bluenoise-raytracer/ray_tracing__advance/hello_vulkan.h

118 lines
4.6 KiB
C++

/* 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
#include "vkalloc.hpp"
#include "nvvkpp/allocator_dedicated_vkpp.hpp"
#include "nvvkpp/appbase_vkpp.hpp"
#include "nvvkpp/debug_util_vkpp.hpp"
// #VKRay
#include "nvvkpp/raytraceKHR_vkpp.hpp"
#include "offscreen.hpp"
#include "obj.hpp"
#include "raytrace.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 nvvkpp::AppBase
{
public:
void setup(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();
void onResize(int /*w*/, int /*h*/) override;
void destroyResources();
void rasterize(const vk::CommandBuffer& cmdBuff);
Offscreen& offscreen() { return m_offscreen; }
Raytracer& raytracer() { return m_raytrace; }
ObjPushConstants m_pushConstants;
// 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;
std::vector<vk::DescriptorSetLayoutBinding> m_descSetLayoutBind;
vk::DescriptorPool m_descPool;
vk::DescriptorSetLayout m_descSetLayout;
vk::DescriptorSet m_descSet;
int m_maxFrames{10};
void resetFrame();
void updateFrame();
nvvkBuffer m_cameraMat; // Device-Host of the camera matrices
nvvkBuffer m_sceneDesc; // Device buffer of the OBJ instances
std::vector<nvvkTexture> m_textures; // vector of all textures of the scene
nvvkpp::DebugUtil m_debug; // Utility to name objects
nvvkAllocator m_alloc; // Allocator for buffer, images, acceleration structures
nvvkMemAllocator m_memAllocator;
// #Post
Offscreen m_offscreen;
void initOffscreen();
// #VKRay
Raytracer m_raytrace;
void initRayTracing();
void raytrace(const vk::CommandBuffer& 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();
};