// 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 #if defined( _MSC_VER ) # pragma warning( disable : 4201 ) // disable warning C4201: nonstandard extension used: nameless struct/union; needed // to get glm/detail/type_vec?.hpp without warnings #elif defined( __clang__ ) # pragma clang diagnostic ignored "-Wmissing-braces" # if ( 10 <= __clang_major__ ) # pragma clang diagnostic ignored "-Wdeprecated-volatile" // to keep glm/detail/type_half.inl compiling # endif #elif defined( __GNUC__ ) #else // unknow compiler... just ignore the warnings for yourselves ;) #endif // clang-format off // we need to include vulkan.hpp before glfw3.h, so stop clang-format to reorder them #include #include // clang-format on #include #include #include #include #define GLM_FORCE_DEPTH_ZERO_TO_ONE #define GLM_FORCE_RADIANS #define GLM_ENABLE_EXPERIMENTAL #include "../utils/shaders.hpp" #include "../utils/utils.hpp" #include "CameraManipulator.hpp" #include "SPIRV/GlslangToSpv.h" #include #include #include 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::raii::AccelerationStructureNV acclerationStructure = nullptr; vk::raii::su::BufferData scratchBufferData = nullptr; vk::raii::su::BufferData resultBufferData = nullptr; vk::raii::su::BufferData instanceBufferData = nullptr; }; AccelerationStructureData createAccelerationStructureData( vk::raii::PhysicalDevice const & physicalDevice, vk::raii::Device const & device, vk::raii::CommandBuffer 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() ), geometries ); vk::AccelerationStructureCreateInfoNV accelerationStructureCreateInfoNV( 0, accelerationStructureInfo ); accelerationStructureData.acclerationStructure = vk::raii::AccelerationStructureNV( device, accelerationStructureCreateInfoNV ); vk::AccelerationStructureMemoryRequirementsInfoNV objectRequirements( vk::AccelerationStructureMemoryRequirementsTypeNV::eObject, *accelerationStructureData.acclerationStructure ); vk::DeviceSize resultSizeInBytes = device.getAccelerationStructureMemoryRequirementsNV( objectRequirements ).memoryRequirements.size; assert( 0 < resultSizeInBytes ); accelerationStructureData.resultBufferData = vk::raii::su::BufferData( 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 = vk::raii::su::BufferData( physicalDevice, device, scratchSizeInBytes, vk::BufferUsageFlagBits::eRayTracingNV, vk::MemoryPropertyFlagBits::eDeviceLocal ); if ( !instances.empty() ) { accelerationStructureData.instanceBufferData = vk::raii::su::BufferData( physicalDevice, device, instances.size() * sizeof( GeometryInstanceData ), vk::BufferUsageFlagBits::eRayTracingNV ); std::vector geometryInstanceData; for ( size_t i = 0; i < instances.size(); i++ ) { uint64_t accelerationStructureHandle = instances[i].first.getHandle(); // 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.emplace_back( glm::transpose( instances[i].second ), static_cast( i ), static_cast( 0xFF ), static_cast( 2 * i ), static_cast( vk::GeometryInstanceFlagBitsNV::eTriangleCullDisable ), accelerationStructureHandle ); } accelerationStructureData.instanceBufferData.upload( geometryInstanceData ); } device.bindAccelerationStructureMemoryNV( vk::BindAccelerationStructureMemoryInfoNV( *accelerationStructureData.acclerationStructure, *accelerationStructureData.resultBufferData.deviceMemory ) ); vk::Buffer instanceData; if ( *accelerationStructureData.instanceBufferData.buffer ) { instanceData = *accelerationStructureData.instanceBufferData.buffer; } vk::AccelerationStructureInfoNV accelerationStructureInfoNV( accelerationStructureType, {}, vk::su::checked_cast( instances.size() ), geometries ); commandBuffer.buildAccelerationStructureNV( accelerationStructureInfoNV, instanceData, 0, false, *accelerationStructureData.acclerationStructure, nullptr, *accelerationStructureData.scratchBufferData.buffer, 0 ); vk::MemoryBarrier memoryBarrier( vk::AccessFlagBits::eAccelerationStructureWriteNV | vk::AccessFlagBits::eAccelerationStructureReadNV, vk::AccessFlagBits::eAccelerationStructureWriteNV | vk::AccessFlagBits::eAccelerationStructureReadNV ); commandBuffer.pipelineBarrier( vk::PipelineStageFlagBits::eAccelerationStructureBuildNV, vk::PipelineStageFlagBits::eAccelerationStructureBuildNV, {}, memoryBarrier, {}, {} ); return accelerationStructureData; } struct PerFrameData { PerFrameData( vk::raii::Device const & device, uint32_t queueFamilyIndex ) : commandPool( device, { vk::CommandPoolCreateFlagBits::eResetCommandBuffer, queueFamilyIndex } ) , commandBuffer( vk::raii::su::makeCommandBuffer( device, commandPool ) ) , fence( device, vk::FenceCreateInfo( vk::FenceCreateFlagBits::eSignaled ) ) , presentCompleteSemaphore( device, vk::SemaphoreCreateInfo() ) , renderCompleteSemaphore( device, vk::SemaphoreCreateInfo() ) { } vk::raii::CommandPool commandPool; vk::raii::CommandBuffer commandBuffer; vk::raii::Fence fence; vk::raii::Semaphore presentCompleteSemaphore; vk::raii::Semaphore 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 ) ); } uint32_t roundUp( uint32_t value, uint32_t alignment ) { return ( ( value + alignment - 1 ) / alignment ) * alignment; } 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 ); #if VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL vk::raii::Context context; #else vk::raii::Context context( reinterpret_cast( glfwGetInstanceProcAddress( NULL, "vkGetInstanceProcAddr" ) ) ); #endif vk::raii::Instance instance = vk::raii::su::makeInstance( context, AppName, EngineName, {}, instanceExtensions, VK_API_VERSION_1_2 ); #if !defined( NDEBUG ) vk::raii::DebugUtilsMessengerEXT debugUtilsMessenger( instance, vk::su::makeDebugUtilsMessengerCreateInfoEXT() ); #endif vk::raii::PhysicalDevice physicalDevice( nullptr ); vk::raii::PhysicalDevices physicalDevices( instance ); for ( auto & pd : physicalDevices ) { std::vector ep = pd.enumerateDeviceExtensionProperties(); if ( std::any_of( ep.cbegin(), ep.cend(), []( vk::ExtensionProperties const & prop ) { return strcmp( prop.extensionName, VK_NV_RAY_TRACING_EXTENSION_NAME ) == 0; } ) ) { physicalDevice = pd; break; } } if ( !*physicalDevice ) { std::cerr << AppName << ": can't find a PhysicalDevice supporting extension <" << VK_NV_RAY_TRACING_EXTENSION_NAME << ">" << std::endl; return 1; } std::vector extensionProperties = physicalDevice.enumerateDeviceExtensionProperties(); assert( vk::su::contains( extensionProperties, VK_KHR_SWAPCHAIN_EXTENSION_NAME ) ); assert( vk::su::contains( extensionProperties, VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME ) ); if ( !vk::su::contains( extensionProperties, VK_NV_RAY_TRACING_EXTENSION_NAME ) ) { std::cout << "PhysicalDevice does not support VK_NV_ray_tracing extension!\n"; std::cout << "No ray tracing available under such circumstances.\n"; return 0; } // Create Window Surface (using glfw) VkSurfaceKHR glfwSurface; VkResult err = glfwCreateWindowSurface( static_cast( *instance ), window, nullptr, &glfwSurface ); check_vk_result( err ); vk::raii::SurfaceKHR surface( instance, glfwSurface ); std::pair graphicsAndPresentQueueFamilyIndex = vk::raii::su::findGraphicsAndPresentQueueFamilyIndex( physicalDevice, surface ); // Create a Device with ray tracing support (besides some other extensions needed) and needed features auto supportedFeatures = physicalDevice.getFeatures2(); vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice, graphicsAndPresentQueueFamilyIndex.first, { VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME, VK_KHR_GET_MEMORY_REQUIREMENTS_2_EXTENSION_NAME, VK_KHR_MAINTENANCE_3_EXTENSION_NAME, VK_KHR_SWAPCHAIN_EXTENSION_NAME, VK_NV_RAY_TRACING_EXTENSION_NAME }, &supportedFeatures.get().features, &supportedFeatures.get() ); // setup stuff per frame std::vector perFrameData; for ( int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++ ) { perFrameData.push_back( PerFrameData( device, graphicsAndPresentQueueFamilyIndex.first ) ); } vk::raii::Queue graphicsQueue( device, graphicsAndPresentQueueFamilyIndex.first, 0 ); vk::raii::Queue presentQueue( device, 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::raii::DescriptorPool descriptorPool = vk::raii::su::makeDescriptorPool( device, poolSizes ); // setup swap chain, render pass, depth buffer and the frame buffers vk::raii::su::SwapChainData swapChainData( physicalDevice, device, surface, windowExtent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eStorage, {}, graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second ); vk::SurfaceFormatKHR surfaceFormat = vk::su::pickSurfaceFormat( physicalDevice.getSurfaceFormatsKHR( *surface ) ); vk::Format depthFormat = vk::raii::su::pickDepthFormat( physicalDevice ); // setup a render pass vk::raii::RenderPass renderPass = vk::raii::su::makeRenderPass( device, surfaceFormat.format, depthFormat ); vk::raii::su::DepthBufferData depthBufferData( physicalDevice, device, depthFormat, windowExtent ); std::vector framebuffers = vk::raii::su::makeFramebuffers( 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.emplace_back( physicalDevice, device, vk::Extent2D( random( 2, 8 ) * 16, random( 2, 8 ) * 16 ), vk::ImageUsageFlagBits::eTransferDst | vk::ImageUsageFlagBits::eSampled, vk::FormatFeatureFlags(), samplerAnisotropy, true ); } vk::raii::su::oneTimeSubmit( device, perFrameData[0].commandPool, graphicsQueue, [&]( vk::raii::CommandBuffer const & commandBuffer ) { for ( auto & t : textures ) { t.setImage( 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::raii::su::BufferData materialBufferData( physicalDevice, device, materialCount * MaterialStride, vk::BufferUsageFlagBits::eStorageBuffer ); materialBufferData.upload( 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::BufferUsageFlags bufferUsageFlags = vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eVertexBuffer | vk::BufferUsageFlagBits::eStorageBuffer; vk::raii::su::BufferData vertexBufferData( physicalDevice, device, vertices.size() * VertexStride, bufferUsageFlags, vk::MemoryPropertyFlagBits::eDeviceLocal ); vertexBufferData.upload( physicalDevice, device, perFrameData[0].commandPool, graphicsQueue, vertices, VertexStride ); bufferUsageFlags = vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eIndexBuffer | vk::BufferUsageFlagBits::eStorageBuffer; vk::raii::su::BufferData indexBufferData( physicalDevice, device, indices.size() * sizeof( uint32_t ), bufferUsageFlags, vk::MemoryPropertyFlagBits::eDeviceLocal ); indexBufferData.upload( physicalDevice, device, perFrameData[0].commandPool, graphicsQueue, indices, sizeof( uint32_t ) ); // clang-format off 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 ) ); // clang-format on vk::raii::DescriptorSetLayout descriptorSetLayout = vk::raii::su::makeDescriptorSetLayout( 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::raii::PipelineLayout pipelineLayout( device, { {}, *descriptorSetLayout } ); glslang::InitializeProcess(); vk::raii::ShaderModule vertexShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eVertex, vertexShaderText ); vk::raii::ShaderModule fragmentShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eFragment, fragmentShaderText ); glslang::FinalizeProcess(); vk::raii::PipelineCache pipelineCache( device, vk::PipelineCacheCreateInfo() ); vk::raii::Pipeline graphicsPipeline = vk::raii::su::makeGraphicsPipeline( device, pipelineCache, vertexShaderModule, nullptr, 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::raii::su::BufferData uniformBufferData( physicalDevice, device, sizeof( UniformBufferObject ), vk::BufferUsageFlagBits::eUniformBuffer ); vk::raii::DescriptorSet descriptorSet = std::move( vk::raii::DescriptorSets( device, { *descriptorPool, *descriptorSetLayout } ).front() ); vk::raii::su::updateDescriptorSets( device, descriptorSet, { { vk::DescriptorType::eUniformBuffer, uniformBufferData.buffer, VK_WHOLE_SIZE, {} }, { vk::DescriptorType::eStorageBuffer, materialBufferData.buffer, VK_WHOLE_SIZE, {} } }, textures ); // RayTracing specific stuff // create acceleration structures: one top-level, and just one bottom-level AccelerationStructureData topLevelAS, bottomLevelAS; vk::raii::su::oneTimeSubmit( device, perFrameData[0].commandPool, graphicsQueue, [&]( vk::raii::CommandBuffer 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( std::ref( bottomLevelAS.acclerationStructure ), std::ref( transform ) ) }, std::vector() ); } ); // create raytracing descriptor set vk::raii::su::oneTimeSubmit( device, perFrameData[0].commandPool, graphicsQueue, [&]( vk::raii::CommandBuffer 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.emplace_back( 0, vk::DescriptorType::eAccelerationStructureNV, 1, vk::ShaderStageFlagBits::eRaygenNV | vk::ShaderStageFlagBits::eClosestHitNV ); bindings.emplace_back( 1, vk::DescriptorType::eStorageImage, 1, vk::ShaderStageFlagBits::eRaygenNV ); // raytracing output bindings.emplace_back( 2, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eRaygenNV ); // camera information bindings.emplace_back( 3, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eClosestHitNV ); // vertex buffer bindings.emplace_back( 4, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eClosestHitNV ); // index buffer bindings.emplace_back( 5, vk::DescriptorType::eStorageBuffer, 1, vk::ShaderStageFlagBits::eClosestHitNV ); // material buffer bindings.emplace_back( 6, vk::DescriptorType::eCombinedImageSampler, vk::su::checked_cast( textures.size() ), vk::ShaderStageFlagBits::eClosestHitNV ); // textures std::vector descriptorPoolSizes; descriptorPoolSizes.reserve( bindings.size() ); for ( const auto & b : bindings ) { descriptorPoolSizes.emplace_back( b.descriptorType, vk::su::checked_cast( swapChainData.images.size() ) * b.descriptorCount ); } vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo( vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, vk::su::checked_cast( swapChainData.images.size() ), descriptorPoolSizes ); vk::raii::DescriptorPool rayTracingDescriptorPool( device, descriptorPoolCreateInfo ); vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, bindings ); vk::raii::DescriptorSetLayout rayTracingDescriptorSetLayout( device, descriptorSetLayoutCreateInfo ); std::vector layouts; for ( size_t i = 0; i < swapChainData.images.size(); i++ ) { layouts.push_back( *rayTracingDescriptorSetLayout ); } vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo( *rayTracingDescriptorPool, layouts ); vk::raii::DescriptorSets rayTracingDescriptorSets( device, descriptorSetAllocateInfo ); // Bind ray tracing specific descriptor sets into pNext of a vk::WriteDescriptorSet vk::WriteDescriptorSetAccelerationStructureNV writeDescriptorSetAcceleration( 1, &*topLevelAS.acclerationStructure ); std::vector accelerationDescriptionSets; for ( size_t i = 0; i < rayTracingDescriptorSets.size(); i++ ) { accelerationDescriptionSets.emplace_back( *rayTracingDescriptorSets[i], 0, 0, 1, bindings[0].descriptorType, nullptr, nullptr, nullptr, &writeDescriptorSetAcceleration ); } device.updateDescriptorSets( accelerationDescriptionSets, nullptr ); // Bind all the other buffers and images, starting with dstBinding == 2 (dstBinding == 1 is used by the backBuffer // view) for ( size_t i = 0; i < rayTracingDescriptorSets.size(); i++ ) { vk::raii::su::updateDescriptorSets( device, rayTracingDescriptorSets[i], { { bindings[2].descriptorType, uniformBufferData.buffer, VK_WHOLE_SIZE, {} }, { bindings[3].descriptorType, vertexBufferData.buffer, VK_WHOLE_SIZE, {} }, { bindings[4].descriptorType, indexBufferData.buffer, VK_WHOLE_SIZE, {} }, { bindings[5].descriptorType, materialBufferData.buffer, VK_WHOLE_SIZE, {} } }, textures, 2 ); } // create the ray-tracing shader modules glslang::InitializeProcess(); vk::raii::ShaderModule raygenShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eRaygenNV, raygenShaderText ); vk::raii::ShaderModule missShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eMissNV, missShaderText ); vk::raii::ShaderModule shadowMissShaderModule = vk::raii::su::makeShaderModule( device, vk::ShaderStageFlagBits::eMissNV, shadowMissShaderText ); vk::raii::ShaderModule closestHitShaderModule = vk::raii::su::makeShaderModule( 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.emplace_back( vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eRaygenNV, *raygenShaderModule, "main" ); shaderGroups.emplace_back( 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.emplace_back( vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eMissNV, *missShaderModule, "main" ); shaderGroups.emplace_back( 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.emplace_back( vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eMissNV, *shadowMissShaderModule, "main" ); shaderGroups.emplace_back( 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.emplace_back( vk::PipelineShaderStageCreateFlags(), vk::ShaderStageFlagBits::eClosestHitNV, *closestHitShaderModule, "main" ); shaderGroups.emplace_back( 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.emplace_back( 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::raii::PipelineLayout rayTracingPipelineLayout( device, { {}, *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( {}, shaderStages, shaderGroups, maxRecursionDepth, *rayTracingPipelineLayout ); vk::raii::Pipeline rayTracingPipeline( device, nullptr, rayTracingPipelineCreateInfo ); switch ( rayTracingPipeline.getConstructorSuccessCode() ) { case vk::Result::eSuccess: break; case vk::Result::ePipelineCompileRequiredEXT: // something meaningfull here break; default: assert( false ); // should never happen } vk::StructureChain propertiesChain = physicalDevice.getProperties2(); uint32_t shaderGroupBaseAlignment = propertiesChain.get().shaderGroupBaseAlignment; uint32_t shaderGroupHandleSize = propertiesChain.get().shaderGroupHandleSize; uint32_t raygenShaderBindingOffset = 0; // starting with raygen uint32_t raygenShaderTableSize = shaderGroupHandleSize; // one raygen shader uint32_t missShaderBindingOffset = raygenShaderBindingOffset + roundUp( raygenShaderTableSize, shaderGroupBaseAlignment ); uint32_t missShaderBindingStride = shaderGroupHandleSize; uint32_t missShaderTableSize = 2 * missShaderBindingStride; // two raygen shaders uint32_t hitShaderBindingOffset = missShaderBindingOffset + roundUp( missShaderTableSize, shaderGroupBaseAlignment ); uint32_t hitShaderBindingStride = shaderGroupHandleSize; uint32_t hitShaderTableSize = 2 * hitShaderBindingStride; // two hit shaders uint32_t shaderBindingTableSize = hitShaderBindingOffset + hitShaderTableSize; std::vector shaderHandleStorage( shaderBindingTableSize ); memcpy( &shaderHandleStorage[raygenShaderBindingOffset], rayTracingPipeline.getRayTracingShaderGroupHandlesKHR( 0, 1, raygenShaderTableSize ).data(), raygenShaderTableSize ); memcpy( &shaderHandleStorage[missShaderBindingOffset], rayTracingPipeline.getRayTracingShaderGroupHandlesKHR( 1, 2, missShaderTableSize ).data(), missShaderTableSize ); memcpy( &shaderHandleStorage[hitShaderBindingOffset], rayTracingPipeline.getRayTracingShaderGroupHandlesKHR( 3, 2, hitShaderTableSize ).data(), hitShaderTableSize ); assert( shaderHandleStorage.size() == shaderBindingTableSize ); vk::raii::su::BufferData shaderBindingTableBufferData( physicalDevice, device, shaderBindingTableSize, vk::BufferUsageFlagBits::eTransferDst, vk::MemoryPropertyFlagBits::eHostVisible ); shaderBindingTableBufferData.upload( shaderHandleStorage ); std::array clearValues; clearValues[0].color = vk::ClearColorValue( 0.2f, 0.2f, 0.2f, 0.2f ); clearValues[1].depthStencil = vk::ClearDepthStencilValue( 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::raii::CommandBuffer 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::raii::su::SwapChainData( physicalDevice, device, surface, windowExtent, vk::ImageUsageFlagBits::eColorAttachment | vk::ImageUsageFlagBits::eStorage, &swapChainData.swapChain, graphicsAndPresentQueueFamilyIndex.first, graphicsAndPresentQueueFamilyIndex.second ); depthBufferData = vk::raii::su::DepthBufferData( physicalDevice, device, vk::raii::su::pickDepthFormat( physicalDevice ), windowExtent ); vk::raii::su::oneTimeSubmit( commandBuffer, graphicsQueue, [&]( vk::raii::CommandBuffer const & commandBuffer ) { vk::raii::su::setImageLayout( commandBuffer, *depthBufferData.image, depthFormat, vk::ImageLayout::eUndefined, vk::ImageLayout::eDepthStencilAttachmentOptimal ); } ); framebuffers = vk::raii::su::makeFramebuffers( 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( uniformBufferObject ); // frame begin vk::Result result; uint32_t backBufferIndex; std::tie( result, backBufferIndex ) = swapChainData.swapChain.acquireNextImage( vk::su::FenceTimeout, *perFrameData[frameIndex].presentCompleteSemaphore ); assert( result == vk::Result::eSuccess ); 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 ) { vk::RenderPassBeginInfo renderPassBeginInfo( *renderPass, *framebuffers[backBufferIndex], vk::Rect2D( vk::Offset2D( 0, 0 ), windowExtent ), clearValues ); commandBuffer.beginRenderPass( renderPassBeginInfo, 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 ); commandBuffer.endRenderPass(); } else { vk::DescriptorImageInfo imageInfo( nullptr, *swapChainData.imageViews[backBufferIndex], vk::ImageLayout::eGeneral ); vk::WriteDescriptorSet writeDescriptorSet( *rayTracingDescriptorSets[backBufferIndex], 1, 0, bindings[1].descriptorType, imageInfo ); device.updateDescriptorSets( writeDescriptorSet, nullptr ); vk::raii::su::setImageLayout( commandBuffer, static_cast( swapChainData.images[backBufferIndex] ), surfaceFormat.format, vk::ImageLayout::eUndefined, vk::ImageLayout::eGeneral ); commandBuffer.bindPipeline( vk::PipelineBindPoint::eRayTracingNV, *rayTracingPipeline ); commandBuffer.bindDescriptorSets( vk::PipelineBindPoint::eRayTracingNV, *rayTracingPipelineLayout, 0, { *rayTracingDescriptorSets[backBufferIndex] }, nullptr ); commandBuffer.traceRaysNV( *shaderBindingTableBufferData.buffer, raygenShaderBindingOffset, *shaderBindingTableBufferData.buffer, missShaderBindingOffset, missShaderBindingStride, *shaderBindingTableBufferData.buffer, hitShaderBindingOffset, hitShaderBindingStride, nullptr, 0, 0, windowExtent.width, windowExtent.height, 1 ); vk::raii::su::setImageLayout( commandBuffer, static_cast( swapChainData.images[backBufferIndex] ), surfaceFormat.format, vk::ImageLayout::eGeneral, vk::ImageLayout::ePresentSrcKHR ); } // frame end commandBuffer.end(); const vk::PipelineStageFlags waitDestinationStageMask = vk::PipelineStageFlagBits::eColorAttachmentOutput; vk::SubmitInfo submitInfo( 1, &*perFrameData[frameIndex].presentCompleteSemaphore, &waitDestinationStageMask, 1, &*commandBuffer, 1, &*perFrameData[frameIndex].renderCompleteSemaphore ); graphicsQueue.submit( submitInfo, *perFrameData[frameIndex].fence ); vk::PresentInfoKHR presentInfoKHR( *perFrameData[frameIndex].renderCompleteSemaphore, *swapChainData.swapChain, backBufferIndex ); result = presentQueue.presentKHR( presentInfoKHR ); switch ( result ) { case vk::Result::eSuccess: break; case vk::Result::eSuboptimalKHR: std::cout << "vk::Queue::presentKHR returned vk::Result::eSuboptimalKHR !\n"; break; default: assert( false ); // an unexpected result is returned ! } 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(); glfwDestroyWindow( window ); #if !VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL // destroy all the vk::raii-stuff before glfw is terminated shaderBindingTableBufferData.buffer = vk::raii::Buffer( nullptr ); shaderBindingTableBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); rayTracingPipeline = vk::raii::Pipeline( nullptr ); rayTracingPipelineLayout = vk::raii::PipelineLayout( nullptr ); closestHitShaderModule = vk::raii::ShaderModule( nullptr ); shadowMissShaderModule = vk::raii::ShaderModule( nullptr ); missShaderModule = vk::raii::ShaderModule( nullptr ); raygenShaderModule = vk::raii::ShaderModule( nullptr ); rayTracingDescriptorSets.clear(); rayTracingDescriptorSetLayout = vk::raii::DescriptorSetLayout( nullptr ); rayTracingDescriptorPool = vk::raii::DescriptorPool( nullptr ); topLevelAS.acclerationStructure = vk::raii::AccelerationStructureNV( nullptr ); topLevelAS.instanceBufferData.buffer = vk::raii::Buffer( nullptr ); topLevelAS.instanceBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); topLevelAS.resultBufferData.buffer = vk::raii::Buffer( nullptr ); topLevelAS.resultBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); topLevelAS.scratchBufferData.buffer = vk::raii::Buffer( nullptr ); topLevelAS.scratchBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); descriptorSet = vk::raii::DescriptorSet( nullptr ); bottomLevelAS.acclerationStructure = vk::raii::AccelerationStructureNV( nullptr ); bottomLevelAS.instanceBufferData.buffer = vk::raii::Buffer( nullptr ); bottomLevelAS.instanceBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); bottomLevelAS.resultBufferData.buffer = vk::raii::Buffer( nullptr ); bottomLevelAS.resultBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); bottomLevelAS.scratchBufferData.buffer = vk::raii::Buffer( nullptr ); bottomLevelAS.scratchBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); uniformBufferData.buffer = vk::raii::Buffer( nullptr ); uniformBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); graphicsPipeline = vk::raii::Pipeline( nullptr ); pipelineCache = vk::raii::PipelineCache( nullptr ); fragmentShaderModule = vk::raii::ShaderModule( nullptr ); vertexShaderModule = vk::raii::ShaderModule( nullptr ); pipelineLayout = vk::raii::PipelineLayout( nullptr ); descriptorSetLayout = vk::raii::DescriptorSetLayout( nullptr ); indexBufferData.buffer = vk::raii::Buffer( nullptr ); indexBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); vertexBufferData.buffer = vk::raii::Buffer( nullptr ); vertexBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); materialBufferData.buffer = vk::raii::Buffer( nullptr ); materialBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); textures.clear(); framebuffers.clear(); depthBufferData.deviceMemory = vk::raii::DeviceMemory( nullptr ); depthBufferData.image = vk::raii::Image( nullptr ); depthBufferData.imageView = vk::raii::ImageView( nullptr ); renderPass = vk::raii::RenderPass( nullptr ); swapChainData.imageViews.clear(); swapChainData.swapChain = vk::raii::SwapchainKHR( nullptr ); descriptorPool = vk::raii::DescriptorPool( nullptr ); perFrameData.clear(); device = vk::raii::Device( nullptr ); surface = vk::raii::SurfaceKHR( nullptr ); # if !defined( NDEBUG ) debugUtilsMessenger = vk::raii::DebugUtilsMessengerEXT( nullptr ); # endif instance = vk::raii::Instance( nullptr ); #endif glfwTerminate(); } catch ( vk::SystemError & err ) { std::cout << "vk::SystemError: " << err.what() << std::endl; exit( -1 ); } catch ( std::exception & err ) { std::cout << "std::exception: " << err.what() << std::endl; exit( -1 ); } catch ( ... ) { std::cout << "unknown error\n"; exit( -1 ); } return 0; }