/* 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. */ #pragma once #define NVVK_ALLOC_DEDICATED #include "nvvk/allocator_vk.hpp" #include "nvvk/appbase_vkpp.hpp" #include "nvvk/debug_util_vk.hpp" #include "nvvk/descriptorsets_vk.hpp" // #VKRay #include "nvvk/raytraceKHR_vk.hpp" //-------------------------------------------------------------------------------------------------- // 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 nvvk::AppBase { public: void setup(const vk::Instance& instance, const vk::Device& device, const vk::PhysicalDevice& 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 createSceneDescriptionBuffer(); void createTextureImages(const vk::CommandBuffer& cmdBuf, const std::vector& textures); void updateUniformBuffer(); void onResize(int /*w*/, int /*h*/) override; void destroyResources(); void rasterize(const vk::CommandBuffer& cmdBuff); // The OBJ model struct ObjModel { uint32_t nbIndices{0}; uint32_t nbVertices{0}; nvvk::Buffer vertexBuffer; // Device buffer of all 'Vertex' nvvk::Buffer indexBuffer; // Device buffer of the indices forming triangles nvvk::Buffer matColorBuffer; // Device buffer of array of 'Wavefront material' nvvk::Buffer matIndexBuffer; // Device buffer of array of 'Wavefront material' }; // Instance of the OBJ struct ObjInstance { uint32_t objIndex{0}; // Reference to the `m_objModel` uint32_t txtOffset{0}; // Offset in `m_textures` nvmath::mat4f transform{1}; // Position of the instance nvmath::mat4f transformIT{1}; // Inverse transpose uint32_t hitgroup{0}; // Hit group of the instance }; // Information pushed at each draw call struct ObjPushConstant { nvmath::vec3f lightPosition{10.f, 15.f, 8.f}; int instanceId{0}; // To retrieve the transformation matrix float lightIntensity{100.f}; int lightType{0}; // 0: point, 1: infinite }; ObjPushConstant m_pushConstant; // Array of objects and instances in the scene std::vector m_objModel; std::vector m_objInstance; // Graphic pipeline vk::PipelineLayout m_pipelineLayout; vk::Pipeline m_graphicsPipeline; nvvk::DescriptorSetBindings m_descSetLayoutBind; vk::DescriptorPool m_descPool; vk::DescriptorSetLayout m_descSetLayout; vk::DescriptorSet m_descSet; nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances std::vector m_textures; // vector of all textures of the scene nvvk::AllocatorDedicated m_alloc; // Allocator for buffer, images, acceleration structures nvvk::DebugUtil m_debug; // Utility to name objects // #Post void createOffscreenRender(); void createPostPipeline(); void createPostDescriptor(); void updatePostDescriptorSet(); void drawPost(vk::CommandBuffer cmdBuf); nvvk::DescriptorSetBindings m_postDescSetLayoutBind; vk::DescriptorPool m_postDescPool; vk::DescriptorSetLayout m_postDescSetLayout; vk::DescriptorSet m_postDescSet; vk::Pipeline m_postPipeline; vk::PipelineLayout m_postPipelineLayout; vk::RenderPass m_offscreenRenderPass; vk::Framebuffer m_offscreenFramebuffer; nvvk::Texture m_offscreenColor; vk::Format m_offscreenColorFormat{vk::Format::eR32G32B32A32Sfloat}; nvvk::Texture m_offscreenDepth; vk::Format m_offscreenDepthFormat{vk::Format::eD32Sfloat}; // #VKRay void initRayTracing(); nvvk::RaytracingBuilderKHR::Blas objectToVkGeometryKHR(const ObjModel& model); void createBottomLevelAS(); void createTopLevelAS(); void createRtDescriptorSet(); void updateRtDescriptorSet(); void createRtPipeline(); void createRtShaderBindingTable(); void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor); vk::PhysicalDeviceRayTracingPropertiesKHR 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 RtPushConstant { nvmath::vec4f clearColor; nvmath::vec3f lightPosition; float lightIntensity; int lightType; } m_rtPushConstants; struct HitRecordBuffer { nvmath::vec4f color; }; std::vector m_hitShaderRecord; };