137 lines
4.6 KiB
C++
137 lines
4.6 KiB
C++
/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include "nvvkhl/appbase_vk.hpp"
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#include "nvvk/debug_util_vk.hpp"
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#include "nvvk/resourceallocator_vk.hpp"
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#include "shaders/host_device.h"
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// #VKRay
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#include "nvvk/raytraceKHR_vk.hpp"
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#include "offscreen.hpp"
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#include "obj.hpp"
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#include "raytrace.hpp"
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#include <memory>
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// Choosing the allocator to use
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#define ALLOC_DMA
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//#define ALLOC_DEDICATED
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//#define ALLOC_VMA
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#include <nvvk/resourceallocator_vk.hpp>
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#if defined(ALLOC_DMA)
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#include <nvvk/memallocator_dma_vk.hpp>
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using Allocator = nvvk::ResourceAllocatorDma;
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#elif defined(ALLOC_VMA)
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#include <nvvk/memallocator_vma_vk.hpp>
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using Allocator = nvvk::ResourceAllocatorVma;
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#else
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using Allocator = nvvk::ResourceAllocatorDedicated;
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#endif
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//--------------------------------------------------------------------------------------------------
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// Simple rasterizer of OBJ objects
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// - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance`
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// - It is possible to have many `ObjInstance` referencing the same `ObjModel`
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// - Rendering is done in an offscreen framebuffer
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// - The image of the framebuffer is displayed in post-process in a full-screen quad
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//
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class HelloVulkan : public nvvkhl::AppBaseVk
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{
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public:
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void setup(const VkInstance& instance, const VkDevice& device, const VkPhysicalDevice& physicalDevice, uint32_t queueFamily) override;
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void createDescriptorSetLayout();
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void createGraphicsPipeline();
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void loadModel(const std::string& filename, nvmath::mat4f transform = nvmath::mat4f(1));
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void updateDescriptorSet();
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void createUniformBuffer();
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void createObjDescriptionBuffer();
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void createTextureImages(const VkCommandBuffer& cmdBuf, const std::vector<std::string>& textures);
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void updateUniformBuffer(const VkCommandBuffer& cmdBuf);
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void onResize(int /*w*/, int /*h*/) override;
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void destroyResources();
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void rasterize(const VkCommandBuffer& cmdBuff);
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Offscreen& offscreen() { return m_offscreen; }
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Raytracer& raytracer() { return m_raytrace; }
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// Information pushed at each draw call
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PushConstantRaster m_pcRaster{
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{1}, // Identity matrix
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{10.f, 15.f, 8.f}, // light position
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0, // instance Id
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{-1.f, -1.f, -.4f}, // lightDirection;
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0.939692621f, // {cos(deg2rad(20.0f))}, // lightSpotCutoff;
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0.866025404f, // {cos(deg2rad(30.0f))}, // lightSpotOuterCutoff;
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100.f, // light intensity
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0 // light type
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};
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// Array of objects and instances in the scene
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std::vector<ObjModel> m_objModel; // Model on host
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std::vector<ObjDesc> m_objDesc; // Model description for device access
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std::vector<ObjInstance> m_instances; // Scene model instances
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// Graphic pipeline
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VkPipelineLayout m_pipelineLayout;
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VkPipeline m_graphicsPipeline;
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nvvk::DescriptorSetBindings m_descSetLayoutBind;
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VkDescriptorPool m_descPool;
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VkDescriptorSetLayout m_descSetLayout;
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VkDescriptorSet m_descSet;
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int m_maxFrames{500};
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void resetFrame();
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void updateFrame();
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nvvk::Buffer m_bGlobals; // Device-Host of the camera matrices
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nvvk::Buffer m_bObjDesc; // Device buffer of the OBJ descriptions
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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Allocator m_alloc; // Allocator for buffer, images, acceleration structures
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nvvk::DebugUtil m_debug; // Utility to name objects
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// #Post
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Offscreen m_offscreen;
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void initOffscreen();
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// #VKRay
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Raytracer m_raytrace;
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void initRayTracing();
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void raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
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// Implicit
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ImplInst m_implObjects;
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void addImplSphere(nvmath::vec3f center, float radius, int matId);
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void addImplCube(nvmath::vec3f minumum, nvmath::vec3f maximum, int matId);
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void addImplMaterial(const MaterialObj& mat);
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void createImplictBuffers();
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};
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