/* * Copyright (c) 2014-2021, 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) 2014-2021 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include "nvvkhl/appbase_vk.hpp" #include "nvvk/debug_util_vk.hpp" #include "nvvk/resourceallocator_vk.hpp" #include "shaders/host_device.h" // #VKRay #include "nvvk/raytraceKHR_vk.hpp" #include "offscreen.hpp" #include "obj.hpp" #include "raytrace.hpp" #include // Choosing the allocator to use #define ALLOC_DMA //#define ALLOC_DEDICATED //#define ALLOC_VMA #include #if defined(ALLOC_DMA) #include using Allocator = nvvk::ResourceAllocatorDma; #elif defined(ALLOC_VMA) #include using Allocator = nvvk::ResourceAllocatorVma; #else using Allocator = nvvk::ResourceAllocatorDedicated; #endif //-------------------------------------------------------------------------------------------------- // Simple rasterizer of OBJ objects // - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance` // - It is possible to have many `ObjInstance` referencing the same `ObjModel` // - Rendering is done in an offscreen framebuffer // - The image of the framebuffer is displayed in post-process in a full-screen quad // class HelloVulkan : public nvvkhl::AppBaseVk { public: void setup(const VkInstance& instance, const VkDevice& device, const VkPhysicalDevice& physicalDevice, uint32_t queueFamily) override; void createDescriptorSetLayout(); void createGraphicsPipeline(); void loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1)); void updateDescriptorSet(); void createUniformBuffer(); void createObjDescriptionBuffer(); void createTextureImages(const VkCommandBuffer& cmdBuf, const std::vector& textures); void updateUniformBuffer(const VkCommandBuffer& cmdBuf); void onResize(int /*w*/, int /*h*/) override; void destroyResources(); void rasterize(const VkCommandBuffer& cmdBuff); Offscreen& offscreen() { return m_offscreen; } Raytracer& raytracer() { return m_raytrace; } // Information pushed at each draw call PushConstantRaster m_pcRaster{ {1}, // Identity matrix {10.f, 15.f, 8.f}, // light position 0, // instance Id {-1.f, -1.f, -.4f}, // lightDirection; 0.939692621f, // {cos(deg2rad(20.0f))}, // lightSpotCutoff; 0.866025404f, // {cos(deg2rad(30.0f))}, // lightSpotOuterCutoff; 100.f, // light intensity 0 // light type }; // Array of objects and instances in the scene std::vector m_objModel; // Model on host std::vector m_objDesc; // Model description for device access std::vector m_instances; // Scene model instances // Graphic pipeline VkPipelineLayout m_pipelineLayout; VkPipeline m_graphicsPipeline; nvvk::DescriptorSetBindings m_descSetLayoutBind; VkDescriptorPool m_descPool; VkDescriptorSetLayout m_descSetLayout; VkDescriptorSet m_descSet; int m_maxFrames{500}; void resetFrame(); void updateFrame(); nvvk::Buffer m_bGlobals; // Device-Host of the camera matrices nvvk::Buffer m_bObjDesc; // Device buffer of the OBJ descriptions std::vector m_textures; // vector of all textures of the scene Allocator m_alloc; // Allocator for buffer, images, acceleration structures nvvk::DebugUtil m_debug; // Utility to name objects // #Post Offscreen m_offscreen; void initOffscreen(); // #VKRay Raytracer m_raytrace; void initRayTracing(); void raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& clearColor); // Implicit ImplInst m_implObjects; void addImplSphere(nvmath::vec3f center, float radius, int matId); void addImplCube(nvmath::vec3f minumum, nvmath::vec3f maximum, int matId); void addImplMaterial(const MaterialObj& mat); void createImplictBuffers(); };