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hello_vulkan.h
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hello_vulkan.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include "nvvkhl/appbase_vk.hpp"
#include "nvvk/debug_util_vk.hpp"
#include "nvvk/descriptorsets_vk.hpp"
#include "nvvk/memallocator_dma_vk.hpp"
#include "nvvk/resourceallocator_vk.hpp"
#include "shaders/host_device.h"
// #VKRay
#include "nvvk/raytraceKHR_vk.hpp"
//--------------------------------------------------------------------------------------------------
// Simple rasterizer of OBJ objects
// - Each OBJ loaded are stored in an `ObjModel` and referenced by a `ObjInstance`
// - It is possible to have many `ObjInstance` referencing the same `ObjModel`
// - Rendering is done in an offscreen framebuffer
// - The image of the framebuffer is displayed in post-process in a full-screen quad
//
class HelloVulkan : public nvvkhl::AppBaseVk
{
public:
void setup(const VkInstance& instance, const VkDevice& device, const VkPhysicalDevice& physicalDevice, uint32_t queueFamily) override;
void createDescriptorSetLayout();
void createGraphicsPipeline();
void loadModel(const std::string& filename, glm::mat4 transform = glm::mat4(1));
void updateDescriptorSet();
void createUniformBuffer();
void createObjDescriptionBuffer();
void createTextureImages(const VkCommandBuffer& cmdBuf, const std::vector<std::string>& textures);
void updateUniformBuffer(const VkCommandBuffer& cmdBuf);
void onResize(int /*w*/, int /*h*/) override;
void destroyResources();
void rasterize(const VkCommandBuffer& cmdBuff);
// The OBJ model
struct ObjModel
{
uint32_t nbIndices{0};
uint32_t nbVertices{0};
nvvk::Buffer vertexBuffer; // Device buffer of all 'Vertex'
nvvk::Buffer indexBuffer; // Device buffer of the indices forming triangles
nvvk::Buffer matColorBuffer; // Device buffer of array of 'Wavefront material'
nvvk::Buffer matIndexBuffer; // Device buffer of array of 'Wavefront material'
};
struct ObjInstance
{
glm::mat4 transform; // Matrix of the instance
uint32_t objIndex{0}; // Model index reference
};
// Information pushed at each draw call
PushConstantRaster m_pcRaster{
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}, // Identity matrix
{10.f, 15.f, 8.f}, // light position
0, // instance Id
100.f, // light intensity
0 // light type
};
// Array of objects and instances in the scene
std::vector<ObjModel> m_objModel; // Model on host
std::vector<ObjDesc> m_objDesc; // Model description for device access
std::vector<ObjInstance> m_instances; // Scene model instances
// Graphic pipeline
VkPipelineLayout m_pipelineLayout;
VkPipeline m_graphicsPipeline;
nvvk::DescriptorSetBindings m_descSetLayoutBind;
VkDescriptorPool m_descPool;
VkDescriptorSetLayout m_descSetLayout;
VkDescriptorSet m_descSet;
nvvk::Buffer m_bGlobals; // Device-Host of the camera matrices
nvvk::Buffer m_bObjDesc; // Device buffer of the OBJ descriptions
std::vector<nvvk::Texture> m_textures; // vector of all textures of the scene
nvvk::ResourceAllocatorDma m_alloc; // Allocator for buffer, images, acceleration structures
nvvk::DebugUtil m_debug; // Utility to name objects
// #Post - Draw the rendered image on a quad using a tonemapper
void createOffscreenRender();
void createPostPipeline();
void createPostDescriptor();
void updatePostDescriptorSet();
void drawPost(VkCommandBuffer cmdBuf);
nvvk::DescriptorSetBindings m_postDescSetLayoutBind;
VkDescriptorPool m_postDescPool{VK_NULL_HANDLE};
VkDescriptorSetLayout m_postDescSetLayout{VK_NULL_HANDLE};
VkDescriptorSet m_postDescSet{VK_NULL_HANDLE};
VkPipeline m_postPipeline{VK_NULL_HANDLE};
VkPipelineLayout m_postPipelineLayout{VK_NULL_HANDLE};
VkRenderPass m_offscreenRenderPass{VK_NULL_HANDLE};
VkFramebuffer m_offscreenFramebuffer{VK_NULL_HANDLE};
nvvk::Texture m_offscreenColor;
nvvk::Texture m_offscreenDepth;
VkFormat m_offscreenColorFormat{VK_FORMAT_R32G32B32A32_SFLOAT};
VkFormat m_offscreenDepthFormat{VK_FORMAT_X8_D24_UNORM_PACK32};
// #VKRay
void initRayTracing();
auto objectToVkGeometryKHR(const ObjModel& model);
void createBottomLevelAS();
void createTopLevelAS();
void createRtDescriptorSet();
void updateRtDescriptorSet();
void createRtPipeline();
void createRtShaderBindingTable();
void raytrace(const VkCommandBuffer& cmdBuf, const glm::vec4& clearColor);
VkPhysicalDeviceRayTracingPipelinePropertiesKHR m_rtProperties{VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_TRACING_PIPELINE_PROPERTIES_KHR};
nvvk::RaytracingBuilderKHR m_rtBuilder;
nvvk::DescriptorSetBindings m_rtDescSetLayoutBind;
VkDescriptorPool m_rtDescPool;
VkDescriptorSetLayout m_rtDescSetLayout;
VkDescriptorSet m_rtDescSet;
std::vector<VkRayTracingShaderGroupCreateInfoKHR> m_rtShaderGroups;
VkPipelineLayout m_rtPipelineLayout;
VkPipeline m_rtPipeline;
nvvk::Buffer m_rtSBTBuffer;
VkStridedDeviceAddressRegionKHR m_rgenRegion{};
VkStridedDeviceAddressRegionKHR m_missRegion{};
VkStridedDeviceAddressRegionKHR m_hitRegion{};
VkStridedDeviceAddressRegionKHR m_callRegion{};
// Push constant for ray tracer
PushConstantRay m_pcRay{{}, {}, 0, 0, 10};
};