mirror of
https://github.com/KhronosGroup/Vulkan-Hpp.git
synced 2024-10-14 16:32:17 +00:00
1345 lines
62 KiB
C++
1345 lines
62 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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// VulkanHpp Samples : RayTracing
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// Simple sample how to ray trace using Vulkan
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#include <vulkan/vulkan.hpp>
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#include <GLFW/glfw3.h>
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#include <numeric>
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#include <random>
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#include <sstream>
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_RADIANS
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#define GLM_ENABLE_EXPERIMENTAL
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#pragma warning( disable : 4201 ) // disable warning C4201: nonstandard extension used: nameless struct/union; needed
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// to get glm/detail/type_vec?.hpp without warnings
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#include "../utils/shaders.hpp"
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#include "../utils/utils.hpp"
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#include "CameraManipulator.hpp"
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#include "SPIRV/GlslangToSpv.h"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_inverse.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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static char const * AppName = "RayTracing";
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static char const * EngineName = "Vulkan.hpp";
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struct GeometryInstanceData
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{
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GeometryInstanceData( glm::mat4x4 const & transform_,
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uint32_t instanceID_,
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uint8_t mask_,
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uint32_t instanceOffset_,
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uint8_t flags_,
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uint64_t accelerationStructureHandle_ )
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: instanceId( instanceID_ ),
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mask( mask_ ),
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instanceOffset( instanceOffset_ ),
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flags( flags_ ),
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accelerationStructureHandle( accelerationStructureHandle_ )
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{
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assert( !( instanceID_ & 0xFF000000 ) && !( instanceOffset_ & 0xFF000000 ) );
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memcpy( transform, &transform_, 12 * sizeof( float ) );
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}
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float transform[12]; // Transform matrix, containing only the top 3 rows
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uint32_t instanceId : 24; // Instance index
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uint32_t mask : 8; // Visibility mask
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uint32_t instanceOffset : 24; // Index of the hit group which will be invoked when a ray hits the instance
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uint32_t flags : 8; // Instance flags, such as culling
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uint64_t accelerationStructureHandle; // Opaque handle of the bottom-level acceleration structure
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};
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static_assert( sizeof( GeometryInstanceData ) == 64, "GeometryInstanceData structure compiles to incorrect size" );
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struct AccelerationStructureData
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{
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vk::UniqueAccelerationStructureNV acclerationStructure;
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std::unique_ptr<vk::su::BufferData> scratchBufferData;
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std::unique_ptr<vk::su::BufferData> resultBufferData;
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std::unique_ptr<vk::su::BufferData> instanceBufferData;
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};
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AccelerationStructureData
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createAccelerationStructureData( vk::PhysicalDevice const & physicalDevice,
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vk::UniqueDevice const & device,
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vk::UniqueCommandBuffer const & commandBuffer,
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std::vector<std::pair<vk::AccelerationStructureNV, glm::mat4x4>> const & instances,
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std::vector<vk::GeometryNV> const & geometries )
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{
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assert( instances.empty() ^ geometries.empty() );
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AccelerationStructureData accelerationStructureData;
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vk::AccelerationStructureTypeNV accelerationStructureType =
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instances.empty() ? vk::AccelerationStructureTypeNV::eBottomLevel : vk::AccelerationStructureTypeNV::eTopLevel;
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vk::AccelerationStructureInfoNV accelerationStructureInfo( accelerationStructureType,
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{},
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vk::su::checked_cast<uint32_t>( instances.size() ),
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vk::su::checked_cast<uint32_t>( geometries.size() ),
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geometries.data() );
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accelerationStructureData.acclerationStructure = device->createAccelerationStructureNVUnique(
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vk::AccelerationStructureCreateInfoNV( 0, accelerationStructureInfo ) );
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vk::AccelerationStructureMemoryRequirementsInfoNV objectRequirements(
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vk::AccelerationStructureMemoryRequirementsTypeNV::eObject, *accelerationStructureData.acclerationStructure );
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vk::DeviceSize resultSizeInBytes =
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device->getAccelerationStructureMemoryRequirementsNV( objectRequirements ).memoryRequirements.size;
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assert( 0 < resultSizeInBytes );
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accelerationStructureData.resultBufferData =
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std::unique_ptr<vk::su::BufferData>( new vk::su::BufferData( physicalDevice,
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device,
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resultSizeInBytes,
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vk::BufferUsageFlagBits::eRayTracingNV,
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vk::MemoryPropertyFlagBits::eDeviceLocal ) );
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vk::AccelerationStructureMemoryRequirementsInfoNV buildScratchRequirements(
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vk::AccelerationStructureMemoryRequirementsTypeNV::eBuildScratch, *accelerationStructureData.acclerationStructure );
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vk::AccelerationStructureMemoryRequirementsInfoNV updateScratchRequirements(
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vk::AccelerationStructureMemoryRequirementsTypeNV::eUpdateScratch,
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*accelerationStructureData.acclerationStructure );
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vk::DeviceSize scratchSizeInBytes = std::max(
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device->getAccelerationStructureMemoryRequirementsNV( buildScratchRequirements ).memoryRequirements.size,
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device->getAccelerationStructureMemoryRequirementsNV( updateScratchRequirements ).memoryRequirements.size );
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assert( 0 < scratchSizeInBytes );
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accelerationStructureData.scratchBufferData =
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std::unique_ptr<vk::su::BufferData>( new vk::su::BufferData( physicalDevice,
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device,
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scratchSizeInBytes,
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vk::BufferUsageFlagBits::eRayTracingNV,
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vk::MemoryPropertyFlagBits::eDeviceLocal ) );
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if ( !instances.empty() )
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{
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accelerationStructureData.instanceBufferData =
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std::unique_ptr<vk::su::BufferData>( new vk::su::BufferData( physicalDevice,
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device,
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instances.size() * sizeof( GeometryInstanceData ),
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vk::BufferUsageFlagBits::eRayTracingNV ) );
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std::vector<GeometryInstanceData> geometryInstanceData;
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for ( size_t i = 0; i < instances.size(); i++ )
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{
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uint64_t accelerationStructureHandle = 0;
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device->getAccelerationStructureHandleNV( instances[i].first, sizeof( uint64_t ), &accelerationStructureHandle );
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// For each instance we set its instance index to its index i in the instance vector, and set
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// its hit group index to 2*i. The hit group index defines which entry of the shader binding
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// table will contain the hit group to be executed when hitting this instance. We set this
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// index to 2*i due to the use of 2 types of rays in the scene: the camera rays and the shadow
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// rays. For each instance, the SBT will then have 2 hit groups
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geometryInstanceData.push_back(
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GeometryInstanceData( glm::transpose( instances[i].second ),
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static_cast<uint32_t>( i ),
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0xFF,
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static_cast<uint32_t>( 2 * i ),
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static_cast<uint8_t>( vk::GeometryInstanceFlagBitsNV::eTriangleCullDisable ),
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accelerationStructureHandle ) );
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}
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accelerationStructureData.instanceBufferData->upload( device, geometryInstanceData );
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}
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device->bindAccelerationStructureMemoryNV( vk::BindAccelerationStructureMemoryInfoNV(
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*accelerationStructureData.acclerationStructure, *accelerationStructureData.resultBufferData->deviceMemory ) );
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commandBuffer->buildAccelerationStructureNV(
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vk::AccelerationStructureInfoNV( accelerationStructureType,
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{},
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vk::su::checked_cast<uint32_t>( instances.size() ),
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vk::su::checked_cast<uint32_t>( geometries.size() ),
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geometries.data() ),
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accelerationStructureData.instanceBufferData ? *accelerationStructureData.instanceBufferData->buffer : nullptr,
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0,
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false,
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*accelerationStructureData.acclerationStructure,
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nullptr,
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*accelerationStructureData.scratchBufferData->buffer,
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0 );
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commandBuffer->pipelineBarrier( vk::PipelineStageFlagBits::eAccelerationStructureBuildNV,
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vk::PipelineStageFlagBits::eAccelerationStructureBuildNV,
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{},
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vk::MemoryBarrier( vk::AccessFlagBits::eAccelerationStructureWriteNV |
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vk::AccessFlagBits::eAccelerationStructureReadNV,
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vk::AccessFlagBits::eAccelerationStructureWriteNV |
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vk::AccessFlagBits::eAccelerationStructureReadNV ),
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{},
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{} );
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return accelerationStructureData;
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}
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struct PerFrameData
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{
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vk::UniqueCommandPool commandPool;
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vk::UniqueCommandBuffer commandBuffer;
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vk::UniqueFence fence;
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vk::UniqueSemaphore presentCompleteSemaphore;
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vk::UniqueSemaphore renderCompleteSemaphore;
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};
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struct UniformBufferObject
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{
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glm::mat4 model;
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glm::mat4 view;
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glm::mat4 proj;
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glm::mat4 modelIT;
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glm::mat4 viewInverse;
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glm::mat4 projInverse;
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};
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struct Material
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{
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glm::vec3 diffuse = glm::vec3( 0.7f, 0.7f, 0.7f );
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int textureID = -1;
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};
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const size_t MaterialStride = ( ( sizeof( Material ) + 15 ) / 16 ) * 16;
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struct Vertex
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{
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Vertex( glm::vec3 const & p, glm::vec3 const & n, glm::vec2 const & tc, int m = 0 )
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: pos( p ), nrm( n ), texCoord( tc ), matID( m )
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{}
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glm::vec3 pos;
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glm::vec3 nrm;
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glm::vec2 texCoord;
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int matID;
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};
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const size_t VertexStride = ( ( sizeof( Vertex ) + 15 ) / 16 ) * 16;
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static const std::vector<Vertex> cubeData = {
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// pos nrm texcoord matID
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// front face
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{ Vertex( glm::vec3( -1.0f, -1.0f, 1.0f ), glm::vec3( 0.0f, 0.0f, 1.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, 1.0f ), glm::vec3( 0.0f, 0.0f, 1.0f ), glm::vec2( 1.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, 1.0f ), glm::vec3( 0.0f, 0.0f, 1.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, 1.0f ), glm::vec3( 0.0f, 0.0f, 1.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, 1.0f ), glm::vec3( 0.0f, 0.0f, 1.0f ), glm::vec2( 0.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, -1.0f, 1.0f ), glm::vec3( 0.0f, 0.0f, 1.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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// back face
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{ Vertex( glm::vec3( 1.0f, -1.0f, -1.0f ), glm::vec3( 0.0f, 0.0f, -1.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, -1.0f, -1.0f ), glm::vec3( 0.0f, 0.0f, -1.0f ), glm::vec2( 1.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, -1.0f ), glm::vec3( 0.0f, 0.0f, -1.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, -1.0f ), glm::vec3( 0.0f, 0.0f, -1.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, -1.0f ), glm::vec3( 0.0f, 0.0f, -1.0f ), glm::vec2( 0.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, -1.0f ), glm::vec3( 0.0f, 0.0f, -1.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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// left face
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{ Vertex( glm::vec3( -1.0f, -1.0f, -1.0f ), glm::vec3( -1.0f, 0.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, -1.0f, 1.0f ), glm::vec3( -1.0f, 0.0f, 0.0f ), glm::vec2( 1.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, 1.0f ), glm::vec3( -1.0f, 0.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, 1.0f ), glm::vec3( -1.0f, 0.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, -1.0f ), glm::vec3( -1.0f, 0.0f, 0.0f ), glm::vec2( 0.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, -1.0f, -1.0f ), glm::vec3( -1.0f, 0.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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// right face
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{ Vertex( glm::vec3( 1.0f, -1.0f, 1.0f ), glm::vec3( 1.0f, 0.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, -1.0f ), glm::vec3( 1.0f, 0.0f, 0.0f ), glm::vec2( 1.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, -1.0f ), glm::vec3( 1.0f, 0.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, -1.0f ), glm::vec3( 1.0f, 0.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, 1.0f ), glm::vec3( 1.0f, 0.0f, 0.0f ), glm::vec2( 0.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, 1.0f ), glm::vec3( 1.0f, 0.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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// top face
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{ Vertex( glm::vec3( -1.0f, 1.0f, 1.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, 1.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ), glm::vec2( 1.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, -1.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, 1.0f, -1.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, -1.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ), glm::vec2( 0.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, 1.0f, 1.0f ), glm::vec3( 0.0f, 1.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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// bottom face
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{ Vertex( glm::vec3( -1.0f, -1.0f, -1.0f ), glm::vec3( 0.0f, -1.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, -1.0f ), glm::vec3( 0.0f, -1.0f, 0.0f ), glm::vec2( 1.0f, 0.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, 1.0f ), glm::vec3( 0.0f, -1.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( 1.0f, -1.0f, 1.0f ), glm::vec3( 0.0f, -1.0f, 0.0f ), glm::vec2( 1.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, -1.0f, 1.0f ), glm::vec3( 0.0f, -1.0f, 0.0f ), glm::vec2( 0.0f, 1.0f ), 0 ) },
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{ Vertex( glm::vec3( -1.0f, -1.0f, -1.0f ), glm::vec3( 0.0f, -1.0f, 0.0f ), glm::vec2( 0.0f, 0.0f ), 0 ) },
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};
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static std::string vertexShaderText = R"(
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject
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{
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mat4 model;
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mat4 view;
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mat4 proj;
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mat4 modelIT;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 3) in int inMatID;
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layout(location = 0) flat out int outMatID;
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layout(location = 1) out vec2 outTexCoord;
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layout(location = 2) out vec3 outNormal;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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outMatID = inMatID;
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outTexCoord = inTexCoord;
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outNormal = vec3(ubo.modelIT * vec4(inNormal, 0.0));
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}
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)";
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static std::string fragmentShaderText = R"(
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) flat in int matIndex;
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layout(location = 1) in vec2 texCoord;
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layout(location = 2) in vec3 normal;
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struct Material
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{
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vec3 diffuse;
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int textureID;
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};
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const int sizeofMat = 1;
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layout(binding = 1) buffer MaterialBufferObject { vec4[] m; } materials;
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layout(binding = 2) uniform sampler2D[] textureSamplers;
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Material unpackMaterial()
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{
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Material m;
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vec4 d0 = materials.m[sizeofMat * matIndex + 0];
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m.diffuse = d0.xyz;
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m.textureID = floatBitsToInt(d0.w);
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return m;
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}
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layout(location = 0) out vec4 outColor;
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void main()
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{
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vec3 lightVector = normalize(vec3(5, 4, 3));
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float dot_product = max(dot(lightVector, normalize(normal)), 0.2);
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Material m = unpackMaterial();
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vec3 c = m.diffuse;
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if (0 <= m.textureID)
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{
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c *= texture(textureSamplers[m.textureID], texCoord).xyz;
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}
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c *= dot_product;
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outColor = vec4(c, 1);
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}
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)";
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static std::string raygenShaderText = R"(
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#version 460
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#extension GL_NV_ray_tracing : require
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layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform image2D image;
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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<vk::Result>( 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<AppInfo *>( glfwGetWindowUserPointer( window ) )->cameraManipulator;
|
|
cameraManipulator.mouseMove(
|
|
glm::ivec2( static_cast<int>( mouseX ), static_cast<int>( 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<AppInfo *>( 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<AppInfo *>( 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<AppInfo *>( glfwGetWindowUserPointer( window ) )->cameraManipulator;
|
|
cameraManipulator.setMousePosition( glm::ivec2( static_cast<int>( xpos ), static_cast<int>( ypos ) ) );
|
|
}
|
|
|
|
static void scrollCallback( GLFWwindow * window, double /*xoffset*/, double yoffset )
|
|
{
|
|
vk::su::CameraManipulator & cameraManipulator =
|
|
reinterpret_cast<AppInfo *>( glfwGetWindowUserPointer( window ) )->cameraManipulator;
|
|
cameraManipulator.wheel( static_cast<int>( yoffset ) );
|
|
}
|
|
|
|
// random data and functions
|
|
static std::random_device randomDevice;
|
|
static std::mt19937 randomGenerator( randomDevice() );
|
|
|
|
template <typename T>
|
|
T random( T minValue = std::numeric_limits<T>::min(), T maxValue = std::numeric_limits<T>::max() )
|
|
{
|
|
static_assert( std::numeric_limits<T>::is_integer, "Type T needs to be an integral type!\n" );
|
|
std::uniform_int_distribution<> randomDistribution( minValue, maxValue );
|
|
|
|
return static_cast<T>( randomDistribution( randomGenerator ) );
|
|
}
|
|
|
|
glm::vec3 randomVec3( float minValue, float maxValue )
|
|
{
|
|
std::uniform_real_distribution<float> 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<float>( xMax ), static_cast<float>( yMax ), static_cast<float>( 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<std::string> 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( VkInstance( *instance ), window, nullptr, reinterpret_cast<VkSurfaceKHR *>( &surface ) );
|
|
check_vk_result( err );
|
|
|
|
std::pair<uint32_t, uint32_t> 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::PhysicalDeviceFeatures2, vk::PhysicalDeviceDescriptorIndexingFeaturesEXT>();
|
|
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<vk::PhysicalDeviceFeatures2>().features,
|
|
&supportedFeatures.get<vk::PhysicalDeviceDescriptorIndexingFeaturesEXT>() );
|
|
|
|
// setup stuff per frame
|
|
std::array<PerFrameData, IMGUI_VK_QUEUED_FRAMES> 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<vk::DescriptorPoolSize> 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<vk::UniqueFramebuffer> framebuffers = vk::su::createFramebuffers(
|
|
device, renderPass, swapChainData.imageViews, depthBufferData.imageView, windowExtent );
|
|
|
|
bool samplerAnisotropy = supportedFeatures.get<vk::PhysicalDeviceFeatures2>().features.samplerAnisotropy;
|
|
|
|
// create some simple checkerboard textures, randomly sized and colored
|
|
const size_t textureCount = 10;
|
|
std::vector<vk::su::TextureData> textures;
|
|
textures.reserve( textureCount );
|
|
for ( size_t i = 0; i < textureCount; i++ )
|
|
{
|
|
textures.push_back( vk::su::TextureData( physicalDevice,
|
|
device,
|
|
{ random<uint32_t>( 2, 8 ) * 16, random<uint32_t>( 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<uint8_t>(), random<uint8_t>(), random<uint8_t>() },
|
|
{ random<uint8_t>(), random<uint8_t>(), random<uint8_t>() } ) );
|
|
}
|
|
} );
|
|
|
|
// create some materials with a random diffuse color, referencing one of the above textures
|
|
const size_t materialCount = 10;
|
|
assert( materialCount == textureCount );
|
|
std::vector<Material> 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<uint32_t>( 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<Vertex> 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<int>( 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<float>( x ), static_cast<float>( y ), static_cast<float>( z ) ) + jitter;
|
|
vertices.back().matID = static_cast<int>( m );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// create an 1-1 index buffer
|
|
std::vector<unsigned int> 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<uint32_t>( 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<uint32_t>( offsetof( Vertex, pos ) ) },
|
|
{ vk::Format::eR32G32B32Sfloat, vk::su::checked_cast<uint32_t>( offsetof( Vertex, nrm ) ) },
|
|
{ vk::Format::eR32G32Sfloat, vk::su::checked_cast<uint32_t>( offsetof( Vertex, texCoord ) ) },
|
|
{ vk::Format::eR32Sint, vk::su::checked_cast<uint32_t>( 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<uint32_t>( vertices.size() ),
|
|
VertexStride,
|
|
vk::Format::eR32G32B32Sfloat,
|
|
*indexBufferData.buffer,
|
|
0,
|
|
vk::su::checked_cast<uint32_t>( 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<vk::GeometryNV>() );
|
|
} );
|
|
|
|
// 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<vk::DescriptorSetLayoutBinding> 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,
|
|
vk::su::checked_cast<uint32_t>( textures.size() ),
|
|
vk::ShaderStageFlagBits::eClosestHitNV ) ); // textures
|
|
|
|
std::vector<vk::DescriptorPoolSize> descriptorPoolSizes;
|
|
descriptorPoolSizes.reserve( bindings.size() );
|
|
for ( const auto & b : bindings )
|
|
{
|
|
descriptorPoolSizes.push_back( vk::DescriptorPoolSize(
|
|
b.descriptorType, vk::su::checked_cast<uint32_t>( swapChainData.images.size() ) * b.descriptorCount ) );
|
|
}
|
|
vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo(
|
|
vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet,
|
|
vk::su::checked_cast<uint32_t>( swapChainData.images.size() ),
|
|
vk::su::checked_cast<uint32_t>( descriptorPoolSizes.size() ),
|
|
descriptorPoolSizes.data() );
|
|
vk::UniqueDescriptorPool rayTracingDescriptorPool = device->createDescriptorPoolUnique( descriptorPoolCreateInfo );
|
|
vk::UniqueDescriptorSetLayout rayTracingDescriptorSetLayout = device->createDescriptorSetLayoutUnique(
|
|
vk::DescriptorSetLayoutCreateInfo( {}, static_cast<uint32_t>( bindings.size() ), bindings.data() ) );
|
|
std::vector<vk::DescriptorSetLayout> layouts;
|
|
for ( size_t i = 0; i < swapChainData.images.size(); i++ )
|
|
{
|
|
layouts.push_back( *rayTracingDescriptorSetLayout );
|
|
}
|
|
vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo(
|
|
*rayTracingDescriptorPool, vk::su::checked_cast<uint32_t>( layouts.size() ), layouts.data() );
|
|
std::vector<vk::UniqueDescriptorSet> rayTracingDescriptorSets =
|
|
device->allocateDescriptorSetsUnique( descriptorSetAllocateInfo );
|
|
|
|
// Bind ray tracing specific descriptor sets into pNext of a vk::WriteDescriptorSet
|
|
vk::WriteDescriptorSetAccelerationStructureNV writeDescriptorSetAcceleration( 1,
|
|
&*topLevelAS.acclerationStructure );
|
|
std::vector<vk::WriteDescriptorSet> accelerationDescriptionSets;
|
|
for ( size_t i = 0; i < rayTracingDescriptorSets.size(); i++ )
|
|
{
|
|
accelerationDescriptionSets.push_back(
|
|
vk::WriteDescriptorSet( *rayTracingDescriptorSets[i], 0, 0, 1, bindings[0].descriptorType ) );
|
|
accelerationDescriptionSets.back().pNext = &writeDescriptorSetAcceleration;
|
|
}
|
|
device->updateDescriptorSets( accelerationDescriptionSets, {} );
|
|
|
|
// 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::su::updateDescriptorSets(
|
|
device,
|
|
rayTracingDescriptorSets[i],
|
|
{ { 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<vk::PipelineShaderStageCreateInfo> shaderStages;
|
|
std::vector<vk::RayTracingShaderGroupCreateInfoNV> 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<uint32_t>( shaderStages.size() ),
|
|
shaderStages.data(),
|
|
static_cast<uint32_t>( shaderGroups.size() ),
|
|
shaderGroups.data(),
|
|
maxRecursionDepth,
|
|
*rayTracingPipelineLayout );
|
|
vk::UniquePipeline rayTracingPipeline =
|
|
device->createRayTracingPipelineNVUnique( nullptr, rayTracingPipelineCreateInfo );
|
|
|
|
uint32_t shaderGroupHandleSize =
|
|
physicalDevice.getProperties2<vk::PhysicalDeviceProperties2, vk::PhysicalDeviceRayTracingPropertiesNV>()
|
|
.get<vk::PhysicalDeviceRayTracingPropertiesNV>()
|
|
.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<uint8_t> shaderHandleStorage( shaderBindingTableSize );
|
|
device->getRayTracingShaderGroupHandlesNV<uint8_t>( *rayTracingPipeline, 0, 5, shaderHandleStorage );
|
|
|
|
vk::su::BufferData shaderBindingTableBufferData( physicalDevice,
|
|
device,
|
|
shaderBindingTableSize,
|
|
vk::BufferUsageFlagBits::eTransferDst,
|
|
vk::MemoryPropertyFlagBits::eHostVisible );
|
|
shaderBindingTableBufferData.upload( device, shaderHandleStorage );
|
|
|
|
std::array<vk::ClearValue, 2> clearValues;
|
|
clearValues[0].color = vk::ClearColorValue( std::array<float, 4>( { 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::UniqueCommandBuffer const & commandBuffer = perFrameData[frameIndex].commandBuffer;
|
|
|
|
int w, h;
|
|
glfwGetWindowSize( window, &w, &h );
|
|
if ( ( w != static_cast<int>( windowExtent.width ) ) || ( h != static_cast<int>( 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<float>( 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<uint32_t> 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<uint32_t>( 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<float>( windowExtent.width ),
|
|
static_cast<float>( 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<uint32_t>( indices.size() ), 1, 0, 0, 0 );
|
|
|
|
commandBuffer->endRenderPass();
|
|
}
|
|
else
|
|
{
|
|
vk::DescriptorImageInfo imageInfo(
|
|
nullptr, *swapChainData.imageViews[backBufferIndex], vk::ImageLayout::eGeneral );
|
|
device->updateDescriptorSets(
|
|
vk::WriteDescriptorSet(
|
|
*rayTracingDescriptorSets[backBufferIndex], 1, 0, 1, bindings[1].descriptorType, &imageInfo ),
|
|
{} );
|
|
|
|
vk::su::setImageLayout( commandBuffer,
|
|
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 );
|
|
|
|
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 );
|
|
|
|
vk::su::setImageLayout( commandBuffer,
|
|
swapChainData.images[backBufferIndex],
|
|
surfaceFormat.format,
|
|
vk::ImageLayout::eGeneral,
|
|
vk::ImageLayout::ePresentSrcKHR );
|
|
}
|
|
|
|
// 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 !
|
|
VULKAN_HPP_DEFAULT_DISPATCHER.vkDestroySurfaceKHR( VkInstance( *instance ), VkSurfaceKHR( 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;
|
|
}
|