bluenoise-raytracer/ray_tracing_manyhits/hello_vulkan.h
Mathias Heyer d2ade024c4 Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
2021-05-17 13:10:30 -07:00

169 lines
6.3 KiB
C++

/*
* 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 "nvvk/appbase_vkpp.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
#include "nvvk/resourceallocator_vk.hpp"
// #VKRay
#include "nvvk/raytraceKHR_vk.hpp"
#include "nvvk/sbtwrapper_vk.hpp"
using nvvk::SBTWrapper;
//--------------------------------------------------------------------------------------------------
// 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<std::string>& textures);
void updateUniformBuffer(const vk::CommandBuffer& cmdBuf);
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<ObjModel> m_objModel;
std::vector<ObjInstance> 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<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDedicated
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;
// #VKRay
void initRayTracing();
auto 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::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<vk::RayTracingShaderGroupCreateInfoKHR> 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<HitRecordBuffer> m_hitShaderRecord;
nvvk::SBTWrapper m_sbtWrapper;
};