161 lines
6 KiB
C++
161 lines
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 "nvvk/appbase_vk.hpp"
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#include "nvvk/debug_util_vk.hpp"
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#include "nvvk/descriptorsets_vk.hpp"
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#include "nvvk/memallocator_dma_vk.hpp"
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#include "nvvk/resourceallocator_vk.hpp"
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// #VKRay
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#include "nvh/gltfscene.hpp"
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#include "nvvk/raytraceKHR_vk.hpp"
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#include "nvvk/sbtwrapper_vk.hpp"
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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 nvvk::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 loadScene(const std::string& filename);
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void updateDescriptorSet();
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void createUniformBuffer();
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void createTextureImages(const VkCommandBuffer& cmdBuf, tinygltf::Model& gltfModel);
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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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// Structure used for retrieving the primitive information in the closest hit
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// The gl_InstanceCustomIndexNV
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struct RtPrimitiveLookup
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{
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uint32_t indexOffset;
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uint32_t vertexOffset;
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int materialIndex;
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};
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struct SceneDescription
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{
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uint64_t vertexAddress;
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uint64_t normalAddress;
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uint64_t uvAddress;
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uint64_t indexAddress;
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uint64_t materialAddress;
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uint64_t matrixAddress;
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uint64_t rtPrimAddress;
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};
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nvh::GltfScene m_gltfScene;
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nvvk::Buffer m_vertexBuffer;
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nvvk::Buffer m_normalBuffer;
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nvvk::Buffer m_uvBuffer;
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nvvk::Buffer m_indexBuffer;
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nvvk::Buffer m_materialBuffer;
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nvvk::Buffer m_matrixBuffer;
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nvvk::Buffer m_rtPrimLookup;
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nvvk::Buffer m_sceneDesc;
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// Information pushed at each draw call
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struct ObjPushConstant
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{
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nvmath::vec3f lightPosition{0.f, 4.5f, 0.f};
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int instanceId{0}; // To retrieve the transformation matrix
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float lightIntensity{10.f};
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int lightType{0}; // 0: point, 1: infinite
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int materialId{0};
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};
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ObjPushConstant m_pushConstant;
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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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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::ResourceAllocatorDma 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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void createOffscreenRender();
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void createPostPipeline();
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void createPostDescriptor();
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void updatePostDescriptorSet();
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void drawPost(VkCommandBuffer cmdBuf);
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nvvk::DescriptorSetBindings m_postDescSetLayoutBind;
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VkDescriptorPool m_postDescPool{VK_NULL_HANDLE};
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VkDescriptorSetLayout m_postDescSetLayout{VK_NULL_HANDLE};
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VkDescriptorSet m_postDescSet{VK_NULL_HANDLE};
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VkPipeline m_postPipeline{VK_NULL_HANDLE};
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VkPipelineLayout m_postPipelineLayout{VK_NULL_HANDLE};
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VkRenderPass m_offscreenRenderPass{VK_NULL_HANDLE};
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VkFramebuffer m_offscreenFramebuffer{VK_NULL_HANDLE};
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nvvk::Texture m_offscreenColor;
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nvvk::Texture m_offscreenDepth;
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VkFormat m_offscreenColorFormat{VK_FORMAT_R32G32B32A32_SFLOAT};
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VkFormat m_offscreenDepthFormat{VK_FORMAT_X8_D24_UNORM_PACK32};
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// #VKRay
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auto primitiveToGeometry(const nvh::GltfPrimMesh& prim);
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void initRayTracing();
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void createBottomLevelAS();
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void createTopLevelAS();
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void createRtDescriptorSet();
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void updateRtDescriptorSet();
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void createRtPipeline();
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void raytrace(const VkCommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
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void updateFrame();
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void resetFrame();
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VkPhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR};
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nvvk::RaytracingBuilderKHR m_rtBuilder;
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nvvk::DescriptorSetBindings m_rtDescSetLayoutBind;
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VkDescriptorPool m_rtDescPool;
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VkDescriptorSetLayout m_rtDescSetLayout;
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VkDescriptorSet m_rtDescSet;
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std::vector<VkRayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
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VkPipelineLayout m_rtPipelineLayout;
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VkPipeline m_rtPipeline;
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nvvk::SBTWrapper m_sbtWrapper;
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struct RtPushConstant
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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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int lightType;
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int frame{0};
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} m_rtPushConstants;
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};
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