance> m_objInstance;
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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
~~~~
But instead, we will use this following structure to retrieve the information of the primitive that has been hit in the closest hit shader;
In `host_device.h` we will add new host/device structures: PrimMeshInfo, SceneDesc and GltfShadeMaterial.
~~~~C
// Structure used for retrieving the primitive information in the closest hit
// The gl_InstanceCustomIndexNV
struct RtPrimitiveLookup
{
uint32_t indexOffset;
uint32_t vertexOffset;
int materialIndex;
};
~~~~
// Structure used for retrieving the primitive information in the closest hit
struct PrimMeshInfo
{
uint indexOffset;
uint vertexOffset;
int materialIndex;
};
And for holding the information, we will be using a helper class to hold glTF scene and buffers for the data.
// Scene buffer addresses
struct SceneDesc
{
uint64_t vertexAddress; // Address of the Vertex buffer
uint64_t normalAddress; // Address of the Normal buffer
uint64_t uvAddress; // Address of the texture coordinates buffer
uint64_t indexAddress; // Address of the triangle indices buffer
uint64_t materialAddress; // Address of the Materials buffer (GltfShadeMaterial)
uint64_t primInfoAddress; // Address of the mesh primitives buffer (PrimMeshInfo)
};
~~~~
And also, our glTF material representation for the shading. This is a stripped down version of the glTF PBR. If you are interested in the
correct PBR implementation, check out [vk_raytrace](https://github.com/nvpro-samples/vk_raytrace).
~~~~ C
struct GltfShadeMaterial
{
vec4 pbrBaseColorFactor;
vec3 emissiveFactor;
int pbrBaseColorTexture;
};
~~~~
And for holding the all the buffers allocated for representing the scene, we will store them in the following.
~~~~C
nvh::GltfScene m_gltfScene;
@ -63,26 +84,10 @@ But instead, we will use this following structure to retrieve the information of
nvvk::Buffer m_uvBuffer;
nvvk::Buffer m_indexBuffer;
nvvk::Buffer m_materialBuffer;
nvvk::Buffer m_matrixBuffer;
nvvk::Buffer m_rtPrimLookup;
nvvk::Buffer m_primInfo;
nvvk::Buffer m_sceneDesc;
~~~~
And a structure to retrieve all buffers of the scene
~~~~ C++
struct SceneDescription
{
uint64_t vertexAddress;
uint64_t normalAddress;
uint64_t uvAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t matrixAddress;
uint64_t rtPrimAddress;
};
~~~~
## Loading glTF scene
To load the scene, we will be using [TinyGLTF](https://github.com/syoyo/tinygltf) from Syoyo Fujita, then to avoid traversing
@ -146,26 +151,12 @@ We are making a simple material, extracting only a few members from the glTF mat
~~~~
We could use `push_constant` to set the matrix of the node, but instead, we will push the index of the
node to draw and fetch the matrix from a buffer.
~~~~C
// Instance Matrices used by rasterizer
std::vector<nvmath::mat4f> nodeMatrices;
for(auto& node : m_gltfScene.m_nodes)
{
nodeMatrices.emplace_back(node.worldMatrix);
}
m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~
To find the positions of the triangle hit in the closest hit shader, as well as the other
attributes, we will store the offsets information of that geometry.
~~~~C
// The following is used to find the primitive mesh information in the CHIT
std::vector<RtPrimitiveLookup> primLookup;
std::vector<PrimMeshInfo> primLookup;
for(auto& primMesh : m_gltfScene.m_primMeshes)
{
primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex});
@ -177,15 +168,14 @@ attributes, we will store the offsets information of that geometry.
Finally, we are creating a buffer holding the address of all buffers
~~~~ C++
SceneDescription sceneDesc;
SceneDesc sceneDesc;
sceneDesc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
sceneDesc.indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
sceneDesc.normalAddress = nvvk::getBufferDeviceAddress(m_device, m_normalBuffer.buffer);
sceneDesc.uvAddress = nvvk::getBufferDeviceAddress(m_device, m_uvBuffer.buffer);
sceneDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_materialBuffer.buffer);
sceneDesc.matrixAddress = nvvk::getBufferDeviceAddress(m_device, m_matrixBuffer.buffer);
sceneDesc.rtPrimAddress = nvvk::getBufferDeviceAddress(m_device, m_rtPrimLookup.buffer);
m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDescription), &sceneDesc,
sceneDesc.primInfoAddress = nvvk::getBufferDeviceAddress(m_device, m_primInfo.buffer);
m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDesc), &sceneDesc,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
~~~~
@ -204,18 +194,18 @@ The finalize and releasing staging is waiting for the copy of all data to the GP
NAME_VK(m_normalBuffer.buffer);
NAME_VK(m_uvBuffer.buffer);
NAME_VK(m_materialBuffer.buffer);
NAME_VK(m_matrixBuffer.buffer);
NAME_VK(m_rtPrimLookup.buffer);
NAME_VK(m_primInfo.buffer);
NAME_VK(m_sceneDesc.buffer);
}
~~~~
**NOTE**: the macro `NAME_VK` is a convenience to name Vulkan object to easily identify them in Nsight Graphics and to know where it was created.
**:warning: NOTE**: the macro `NAME_VK` is a convenience to name Vulkan object to easily identify them in Nsight Graphics and to know where it was created.
## Converting geometry to BLAS
Instead of `objectToVkGeometryKHR()`, we will be using `primitiveToGeometry(const nvh::GltfPrimMesh& prim)`.
The function is similar, only the input is different.
Instead of `objectToVkGeometryKHR()`, we will be using `primitiveToVkGeometry(const nvh::GltfPrimMesh& prim)`.
The function is similar, only the input is different, except for `VkAccelerationStructureBuildRangeInfoKHR` where
we also include the offsets.
~~~~C
//--------------------------------------------------------------------------------------------------
@ -231,7 +221,7 @@ auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
// Describe buffer as array of VertexObj.
VkAccelerationStructureGeometryTrianglesDataKHR triangles{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR};
triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT; // vec3 vertex position data.
triangles.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT; // vec3 vertex position data.
triangles.vertexData.deviceAddress = vertexAddress;
triangles.vertexStride = sizeof(nvmath::vec3f);
// Describe index data (32-bit unsigned int)
@ -264,22 +254,18 @@ auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
## Top Level creation
There are almost no changes for creating the TLAS but is actually even simpler. Each
drawable node has a matrix and an index to the geometry, which in our case, also
correspond directly to the BLAS ID. To know which geometry is used, and to find back
all the data (see structure `RtPrimitiveLookup`), we will set the `instanceCustomId` member
to the primitive mesh id. This value will be recovered with `gl_InstanceCustomIndexEXT`
in the closest hit shader.
There are almost no differences, besides the fact that the index of the geometry is stored in `primMesh`.
~~~~C
for(auto& node : m_gltfScene.m_nodes)
{
nvvk::RaytracingBuilderKHR::Instance rayInst;
rayInst.transform = node.worldMatrix;
rayInst.instanceCustomId = node.primMesh; // gl_InstanceCustomIndexEXT: to find which primitive
rayInst.blasId = node.primMesh;
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.hitGroupId = 0; // We will use the same hit group for all objects
VkAccelerationStructureInstanceKHR rayInst;
rayInst.transform = nvvk::toTransformMatrixKHR(node.worldMatrix);
rayInst.instanceCustomIndex = node.primMesh; // gl_InstanceCustomIndexEXT: to find which primitive
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(node.primMesh);
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.mask = 0xFF;
rayInst.instanceShaderBindingTableRecordOffset = 0; // We will use the same hit group for all objects
tlas.emplace_back(rayInst);
}
~~~~
@ -288,8 +274,8 @@ in the closest hit shader.
## Raster Rendering
Raster rendering is simple. The shader was changed to use vertex, normal and texture coordinates. For
each node, we will be pushing the instance Id (retrieve the matrix) and the material Id. Since we
don't have a scene graph, we could loop over all drawable nodes.
each node, we will be pushing the material Id this primitive is using. Since we have flatten the scene graph,
we can loop over all drawable nodes.
~~~~C
std::vector<VkBuffer> vertexBuffers = {m_vertexBuffer.buffer, m_normalBuffer.buffer, m_uvBuffer.buffer};
@ -301,10 +287,11 @@ don't have a scene graph, we could loop over all drawable nodes.
{
auto& primitive = m_gltfScene.m_primMeshes[node.primMesh];
m_pushConstant.instanceId = idxNode++;
m_pushConstant.materialId = primitive.materialIndex;
m_pcRaster.modelMatrix = node.worldMatrix;
m_pcRaster.objIndex = node.primMesh;
m_pcRaster.materialId = primitive.materialIndex;
vkCmdPushConstants(cmdBuf, m_pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(ObjPushConstant), &m_pushConstant);
sizeof(PushConstantRaster), &m_pcRaster);
vkCmdDrawIndexed(cmdBuf, primitive.indexCount, 1, primitive.firstIndex, primitive.vertexOffset, 0);
}
~~~~
@ -316,12 +303,12 @@ In `createRtDescriptorSet()`, the only change we will add is the primitive info
the data when hitting a triangle.
~~~~C
m_rtDescSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
m_rtDescSetLayoutBind.addBinding(ePrimLookup, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); // Primitive info
// ...
VkDescriptorBufferInfo primitiveInfoDesc{m_rtPrimLookup.buffer, 0, VK_WHOLE_SIZE};
// ...
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, 2, &primitiveInfoDesc));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, ePrimLookup, &primitiveInfoDesc));
~~~~
@ -393,12 +380,12 @@ void HelloVulkan::updateFrame()
refCamMatrix = m;
refFov = fov;
}
m_rtPushConstants.frame++;
m_pcRay.frame++;
}
void HelloVulkan::resetFrame()
{
m_rtPushConstants.frame = -1;
m_pcRay.frame = -1;
}
~~~~
@ -436,16 +423,16 @@ To accumulate the samples, instead of only write to the image, we will also use
~~~~C
// 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));
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, hitValue, a), 1.f));
}
else
{
// First frame, replace the value in the buffer
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.f));
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 1.f));
}
~~~~

View file

@ -39,23 +39,10 @@
#include "nvvk/shaders_vk.hpp"
#include "nvh/alignment.hpp"
#include "shaders/binding.glsl"
#include "shaders/gltf.glsl"
#include "nvvk/buffers_vk.hpp"
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
@ -75,16 +62,17 @@ 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.
@ -100,7 +88,7 @@ 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};
@ -119,13 +107,15 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
void HelloVulkan::createDescriptorSetLayout()
{
auto& bind = m_descSetLayoutBind;
// Camera matrices (binding = 0)
bind.addBinding(B_CAMERA, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Camera matrices
bind.addBinding(SceneBindings::eGlobals, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
// Array of textures
auto nbTextures = static_cast<uint32_t>(m_textures.size());
bind.addBinding(B_TEXTURES, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTextures,
bind.addBinding(SceneBindings::eTextures, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTextures,
VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR);
bind.addBinding(B_SCENEDESC, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
// Scene buffers
bind.addBinding(eSceneDesc, 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);
@ -142,17 +132,17 @@ void HelloVulkan::updateDescriptorSet()
std::vector<VkWriteDescriptorSet> writes;
// Camera matrices and scene description
VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo dbiUnif{m_bGlobals.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo sceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_CAMERA, &dbiUnif));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, B_SCENEDESC, &sceneDesc));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, SceneBindings::eGlobals, &dbiUnif));
writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, eSceneDesc, &sceneDesc));
// All texture samplers
std::vector<VkDescriptorImageInfo> diit;
for(auto& texture : m_textures)
diit.emplace_back(texture.descriptor);
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, B_TEXTURES, diit.data()));
writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, SceneBindings::eTextures, diit.data()));
// Writing the information
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
@ -164,7 +154,7 @@ void HelloVulkan::updateDescriptorSet()
//
void HelloVulkan::createGraphicsPipeline()
{
VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(ObjPushConstant)};
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};
@ -181,7 +171,7 @@ void HelloVulkan::createGraphicsPipeline()
gpb.depthStencilState.depthTestEnable = true;
gpb.addShader(nvh::loadFile("spv/vert_shader.vert.spv", true, paths, true), VK_SHADER_STAGE_VERTEX_BIT);
gpb.addShader(nvh::loadFile("spv/frag_shader.frag.spv", true, paths, true), VK_SHADER_STAGE_FRAGMENT_BIT);
gpb.addBindingDescriptions({{0, sizeof(nvmath::vec3)}, {1, sizeof(nvmath::vec3)}, {2, sizeof(nvmath::vec2)}});
gpb.addBindingDescriptions({{0, sizeof(nvmath::vec3f)}, {1, sizeof(nvmath::vec3f)}, {2, sizeof(nvmath::vec2f)}});
gpb.addAttributeDescriptions({
{0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0}, // Position
{1, 1, VK_FORMAT_R32G32B32_SFLOAT, 0}, // Normal
@ -232,41 +222,30 @@ void HelloVulkan::loadScene(const std::string& filename)
// Copying all materials, only the elements we need
std::vector<GltfShadeMaterial> shadeMaterials;
for(auto& m : m_gltfScene.m_materials)
for(const auto& m : m_gltfScene.m_materials)
{
shadeMaterials.emplace_back(GltfShadeMaterial{m.baseColorFactor, m.emissiveFactor, m.baseColorTexture});
}
m_materialBuffer = m_alloc.createBuffer(cmdBuf, shadeMaterials,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// Instance Matrices used by rasterizer
std::vector<nvmath::mat4f> nodeMatrices;
for(auto& node : m_gltfScene.m_nodes)
{
nodeMatrices.emplace_back(node.worldMatrix);
}
m_matrixBuffer = m_alloc.createBuffer(cmdBuf, nodeMatrices,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// The following is used to find the primitive mesh information in the CHIT
std::vector<RtPrimitiveLookup> primLookup;
std::vector<PrimMeshInfo> primLookup;
for(auto& primMesh : m_gltfScene.m_primMeshes)
{
primLookup.push_back({primMesh.firstIndex, primMesh.vertexOffset, primMesh.materialIndex});
}
m_rtPrimLookup =
m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
m_primInfo = m_alloc.createBuffer(cmdBuf, primLookup, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
SceneDescription sceneDesc;
SceneDesc sceneDesc;
sceneDesc.vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
sceneDesc.indexAddress = nvvk::getBufferDeviceAddress(m_device, m_indexBuffer.buffer);
sceneDesc.normalAddress = nvvk::getBufferDeviceAddress(m_device, m_normalBuffer.buffer);
sceneDesc.uvAddress = nvvk::getBufferDeviceAddress(m_device, m_uvBuffer.buffer);
sceneDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_materialBuffer.buffer);
sceneDesc.matrixAddress = nvvk::getBufferDeviceAddress(m_device, m_matrixBuffer.buffer);
sceneDesc.rtPrimAddress = nvvk::getBufferDeviceAddress(m_device, m_rtPrimLookup.buffer);
m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDescription), &sceneDesc,
sceneDesc.primInfoAddress = nvvk::getBufferDeviceAddress(m_device, m_primInfo.buffer);
m_sceneDesc = m_alloc.createBuffer(cmdBuf, sizeof(SceneDesc), &sceneDesc,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
// Creates all textures found
@ -280,8 +259,7 @@ void HelloVulkan::loadScene(const std::string& filename)
NAME_VK(m_normalBuffer.buffer);
NAME_VK(m_uvBuffer.buffer);
NAME_VK(m_materialBuffer.buffer);
NAME_VK(m_matrixBuffer.buffer);
NAME_VK(m_rtPrimLookup.buffer);
NAME_VK(m_primInfo.buffer);
NAME_VK(m_sceneDesc.buffer);
}
@ -292,9 +270,9 @@ void HelloVulkan::loadScene(const std::string& filename)
//
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");
}
//--------------------------------------------------------------------------------------------------
@ -347,7 +325,7 @@ void HelloVulkan::createTextureImages(const VkCommandBuffer& cmdBuf, tinygltf::M
VkImageViewCreateInfo ivInfo = nvvk::makeImageViewCreateInfo(image.image, imageCreateInfo);
m_textures.emplace_back(m_alloc.createTexture(image, ivInfo, samplerCreateInfo));
m_debug.setObjectName(m_textures[i].image, std::string("Txt" + std::to_string(i)).c_str());
m_debug.setObjectName(m_textures[i].image, std::string("Txt" + std::to_string(i)));
}
}
@ -361,15 +339,14 @@ void HelloVulkan::destroyResources()
vkDestroyDescriptorPool(m_device, m_descPool, nullptr);
vkDestroyDescriptorSetLayout(m_device, m_descSetLayout, nullptr);
m_alloc.destroy(m_cameraMat);
m_alloc.destroy(m_bGlobals);
m_alloc.destroy(m_vertexBuffer);
m_alloc.destroy(m_normalBuffer);
m_alloc.destroy(m_uvBuffer);
m_alloc.destroy(m_indexBuffer);
m_alloc.destroy(m_materialBuffer);
m_alloc.destroy(m_matrixBuffer);
m_alloc.destroy(m_rtPrimLookup);
m_alloc.destroy(m_primInfo);
m_alloc.destroy(m_sceneDesc);
for(auto& t : m_textures)
@ -426,10 +403,11 @@ void HelloVulkan::rasterize(const VkCommandBuffer& cmdBuf)
{
auto& primitive = m_gltfScene.m_primMeshes[node.primMesh];
m_pushConstant.instanceId = idxNode++;
m_pushConstant.materialId = primitive.materialIndex;
m_pcRaster.modelMatrix = node.worldMatrix;
m_pcRaster.objIndex = node.primMesh;
m_pcRaster.materialId = primitive.materialIndex;
vkCmdPushConstants(cmdBuf, m_pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(ObjPushConstant), &m_pushConstant);
sizeof(PushConstantRaster), &m_pcRaster);
vkCmdDrawIndexed(cmdBuf, primitive.indexCount, 1, primitive.firstIndex, primitive.vertexOffset, 0);
}
@ -610,7 +588,7 @@ void HelloVulkan::initRayTracing()
//--------------------------------------------------------------------------------------------------
// Converting a GLTF primitive in the Raytracing Geometry used for the BLAS
//
auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
auto HelloVulkan::primitiveToVkGeometry(const nvh::GltfPrimMesh& prim)
{
// BLAS builder requires raw device addresses.
VkDeviceAddress vertexAddress = nvvk::getBufferDeviceAddress(m_device, m_vertexBuffer.buffer);
@ -620,7 +598,7 @@ auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
// Describe buffer as array of VertexObj.
VkAccelerationStructureGeometryTrianglesDataKHR triangles{VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_GEOMETRY_TRIANGLES_DATA_KHR};
triangles.vertexFormat = VK_FORMAT_R32G32B32A32_SFLOAT; // vec3 vertex position data.
triangles.vertexFormat = VK_FORMAT_R32G32B32_SFLOAT; // vec3 vertex position data.
triangles.vertexData.deviceAddress = vertexAddress;
triangles.vertexStride = sizeof(nvmath::vec3f);
// Describe index data (32-bit unsigned int)
@ -638,7 +616,7 @@ auto HelloVulkan::primitiveToGeometry(const nvh::GltfPrimMesh& prim)
VkAccelerationStructureBuildRangeInfoKHR offset;
offset.firstVertex = prim.vertexOffset;
offset.primitiveCount = prim.indexCount / 3;
offset.primitiveCount = maxPrimitiveCount;
offset.primitiveOffset = prim.firstIndex * sizeof(uint32_t);
offset.transformOffset = 0;
@ -660,25 +638,28 @@ void HelloVulkan::createBottomLevelAS()
allBlas.reserve(m_gltfScene.m_primMeshes.size());
for(auto& primMesh : m_gltfScene.m_primMeshes)
{
auto geo = primitiveToGeometry(primMesh);
auto geo = primitiveToVkGeometry(primMesh);
allBlas.push_back({geo});
}
m_rtBuilder.buildBlas(allBlas, VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR);
}
//--------------------------------------------------------------------------------------------------
//
//
void HelloVulkan::createTopLevelAS()
{
std::vector<VkAccelerationStructureInstanceKHR> tlas;
tlas.reserve(m_gltfScene.m_nodes.size());
for(auto& node : m_gltfScene.m_nodes)
{
VkAccelerationStructureInstanceKHR rayInst;
VkAccelerationStructureInstanceKHR rayInst{};
rayInst.transform = nvvk::toTransformMatrixKHR(node.worldMatrix);
rayInst.instanceCustomIndex = node.primMesh; // gl_InstanceCustomIndexEXT: to find which primitive
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(node.primMesh);
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
rayInst.mask = 0xFF;
rayInst.instanceShaderBindingTableRecordOffset = 0; // We will use the same hit group for all objects
rayInst.mask = 0xFF;
tlas.emplace_back(rayInst);
}
m_rtBuilder.buildTlas(tlas, VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR);
@ -689,13 +670,12 @@ void HelloVulkan::createTopLevelAS()
//
void HelloVulkan::createRtDescriptorSet()
{
// Top-level acceleration structure, usable by both the ray generation and the closest hit (to
// shoot shadow rays)
m_rtDescSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1,
// Top-level acceleration structure, usable by both the ray generation and the closest hit (to shoot shadow rays)
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,
m_rtDescSetLayoutBind.addBinding(RtxBindings::eOutImage, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1,
VK_SHADER_STAGE_RAYGEN_BIT_KHR); // Output image
m_rtDescSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
m_rtDescSetLayoutBind.addBinding(RtxBindings::ePrimLookup, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_ANY_HIT_BIT_KHR); // Primitive info
m_rtDescPool = m_rtDescSetLayoutBind.createPool(m_device);
@ -713,12 +693,12 @@ void HelloVulkan::createRtDescriptorSet()
descASInfo.accelerationStructureCount = 1;
descASInfo.pAccelerationStructures = &tlas;
VkDescriptorImageInfo imageInfo{{}, m_offscreenColor.descriptor.imageView, VK_IMAGE_LAYOUT_GENERAL};
VkDescriptorBufferInfo primitiveInfoDesc{m_rtPrimLookup.buffer, 0, VK_WHOLE_SIZE};
VkDescriptorBufferInfo primitiveInfoDesc{m_primInfo.buffer, 0, VK_WHOLE_SIZE};
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, 2, &primitiveInfoDesc));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eTlas, &descASInfo));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::eOutImage, &imageInfo));
writes.emplace_back(m_rtDescSetLayoutBind.makeWrite(m_rtDescSet, RtxBindings::ePrimLookup, &primitiveInfoDesc));
vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
}
@ -731,7 +711,7 @@ void HelloVulkan::updateRtDescriptorSet()
{
// (1) Output buffer
VkDescriptorImageInfo imageInfo{{}, m_offscreenColor.descriptor.imageView, 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);
}
@ -804,7 +784,7 @@ void HelloVulkan::createRtPipeline()
// 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,
0, sizeof(RtPushConstant)};
0, sizeof(PushConstantRay)};
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
@ -856,10 +836,10 @@ void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& c
m_debug.beginLabel(cmdBuf, "Ray trace");
// Initializing push constant values
m_rtPushConstants.clearColor = clearColor;
m_rtPushConstants.lightPosition = m_pushConstant.lightPosition;
m_rtPushConstants.lightIntensity = m_pushConstant.lightIntensity;
m_rtPushConstants.lightType = m_pushConstant.lightType;
m_pcRay.clearColor = clearColor;
m_pcRay.lightPosition = m_pcRaster.lightPosition;
m_pcRay.lightIntensity = m_pcRaster.lightIntensity;
m_pcRay.lightType = m_pcRaster.lightType;
std::vector<VkDescriptorSet> descSets{m_rtDescSet, m_descSet};
@ -868,7 +848,7 @@ void HelloVulkan::raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& c
(uint32_t)descSets.size(), descSets.data(), 0, nullptr);
vkCmdPushConstants(cmdBuf, m_rtPipelineLayout,
VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_MISS_BIT_KHR,
0, sizeof(RtPushConstant), &m_rtPushConstants);
0, sizeof(PushConstantRay), &m_pcRay);
auto& regions = m_sbtWrapper.getRegions();
@ -896,10 +876,10 @@ void HelloVulkan::updateFrame()
refCamMatrix = m;
refFov = fov;
}
m_rtPushConstants.frame++;
m_pcRay.frame++;
}
void HelloVulkan::resetFrame()
{
m_rtPushConstants.frame = -1;
m_pcRay.frame = -1;
}

View file

@ -19,6 +19,8 @@
#pragma once
#include "shaders/host_device.h"
#include "nvvk/appbase_vk.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
@ -52,25 +54,6 @@ public:
void destroyResources();
void rasterize(const VkCommandBuffer& cmdBuff);
// Structure used for retrieving the primitive information in the closest hit
// The gl_InstanceCustomIndexNV
struct RtPrimitiveLookup
{
uint32_t indexOffset;
uint32_t vertexOffset;
int materialIndex;
};
struct SceneDescription
{
uint64_t vertexAddress;
uint64_t normalAddress;
uint64_t uvAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t matrixAddress;
uint64_t rtPrimAddress;
};
nvh::GltfScene m_gltfScene;
nvvk::Buffer m_vertexBuffer;
@ -78,20 +61,18 @@ public:
nvvk::Buffer m_uvBuffer;
nvvk::Buffer m_indexBuffer;
nvvk::Buffer m_materialBuffer;
nvvk::Buffer m_matrixBuffer;
nvvk::Buffer m_rtPrimLookup;
nvvk::Buffer m_primInfo;
nvvk::Buffer m_sceneDesc;
// Information pushed at each draw call
struct ObjPushConstant
{
nvmath::vec3f lightPosition{0.f, 4.5f, 0.f};
int instanceId{0}; // To retrieve the transformation matrix
float lightIntensity{10.f};
int lightType{0}; // 0: point, 1: infinite
int materialId{0};
PushConstantRaster m_pcRaster{
{1}, // Identity matrix
{0.f, 4.5f, 0.f}, // light position
0, // instance Id
10.f, // light intensity
0, // light type
0 // material id
};
ObjPushConstant m_pushConstant;
// Graphic pipeline
VkPipelineLayout m_pipelineLayout;
@ -101,13 +82,14 @@ public:
VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet;
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::Buffer m_bGlobals; // Device-Host of the camera matrices
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
nvvk::DebugUtil m_debug; // Utility to name objects
// #Post
// #Post - Draw the rendered image on a quad using a tonemapper
void createOffscreenRender();
void createPostPipeline();
void createPostDescriptor();
@ -128,8 +110,8 @@ public:
VkFormat m_offscreenDepthFormat{VK_FORMAT_X8_D24_UNORM_PACK32};
// #VKRay
auto primitiveToGeometry(const nvh::GltfPrimMesh& prim);
void initRayTracing();
auto primitiveToVkGeometry(const nvh::GltfPrimMesh& prim);
void createBottomLevelAS();
void createTopLevelAS();
void createRtDescriptorSet();
@ -150,12 +132,5 @@ public:
VkPipeline m_rtPipeline;
nvvk::SBTWrapper m_sbtWrapper;
struct RtPushConstant
{
nvmath::vec4f clearColor;
nvmath::vec3f lightPosition;
float lightIntensity;
int lightType;
int frame{0};
} m_rtPushConstants;
PushConstantRay m_pcRay{};
};

View file

@ -54,14 +54,14 @@ static void onErrorCallback(int error, const char* description)
void renderUI(HelloVulkan& helloVk, bool useRaytracer)
{
ImGuiH::CameraWidget();
if( !useRaytracer && ImGui::CollapsingHeader("Light"))
if(!useRaytracer && ImGui::CollapsingHeader("Light"))
{
ImGui::RadioButton("Point", &helloVk.m_pushConstant.lightType, 0);
ImGui::RadioButton("Point", &helloVk.m_pcRaster.lightType, 0);
ImGui::SameLine();
ImGui::RadioButton("Infinite", &helloVk.m_pushConstant.lightType, 1);
ImGui::RadioButton("Infinite", &helloVk.m_pcRaster.lightType, 1);
ImGui::SliderFloat3("Position", &helloVk.m_pushConstant.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Intensity", &helloVk.m_pushConstant.lightIntensity, 0.f, 150.f);
ImGui::SliderFloat3("Position", &helloVk.m_pcRaster.lightPosition.x, -20.f, 20.f);
ImGui::SliderFloat("Intensity", &helloVk.m_pcRaster.lightIntensity, 0.f, 150.f);
}
}
@ -204,7 +204,7 @@ int main(int argc, char** argv)
{
ImGuiH::Panel::Begin();
ImGui::ColorEdit3("Clear color", reinterpret_cast<float*>(&clearColor));
if (ImGui::Checkbox("Ray Tracer mode", &useRaytracer)) // Switch between raster and ray tracing
if(ImGui::Checkbox("Ray Tracer mode", &useRaytracer)) // Switch between raster and ray tracing
helloVk.resetFrame();
renderUI(helloVk, useRaytracer);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);

View file

@ -26,34 +26,26 @@
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
#include "host_device.h"
layout(push_constant) uniform shaderInformation
layout(push_constant) uniform _PushConstantRaster
{
vec3 lightPosition;
uint instanceId;
float lightIntensity;
int lightType;
int matetrialId;
}
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;
// Buffers
layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
layout(buffer_reference, scalar) buffer GltfMaterial { GltfShadeMaterial m[]; };
layout(set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
layout(set = 0, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
layout(set = 0, binding = eTextures) uniform sampler2D[] textureSamplers;
// clang-format on
@ -61,23 +53,23 @@ void main()
{
// Material of the object
GltfMaterial gltfMat = GltfMaterial(sceneDesc.materialAddress);
GltfShadeMaterial mat = gltfMat.m[pushC.matetrialId];
GltfShadeMaterial mat = gltfMat.m[pcRaster.materialId];
vec3 N = normalize(fragNormal);
vec3 N = normalize(i_worldNrm);
// Vector toward light
vec3 L;
float lightIntensity = pushC.lightIntensity;
if(pushC.lightType == 0)
float lightIntensity = pcRaster.lightIntensity;
if(pcRaster.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
vec3 lDir = pcRaster.lightPosition - i_worldPos;
float d = length(lDir);
lightIntensity = pushC.lightIntensity / (d * d);
lightIntensity = pcRaster.lightIntensity / (d * d);
L = normalize(lDir);
}
else
{
L = normalize(pushC.lightPosition - vec3(0));
L = normalize(pcRaster.lightPosition);
}
@ -86,13 +78,13 @@ void main()
if(mat.pbrBaseColorTexture > -1)
{
uint txtId = mat.pbrBaseColorTexture;
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, L, N);
vec3 specular = computeSpecular(mat, i_viewDir, L, N);
// Result
outColor = vec4(lightIntensity * (diffuse + specular), 1);
o_color = vec4(lightIntensity * (diffuse + specular), 1);
}

View file

@ -17,32 +17,8 @@
* SPDX-License-Identifier: Apache-2.0
*/
struct GltfShadeMaterial
{
vec4 pbrBaseColorFactor;
vec3 emissiveFactor;
int pbrBaseColorTexture;
};
#ifndef __cplusplus
struct PrimMeshInfo
{
uint indexOffset;
uint vertexOffset;
int materialIndex;
};
struct SceneDesc
{
uint64_t vertexAddress;
uint64_t normalAddress;
uint64_t uvAddress;
uint64_t indexAddress;
uint64_t materialAddress;
uint64_t matrixAddress;
uint64_t rtPrimAddress;
};
#include "host_device.h"
vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal)
{
@ -65,4 +41,3 @@ vec3 computeSpecular(GltfShadeMaterial mat, vec3 viewDir, vec3 lightDir, vec3 no
return vec3(specular);
}
#endif

View file

@ -0,0 +1,112 @@
/*
* 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
eSceneDesc = 1, // Access to the scene buffers
eTextures = 2 // Access to textures
END_BINDING();
START_BINDING(RtxBindings)
eTlas = 0, // Top-level acceleration structure
eOutImage = 1, // Ray tracer output image
ePrimLookup = 2 // Lookup of objects
END_BINDING();
// clang-format on
// Scene buffer addresses
struct SceneDesc
{
uint64_t vertexAddress; // Address of the Vertex buffer
uint64_t normalAddress; // Address of the Normal buffer
uint64_t uvAddress; // Address of the texture coordinates buffer
uint64_t indexAddress; // Address of the triangle indices buffer
uint64_t materialAddress; // Address of the Materials buffer (GltfShadeMaterial)
uint64_t primInfoAddress; // Address of the mesh primitives buffer (PrimMeshInfo)
};
// 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;
float lightIntensity;
int lightType;
int materialId;
};
// Push constant structure for the ray tracer
struct PushConstantRay
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
int frame;
};
// Structure used for retrieving the primitive information in the closest hit
struct PrimMeshInfo
{
uint indexOffset;
uint vertexOffset;
int materialIndex;
};
struct GltfShadeMaterial
{
vec4 pbrBaseColorFactor;
vec3 emissiveFactor;
int pbrBaseColorTexture;
};
#endif

View file

@ -27,11 +27,10 @@
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
#include "raycommon.glsl"
#include "sampling.glsl"
#include "host_device.h"
hitAttributeEXT vec2 attribs;
@ -49,20 +48,12 @@ layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
layout(set = 1, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
layout(set = 1, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = eTextures) uniform sampler2D texturesMap[]; // all textures
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
}
pushC;
void main()
{

View file

@ -21,35 +21,22 @@
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#extension GL_ARB_shader_clock : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "binding.glsl"
#include "raycommon.glsl"
#include "sampling.glsl"
#include "host_device.h"
// clang-format off
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = 1, rgba32f) uniform image2D image;
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(set = 1, binding = B_CAMERA) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
int frame;
}
pushC;
layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
void main()
{
@ -60,9 +47,9 @@ 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_RayFlagsOpaqueEXT;
float tMin = 0.001;
@ -98,9 +85,9 @@ void main()
}
// 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, hitValue, a), 1.f));
}

View file

@ -27,9 +27,9 @@
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
#include "raycommon.glsl"
#include "host_device.h"
hitAttributeEXT vec2 attribs;
@ -49,8 +49,8 @@ layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
layout(set = 1, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
layout(set = 1, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = eTextures) uniform sampler2D texturesMap[]; // all textures
// clang-format on

View file

@ -20,22 +20,21 @@
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "binding.glsl"
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "raycommon.glsl"
#include "sampling.glsl"
#include "host_device.h"
// clang-format off
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = 1, rgba32f) uniform image2D image;
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(set = 1, binding = B_CAMERA) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
void main()
{
@ -43,9 +42,9 @@ 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_RayFlagsOpaqueEXT;
float tMin = 0.001;

View file

@ -21,46 +21,30 @@
#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
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
#include "host_device.h"
// clang-format off
layout(buffer_reference, scalar) buffer Matrices { mat4 m[]; };
layout( set = 0, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc 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;
uint instanceId;
float lightIntensity;
int lightType;
int materialId;
}
pushC;
PushConstantRaster pcRaster;
};
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) in vec3 i_position;
layout(location = 1) in vec3 i_normal;
layout(location = 2) 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
{
@ -70,18 +54,12 @@ out gl_PerVertex
void main()
{
Matrices matrices = Matrices(sceneDesc.matrixAddress);
mat4 objMatrix = matrices.m[pushC.instanceId];
vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
mat4 objMatrixIT = transpose(inverse(objMatrix));
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;
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
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);
}