/* Copyright (c) 2014-2018, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #include "nvvk/descriptorsets_vk.hpp" #include "vkalloc.hpp" #include "nvmath/nvmath.h" #include "nvvk/raytraceKHR_vk.hpp" #include "obj.hpp" class Raytracer { public: void setup(const vk::Device& device, const vk::PhysicalDevice& physicalDevice, nvvk::Allocator* allocator, uint32_t queueFamily); void destroy(); nvvk::RaytracingBuilderKHR::BlasInput objectToVkGeometryKHR(const ObjModel& model); nvvk::RaytracingBuilderKHR::BlasInput implicitToVkGeometryKHR(const ImplInst& implicitObj); void createBottomLevelAS(std::vector& models, ImplInst& implicitObj); void createTopLevelAS(std::vector& instances, ImplInst& implicitObj); void createRtDescriptorSet(const vk::ImageView& outputImage); void updateRtDescriptorSet(const vk::ImageView& outputImage); void createRtPipeline(vk::DescriptorSetLayout& sceneDescLayout); void createRtShaderBindingTable(); void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor, vk::DescriptorSet& sceneDescSet, vk::Extent2D& size, ObjPushConstants& sceneConstants); private: nvvk::Allocator* m_alloc{nullptr}; // Allocator for buffer, images, acceleration structures vk::PhysicalDevice m_physicalDevice; vk::Device m_device; int m_graphicsQueueIndex{0}; nvvk::DebugUtil m_debug; // Utility to name objects vk::PhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties; nvvk::RaytracingBuilderKHR m_rtBuilder; nvvk::DescriptorSetBindings m_rtDescSetLayoutBind; vk::DescriptorPool m_rtDescPool; vk::DescriptorSetLayout m_rtDescSetLayout; vk::DescriptorSet m_rtDescSet; std::vector m_rtShaderGroups; vk::PipelineLayout m_rtPipelineLayout; vk::Pipeline m_rtPipeline; nvvk::Buffer m_rtSBTBuffer; struct RtPushConstants { nvmath::vec4f clearColor; nvmath::vec3f lightPosition; float lightIntensity; nvmath::vec3f lightDirection{-1, -1, -1}; float lightSpotCutoff{deg2rad(12.5f)}; float lightSpotOuterCutoff{deg2rad(17.5f)}; int lightType{0}; int frame{0}; } m_rtPushConstants; };