168 lines
6.2 KiB
C++
168 lines
6.2 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_vkpp.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/resourceallocator_vk.hpp"
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// #VKRay
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#include "nvvk/raytraceKHR_vk.hpp"
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struct AoControl
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{
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float rtao_radius{2.0f}; // Length of the ray
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int rtao_samples{4}; // Nb samples at each iteration
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float rtao_power{3.0f}; // Darkness is stronger for more hits
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int rtao_distance_based{1}; // Attenuate based on distance
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int frame{0}; // Current frame
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int max_samples{100'000}; // Max samples before it stops
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};
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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::AppBase
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{
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public:
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void setup(const vk::Instance& instance,
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const vk::Device& device,
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const vk::PhysicalDevice& physicalDevice,
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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 createSceneDescriptionBuffer();
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void createTextureImages(const vk::CommandBuffer& cmdBuf,
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const std::vector<std::string>& textures);
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void updateUniformBuffer(const vk::CommandBuffer& 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 vk::CommandBuffer& cmdBuff);
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// The OBJ model
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struct ObjModel
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{
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uint32_t nbIndices{0};
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uint32_t nbVertices{0};
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nvvk::Buffer vertexBuffer; // Device buffer of all 'Vertex'
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nvvk::Buffer indexBuffer; // Device buffer of the indices forming triangles
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nvvk::Buffer matColorBuffer; // Device buffer of array of 'Wavefront material'
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nvvk::Buffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
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};
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// Instance of the OBJ
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struct ObjInstance
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{
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uint32_t objIndex{0}; // Reference to the `m_objModel`
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uint32_t txtOffset{0}; // Offset in `m_textures`
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nvmath::mat4f transform{1}; // Position of the instance
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nvmath::mat4f transformIT{1}; // Inverse transpose
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};
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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{3.5f, 8.f, 5.f};
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int instanceId{0}; // To retrieve the transformation matrix
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float lightIntensity{100.f};
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int lightType{0}; // 0: point, 1: infinite
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};
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ObjPushConstant m_pushConstant;
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// Array of objects and instances in the scene
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std::vector<ObjModel> m_objModel;
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std::vector<ObjInstance> m_objInstance;
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// Graphic pipeline
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vk::PipelineLayout m_pipelineLayout;
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vk::Pipeline m_graphicsPipeline;
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nvvk::DescriptorSetBindings m_descSetLayoutBind;
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vk::DescriptorPool m_descPool;
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vk::DescriptorSetLayout m_descSetLayout;
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vk::DescriptorSet m_descSet;
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nvvk::Buffer m_cameraMat; // Device-Host of the camera matrices
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nvvk::Buffer m_sceneDesc; // Device buffer of the OBJ instances
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std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
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nvvk::ResourceAllocatorDedicated
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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(vk::CommandBuffer cmdBuf);
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nvvk::DescriptorSetBindings m_postDescSetLayoutBind;
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vk::DescriptorPool m_postDescPool;
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vk::DescriptorSetLayout m_postDescSetLayout;
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vk::DescriptorSet m_postDescSet;
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vk::Pipeline m_postPipeline;
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vk::PipelineLayout m_postPipelineLayout;
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vk::RenderPass m_offscreenRenderPass;
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vk::Framebuffer m_offscreenFramebuffer;
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nvvk::Texture m_offscreenColor;
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nvvk::Texture m_gBuffer;
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nvvk::Texture m_aoBuffer;
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vk::Format m_offscreenColorFormat{vk::Format::eR32G32B32A32Sfloat};
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nvvk::Texture m_offscreenDepth;
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vk::Format m_offscreenDepthFormat;
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// #Tuto_rayquery
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void initRayTracing();
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auto objectToVkGeometryKHR(const ObjModel& model);
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void createBottomLevelAS();
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void createTopLevelAS();
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vk::PhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties;
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nvvk::RaytracingBuilderKHR m_rtBuilder;
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// #Tuto_animation
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void createCompDescriptors();
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void updateCompDescriptors();
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void createCompPipelines();
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void runCompute(vk::CommandBuffer cmdBuf, AoControl& aoControl);
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nvvk::DescriptorSetBindings m_compDescSetLayoutBind;
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vk::DescriptorPool m_compDescPool;
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vk::DescriptorSetLayout m_compDescSetLayout;
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vk::DescriptorSet m_compDescSet;
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vk::Pipeline m_compPipeline;
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vk::PipelineLayout m_compPipelineLayout;
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// #Tuto_jitter_cam
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void updateFrame();
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void resetFrame();
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int m_frame{0};
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};
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