// Copyright(c) 2019, 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. // // VulkanHpp Samples : RayTracing // Simple sample how to ray trace using Vulkan #include #include #include #include #include #define GLM_FORCE_DEPTH_ZERO_TO_ONE #define GLM_FORCE_RADIANS #define GLM_ENABLE_EXPERIMENTAL #pragma warning(disable:4201) // disable warning C4201: nonstandard extension used: nameless struct/union; needed to get glm/detail/type_vec?.hpp without warnings #include #include #include #include "CameraManipulator.hpp" #include "..\..\utils\shaders.hpp" #include "..\..\utils\utils.hpp" #include "SPIRV/GlslangToSpv.h" static char const* AppName = "RayTracing"; static char const* EngineName = "Vulkan.hpp"; struct GeometryInstanceData { GeometryInstanceData(glm::mat4x4 const& transform_, uint32_t instanceID_, uint8_t mask_, uint32_t instanceOffset_, uint8_t flags_, uint64_t accelerationStructureHandle_) : instanceId(instanceID_) , mask(mask_) , instanceOffset(instanceOffset_) , flags(flags_) , accelerationStructureHandle(accelerationStructureHandle_) { assert(!(instanceID_ & 0xFF000000) && !(instanceOffset_ & 0xFF000000)); memcpy(transform, &transform_, 12 * sizeof(float)); } float transform[12]; // Transform matrix, containing only the top 3 rows uint32_t instanceId : 24; // Instance index uint32_t mask : 8; // Visibility mask uint32_t instanceOffset : 24; // Index of the hit group which will be invoked when a ray hits the instance uint32_t flags : 8; // Instance flags, such as culling uint64_t accelerationStructureHandle; // Opaque handle of the bottom-level acceleration structure }; static_assert(sizeof(GeometryInstanceData) == 64, "GeometryInstanceData structure compiles to incorrect size"); struct AccelerationStructureData { vk::UniqueAccelerationStructureNV acclerationStructure; std::unique_ptr scratchBufferData; std::unique_ptr resultBufferData; std::unique_ptr instanceBufferData; }; AccelerationStructureData createAccelerationStructureData(vk::PhysicalDevice const& physicalDevice, vk::UniqueDevice const& device, vk::UniqueCommandBuffer const& commandBuffer, std::vector> const& instances, std::vector const& geometries) { assert(instances.empty() ^ geometries.empty()); AccelerationStructureData accelerationStructureData; vk::AccelerationStructureTypeNV accelerationStructureType = instances.empty() ? vk::AccelerationStructureTypeNV::eBottomLevel : vk::AccelerationStructureTypeNV::eTopLevel; vk::AccelerationStructureInfoNV accelerationStructureInfo(accelerationStructureType, {}, vk::su::checked_cast(instances.size()), vk::su::checked_cast(geometries.size()), geometries.data()); accelerationStructureData.acclerationStructure = device->createAccelerationStructureNVUnique(vk::AccelerationStructureCreateInfoNV(0, accelerationStructureInfo)); vk::AccelerationStructureMemoryRequirementsInfoNV objectRequirements(vk::AccelerationStructureMemoryRequirementsTypeNV::eObject, *accelerationStructureData.acclerationStructure); vk::DeviceSize resultSizeInBytes = device->getAccelerationStructureMemoryRequirementsNV(objectRequirements).memoryRequirements.size; assert(0 < resultSizeInBytes); accelerationStructureData.resultBufferData = std::make_unique(physicalDevice, device, resultSizeInBytes, vk::BufferUsageFlagBits::eRayTracingNV, vk::MemoryPropertyFlagBits::eDeviceLocal); vk::AccelerationStructureMemoryRequirementsInfoNV buildScratchRequirements(vk::AccelerationStructureMemoryRequirementsTypeNV::eBuildScratch, *accelerationStructureData.acclerationStructure); vk::AccelerationStructureMemoryRequirementsInfoNV updateScratchRequirements(vk::AccelerationStructureMemoryRequirementsTypeNV::eUpdateScratch, *accelerationStructureData.acclerationStructure); vk::DeviceSize scratchSizeInBytes = std::max(device->getAccelerationStructureMemoryRequirementsNV(buildScratchRequirements).memoryRequirements.size, device->getAccelerationStructureMemoryRequirementsNV(updateScratchRequirements).memoryRequirements.size); assert(0 < scratchSizeInBytes); accelerationStructureData.scratchBufferData = std::make_unique(physicalDevice, device, scratchSizeInBytes, vk::BufferUsageFlagBits::eRayTracingNV, vk::MemoryPropertyFlagBits::eDeviceLocal); if (!instances.empty()) { accelerationStructureData.instanceBufferData = std::make_unique(physicalDevice, device, instances.size() * sizeof(GeometryInstanceData), vk::BufferUsageFlagBits::eRayTracingNV); std::vector geometryInstanceData; for(size_t i = 0; i < instances.size(); i++) { uint64_t accelerationStructureHandle = 0; device->getAccelerationStructureHandleNV(instances[i].first, sizeof(uint64_t), &accelerationStructureHandle); // For each instance we set its instance index to its index i in the instance vector, and set // its hit group index to 2*i. The hit group index defines which entry of the shader binding // table will contain the hit group to be executed when hitting this instance. We set this // index to 2*i due to the use of 2 types of rays in the scene: the camera rays and the shadow // rays. For each instance, the SBT will then have 2 hit groups geometryInstanceData.push_back(GeometryInstanceData(glm::transpose(instances[i].second), static_cast(i), 0xFF, static_cast(2 * i), static_cast(vk::GeometryInstanceFlagBitsNV::eTriangleCullDisable), accelerationStructureHandle)); } accelerationStructureData.instanceBufferData->upload(device, geometryInstanceData); } device->bindAccelerationStructureMemoryNV(vk::BindAccelerationStructureMemoryInfoNV(*accelerationStructureData.acclerationStructure, *accelerationStructureData.resultBufferData->deviceMemory)); commandBuffer->buildAccelerationStructureNV(vk::AccelerationStructureInfoNV(accelerationStructureType, {}, vk::su::checked_cast(instances.size()), vk::su::checked_cast(geometries.size()), geometries.data()), accelerationStructureData.instanceBufferData ? *accelerationStructureData.instanceBufferData->buffer : nullptr, 0, false, *accelerationStructureData.acclerationStructure, nullptr, *accelerationStructureData.scratchBufferData->buffer, 0); commandBuffer->pipelineBarrier(vk::PipelineStageFlagBits::eAccelerationStructureBuildNV, vk::PipelineStageFlagBits::eAccelerationStructureBuildNV, {}, vk::MemoryBarrier(vk::AccessFlagBits::eAccelerationStructureWriteNV | vk::AccessFlagBits::eAccelerationStructureReadNV, vk::AccessFlagBits::eAccelerationStructureWriteNV | vk::AccessFlagBits::eAccelerationStructureReadNV), {}, {}); return accelerationStructureData; } struct PerFrameData { vk::UniqueCommandPool commandPool; vk::UniqueCommandBuffer commandBuffer; vk::UniqueFence fence; vk::UniqueSemaphore presentCompleteSemaphore; vk::UniqueSemaphore renderCompleteSemaphore; }; struct UniformBufferObject { glm::mat4 model; glm::mat4 view; glm::mat4 proj; glm::mat4 modelIT; glm::mat4 viewInverse; glm::mat4 projInverse; }; struct Material { glm::vec3 diffuse = glm::vec3(0.7f, 0.7f, 0.7f); int textureID = -1; }; const size_t MaterialStride = ((sizeof(Material) + 15) / 16) * 16; struct Vertex { Vertex(glm::vec3 const& p, glm::vec3 const& n, glm::vec2 const& tc, int m = 0) : pos(p) , nrm(n) , texCoord(tc) , matID(m) {} glm::vec3 pos; glm::vec3 nrm; glm::vec2 texCoord; int matID; }; const size_t VertexStride = ((sizeof(Vertex) + 15) / 16) * 16; static const std::vector cubeData = { // pos nrm texcoord matID // front face { Vertex(glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 0.0f), 0) }, // back face { Vertex(glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 0.0f), 0) }, { Vertex(glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 0.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 0.0f), 0) }, // left face { Vertex(glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, { Vertex(glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 0.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, // right face { Vertex(glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, // top face { Vertex(glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, 1.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, 1.0f, -1.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, -1.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, // bottom face { Vertex(glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, -1.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 0.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3( 1.0f, -1.0f, 1.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, -1.0f, 1.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 1.0f), 0) }, { Vertex(glm::vec3(-1.0f, -1.0f, -1.0f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 0.0f), 0) }, }; static std::string vertexShaderText = R"( #version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; mat4 modelIT; } ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; layout(location = 2) in vec2 inTexCoord; layout(location = 3) in int inMatID; layout(location = 0) flat out int outMatID; layout(location = 1) out vec2 outTexCoord; layout(location = 2) out vec3 outNormal; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0); outMatID = inMatID; outTexCoord = inTexCoord; outNormal = vec3(ubo.modelIT * vec4(inNormal, 0.0)); } )"; static std::string fragmentShaderText = R"( #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) flat in int matIndex; layout(location = 1) in vec2 texCoord; layout(location = 2) in vec3 normal; struct Material { vec3 diffuse; int textureID; }; const int sizeofMat = 1; layout(binding = 1) buffer MaterialBufferObject { vec4[] m; } materials; layout(binding = 2) uniform sampler2D[] textureSamplers; Material unpackMaterial() { Material m; vec4 d0 = materials.m[sizeofMat * matIndex + 0]; m.diffuse = d0.xyz; m.textureID = floatBitsToInt(d0.w); return m; } layout(location = 0) out vec4 outColor; void main() { vec3 lightVector = normalize(vec3(5, 4, 3)); float dot_product = max(dot(lightVector, normalize(normal)), 0.2); Material m = unpackMaterial(); vec3 c = m.diffuse; if (0 <= m.textureID) { c *= texture(textureSamplers[m.textureID], texCoord).xyz; } c *= dot_product; outColor = vec4(c, 1); } )"; static std::string raygenShaderText = R"( #version 460 #extension GL_NV_ray_tracing : require layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS; layout(binding = 1, set = 0, rgba8) uniform image2D image; layout(binding=2, set = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; mat4 modelIT; mat4 viewInverse; mat4 projInverse; } cam; layout(location = 0) rayPayloadNV vec3 hitValue; void main() { const vec2 pixelCenter = vec2(gl_LaunchIDNV.xy) + vec2(0.5); const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeNV.xy); vec2 d = inUV * 2.0 - 1.0; vec4 origin = cam.viewInverse*vec4(0,0,0,1); vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ; vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0) ; uint rayFlags = gl_RayFlagsOpaqueNV; uint cullMask = 0xff; float tmin = 0.001; float tmax = 10000.0; traceNV(topLevelAS, rayFlags, cullMask, 0 /*sbtRecordOffset*/, 0 /*sbtRecordStride*/, 0 /*missIndex*/, origin.xyz, tmin, direction.xyz, tmax, 0 /*payload*/); imageStore(image, ivec2(gl_LaunchIDNV.xy), vec4(hitValue, 0.0)); } )"; static std::string missShaderText = R"( #version 460 #extension GL_NV_ray_tracing : require layout(location = 0) rayPayloadInNV vec3 hitValue; void main() { hitValue = vec3(0.0, 0.1, 0.3); } )"; static std::string shadowMissShaderText = R"( #version 460 #extension GL_NV_ray_tracing : require layout(location = 2) rayPayloadInNV bool isShadowed; void main() { isShadowed = false; })"; static std::string closestHitShaderText = R"( #version 460 #extension GL_NV_ray_tracing : require #extension GL_EXT_nonuniform_qualifier : enable layout(location = 0) rayPayloadInNV vec3 hitValue; layout(location = 2) rayPayloadNV bool isShadowed; hitAttributeNV vec3 attribs; layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS; layout(binding = 3, set = 0) buffer Vertices { vec4 v[]; } vertices; layout(binding = 4, set = 0) buffer Indices { uint i[]; } indices; layout(binding = 5, set = 0) buffer MatColorBufferObject { vec4[] m; } materials; layout(binding = 6, set = 0) uniform sampler2D[] textureSamplers; struct Vertex { vec3 pos; vec3 nrm; vec2 texCoord; int matIndex; }; // Number of vec4 values used to represent a vertex uint vertexSize = 3; Vertex unpackVertex(uint index) { Vertex v; vec4 d0 = vertices.v[vertexSize * index + 0]; vec4 d1 = vertices.v[vertexSize * index + 1]; vec4 d2 = vertices.v[vertexSize * index + 2]; v.pos = d0.xyz; v.nrm = vec3(d0.w, d1.xy); v.texCoord = d1.zw; v.matIndex = floatBitsToInt(d2.x); return v; } struct Material { vec3 diffuse; int textureID; }; // Number of vec4 values used to represent a material const int sizeofMat = 1; Material unpackMaterial(int matIndex) { Material m; vec4 d0 = materials.m[sizeofMat * matIndex + 0]; m.diffuse = d0.xyz; m.textureID = floatBitsToInt(d0.w); return m; } void main() { ivec3 ind = ivec3(indices.i[3 * gl_PrimitiveID], indices.i[3 * gl_PrimitiveID + 1], indices.i[3 * gl_PrimitiveID + 2]); Vertex v0 = unpackVertex(ind.x); Vertex v1 = unpackVertex(ind.y); Vertex v2 = unpackVertex(ind.z); const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); vec3 normal = normalize(v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z); vec3 lightVector = normalize(vec3(5, 4, 3)); float dot_product = max(dot(lightVector, normal), 0.2); Material mat = unpackMaterial(v1.matIndex); vec3 c = dot_product * mat.diffuse; if (0 <= mat.textureID) { vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z; c *= texture(textureSamplers[mat.textureID], texCoord).xyz; } float tmin = 0.001; float tmax = 100.0; vec3 origin = gl_WorldRayOriginNV + gl_WorldRayDirectionNV * gl_HitTNV; isShadowed = true; traceNV(topLevelAS, gl_RayFlagsTerminateOnFirstHitNV|gl_RayFlagsOpaqueNV|gl_RayFlagsSkipClosestHitShaderNV, 0xFF, 1 /* sbtRecordOffset */, 0 /* sbtRecordStride */, 1 /* missIndex */, origin, tmin, lightVector, tmax, 2 /*payload location*/); hitValue = c; if (isShadowed) { hitValue *= 0.3f; } } )"; #ifndef IMGUI_VK_QUEUED_FRAMES #define IMGUI_VK_QUEUED_FRAMES 2 #endif // !IMGUI_VK_QUEUED_FRAMES struct AppInfo { vk::su::CameraManipulator cameraManipulator; bool useRasterRender = false; }; static void check_vk_result(VkResult err) { if (err != 0) { std::cerr << AppName << ": Vulkan error " << vk::to_string(static_cast(err)); if (err < 0) { abort(); } } } static void cursorPosCallback(GLFWwindow* window, double mouseX, double mouseY) { vk::su::CameraManipulator::MouseButton mouseButton = (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS) ? vk::su::CameraManipulator::MouseButton::Left : (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS) ? vk::su::CameraManipulator::MouseButton::Middle : (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) ? vk::su::CameraManipulator::MouseButton::Right : vk::su::CameraManipulator::MouseButton::None; if (mouseButton != vk::su::CameraManipulator::MouseButton::None) { vk::su::CameraManipulator::ModifierFlags modifiers; if (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) { modifiers |= vk::su::CameraManipulator::ModifierFlagBits::Alt; } if (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) { modifiers |= vk::su::CameraManipulator::ModifierFlagBits::Ctrl; } if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { modifiers |= vk::su::CameraManipulator::ModifierFlagBits::Shift; } vk::su::CameraManipulator & cameraManipulator = reinterpret_cast(glfwGetWindowUserPointer(window))->cameraManipulator; cameraManipulator.mouseMove(glm::ivec2(static_cast(mouseX), static_cast(mouseY)), mouseButton, modifiers); } } static void errorCallback(int error, const char* description) { fprintf(stderr, "GLFW Error %d: %s\n", error, description); } static void framebufferSizeCallback(GLFWwindow* window, int w, int h) { vk::su::CameraManipulator & cameraManipulator = reinterpret_cast(glfwGetWindowUserPointer(window))->cameraManipulator; cameraManipulator.setWindowSize(glm::ivec2(w, h)); } static void keyCallback(GLFWwindow* window, int key, int /*scancode*/, int action, int /*mods*/) { if (action == GLFW_PRESS) { switch (key) { case GLFW_KEY_ESCAPE: case 'Q': glfwSetWindowShouldClose(window, 1); break; case 'R': { AppInfo * appInfo = reinterpret_cast(glfwGetWindowUserPointer(window)); appInfo->useRasterRender = !appInfo->useRasterRender; } break; } } } static void mouseButtonCallback(GLFWwindow* window, int /*button*/, int /*action*/, int /*mods*/) { double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); vk::su::CameraManipulator & cameraManipulator = reinterpret_cast(glfwGetWindowUserPointer(window))->cameraManipulator; cameraManipulator.setMousePosition(glm::ivec2(static_cast(xpos), static_cast(ypos))); } static void scrollCallback(GLFWwindow* window, double /*xoffset*/, double yoffset) { vk::su::CameraManipulator & cameraManipulator = reinterpret_cast(glfwGetWindowUserPointer(window))->cameraManipulator; cameraManipulator.wheel(static_cast(yoffset)); } // random data and functions static std::random_device randomDevice; static std::mt19937 randomGenerator(randomDevice()); template T random(T minValue = std::numeric_limits::min(), T maxValue = std::numeric_limits::max()) { static_assert(std::numeric_limits::is_integer, "Type T needs to be an integral type!\n"); std::uniform_int_distribution<> randomDistribution(minValue, maxValue); return static_cast(randomDistribution(randomGenerator)); } glm::vec3 randomVec3(float minValue, float maxValue) { std::uniform_real_distribution randomDistribution(minValue, maxValue); return glm::vec3(randomDistribution(randomGenerator), randomDistribution(randomGenerator), randomDistribution(randomGenerator)); } int main(int /*argc*/, char** /*argv*/) { // number of cubes in x-, y-, and z-direction const size_t xMax = 10; const size_t yMax = 10; const size_t zMax = 10; AppInfo appInfo; try { // Setup glfw glfwSetErrorCallback(errorCallback); if (!glfwInit()) { std::cerr << AppName << ": can't initialize glfw!\n"; return 1; } if (!glfwVulkanSupported()) { std::cerr << AppName << ": Vulkan not supported!\n"; return 1; } // create a window using glfw glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); vk::Extent2D windowExtent(1280, 720); GLFWwindow* window = glfwCreateWindow(windowExtent.width, windowExtent.height, AppName, nullptr, nullptr); // install some callbacks glfwSetCursorPosCallback(window, cursorPosCallback); glfwSetFramebufferSizeCallback(window, framebufferSizeCallback); glfwSetKeyCallback(window, keyCallback); glfwSetMouseButtonCallback(window, mouseButtonCallback); glfwSetScrollCallback(window, scrollCallback); // Setup camera and make it available as the userPointer in the glfw window appInfo.cameraManipulator.setWindowSize(glm::u32vec2(windowExtent.width, windowExtent.height)); glm::vec3 diagonal = 3.0f * glm::vec3(static_cast(xMax), static_cast(yMax), static_cast(zMax)); appInfo.cameraManipulator.setLookat(1.5f * diagonal, 0.5f *diagonal, glm::vec3(0, 1, 0)); glfwSetWindowUserPointer(window, &appInfo); // Create Vulkan Instance with needed extensions uint32_t glfwExtensionsCount; const char** glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionsCount); std::vector instanceExtensions; instanceExtensions.reserve(glfwExtensionsCount + 1); for (uint32_t i = 0; i < glfwExtensionsCount; i++) { instanceExtensions.push_back(glfwExtensions[i]); } instanceExtensions.push_back(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME); vk::UniqueInstance instance = vk::su::createInstance(AppName, EngineName, {}, instanceExtensions); #if !defined(NDEBUG) vk::UniqueDebugUtilsMessengerEXT debugUtilsMessenger = vk::su::createDebugUtilsMessenger(instance); #endif vk::PhysicalDevice physicalDevice = instance->enumeratePhysicalDevices().front(); // Create Window Surface (using glfw) vk::SurfaceKHR surface; VkResult err = glfwCreateWindowSurface(*instance, window, nullptr, reinterpret_cast(&surface)); check_vk_result(err); std::pair graphicsAndPresentQueueFamilyIndex = vk::su::findGraphicsAndPresentQueueFamilyIndex(physicalDevice, surface); // Create a Device with ray tracing support (besides some other extensions needed) and needed features auto supportedFeatures = physicalDevice.getFeatures2(); vk::UniqueDevice device = vk::su::createDevice(physicalDevice, graphicsAndPresentQueueFamilyIndex.first, {VK_KHR_SWAPCHAIN_EXTENSION_NAME, VK_NV_RAY_TRACING_EXTENSION_NAME, VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME}, &supportedFeatures.get().features, &supportedFeatures.get()); // setup stuff per frame std::array perFrameData; for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++) { perFrameData[i].commandPool = device->createCommandPoolUnique(vk::CommandPoolCreateInfo(vk::CommandPoolCreateFlagBits::eResetCommandBuffer, graphicsAndPresentQueueFamilyIndex.first)); perFrameData[i].commandBuffer = std::move(device->allocateCommandBuffersUnique(vk::CommandBufferAllocateInfo(*perFrameData[i].commandPool, vk::CommandBufferLevel::ePrimary, 1)).front()); perFrameData[i].fence = device->createFenceUnique(vk::FenceCreateInfo(vk::FenceCreateFlagBits::eSignaled)); perFrameData[i].presentCompleteSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo()); perFrameData[i].renderCompleteSemaphore = device->createSemaphoreUnique(vk::SemaphoreCreateInfo()); } vk::Queue graphicsQueue = device->getQueue(graphicsAndPresentQueueFamilyIndex.first, 0); vk::Queue presentQueue = device->getQueue(graphicsAndPresentQueueFamilyIndex.second, 0); // create a descriptor pool with a number of available descriptors std::vector poolSizes = { { vk::DescriptorType::eCombinedImageSampler, 1000 }, { vk::DescriptorType::eUniformBuffer, 1000}, { vk::DescriptorType::eStorageBuffer, 1000 }, }; vk::UniqueDescriptorPool descriptorPool = vk::su::createDescriptorPool(device, poolSizes); // setup swap chain, render pass, depth buffer and the frame buffers vk::su::SwapChainData swapChainData(physicalDevice, device, surface, windowExtent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eStorage, vk::UniqueSwapchainKHR(), graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second); vk::SurfaceFormatKHR surfaceFormat = vk::su::pickSurfaceFormat(physicalDevice.getSurfaceFormatsKHR(surface)); vk::Format depthFormat = vk::su::pickDepthFormat(physicalDevice); // setup a render pass vk::UniqueRenderPass renderPass = vk::su::createRenderPass(device, surfaceFormat.format, depthFormat); vk::su::DepthBufferData depthBufferData(physicalDevice, device, depthFormat, windowExtent); std::vector framebuffers = vk::su::createFramebuffers(device, renderPass, swapChainData.imageViews, depthBufferData.imageView, windowExtent); bool samplerAnisotropy = supportedFeatures.get().features.samplerAnisotropy; // create some simple checkerboard textures, randomly sized and colored const size_t textureCount = 10; std::vector textures; textures.reserve(textureCount); for (size_t i = 0; i < textureCount; i++) { textures.push_back(vk::su::TextureData(physicalDevice, device, {random(2, 8) * 16, random(2, 8) * 16}, vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eSampled, {}, samplerAnisotropy, true)); } vk::su::oneTimeSubmit(device, perFrameData[0].commandPool, graphicsQueue, [&](vk::UniqueCommandBuffer const& commandBuffer) { for (auto & t : textures) { t.setImage(device, commandBuffer, vk::su::CheckerboardImageGenerator({random(), random(), random()}, {random(), random(), random()})); } }); // create some materials with a random diffuse color, referencing one of the above textures const size_t materialCount = 10; assert(materialCount == textureCount); std::vector materials(materialCount); for (size_t i = 0; i < materialCount; i++) { materials[i].diffuse = randomVec3(0.0f, 1.0f); materials[i].textureID = vk::su::checked_cast(i); } vk::su::BufferData materialBufferData(physicalDevice, device, materialCount * MaterialStride, vk::BufferUsageFlagBits::eStorageBuffer); materialBufferData.upload(device, materials, MaterialStride); // create a a 3D-array of cubes, randomly jittered, using a random material std::vector vertices; vertices.reserve(xMax * yMax * zMax * cubeData.size()); for (size_t x = 0; x < xMax; x++) { for (size_t y = 0; y < yMax; y++) { for (size_t z = 0; z < zMax; z++) { int m = random(0, materialCount - 1); glm::vec3 jitter = randomVec3(0.0f, 0.6f); for (auto const& v : cubeData) { vertices.push_back(v); vertices.back().pos += 3.0f * glm::vec3(static_cast(x), static_cast(y), static_cast(z)) + jitter; vertices.back().matID = static_cast(m); } } } } // create an 1-1 index buffer std::vector indices(vertices.size()); std::iota(indices.begin(), indices.end(), 0); // there's just one vertex- and one index-buffer, but with more complex scene loaders there might be more! vk::su::BufferData vertexBufferData(physicalDevice, device, vertices.size() * VertexStride, vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eVertexBuffer | vk::BufferUsageFlagBits::eStorageBuffer, vk::MemoryPropertyFlagBits::eDeviceLocal); vertexBufferData.upload(physicalDevice, device, perFrameData[0].commandPool, graphicsQueue, vertices, VertexStride); vk::su::BufferData indexBufferData(physicalDevice, device, indices.size() * sizeof(uint32_t), vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eIndexBuffer | vk::BufferUsageFlagBits::eStorageBuffer, vk::MemoryPropertyFlagBits::eDeviceLocal); indexBufferData.upload(physicalDevice, device, perFrameData[0].commandPool, graphicsQueue, indices, sizeof(uint32_t)); glm::mat4x4 transform(glm::mat4x4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f)); vk::UniqueDescriptorSetLayout descriptorSetLayout = vk::su::createDescriptorSetLayout(device, { { vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex }, { vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment }, { vk::DescriptorType::eCombinedImageSampler, static_cast(textures.size()), vk::ShaderStageFlagBits::eFragment } }); vk::UniquePipelineLayout pipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo({}, 1, &(*descriptorSetLayout))); glslang::InitializeProcess(); vk::UniqueShaderModule vertexShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eVertex, vertexShaderText); vk::UniqueShaderModule fragmentShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText); glslang::FinalizeProcess(); vk::UniquePipeline graphicsPipeline = vk::su::createGraphicsPipeline(device, vk::UniquePipelineCache(), std::make_pair(*vertexShaderModule, nullptr), std::make_pair(*fragmentShaderModule, nullptr), VertexStride, { { vk::Format::eR32G32B32Sfloat, vk::su::checked_cast(offsetof(Vertex, pos)) }, { vk::Format::eR32G32B32Sfloat, vk::su::checked_cast(offsetof(Vertex, nrm)) }, { vk::Format::eR32G32Sfloat, vk::su::checked_cast(offsetof(Vertex, texCoord)) }, { vk::Format::eR32Sint, vk::su::checked_cast(offsetof(Vertex, matID)) } }, vk::FrontFace::eCounterClockwise, true, pipelineLayout, renderPass); vk::su::BufferData uniformBufferData(physicalDevice, device, sizeof(UniformBufferObject), vk::BufferUsageFlagBits::eUniformBuffer); vk::UniqueDescriptorSet descriptorSet = std::move(device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(*descriptorPool, 1, &*descriptorSetLayout)).front()); vk::su::updateDescriptorSets(device, descriptorSet, { { vk::DescriptorType::eUniformBuffer, uniformBufferData.buffer, vk::UniqueBufferView() }, { vk::DescriptorType::eStorageBuffer, materialBufferData.buffer, vk::UniqueBufferView() } }, textures); // RayTracing specific stuff // create acceleration structures: one top-level, and just one bottom-level AccelerationStructureData topLevelAS, bottomLevelAS; vk::su::oneTimeSubmit(device, perFrameData[0].commandPool, graphicsQueue, [&](vk::UniqueCommandBuffer const& commandBuffer) { vk::GeometryDataNV geometryDataNV(vk::GeometryTrianglesNV(*vertexBufferData.buffer, 0, vk::su::checked_cast(vertices.size()), VertexStride, vk::Format::eR32G32B32Sfloat, *indexBufferData.buffer, 0, vk::su::checked_cast(indices.size()), vk::IndexType::eUint32), {}); bottomLevelAS = createAccelerationStructureData(physicalDevice, device, commandBuffer, {}, {vk::GeometryNV(vk::GeometryTypeNV::eTriangles, geometryDataNV)}); topLevelAS = createAccelerationStructureData(physicalDevice, device, commandBuffer, {std::make_pair(*bottomLevelAS.acclerationStructure, transform)}, std::vector()); }); // create raytracing descriptor set vk::su::oneTimeSubmit(device, perFrameData[0].commandPool, graphicsQueue, [&](vk::UniqueCommandBuffer const& commandBuffer) { vk::BufferMemoryBarrier bufferMemoryBarrier({}, vk::AccessFlagBits::eShaderRead, VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, *vertexBufferData.buffer, 0, VK_WHOLE_SIZE); commandBuffer->pipelineBarrier(vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, nullptr, bufferMemoryBarrier, nullptr); bufferMemoryBarrier.buffer = *indexBufferData.buffer; commandBuffer->pipelineBarrier(vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, nullptr, bufferMemoryBarrier, nullptr); }); std::vector bindings; bindings.push_back(vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eAccelerationStructureNV, 1, vk::ShaderStageFlagBits::eRaygenNV | vk::ShaderStageFlagBits::eClosestHitNV)); bindings.push_back(vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eStorageImage, 1, vk::ShaderStageFlagBits::eRaygenNV)); // raytracing output bindings.push_back(vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eRaygenNV)); // camera information bindings.push_back(vk::DescriptorSetLayoutBinding(3, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eClosestHitNV)); // vertex buffer bindings.push_back(vk::DescriptorSetLayoutBinding(4, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eClosestHitNV)); // index buffer bindings.push_back(vk::DescriptorSetLayoutBinding(5, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eClosestHitNV)); // material buffer bindings.push_back(vk::DescriptorSetLayoutBinding(6, vk::DescriptorType::eCombinedImageSampler, static_cast(textures.size()), vk::ShaderStageFlagBits::eClosestHitNV)); // textures std::vector descriptorPoolSizes; descriptorPoolSizes.reserve(bindings.size()); for (const auto& b : bindings) { descriptorPoolSizes.push_back(vk::DescriptorPoolSize(b.descriptorType, b.descriptorCount)); } vk::UniqueDescriptorPool rayTracingDescriptorPool = device->createDescriptorPoolUnique(vk::DescriptorPoolCreateInfo(vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, 1, static_cast(descriptorPoolSizes.size()), descriptorPoolSizes.data())); vk::UniqueDescriptorSetLayout rayTracingDescriptorSetLayout = device->createDescriptorSetLayoutUnique(vk::DescriptorSetLayoutCreateInfo({}, static_cast(bindings.size()), bindings.data())); vk::UniqueDescriptorSet rayTracingDescriptorSet = std::move(device->allocateDescriptorSetsUnique(vk::DescriptorSetAllocateInfo(*rayTracingDescriptorPool, 1, &*rayTracingDescriptorSetLayout)).front()); // Bind ray tracing specific descriptor sets into pNext of a vk::WriteDescriptorSet vk::WriteDescriptorSetAccelerationStructureNV writeDescriptorSetAcceleration(1, &*topLevelAS.acclerationStructure); vk::WriteDescriptorSet accelerationDescriptionSet(*rayTracingDescriptorSet, 0, 0, 1, bindings[0].descriptorType); accelerationDescriptionSet.pNext = &writeDescriptorSetAcceleration; device->updateDescriptorSets(accelerationDescriptionSet, {}); // Bind all the other buffers and images, starting with dstBinding == 2 (dstBinding == 1 is used by the backBuffer view) vk::su::updateDescriptorSets(device, rayTracingDescriptorSet, { { bindings[2].descriptorType, uniformBufferData.buffer, vk::UniqueBufferView() }, { bindings[3].descriptorType, vertexBufferData.buffer, vk::UniqueBufferView() }, { bindings[4].descriptorType, indexBufferData.buffer, vk::UniqueBufferView() }, { bindings[5].descriptorType, materialBufferData.buffer, vk::UniqueBufferView() } }, textures, 2); // create the ray-tracing shader modules glslang::InitializeProcess(); vk::UniqueShaderModule raygenShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eRaygenNV, raygenShaderText); vk::UniqueShaderModule missShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eMissNV, missShaderText); vk::UniqueShaderModule shadowMissShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eMissNV, shadowMissShaderText); vk::UniqueShaderModule closestHitShaderModule = vk::su::createShaderModule(device, vk::ShaderStageFlagBits::eClosestHitNV, closestHitShaderText); glslang::FinalizeProcess(); // create the ray tracing pipeline std::vector shaderStages; std::vector shaderGroups; // We use only one ray generation, that will implement the camera model shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eRaygenNV, *raygenShaderModule, "main")); shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoNV(vk::RayTracingShaderGroupTypeNV::eGeneral, 0, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV)); // The first miss shader is used to look-up the environment in case the rays from the camera miss the geometry shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eMissNV, *missShaderModule, "main")); shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoNV(vk::RayTracingShaderGroupTypeNV::eGeneral, 1, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV)); // The second miss shader is invoked when a shadow ray misses the geometry. It simply indicates that no occlusion has been found shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eMissNV, *shadowMissShaderModule, "main")); shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoNV(vk::RayTracingShaderGroupTypeNV::eGeneral, 2, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV)); // The first hit group defines the shaders invoked when a ray shot from the camera hit the geometry. In this case we only specify the closest hit // shader, and rely on the build-in triangle intersection and pass-through any-hit shader. However, explicit intersection and any hit shaders could be added as well. shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eClosestHitNV, *closestHitShaderModule, "main")); shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoNV(vk::RayTracingShaderGroupTypeNV::eTrianglesHitGroup, VK_SHADER_UNUSED_NV, 3, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV)); // The second hit group defines the shaders invoked when a shadow ray hits the geometry. For simple shadows we do not need any shader in that group: we will rely on // initializing the payload and update it only in the miss shader shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoNV(vk::RayTracingShaderGroupTypeNV::eTrianglesHitGroup, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV, VK_SHADER_UNUSED_NV)); // Create the layout of the pipeline following the provided descriptor set layout vk::UniquePipelineLayout rayTracingPipelineLayout = device->createPipelineLayoutUnique(vk::PipelineLayoutCreateInfo({}, 1, &*rayTracingDescriptorSetLayout)); // Assemble the shader stages and recursion depth info into the raytracing pipeline // The ray tracing process can shoot rays from the camera, and a shadow ray can be shot from the // hit points of the camera rays, hence a recursion level of 2. This number should be kept as low // as possible for performance reasons. Even recursive ray tracing should be flattened into a loop // in the ray generation to avoid deep recursion. uint32_t maxRecursionDepth = 2; vk::RayTracingPipelineCreateInfoNV rayTracingPipelineCreateInfo({}, static_cast(shaderStages.size()), shaderStages.data(), static_cast(shaderGroups.size()), shaderGroups.data(), maxRecursionDepth, *rayTracingPipelineLayout); vk::UniquePipeline rayTracingPipeline = device->createRayTracingPipelineNVUnique(nullptr, rayTracingPipelineCreateInfo); uint32_t shaderGroupHandleSize = physicalDevice.getProperties2().get().shaderGroupHandleSize; assert(!(shaderGroupHandleSize % 16)); uint32_t shaderBindingTableSize = 5 * shaderGroupHandleSize; // 1x raygen, 2x miss, 2x hitGroup // with 5 shaders, we need a buffer to hold 5 shaderGroupHandles std::vector shaderHandleStorage(shaderBindingTableSize); device->getRayTracingShaderGroupHandlesNV(*rayTracingPipeline, 0, 5, shaderHandleStorage); vk::su::BufferData shaderBindingTableBufferData(physicalDevice, device, shaderBindingTableSize, vk::BufferUsageFlagBits::eTransferDst, vk::MemoryPropertyFlagBits::eHostVisible); shaderBindingTableBufferData.upload(device, shaderHandleStorage); std::array clearValues; clearValues[0].color = vk::ClearColorValue(std::array({0.2f, 0.2f, 0.2f, 0.2f})); clearValues[1].depthStencil = {1.0f, 0}; // Main loop uint32_t frameIndex = 0; UniformBufferObject uniformBufferObject; uniformBufferObject.model = glm::mat4(1); uniformBufferObject.modelIT = glm::inverseTranspose(uniformBufferObject.model); double accumulatedTime{0.0}; size_t frameCount{0}; while (!glfwWindowShouldClose(window)) { double startTime = glfwGetTime(); glfwPollEvents(); vk::UniqueCommandBuffer const& commandBuffer = perFrameData[frameIndex].commandBuffer; int w, h; glfwGetWindowSize(window, &w, &h); if ((w != static_cast(windowExtent.width)) || (h != static_cast(windowExtent.height))) { windowExtent.width = w; windowExtent.height = h; device->waitIdle(); swapChainData = vk::su::SwapChainData(physicalDevice, device, surface, windowExtent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eStorage, swapChainData.swapChain, graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second); depthBufferData = vk::su::DepthBufferData(physicalDevice, device, vk::su::pickDepthFormat(physicalDevice), windowExtent); vk::su::oneTimeSubmit(commandBuffer, graphicsQueue, [&](vk::UniqueCommandBuffer const& commandBuffer) { vk::su::setImageLayout(commandBuffer, *depthBufferData.image, depthFormat, vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilAttachmentOptimal); }); framebuffers = vk::su::createFramebuffers(device, renderPass, swapChainData.imageViews, depthBufferData.imageView, windowExtent); } // update the uniformBufferObject assert(0 < windowExtent.height); uniformBufferObject.view = appInfo.cameraManipulator.getMatrix(); uniformBufferObject.proj = glm::perspective(glm::radians(65.0f), windowExtent.width / static_cast(windowExtent.height), 0.1f, 1000.0f); uniformBufferObject.proj[1][1] *= -1; // Inverting Y for Vulkan uniformBufferObject.viewInverse = glm::inverse(uniformBufferObject.view); uniformBufferObject.projInverse = glm::inverse(uniformBufferObject.proj); uniformBufferData.upload(device, uniformBufferObject); // frame begin vk::ResultValue rv = device->acquireNextImageKHR(*swapChainData.swapChain, UINT64_MAX, *perFrameData[frameIndex].presentCompleteSemaphore, nullptr); assert(rv.result == vk::Result::eSuccess); uint32_t backBufferIndex = rv.value; while (vk::Result::eTimeout == device->waitForFences(*perFrameData[frameIndex].fence, VK_TRUE, vk::su::FenceTimeout)) ; device->resetFences(*perFrameData[frameIndex].fence); commandBuffer->begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit)); if (appInfo.useRasterRender) { commandBuffer->beginRenderPass(vk::RenderPassBeginInfo(*renderPass, *framebuffers[backBufferIndex], vk::Rect2D(vk::Offset2D(0, 0), windowExtent), static_cast(clearValues.size()), clearValues.data()), vk::SubpassContents::eInline); commandBuffer->bindPipeline(vk::PipelineBindPoint::eGraphics, *graphicsPipeline); commandBuffer->bindDescriptorSets(vk::PipelineBindPoint::eGraphics, *pipelineLayout, 0, *descriptorSet, nullptr); commandBuffer->setViewport(0, vk::Viewport(0.0f, 0.0f, static_cast(windowExtent.width), static_cast(windowExtent.height), 0.0f, 1.0f)); commandBuffer->setScissor(0, vk::Rect2D(vk::Offset2D(0, 0), windowExtent)); commandBuffer->bindVertexBuffers(0, *vertexBufferData.buffer, {0}); commandBuffer->bindIndexBuffer(*indexBufferData.buffer, 0, vk::IndexType::eUint32); commandBuffer->drawIndexed(vk::su::checked_cast(indices.size()), 1, 0, 0, 0); } else { vk::ImageMemoryBarrier imageMemoryBarrier({}, vk::AccessFlagBits::eShaderWrite, vk::ImageLayout::eUndefined, vk::ImageLayout::ePresentSrcKHR, VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, swapChainData.images[backBufferIndex], vk::ImageSubresourceRange(vk::ImageAspectFlagBits::eColor, 0, 1, 0, 1)); commandBuffer->pipelineBarrier(vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, nullptr, nullptr, imageMemoryBarrier); vk::DescriptorImageInfo imageInfo(nullptr, *swapChainData.imageViews[backBufferIndex], vk::ImageLayout::eGeneral); device->updateDescriptorSets(vk::WriteDescriptorSet(*rayTracingDescriptorSet, 1, 0, 1, bindings[1].descriptorType, &imageInfo), {}); commandBuffer->beginRenderPass(vk::RenderPassBeginInfo(*renderPass, *framebuffers[backBufferIndex], vk::Rect2D(vk::Offset2D(0, 0), windowExtent), static_cast(clearValues.size()), clearValues.data()), vk::SubpassContents::eInline); commandBuffer->bindPipeline(vk::PipelineBindPoint::eRayTracingNV, *rayTracingPipeline); commandBuffer->bindDescriptorSets(vk::PipelineBindPoint::eRayTracingNV, *rayTracingPipelineLayout, 0, *rayTracingDescriptorSet, nullptr); VkDeviceSize rayGenOffset = 0; // starting with raygen VkDeviceSize missOffset = shaderGroupHandleSize; // after raygen VkDeviceSize missStride = shaderGroupHandleSize; VkDeviceSize hitGroupOffset = shaderGroupHandleSize + 2 * shaderGroupHandleSize; // after 1x raygen and 2x miss VkDeviceSize hitGroupStride = shaderGroupHandleSize; commandBuffer->traceRaysNV(*shaderBindingTableBufferData.buffer, rayGenOffset, *shaderBindingTableBufferData.buffer, missOffset, missStride, *shaderBindingTableBufferData.buffer, hitGroupOffset, hitGroupStride, nullptr, 0, 0, windowExtent.width, windowExtent.height, 1); } commandBuffer->endRenderPass(); // frame end commandBuffer->end(); const vk::PipelineStageFlags waitDstStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput; graphicsQueue.submit(vk::SubmitInfo(1, &(*perFrameData[frameIndex].presentCompleteSemaphore), &waitDstStageMask, 1, &(*commandBuffer), 1, &(*perFrameData[frameIndex].renderCompleteSemaphore)), *perFrameData[frameIndex].fence); presentQueue.presentKHR(vk::PresentInfoKHR(1, &(*perFrameData[frameIndex].renderCompleteSemaphore), 1, &(*swapChainData.swapChain), &backBufferIndex)); frameIndex = (frameIndex + 1) % IMGUI_VK_QUEUED_FRAMES; double endTime = glfwGetTime(); accumulatedTime += endTime - startTime; ++frameCount; if (1.0 < accumulatedTime) { assert(0 < frameCount); std::ostringstream oss; oss << AppName << ": " << vertices.size() << " Vertices " << (appInfo.useRasterRender ? "Rastering" : "RayTracing") << " ( " << frameCount / accumulatedTime << " fps)"; glfwSetWindowTitle(window, oss.str().c_str()); accumulatedTime = 0.0; frameCount = 0; } } // Cleanup device->waitIdle(); swapChainData.swapChain.reset(); // need to reset swapChain before destroying the surface ! vkDestroySurfaceKHR(*instance, surface, nullptr); glfwDestroyWindow(window); glfwTerminate(); } catch (vk::SystemError err) { std::cout << "vk::SystemError: " << err.what() << std::endl; exit(-1); } catch (std::runtime_error err) { std::cout << "std::runtime_error: " << err.what() << std::endl; exit(-1); } catch (...) { std::cout << "unknown error\n"; exit(-1); } return 0; }