bluenoise-raytracer/ray_tracing_gltf/hello_vulkan.h
Mathias Heyer d2ade024c4 Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
2021-05-17 13:10:30 -07:00

155 lines
5.7 KiB
C++

/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <vulkan/vulkan.hpp>
#include "nvvk/appbase_vkpp.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
#include "nvvk/resourceallocator_vk.hpp"
#include "nvvk/memallocator_dma_vk.hpp"
// #VKRay
#include "nvh/gltfscene.hpp"
#include "nvvk/raytraceKHR_vk.hpp"
#include "nvvk/sbtwrapper_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 loadScene(const std::string& filename);
void updateDescriptorSet();
void createUniformBuffer();
void createTextureImages(const vk::CommandBuffer& cmdBuf, tinygltf::Model& gltfModel);
void updateUniformBuffer(const vk::CommandBuffer& cmdBuf);
void onResize(int /*w*/, int /*h*/) override;
void destroyResources();
void rasterize(const vk::CommandBuffer& cmdBuff);
// Structure used for retrieving the primitive information in the closest hit
// The gl_InstanceCustomIndexNV
struct RtPrimitiveLookup
{
uint32_t indexOffset;
uint32_t vertexOffset;
int materialIndex;
};
nvh::GltfScene m_gltfScene;
nvvk::Buffer m_vertexBuffer;
nvvk::Buffer m_normalBuffer;
nvvk::Buffer m_uvBuffer;
nvvk::Buffer m_indexBuffer;
nvvk::Buffer m_materialBuffer;
nvvk::Buffer m_matrixBuffer;
nvvk::Buffer m_rtPrimLookup;
// Information pushed at each draw call
struct ObjPushConstant
{
nvmath::vec3f lightPosition{0.f, 4.5f, 0.f};
int instanceId{0}; // To retrieve the transformation matrix
float lightIntensity{10.f};
int lightType{0}; // 0: point, 1: infinite
int materialId{0};
};
ObjPushConstant m_pushConstant;
// 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
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma 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;
// #VKRay
auto primitiveToGeometry(const nvh::GltfPrimMesh& prim);
void initRayTracing();
void createBottomLevelAS();
void createTopLevelAS();
void createRtDescriptorSet();
void updateRtDescriptorSet();
void createRtPipeline();
void raytrace(const vk::CommandBuffer& cmdBuf, const nvmath::vec4f& clearColor);
void updateFrame();
void resetFrame();
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties;
nvvk::RaytracingBuilderKHR m_rtBuilder;
nvvk::DescriptorSetBindings m_rtDescSetLayoutBind;
vk::DescriptorPool m_rtDescPool;
vk::DescriptorSetLayout m_rtDescSetLayout;
vk::DescriptorSet m_rtDescSet;
std::vector<vk::RayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
vk::PipelineLayout m_rtPipelineLayout;
vk::Pipeline m_rtPipeline;
nvvk::SBTWrapper m_sbtWrapper;
struct RtPushConstant
{
nvmath::vec4f clearColor;
nvmath::vec3f lightPosition;
float lightIntensity;
int lightType;
int frame{0};
} m_rtPushConstants;
};