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