Vulkan-Hpp/RAII_Samples/RayTracing/RayTracing.cpp

1346 lines
66 KiB
C++

// 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 <vulkan/vulkan.hpp>
#include <GLFW/glfw3.h>
// clang-format on
#include <numeric>
#include <random>
#include <sstream>
#include <vulkan/vulkan_to_string.hpp>
#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 "glslang/Public/ShaderLang.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_inverse.hpp>
#include <glm/gtc/matrix_transform.hpp>
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
{
// Note: in order to have a clean destruction order, list the resultBufferData before the accelerationStructure that binds it
vk::raii::su::BufferData resultBufferData = nullptr;
vk::raii::AccelerationStructureNV accelerationStructure = nullptr;
vk::raii::su::BufferData scratchBufferData = 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<std::pair<vk::raii::AccelerationStructureNV &, glm::mat4x4 &>> const & instances,
std::vector<vk::GeometryNV> 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<uint32_t>( instances.size() ), geometries );
vk::AccelerationStructureCreateInfoNV accelerationStructureCreateInfoNV( 0, accelerationStructureInfo );
accelerationStructureData.accelerationStructure = vk::raii::AccelerationStructureNV( device, accelerationStructureCreateInfoNV );
vk::AccelerationStructureMemoryRequirementsInfoNV objectRequirements( vk::AccelerationStructureMemoryRequirementsTypeNV::eObject,
*accelerationStructureData.accelerationStructure );
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.accelerationStructure );
vk::AccelerationStructureMemoryRequirementsInfoNV updateScratchRequirements( vk::AccelerationStructureMemoryRequirementsTypeNV::eUpdateScratch,
*accelerationStructureData.accelerationStructure );
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> geometryInstanceData;
for ( size_t i = 0; i < instances.size(); i++ )
{
uint64_t accelerationStructureHandle = instances[i].first.getHandle<uint64_t>();
// 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<uint32_t>( i ),
static_cast<uint8_t>( 0xFF ),
static_cast<uint32_t>( 2 * i ),
static_cast<uint8_t>( vk::GeometryInstanceFlagBitsNV::eTriangleCullDisable ),
accelerationStructureHandle );
}
accelerationStructureData.instanceBufferData.upload( geometryInstanceData );
}
device.bindAccelerationStructureMemoryNV(
vk::BindAccelerationStructureMemoryInfoNV( *accelerationStructureData.accelerationStructure, *accelerationStructureData.resultBufferData.deviceMemory ) );
vk::Buffer instanceData;
if ( *accelerationStructureData.instanceBufferData.buffer )
{
instanceData = *accelerationStructureData.instanceBufferData.buffer;
}
vk::AccelerationStructureInfoNV accelerationStructureInfoNV( accelerationStructureType, {}, vk::su::checked_cast<uint32_t>( instances.size() ), geometries );
commandBuffer.buildAccelerationStructureNV( accelerationStructureInfoNV,
instanceData,
0,
false,
*accelerationStructureData.accelerationStructure,
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, { {}, 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<Vertex> 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<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 ) );
}
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<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] );
}
#if VULKAN_HPP_ENABLE_DYNAMIC_LOADER_TOOL
vk::raii::Context context;
#else
vk::raii::Context context( reinterpret_cast<PFN_vkGetInstanceProcAddr>( 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<vk::ExtensionProperties> 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<vk::ExtensionProperties> 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<VkInstance>( *instance ), window, nullptr, &glfwSurface );
check_vk_result( err );
vk::raii::SurfaceKHR surface( instance, glfwSurface );
std::pair<uint32_t, uint32_t> 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::PhysicalDeviceFeatures2, vk::PhysicalDeviceDescriptorIndexingFeaturesEXT>();
vk::raii::Device device = vk::raii::su::makeDevice( physicalDevice,
graphicsAndPresentQueueFamilyIndex.first,
{ VK_KHR_SWAPCHAIN_EXTENSION_NAME, VK_NV_RAY_TRACING_EXTENSION_NAME },
&supportedFeatures.get<vk::PhysicalDeviceFeatures2>().features,
&supportedFeatures.get<vk::PhysicalDeviceDescriptorIndexingFeaturesEXT>() );
// setup stuff per frame
std::vector<PerFrameData> 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<vk::DescriptorPoolSize> 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<vk::raii::Framebuffer> framebuffers =
vk::raii::su::makeFramebuffers( 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::raii::su::TextureData> textures;
textures.reserve( textureCount );
for ( size_t i = 0; i < textureCount; i++ )
{
textures.emplace_back( physicalDevice,
device,
vk::Extent2D( random<uint32_t>( 2, 8 ) * 16, random<uint32_t>( 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<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::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<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::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<uint32_t>( 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<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::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<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( std::ref( bottomLevelAS.accelerationStructure ), std::ref( transform ) ) },
std::vector<vk::GeometryNV>() );
} );
// 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::eTopOfPipe, vk::PipelineStageFlagBits::eRayTracingShaderKHR, {}, nullptr, bufferMemoryBarrier, nullptr );
bufferMemoryBarrier.buffer = *indexBufferData.buffer;
commandBuffer.pipelineBarrier(
vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eRayTracingShaderKHR, {}, nullptr, bufferMemoryBarrier, nullptr );
} );
std::vector<vk::DescriptorSetLayoutBinding> 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<uint32_t>( textures.size() ),
vk::ShaderStageFlagBits::eClosestHitNV ); // textures
std::vector<vk::DescriptorPoolSize> descriptorPoolSizes;
descriptorPoolSizes.reserve( bindings.size() );
for ( const auto & b : bindings )
{
descriptorPoolSizes.emplace_back( 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() ), descriptorPoolSizes );
vk::raii::DescriptorPool rayTracingDescriptorPool( device, descriptorPoolCreateInfo );
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo( {}, bindings );
vk::raii::DescriptorSetLayout rayTracingDescriptorSetLayout( device, descriptorSetLayoutCreateInfo );
std::vector<vk::DescriptorSetLayout> 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.accelerationStructure );
std::vector<vk::WriteDescriptorSet> 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<vk::PipelineShaderStageCreateInfo> shaderStages;
std::vector<vk::RayTracingShaderGroupCreateInfoNV> 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<vk::PhysicalDeviceProperties2, vk::PhysicalDeviceRayTracingPropertiesNV> propertiesChain =
physicalDevice.getProperties2<vk::PhysicalDeviceProperties2, vk::PhysicalDeviceRayTracingPropertiesNV>();
uint32_t shaderGroupBaseAlignment = propertiesChain.get<vk::PhysicalDeviceRayTracingPropertiesNV>().shaderGroupBaseAlignment;
uint32_t shaderGroupHandleSize = propertiesChain.get<vk::PhysicalDeviceRayTracingPropertiesNV>().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<uint8_t> shaderHandleStorage( shaderBindingTableSize );
memcpy( &shaderHandleStorage[raygenShaderBindingOffset],
rayTracingPipeline.getRayTracingShaderGroupHandlesKHR<uint8_t>( 0, 1, raygenShaderTableSize ).data(),
raygenShaderTableSize );
memcpy( &shaderHandleStorage[missShaderBindingOffset],
rayTracingPipeline.getRayTracingShaderGroupHandlesKHR<uint8_t>( 1, 2, missShaderTableSize ).data(),
missShaderTableSize );
memcpy( &shaderHandleStorage[hitShaderBindingOffset],
rayTracingPipeline.getRayTracingShaderGroupHandlesKHR<uint8_t>( 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<vk::ClearValue, 2> 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();
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::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(
device,
perFrameData[frameIndex].commandPool,
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<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( 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 );
// reset the command buffer by resetting the complete command pool of this frame
perFrameData[frameIndex].commandPool.reset();
vk::raii::CommandBuffer const & commandBuffer = perFrameData[frameIndex].commandBuffer;
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<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 );
vk::WriteDescriptorSet writeDescriptorSet( *rayTracingDescriptorSets[backBufferIndex], 1, 0, bindings[1].descriptorType, imageInfo );
device.updateDescriptorSets( writeDescriptorSet, nullptr );
vk::raii::su::setImageLayout( commandBuffer,
static_cast<vk::Image>( 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<vk::Image>( 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.accelerationStructure = 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.accelerationStructure = 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;
}