Refactoring
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3e399adf0a
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222 changed files with 9045 additions and 5734 deletions
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@ -25,28 +25,36 @@ To do this, we will need to:
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* Add a new closest hit shader (.chit)
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* Create `VkAccelerationStructureGeometryKHR` from `VkAccelerationStructureGeometryAabbsDataKHR`
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## Creating all spheres
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## Creating all implicit objects
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In the HelloVulkan class, we will add the structures we will need. First the structure that defines a sphere.
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In `host_device.h`, we will add the structures we will need. First the structure that defines a sphere. Note that it will also be use for defining the box. This information will be retrieve in the intersection shader to return the intersection point.
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~~~~ C++
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struct Sphere
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{
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nvmath::vec3f center;
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float radius;
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};
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struct Sphere
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{
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vec3 center;
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float radius;
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};
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~~~~
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Then we need the Aabb structure holding all the spheres, but also used for the creation of the BLAS (`VK_GEOMETRY_TYPE_AABBS_KHR`).
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~~~~ C++
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struct Aabb
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{
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nvmath::vec3f minimum;
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nvmath::vec3f maximum;
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};
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struct Aabb
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{
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vec3 minimum;
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vec3 maximum;
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};
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~~~~
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Also add the following define to distinguish between sphere and box
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~~~~ C++
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#define KIND_SPHERE 0
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#define KIND_CUBE 1
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~~~~
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All the information will need to be hold in buffers, which will be available to the shaders.
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~~~~ C++
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@ -57,11 +65,11 @@ All the information will need to be hold in buffers, which will be available to
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nvvkBuffer m_spheresMatIndexBuffer; // Define which sphere uses which material
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~~~~
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Finally, there are two functions, one to create the spheres, and one that will create the intermediate structure for the BLAS.
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Finally, there are two functions, one to create the spheres, and one that will create the intermediate structure for the BLAS, similar to `objectToVkGeometryKHR()`.
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~~~~ C++
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void createSpheres();
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nvvk::RaytracingBuilderKHR::Blas sphereToVkGeometryKHR();
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void createSpheres();
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auto sphereToVkGeometryKHR();
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~~~~
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The following implementation will create 2.000.000 spheres at random positions and radius. It will create the Aabb from the sphere definition, two materials which will be assigned alternatively to each object. All the created information will be moved to Vulkan buffers to be accessed by the intersection and closest shaders.
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@ -120,9 +128,13 @@ void HelloVulkan::createSpheres(uint32_t nbSpheres)
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nvvk::CommandPool genCmdBuf(m_device, m_graphicsQueueIndex);
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auto cmdBuf = genCmdBuf.createCommandBuffer();
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m_spheresBuffer = m_alloc.createBuffer(cmdBuf, m_spheres, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
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m_spheresAabbBuffer = m_alloc.createBuffer(cmdBuf, aabbs, VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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m_spheresMatIndexBuffer = m_alloc.createBuffer(cmdBuf, matIdx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
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m_spheresMatColorBuffer = m_alloc.createBuffer(cmdBuf, materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT);
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m_spheresAabbBuffer = m_alloc.createBuffer(cmdBuf, aabbs,
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR);
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m_spheresMatIndexBuffer =
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m_alloc.createBuffer(cmdBuf, matIdx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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m_spheresMatColorBuffer =
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m_alloc.createBuffer(cmdBuf, materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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genCmdBuf.submitAndWait(cmdBuf);
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// Debug information
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@ -132,11 +144,14 @@ void HelloVulkan::createSpheres(uint32_t nbSpheres)
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m_debug.setObjectName(m_spheresMatIndexBuffer.buffer, "spheresMatIdx");
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// Adding an extra instance to get access to the material buffers
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ObjDesc objDesc{};
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objDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_spheresMatColorBuffer.buffer);
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objDesc.materialIndexAddress = nvvk::getBufferDeviceAddress(m_device, m_spheresMatIndexBuffer.buffer);
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m_objDesc.emplace_back(objDesc);
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ObjInstance instance{};
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instance.objIndex = static_cast<uint32_t>(m_objModel.size());
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instance.materials = nvvk::getBufferDeviceAddress(m_device, m_spheresMatColorBuffer.buffer);
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instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, m_spheresMatIndexBuffer.buffer);
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m_objInstance.emplace_back(instance);
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instance.objIndex = static_cast<uint32_t>(m_objModel.size());
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m_instances.emplace_back(instance);
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}
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~~~~
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@ -157,7 +172,7 @@ What is changing compare to triangle primitive is the Aabb data (see Aabb struct
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//--------------------------------------------------------------------------------------------------
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// Returning the ray tracing geometry used for the BLAS, containing all spheres
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//
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nvvk::RaytracingBuilderKHR::BlasInput HelloVulkan::sphereToVkGeometryKHR()
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auto HelloVulkan::sphereToVkGeometryKHR()
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{
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VkDeviceAddress dataAddress = nvvk::getBufferDeviceAddress(m_device, m_spheresAabbBuffer.buffer);
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@ -191,10 +206,10 @@ In `main.cpp`, where we are loading the OBJ model, we can replace it with
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~~~~ C++
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// Creation of the example
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helloVk.loadModel(nvh::findFile("media/scenes/plane.obj", defaultSearchPaths, true));
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helloVk.createSpheres();
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helloVk.createSpheres(2000000);
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~~~~
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**Note:** it is possible to have more OBJ models, but the spheres will need to be added after all of them.
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**:warning: Note:** it is possible to have more OBJ models, but the spheres will need to be added after all of them, due the way we build TLAS.
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The scene will be large, better to move the camera out
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@ -241,10 +256,11 @@ The hitGroupId will be set to 1 instead of 0. We need to add a new hit group for
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Because we have added an extra instance when creating the implicit objects, there is one element less to loop for. Therefore the loop will now look like this:
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~~~~ C++
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auto nbObj = static_cast<uint32_t>(m_objInstance.size()) - 1;
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auto nbObj = static_cast<uint32_t>(m_instances.size()) - 1;
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tlas.reserve(nbObj);
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for(uint32_t i = 0; i < nbObj; i++)
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{
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const auto& inst = m_instances[i];
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...
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}
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~~~~
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@ -253,29 +269,36 @@ Because we have added an extra instance when creating the implicit objects, ther
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Just after the loop and before building the TLAS, we need to add the following.
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~~~~ C++
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// Add the blas containing all spheres
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// Add the blas containing all implicit objects
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{
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nvvk::RaytracingBuilder::Instance rayInst;
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rayInst.transform = m_objInstance[0].transform; // Position of the instance
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rayInst.instanceCustomId = nbObj; // gl_InstanceCustomIndexEXT
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rayInst.blasId = static_cast<uint32_t>(m_objModel.size());
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rayInst.hitGroupId = 1; // We will use the same hit group for all objects
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rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
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VkAccelerationStructureInstanceKHR rayInst{};
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rayInst.transform = nvvk::toTransformMatrixKHR(nvmath::mat4f(1)); // Position of the instance (identity)
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rayInst.instanceCustomIndex = nbObj; // nbObj == last object == implicit
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rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(static_cast<uint32_t>(m_objModel.size()));
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rayInst.instanceShaderBindingTableRecordOffset = 1; // We will use the same hit group for all objects
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rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
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rayInst.mask = 0xFF; // Only be hit if rayMask & instance.mask != 0
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tlas.emplace_back(rayInst);
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}
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~~~~
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The `instanceCustomId` will give us the last element of m_objInstance, and in the shader will will be able to access the materials
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The `instanceCustomIndex` will give us the last element of `m_instances`, and in the shader will will be able to access the materials
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assigned to the implicit objects.
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## Descriptors
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To access the newly created buffers holding all the spheres, some changes are required to the descriptors.
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Add a new enum to `Binding`
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~~~~ C++
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eImplicit = 3, // All implicit objects
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~~~~
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The descriptor need to add an binding to the implicit object buffer.
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~~~~ C++
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// Storing spheres (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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m_descSetLayoutBind.addBinding(eImplicit, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_INTERSECTION_BIT_KHR);
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~~~~
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@ -284,7 +307,7 @@ Then write the buffer for the spheres after the array of textures
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~~~~ C++
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VkDescriptorBufferInfo dbiSpheres{m_spheresBuffer.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &dbiSpheres));
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, eImplicit, &dbiSpheres));
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~~~~
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## Intersection Shader
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@ -323,27 +346,6 @@ Here is how the two hit group looks like:
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m_rtShaderGroups.push_back(group);
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~~~~
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### raycommon.glsl
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To share the structure of the data across the shaders, we can add the following to `raycommon.glsl`
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~~~~ C++
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struct Sphere
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{
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vec3 center;
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float radius;
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};
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struct Aabb
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{
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vec3 minimum;
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vec3 maximum;
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};
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#define KIND_SPHERE 0
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#define KIND_CUBE 1
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~~~~
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### raytrace.rint
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The intersection shader `raytrace.rint` need to be added to the shader directory and CMake to be rerun such that it is added to the project. The shader will be called every time a ray will hit one of the Aabb of the scene. Note that there are no Aabb information that can be retrieved in the intersection shader. It is also not possible to have the value of the hit point that the ray tracer might have calculated on the GPU.
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@ -360,6 +362,7 @@ We first declare the extensions and include common files.
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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~~~~
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@ -368,7 +371,7 @@ We first declare the extensions and include common files.
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The following is the topology of all spheres, which we will be able to retrieve using `gl_PrimitiveID`.
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~~~~ C++
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layout(binding = 3, set = 1, scalar) buffer allSpheres_
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layout(binding = 3, set = eImplicit, scalar) buffer allSpheres_
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{
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Sphere allSpheres[];
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};
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@ -41,17 +41,6 @@
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extern std::vector<std::string> defaultSearchPaths;
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// Holding the camera matrices
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struct CameraMatrices
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{
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nvmath::mat4f view;
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nvmath::mat4f proj;
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nvmath::mat4f viewInverse;
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// #VKRay
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nvmath::mat4f projInverse;
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};
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//--------------------------------------------------------------------------------------------------
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// Keep the handle on the device
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// Initialize the tool to do all our allocations: buffers, images
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@ -71,16 +60,17 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
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{
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// Prepare new UBO contents on host.
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const float aspectRatio = m_size.width / static_cast<float>(m_size.height);
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CameraMatrices hostUBO = {};
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hostUBO.view = CameraManip.getMatrix();
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hostUBO.proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
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// hostUBO.proj[1][1] *= -1; // Inverting Y for Vulkan (not needed with perspectiveVK).
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hostUBO.viewInverse = nvmath::invert(hostUBO.view);
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// #VKRay
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hostUBO.projInverse = nvmath::invert(hostUBO.proj);
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GlobalUniforms hostUBO = {};
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const auto& view = CameraManip.getMatrix();
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const auto& proj = nvmath::perspectiveVK(CameraManip.getFov(), aspectRatio, 0.1f, 1000.0f);
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// proj[1][1] *= -1; // Inverting Y for Vulkan (not needed with perspectiveVK).
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hostUBO.viewProj = proj * view;
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hostUBO.viewInverse = nvmath::invert(view);
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hostUBO.projInverse = nvmath::invert(proj);
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// UBO on the device, and what stages access it.
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VkBuffer deviceUBO = m_cameraMat.buffer;
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VkBuffer deviceUBO = m_bGlobals.buffer;
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auto uboUsageStages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR;
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// Ensure that the modified UBO is not visible to previous frames.
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@ -96,7 +86,7 @@ void HelloVulkan::updateUniformBuffer(const VkCommandBuffer& cmdBuf)
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// Schedule the host-to-device upload. (hostUBO is copied into the cmd
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// buffer so it is okay to deallocate when the function returns).
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vkCmdUpdateBuffer(cmdBuf, m_cameraMat.buffer, 0, sizeof(CameraMatrices), &hostUBO);
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vkCmdUpdateBuffer(cmdBuf, m_bGlobals.buffer, 0, sizeof(GlobalUniforms), &hostUBO);
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// Making sure the updated UBO will be visible.
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VkBufferMemoryBarrier afterBarrier{VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER};
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@ -116,16 +106,17 @@ void HelloVulkan::createDescriptorSetLayout()
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{
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auto nbTxt = static_cast<uint32_t>(m_textures.size());
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// Camera matrices (binding = 0)
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m_descSetLayoutBind.addBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Scene description (binding = 1)
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m_descSetLayoutBind.addBinding(1, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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// Camera matrices
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m_descSetLayoutBind.addBinding(SceneBindings::eGlobals, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_RAYGEN_BIT_KHR);
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// Obj descriptions
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m_descSetLayoutBind.addBinding(SceneBindings::eObjDescs, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Textures (binding = 2)
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m_descSetLayoutBind.addBinding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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// Textures
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m_descSetLayoutBind.addBinding(SceneBindings::eTextures, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nbTxt,
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VK_SHADER_STAGE_FRAGMENT_BIT | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
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// Storing spheres (binding = 3)
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m_descSetLayoutBind.addBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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// Implicit geometries
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m_descSetLayoutBind.addBinding(eImplicit, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1,
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VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR | VK_SHADER_STAGE_INTERSECTION_BIT_KHR);
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@ -142,11 +133,11 @@ void HelloVulkan::updateDescriptorSet()
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std::vector<VkWriteDescriptorSet> writes;
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// Camera matrices and scene description
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VkDescriptorBufferInfo dbiUnif{m_cameraMat.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 0, &dbiUnif));
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VkDescriptorBufferInfo dbiUnif{m_bGlobals.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, SceneBindings::eGlobals, &dbiUnif));
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VkDescriptorBufferInfo dbiSceneDesc{m_sceneDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 1, &dbiSceneDesc));
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VkDescriptorBufferInfo dbiSceneDesc{m_bObjDesc.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, SceneBindings::eObjDescs, &dbiSceneDesc));
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// All texture samplers
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std::vector<VkDescriptorImageInfo> diit;
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@ -154,10 +145,10 @@ void HelloVulkan::updateDescriptorSet()
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{
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diit.emplace_back(texture.descriptor);
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}
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, 2, diit.data()));
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writes.emplace_back(m_descSetLayoutBind.makeWriteArray(m_descSet, SceneBindings::eTextures, diit.data()));
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VkDescriptorBufferInfo dbiSpheres{m_spheresBuffer.buffer, 0, VK_WHOLE_SIZE};
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, 3, &dbiSpheres));
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writes.emplace_back(m_descSetLayoutBind.makeWrite(m_descSet, eImplicit, &dbiSpheres));
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// Writing the information
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vkUpdateDescriptorSets(m_device, static_cast<uint32_t>(writes.size()), writes.data(), 0, nullptr);
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@ -169,7 +160,7 @@ void HelloVulkan::updateDescriptorSet()
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//
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void HelloVulkan::createGraphicsPipeline()
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{
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VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(ObjPushConstant)};
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VkPushConstantRange pushConstantRanges = {VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstantRaster)};
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// Creating the Pipeline Layout
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VkPipelineLayoutCreateInfo createInfo{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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@ -229,30 +220,35 @@ void HelloVulkan::loadModel(const std::string& filename, nvmath::mat4f transform
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model.indexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_indices, VK_BUFFER_USAGE_INDEX_BUFFER_BIT | rayTracingFlags);
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model.matColorBuffer = m_alloc.createBuffer(cmdBuf, loader.m_materials, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
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model.matIndexBuffer = m_alloc.createBuffer(cmdBuf, loader.m_matIndx, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | flag);
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// Creates all textures found
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uint32_t txtOffset = static_cast<uint32_t>(m_textures.size());
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// 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);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -262,9 +258,9 @@ 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");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
|
|
@ -273,15 +269,15 @@ 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");
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
|
|
@ -367,8 +363,8 @@ 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);
|
||||
|
||||
for(auto& m : m_objModel)
|
||||
{
|
||||
|
|
@ -427,15 +423,16 @@ void HelloVulkan::rasterize(const VkCommandBuffer& cmdBuf)
|
|||
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
|
||||
uint32_t 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_pushConstant.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(ObjPushConstant), &m_pushConstant);
|
||||
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);
|
||||
|
|
@ -625,7 +622,7 @@ auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
|||
|
||||
// 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(VertexObj);
|
||||
// Describe index data (32-bit unsigned int)
|
||||
|
|
@ -659,7 +656,7 @@ auto HelloVulkan::objectToVkGeometryKHR(const ObjModel& model)
|
|||
//--------------------------------------------------------------------------------------------------
|
||||
// Returning the ray tracing geometry used for the BLAS, containing all spheres
|
||||
//
|
||||
nvvk::RaytracingBuilderKHR::BlasInput HelloVulkan::sphereToVkGeometryKHR()
|
||||
auto HelloVulkan::sphereToVkGeometryKHR()
|
||||
{
|
||||
VkDeviceAddress dataAddress = nvvk::getBufferDeviceAddress(m_device, m_spheresAabbBuffer.buffer);
|
||||
|
||||
|
|
@ -754,13 +751,19 @@ void HelloVulkan::createSpheres(uint32_t nbSpheres)
|
|||
|
||||
|
||||
// Adding an extra instance to get access to the material buffers
|
||||
ObjDesc objDesc{};
|
||||
objDesc.materialAddress = nvvk::getBufferDeviceAddress(m_device, m_spheresMatColorBuffer.buffer);
|
||||
objDesc.materialIndexAddress = nvvk::getBufferDeviceAddress(m_device, m_spheresMatIndexBuffer.buffer);
|
||||
m_objDesc.emplace_back(objDesc);
|
||||
|
||||
ObjInstance instance{};
|
||||
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
|
||||
instance.materials = nvvk::getBufferDeviceAddress(m_device, m_spheresMatColorBuffer.buffer);
|
||||
instance.materialIndices = nvvk::getBufferDeviceAddress(m_device, m_spheresMatIndexBuffer.buffer);
|
||||
m_objInstance.emplace_back(instance);
|
||||
instance.objIndex = static_cast<uint32_t>(m_objModel.size());
|
||||
m_instances.emplace_back(instance);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
void HelloVulkan::createBottomLevelAS()
|
||||
{
|
||||
// BLAS - Storing each primitive in a geometry
|
||||
|
|
@ -783,33 +786,38 @@ void HelloVulkan::createBottomLevelAS()
|
|||
m_rtBuilder.buildBlas(allBlas, VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
void HelloVulkan::createTopLevelAS()
|
||||
{
|
||||
std::vector<VkAccelerationStructureInstanceKHR> tlas;
|
||||
|
||||
auto nbObj = static_cast<uint32_t>(m_objInstance.size()) - 1;
|
||||
auto nbObj = static_cast<uint32_t>(m_instances.size()) - 1;
|
||||
tlas.reserve(nbObj);
|
||||
for(uint32_t i = 0; i < nbObj; i++)
|
||||
{
|
||||
VkAccelerationStructureInstanceKHR rayInst;
|
||||
rayInst.transform = nvvk::toTransformMatrixKHR(m_objInstance[i].transform); // Position of the instance
|
||||
rayInst.instanceCustomIndex = i; // gl_InstanceCustomIndexEXT
|
||||
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(m_objInstance[i].objIndex);
|
||||
const auto& inst = m_instances[i];
|
||||
|
||||
VkAccelerationStructureInstanceKHR rayInst{};
|
||||
rayInst.transform = nvvk::toTransformMatrixKHR(inst.transform); // Position of the instance
|
||||
rayInst.instanceCustomIndex = inst.objIndex; // gl_InstanceCustomIndexEXT
|
||||
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(inst.objIndex);
|
||||
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
|
||||
rayInst.mask = 0xFF; // Only be hit if rayMask & instance.mask != 0
|
||||
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;
|
||||
tlas.emplace_back(rayInst);
|
||||
}
|
||||
|
||||
// Add the blas containing all spheres
|
||||
// Add the blas containing all implicit objects
|
||||
{
|
||||
VkAccelerationStructureInstanceKHR rayInst;
|
||||
rayInst.transform = nvvk::toTransformMatrixKHR(m_objInstance[0].transform); // Position of the instance
|
||||
rayInst.instanceCustomIndex = nbObj; // gl_InstanceCustomIndexEXT
|
||||
VkAccelerationStructureInstanceKHR rayInst{};
|
||||
rayInst.transform = nvvk::toTransformMatrixKHR(nvmath::mat4f(1)); // (identity)
|
||||
rayInst.instanceCustomIndex = nbObj; // nbObj == last object == implicit
|
||||
rayInst.accelerationStructureReference = m_rtBuilder.getBlasDeviceAddress(static_cast<uint32_t>(m_objModel.size()));
|
||||
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
|
||||
rayInst.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
|
||||
rayInst.mask = 0xFF;
|
||||
tlas.emplace_back(rayInst);
|
||||
}
|
||||
|
||||
|
|
@ -823,9 +831,9 @@ 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,
|
||||
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_rtDescPool = m_rtDescSetLayoutBind.createPool(m_device);
|
||||
|
|
@ -845,8 +853,8 @@ void HelloVulkan::createRtDescriptorSet()
|
|||
VkDescriptorImageInfo imageInfo{{}, m_offscreenColor.descriptor.imageView, VK_IMAGE_LAYOUT_GENERAL};
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
|
|
@ -859,7 +867,7 @@ 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);
|
||||
}
|
||||
|
||||
|
|
@ -947,7 +955,7 @@ 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};
|
||||
|
|
@ -1013,7 +1021,7 @@ void HelloVulkan::createRtShaderBindingTable()
|
|||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
|
||||
| VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR,
|
||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
|
||||
m_debug.setObjectName(m_rtSBTBuffer.buffer, std::string("SBT").c_str());
|
||||
m_debug.setObjectName(m_rtSBTBuffer.buffer, std::string("SBT"));
|
||||
|
||||
// Map the SBT buffer and write in the handles.
|
||||
void* mapped = m_alloc.map(m_rtSBTBuffer);
|
||||
|
|
@ -1034,10 +1042,10 @@ 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};
|
||||
|
|
@ -1046,7 +1054,7 @@ 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);
|
||||
|
||||
|
||||
// Size of a program identifier
|
||||
|
|
|
|||
|
|
@ -24,6 +24,7 @@
|
|||
#include "nvvk/descriptorsets_vk.hpp"
|
||||
#include "nvvk/memallocator_dma_vk.hpp"
|
||||
#include "nvvk/resourceallocator_vk.hpp"
|
||||
#include "shaders/host_device.h"
|
||||
|
||||
// #VKRay
|
||||
#include "nvvk/raytraceKHR_vk.hpp"
|
||||
|
|
@ -44,7 +45,7 @@ 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;
|
||||
|
|
@ -62,32 +63,27 @@ public:
|
|||
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 ObjPushConstant
|
||||
{
|
||||
nvmath::vec3f lightPosition{10.f, 55.f, 8.f};
|
||||
int instanceId{0}; // To retrieve the transformation matrix
|
||||
float lightIntensity{1000.f};
|
||||
int lightType{0}; // 0: point, 1: infinite
|
||||
PushConstantRaster m_pcRaster{
|
||||
{1}, // Identity matrix
|
||||
{10.f, 55.f, 8.f}, // light position
|
||||
0, // instance Id
|
||||
1000.f, // light intensity
|
||||
0 // light type
|
||||
};
|
||||
ObjPushConstant m_pushConstant;
|
||||
|
||||
// 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
|
||||
VkPipelineLayout m_pipelineLayout;
|
||||
|
|
@ -97,8 +93,8 @@ public:
|
|||
VkDescriptorSetLayout m_descSetLayout;
|
||||
VkDescriptorSet m_descSet;
|
||||
|
||||
nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
|
||||
nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
|
||||
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
|
||||
|
||||
|
|
@ -107,7 +103,7 @@ public:
|
|||
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();
|
||||
|
|
@ -150,33 +146,16 @@ public:
|
|||
VkPipeline m_rtPipeline;
|
||||
nvvk::Buffer m_rtSBTBuffer;
|
||||
|
||||
struct RtPushConstant
|
||||
{
|
||||
nvmath::vec4f clearColor;
|
||||
nvmath::vec3f lightPosition;
|
||||
float lightIntensity{100.0f};
|
||||
int lightType{0};
|
||||
} m_rtPushConstants;
|
||||
// Push constant for ray tracer
|
||||
PushConstantRay m_pcRay{};
|
||||
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
nvmath::vec3f center;
|
||||
float radius{0};
|
||||
};
|
||||
|
||||
struct Aabb
|
||||
{
|
||||
nvmath::vec3f minimum;
|
||||
nvmath::vec3f maximum;
|
||||
};
|
||||
|
||||
nvvk::RaytracingBuilderKHR::BlasInput sphereToVkGeometryKHR();
|
||||
|
||||
std::vector<Sphere> m_spheres; // All spheres
|
||||
nvvk::Buffer m_spheresBuffer; // Buffer holding the spheres
|
||||
nvvk::Buffer m_spheresAabbBuffer; // Buffer of all Aabb
|
||||
nvvk::Buffer m_spheresMatColorBuffer; // Multiple materials
|
||||
nvvk::Buffer m_spheresMatIndexBuffer; // Define which sphere uses which material
|
||||
void createSpheres(uint32_t nbSpheres);
|
||||
|
||||
void createSpheres(uint32_t nbSpheres);
|
||||
auto sphereToVkGeometryKHR();
|
||||
};
|
||||
|
|
|
|||
|
|
@ -56,12 +56,12 @@ void renderUI(HelloVulkan& helloVk)
|
|||
ImGuiH::CameraWidget();
|
||||
if(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);
|
||||
}
|
||||
ImGui::Text("Nb Spheres and Cubes: %llu", helloVk.m_spheres.size());
|
||||
}
|
||||
|
|
@ -167,7 +167,7 @@ int main(int argc, char** argv)
|
|||
helloVk.createDescriptorSetLayout();
|
||||
helloVk.createGraphicsPipeline();
|
||||
helloVk.createUniformBuffer();
|
||||
helloVk.createSceneDescriptionBuffer();
|
||||
helloVk.createObjDescriptionBuffer();
|
||||
helloVk.updateDescriptorSet();
|
||||
|
||||
// #VKRay
|
||||
|
|
|
|||
|
|
@ -29,59 +29,55 @@
|
|||
#include "wavefront.glsl"
|
||||
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
layout(push_constant) uniform _PushConstantRaster
|
||||
{
|
||||
vec3 lightPosition;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
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 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);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -89,15 +85,15 @@ void main()
|
|||
vec3 diffuse = computeDiffuse(mat, L, 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, L, N);
|
||||
vec3 specular = computeSpecular(mat, i_viewDir, L, N);
|
||||
|
||||
// Result
|
||||
outColor = vec4(lightIntensity * (diffuse + specular), 1);
|
||||
o_color = vec4(lightIntensity * (diffuse + specular), 1);
|
||||
}
|
||||
|
|
|
|||
132
ray_tracing_intersection/shaders/host_device.h
Normal file
132
ray_tracing_intersection/shaders/host_device.h
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
/*
|
||||
* 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
|
||||
eImplicit = 3 // All 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;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
};
|
||||
|
||||
|
||||
// Push constant structure for the ray tracer
|
||||
struct PushConstantRay
|
||||
{
|
||||
vec4 clearColor;
|
||||
vec3 lightPosition;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
};
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
vec3 center;
|
||||
float radius;
|
||||
};
|
||||
|
||||
struct Aabb
|
||||
{
|
||||
vec3 minimum;
|
||||
vec3 maximum;
|
||||
};
|
||||
|
||||
#define KIND_SPHERE 0
|
||||
#define KIND_CUBE 1
|
||||
|
||||
#endif
|
||||
|
|
@ -21,18 +21,3 @@ struct hitPayload
|
|||
{
|
||||
vec3 hitValue;
|
||||
};
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
vec3 center;
|
||||
float radius;
|
||||
};
|
||||
|
||||
struct Aabb
|
||||
{
|
||||
vec3 minimum;
|
||||
vec3 maximum;
|
||||
};
|
||||
|
||||
#define KIND_SPHERE 0
|
||||
#define KIND_CUBE 1
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
||||
|
|
@ -39,25 +38,18 @@ 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[];
|
||||
// clang-format on
|
||||
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 Constants
|
||||
{
|
||||
vec4 clearColor;
|
||||
vec3 lightPosition;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
}
|
||||
pushC;
|
||||
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
|
||||
// clang-format on
|
||||
|
||||
|
||||
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);
|
||||
|
|
@ -73,32 +65,29 @@ void main()
|
|||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
const vec3 pos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
const vec3 worldPos = vec3(gl_ObjectToWorldEXT * vec4(pos, 1.0)); // Transforming the position to world space
|
||||
|
||||
// Computing the normal at hit position
|
||||
const vec3 nrm = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
const vec3 worldNrm = normalize(vec3(nrm * gl_WorldToObjectEXT)); // Transforming the normal to world space
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
float lightIntensity = pcRay.lightIntensity;
|
||||
float lightDistance = 100000.0;
|
||||
// Point light
|
||||
if(pushC.lightType == 0)
|
||||
if(pcRay.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
vec3 lDir = pcRay.lightPosition - worldPos;
|
||||
lightDistance = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
|
||||
lightIntensity = pcRay.lightIntensity / (lightDistance * lightDistance);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else // Directional light
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
L = normalize(pcRay.lightPosition);
|
||||
}
|
||||
|
||||
// Material of the object
|
||||
|
|
@ -107,10 +96,10 @@ void main()
|
|||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, normal);
|
||||
vec3 diffuse = computeDiffuse(mat, L, worldNrm);
|
||||
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;
|
||||
}
|
||||
|
|
@ -119,7 +108,7 @@ void main()
|
|||
float attenuation = 1;
|
||||
|
||||
// Tracing shadow ray only if the light is visible from the surface
|
||||
if(dot(normal, L) > 0)
|
||||
if(dot(worldNrm, L) > 0)
|
||||
{
|
||||
float tMin = 0.001;
|
||||
float tMax = lightDistance;
|
||||
|
|
@ -147,7 +136,7 @@ void main()
|
|||
else
|
||||
{
|
||||
// Specular
|
||||
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
|
||||
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -20,21 +20,21 @@
|
|||
#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(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(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
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -42,9 +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;
|
||||
|
|
|
|||
|
|
@ -28,7 +28,7 @@
|
|||
#include "wavefront.glsl"
|
||||
|
||||
|
||||
layout(binding = 3, set = 1, scalar) buffer allSpheres_
|
||||
layout(set = 1, binding = eImplicit, scalar) buffer allSpheres_
|
||||
{
|
||||
Sphere allSpheres[];
|
||||
};
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -22,6 +22,7 @@
|
|||
#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
|
||||
|
||||
|
|
@ -39,27 +40,19 @@ layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indice
|
|||
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(binding = 3, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
|
||||
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(set = 1, binding = eImplicit, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
|
||||
|
||||
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()
|
||||
{
|
||||
// Object data
|
||||
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
|
||||
ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
|
||||
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
|
||||
Materials materials = Materials(objResource.materialAddress);
|
||||
|
||||
|
|
@ -68,32 +61,32 @@ void main()
|
|||
Sphere instance = allSpheres.i[gl_PrimitiveID];
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = normalize(worldPos - instance.center);
|
||||
vec3 worldNrm = normalize(worldPos - instance.center);
|
||||
|
||||
// Computing the normal for a cube
|
||||
if(gl_HitKindEXT == KIND_CUBE) // Aabb
|
||||
{
|
||||
vec3 absN = abs(normal);
|
||||
vec3 absN = abs(worldNrm);
|
||||
float maxC = max(max(absN.x, absN.y), absN.z);
|
||||
normal = (maxC == absN.x) ? vec3(sign(normal.x), 0, 0) :
|
||||
(maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z));
|
||||
worldNrm = (maxC == absN.x) ? vec3(sign(worldNrm.x), 0, 0) :
|
||||
(maxC == absN.y) ? vec3(0, sign(worldNrm.y), 0) : vec3(0, 0, sign(worldNrm.z));
|
||||
}
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
float lightIntensity = pcRay.lightIntensity;
|
||||
float lightDistance = 100000.0;
|
||||
// Point light
|
||||
if(pushC.lightType == 0)
|
||||
if(pcRay.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
vec3 lDir = pcRay.lightPosition - worldPos;
|
||||
lightDistance = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
|
||||
lightIntensity = pcRay.lightIntensity / (lightDistance * lightDistance);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else // Directional light
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
L = normalize(pcRay.lightPosition);
|
||||
}
|
||||
|
||||
// Material of the object
|
||||
|
|
@ -101,12 +94,12 @@ void main()
|
|||
WaveFrontMaterial mat = materials.m[matIdx];
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, normal);
|
||||
vec3 diffuse = computeDiffuse(mat, L, worldNrm);
|
||||
vec3 specular = vec3(0);
|
||||
float attenuation = 0.3;
|
||||
|
||||
// Tracing shadow ray only if the light is visible from the surface
|
||||
if(dot(normal, L) > 0)
|
||||
if(dot(worldNrm, L) > 0)
|
||||
{
|
||||
float tMin = 0.001;
|
||||
float tMax = lightDistance;
|
||||
|
|
@ -135,7 +128,7 @@ void main()
|
|||
{
|
||||
attenuation = 1;
|
||||
// Specular
|
||||
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
|
||||
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -26,38 +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;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
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
|
||||
{
|
||||
|
|
@ -67,16 +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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -17,40 +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)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue