bluenoise-raytracer/ray_tracing_rayquery/hello_vulkan.h
2020-11-24 16:31:21 +01:00

142 lines
6.1 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
#define NVVK_ALLOC_DEDICATED
#include "nvvk/allocator_vk.hpp"
#include "nvvk/appbase_vkpp.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
// #VKRay
#include "nvvk/raytraceKHR_vk.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 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
};
// 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::AllocatorDedicated 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{vk::Format::eD32Sfloat};
// #VKRay
void initRayTracing();
nvvk::RaytracingBuilderKHR::BlasInput objectToVkGeometryKHR(const ObjModel& model);
void createBottomLevelAS();
void createTopLevelAS();
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties;
nvvk::RaytracingBuilderKHR m_rtBuilder;
};