lot more code

This commit is contained in:
Dynamitos
2025-01-28 00:08:52 +01:00
parent 8bcf38834e
commit 65c165f407
14 changed files with 705 additions and 27 deletions
+2
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@@ -12,6 +12,7 @@ set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/external/vcpkg/scripts/buil
project(RayTracer)
find_package(Vulkan REQUIRED)
find_package(VulkanMemoryAllocator CONFIG REQUIRED)
find_package(glew CONFIG REQUIRED)
find_package(assimp CONFIG REQUIRED)
find_package(glfw3 CONFIG REQUIRED)
@@ -23,6 +24,7 @@ add_executable(RayTracer "")
target_include_directories(RayTracer PUBLIC src/)
target_link_libraries(RayTracer PUBLIC Vulkan::Vulkan)
target_link_libraries(RayTracer PUBLIC Vulkan::Headers)
target_link_libraries(RayTracer PUBLIC GPUOpen::VulkanMemoryAllocator)
target_link_libraries(RayTracer PUBLIC assimp::assimp)
target_link_libraries(RayTracer PUBLIC glfw)
target_link_libraries(RayTracer PUBLIC imgui::imgui)
+125
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@@ -0,0 +1,125 @@
import Common;
[shader("closesthit")]
void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
{
hitValue.hit = true;
// todo: replace with anyhit shader
if(hitValue.anyHit)
return;
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
ModelReference m = pParams.modelData[InstanceID()];
// offset into the index buffer
uint indexOffset = m.indicesOffset;
// added to indices to reference correct part of global mesh pool
uint vertexOffset = m.positionOffset;
uint vertexIndex0 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
uint vertexIndex1 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
uint vertexIndex2 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
Vertex attr0 = loadVertex(vertexIndex0);
Vertex attr1 = loadVertex(vertexIndex1);
Vertex attr2 = loadVertex(vertexIndex2);
Vertex vert = Vertex.interpolate(attr0, attr1, attr2, barycentricCoords);
float3 normalLight = dot(vert.normal, WorldRayDirection()) < 0 ? vert.normal : -vert.normal;
MaterialParameter mat; // TOOD:
hitValue.depth++;
float3 localAccRad = float3(0);
float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
//float kt = ka + ks;
//float s = -log(rnd.z) / kt;
//float3 xs = r.o + s * r.d;
//if (s < t) {
// float p = kt * rnd.z;
// if (depth > 5) {
// if (rnd.z >= p) break;
// else accmat /= p;
// }
// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
// accrad += (fogEmm + ks * ldirect) / kt;
// accmat *= ks / kt;
// rayDesc.Origin = xs;
// rayDesc.Direction = float3(
// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// rnd.y
// );
// continue;
//}
//float p = max(max(mat.albedo.x, mat.albedo.y), mat.albedo.z);
//if(hitValue.depth > 5) {
// if (rnd.z >= p) return;
// else hitValue.accmat /= p;
//}
//-- Ideal DIFFUSE reflection
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pSamps.numDirectionalLights; ++i) {
float3 x = vert.position;
float3 l = -pParams.directionalLights[i].direction.xyz;
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = x;
rayDesc.Direction = l;
RayPayload payload;
payload.depth = hitValue.depth;
payload.emissive = 1;
payload.anyHit = true;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
// we have missed all geometry, so directional light is affecting us
if(!payload.hit) {
localAccRad += mat.shade(vert.normal, -WorldRayDirection(), -pParams.directionalLights[i].direction, pParams.directionalLights[i].color);
}
}
for(uint i = 0; i < pSamps.numPointLights; ++i) {
RayPayload payload;
float3 x = vert.position;
float3 l = pParams.pointLights[i].position - vert.position;
// todo: cancel if light too far away to affect
RayDesc rayDesc;
rayDesc.TMax = 1.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = x;
rayDesc.Direction = l;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
// hitting only after the light
if(!payload.hit) {
localAccRad += mat.shade(vert.normal, -WorldRayDirection(), normalize(l), pParams.pointLights[i].color);
}
}
hitValue.light += localAccRad;
// Indirect Illumination: cosine-weighted importance sampling
if(hitValue.depth < 12) {
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = normalLight;
float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
float3 v = cross(w,u);
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = vert.position;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
RayPayload payload;
payload.light = float3(0);
payload.emissive = 0; // in the next bounce, consider reflective part only!
payload.depth = hitValue.depth+1;
payload.anyHit = false;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
}
}
+121
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@@ -0,0 +1,121 @@
const static float PI = 3.1415926535897932f;
struct Camera
{
float3 cameraPosition;
float f;
float3 cameraForward;
float S_O;
float3 fogEmm;
float ks;
float A;
float ka;
};
struct MaterialParameter
{
float3 albedo = float3(1, 1, 1);
float alpha = 1;
float3 specularColor = float3(1, 1, 1);
float shininess = 0.04;
float3 emissive = float3(0, 0, 0);
float3 shade(float3 normal, float3 viewDir, float3 lightDir, float3 lightColor)
{
float diffuse = max(dot(normal, lightDir), 0);
float3 h = normalize(lightDir + viewDir);
float specular = pow(clamp(dot(normal, h), 0, 1), shininess);
return (albedo * diffuse * lightColor);
}
};
struct ModelReference
{
uint32_t positionOffset = 0;
uint32_t indicesOffset = 0;
uint32_t numIndices = 0;
};
struct PointLight
{
float3 position = float3(0, 0, 0);
float3 color = float3(1, 1, 1);
float attenuation = 1;
};
struct DirectionalLight
{
float3 direction = float3(0, 1, 0);
float3 color = float3(1, 1, 1);
};
struct RaytracingParams
{
Camera cam;
RaytracingAccelerationStructure scene;
RWTexture2D<float4> radianceAccumulator;
RWTexture2D<float4> image;
StructuredBuffer<ModelReference> modelData;
StructuredBuffer<MaterialParameter> materialData;
StructuredBuffer<float> positions;
StructuredBuffer<float> texCoords;
StructuredBuffer<float> normals;
StructuredBuffer<DirectionalLight> directionalLights;
StructuredBuffer<PointLight> pointLights;
StructuredBuffer<uint32_t> indexBuffer;
};
ParameterBlock<RaytracingParams> pParams;
struct Vertex
{
float3 position;
float2 texCoords;
float3 normal;
static Vertex interpolate(Vertex f0, Vertex f1, Vertex f2, float3 barycentricCoords)
{
Vertex vert;
vert.position = f0.position * barycentricCoords.x + f1.position * barycentricCoords.y + f2.position * barycentricCoords.z;
vert.texCoords = f0.texCoords * barycentricCoords.x + f1.texCoords * barycentricCoords.y + f2.texCoords * barycentricCoords.z;
vert.normal = f0.normal * barycentricCoords.x + f1.normal * barycentricCoords.y + f2.normal * barycentricCoords.z;
return vert;
}
};
Vertex loadVertex(uint32_t vertexIndex)
{
Vertex vert;
vert.position = float3(pParams.positions[vertexIndex * 3 + 0], pParams.positions[vertexIndex * 3 + 1], pParams.positions[vertexIndex * 3 + 2]);
vert.texCoords = float2(pParams.texCoords[vertexIndex * 2 + 0], pParams.texCoords[vertexIndex * 2 + 1]);
vert.normal = float3(pParams.normals[vertexIndex * 3 + 0], pParams.normals[vertexIndex * 3 + 1], pParams.normals[vertexIndex * 3 + 2]);
return vert;
}
struct SampleParams
{
uint pass;
uint samplesPerPixel;
uint numDirectionalLights;
uint numPointLights;
};
layout(push_constant)
ConstantBuffer<SampleParams> pSamps;
struct Ray
{
float3 o;
float3 d;
};
struct RayPayload
{
float3 light;
float emissive;
uint depth;
bool hit;
bool anyHit;
};
float3 rand01(uint3 x){ // pseudo-random number generator
for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
return float3(x)*(1.0/float(0xffffffffU));
}
+57
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@@ -0,0 +1,57 @@
import Common;
[shader("raygeneration")]
void raygen()
{
if(pSamps.pass == pSamps.samplesPerPixel) return;
uint2 pix = DispatchRaysIndex().xy;
uint2 imgdim = DispatchRaysDimensions().xy;
//-- define cam
Ray cam = Ray(pParams.cam.cameraPosition, pParams.cam.cameraForward);
float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx);
const float2 sdim = float2(0.036, 0.024);
float S_I = (pParams.cam.S_O * pParams.cam.f) / (pParams.cam.S_O - pParams.cam.f);
//-- sample sensor
float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample
float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y));
float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
//-- setup lens
float3 lensP = lc;
float3 lensN = -cam.d;
float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter
float3 lensY = cross(lensN, lensX);
uint3 rndSeed = uint3(pix, pSamps.pass);
float2 rnd01 = rand01(rndSeed).xy;
float3 lensSample = lensP + rnd01.x * pParams.cam.A * lensX + rnd01.y * pParams.cam.A * lensY;
float3 focalPoint = cam.o + (pParams.cam.S_O + S_I) * cam.d;
float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN);
float3 focus = r.o + t * r.d;
RayDesc rayDesc;
rayDesc.Origin = lensSample;
rayDesc.Direction = normalize(focus - lensSample);
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
const uint maxDepth = 12;
RayPayload payload;
// initialize accumulated radiance and bxdf
payload.light=float3(0);
payload.emissive = 1;
payload.depth = 1;
payload.anyHit = false;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
if(pSamps.pass == 0) pParams.radianceAccumulator[pix] = float4(0);
pParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
pParams.image[pix] = float4(clamp(pParams.radianceAccumulator[pix].xyz, 0, 1), 1);
}
+4 -1
View File
@@ -1,4 +1,7 @@
target_sources(RayTracer
PRIVATE
GPURenderer.h
GPURenderer.cpp)
GPURenderer.cpp
GPUScene.h
GPUScene.cpp
)
+143 -4
View File
@@ -1,13 +1,20 @@
#include "GPURenderer.h"
#include <slang-com-ptr.h>
#include <slang.h>
#define VMA_IMPLEMENTATION
#include "vk_mem_alloc.h"
GPURenderer::GPURenderer()
: instance(nullptr), physicalDevice(nullptr), device(nullptr), queue(nullptr), cmdPool(nullptr), cmdBuffers(nullptr),
descriptorLayout(nullptr), descriptorSet(nullptr), descriptorPool(nullptr), pipelineLayout(nullptr), rayGen(nullptr),
closestHit(nullptr), miss(nullptr), pipeline(nullptr)
closestHit(nullptr), miss(nullptr), pipeline(nullptr), radianceAccumulator(nullptr), radianceAllocation(nullptr), image(nullptr),
imageAllocation(nullptr)
{
createDevice();
createCommands();
createDescriptors();
createShaders();
}
GPURenderer::~GPURenderer() {}
@@ -43,6 +50,21 @@ void GPURenderer::createDevice()
vk::DeviceQueueCreateInfo deviceQueueCreateInfo({}, computeQueueFamily, 1, &queuePriority);
vk::DeviceCreateInfo deviceCreateInfo({}, deviceQueueCreateInfo);
device = Device(physicalDevice, deviceCreateInfo);
VmaVulkanFunctions vulkanFunctions = {};
vulkanFunctions.vkGetInstanceProcAddr = &vkGetInstanceProcAddr;
vulkanFunctions.vkGetDeviceProcAddr = &vkGetDeviceProcAddr;
VmaAllocatorCreateInfo allocatorCreateInfo = {};
allocatorCreateInfo.flags = VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT;
allocatorCreateInfo.vulkanApiVersion = VK_API_VERSION_1_2;
allocatorCreateInfo.physicalDevice = *physicalDevice;
allocatorCreateInfo.device = *device;
allocatorCreateInfo.instance = *instance;
allocatorCreateInfo.pVulkanFunctions = &vulkanFunctions;
VmaAllocator allocator;
vmaCreateAllocator(&allocatorCreateInfo, &allocator);
}
void GPURenderer::createCommands()
@@ -57,8 +79,46 @@ void GPURenderer::createCommands()
void GPURenderer::createDescriptors()
{
vk::DescriptorSetLayoutBinding descriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex);
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, descriptorSetLayoutBinding);
vk::DescriptorSetLayoutBinding bindings[] = {
// camera
vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// scene acceleration structure
vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eAccelerationStructureKHR, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// radiance accumulator
vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eStorageImage, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// image
vk::DescriptorSetLayoutBinding(3, vk::DescriptorType::eStorageImage, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// model data
vk::DescriptorSetLayoutBinding(4, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// material data
vk::DescriptorSetLayoutBinding(5, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// positions
vk::DescriptorSetLayoutBinding(6, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// texcoords
vk::DescriptorSetLayoutBinding(7, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// normals
vk::DescriptorSetLayoutBinding(8, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// directional lights
vk::DescriptorSetLayoutBinding(9, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// point lights
vk::DescriptorSetLayoutBinding(10, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// index buffer
vk::DescriptorSetLayoutBinding(11, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
};
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, bindings);
descriptorLayout = DescriptorSetLayout(device, descriptorSetLayoutCreateInfo);
// create a PipelineLayout using that DescriptorSetLayout
@@ -108,4 +168,83 @@ void GPURenderer::createShaders()
*/
}
void GPURenderer::render(Camera cam, RenderParameter param) {}
void GPURenderer::render(Camera cam, RenderParameter param)
{
// camera
{
VkBufferCreateInfo bufferInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = sizeof(GPUCamera),
.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
};
VmaAllocationCreateInfo allocInfo = {
.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &cameraBuffer, &cameraAllocation, nullptr);
GPUCamera gpuCam = {
.cameraPosition = cam.position,
.f = cam.f,
.cameraForward = glm::normalize(cam.target - cam.position),
.S_O = cam.S_O,
.fogEmm = glm::vec3(0, 0, 0),
.ks = 0,
.A = cam.A,
.ka = 0,
};
vmaCopyMemoryToAllocation(allocator, &gpuCam, cameraAllocation, 0, sizeof(GPUCamera));
}
// radiance accumulator
{
VkImageCreateInfo imageInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.extent =
{
.width = (uint32_t)param.width,
.height = (uint32_t)param.height,
.depth = 1,
},
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_STORAGE_BIT,
.initialLayout = VK_IMAGE_LAYOUT_GENERAL,
};
VmaAllocationCreateInfo allocCreateInfo = {
.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateImage(allocator, &imageInfo, &allocCreateInfo, &radianceAccumulator, &radianceAllocation, nullptr);
}
// image
{
VkImageCreateInfo imageInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.extent =
{
.width = (uint32_t)param.width,
.height = (uint32_t)param.height,
.depth = 1,
},
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
.initialLayout = VK_IMAGE_LAYOUT_GENERAL,
};
VmaAllocationCreateInfo allocCreateInfo = {
.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateImage(allocator, &imageInfo, &allocCreateInfo, &image, &imageAllocation, nullptr);
}
}
+22
View File
@@ -2,6 +2,7 @@
#include "scene/Renderer.h"
#include <vulkan/vulkan.hpp>
#include <vulkan/vulkan_raii.hpp>
#include <vma/vk_mem_alloc.h>
using namespace vk::raii;
@@ -12,6 +13,17 @@ public:
virtual ~GPURenderer();
private:
struct GPUCamera
{
glm::vec3 cameraPosition;
float f;
glm::vec3 cameraForward;
float S_O;
glm::vec3 fogEmm;
float ks;
float A;
float ka;
};
void createDevice();
void createCommands();
void createDescriptors();
@@ -22,6 +34,7 @@ private:
PhysicalDevice physicalDevice;
Device device;
Queue queue;
VmaAllocator allocator;
uint32_t computeQueueFamily;
CommandPool cmdPool;
@@ -38,5 +51,14 @@ private:
Pipeline pipeline;
VkBuffer cameraBuffer;
VmaAllocation cameraAllocation;
VkImage radianceAccumulator;
VmaAllocation radianceAllocation;
VkImage image;
VmaAllocation imageAllocation;
virtual void render(Camera cam, RenderParameter param);
};
+124
View File
@@ -0,0 +1,124 @@
#include "GPUScene.h"
GPUScene::~GPUScene() {}
void GPUScene::generate()
{
populateGeometryPools();
// upload geometry to gpu
createStorageBuffer(modelBuffer, modelAllocation, refs.data(), refs.size() * sizeof(ModelReference));
// createStorageBuffer(materialBuffer, materialAllocation, refs.data(), refs.size() * sizeof(ModelReference));
createStorageBuffer(positionBuffer, positionAllocation, positionPool.data(), positionPool.size() * sizeof(glm::vec3));
createStorageBuffer(texCoordsBuffer, texCoordsAllocation, texCoordsPool.data(), texCoordsPool.size() * sizeof(glm::vec2));
createStorageBuffer(normalsBuffer, normalsAllocation, normalsPool.data(), normalsPool.size() * sizeof(glm::vec3));
createStorageBuffer(directionalLightBuffer, directionalLightAllocation, directionalLights.data(),
directionalLights.size() * sizeof(DirectionalLight));
createStorageBuffer(pointLightBuffer, pointLightAllocation, pointLights.data(), pointLights.size() * sizeof(PointLight));
createStorageBuffer(indexBuffer, indexAllocation, indicesPool.data(), indicesPool.size() * sizeof(glm::uvec3));
VkBufferDeviceAddressInfo addrInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO,
.buffer = positionBuffer,
};
VkDeviceAddress vertexBufferAddr = vkGetBufferDeviceAddress(*device, &addrInfo);
addrInfo.buffer = indexBuffer;
VkDeviceAddress indexBufferAddr = vkGetBufferDeviceAddress(*device, &addrInfo);
std::vector<vk::AccelerationStructureGeometryKHR> geometries(models.size());
std::vector<vk::AccelerationStructureBuildGeometryInfoKHR> buildGeometries(models.size());
std::vector<vk::AccelerationStructureBuildSizesInfoKHR> buildSizes(models.size());
std::vector<VkBuffer> scratchBuffers(models.size());
std::vector<VmaAllocation> scratchAllocations(models.size());
std::vector<vk::AccelerationStructureBuildRangeInfoKHR> buildRanges(models.size());
std::vector<const vk::AccelerationStructureBuildRangeInfoKHR*> buildRangePointers(models.size());
blas.resize(models.size());
for (uint32_t i = 0; i < models.size(); ++i)
{
vk::DeviceOrHostAddressConstKHR vertexDataAddress = (vertexBufferAddr + refs[i].positionOffset * sizeof(glm::vec3));
vk::DeviceOrHostAddressConstKHR indexDataAddress = (indexBufferAddr + refs[i].indicesOffset + sizeof(glm::uvec3));
geometries[i] = vk::AccelerationStructureGeometryKHR(
vk::GeometryTypeKHR::eTriangles,
vk::AccelerationStructureGeometryTrianglesDataKHR(vk::Format::eR32G32B32Sfloat, vertexDataAddress, sizeof(glm::vec3),
(uint32_t)refs[i].numPositions, vk::IndexType::eUint32, indexDataAddress),
vk::GeometryFlagBitsKHR::eOpaque);
buildGeometries[i] = vk::AccelerationStructureBuildGeometryInfoKHR(
vk::AccelerationStructureTypeKHR::eTopLevel, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace,
vk::BuildAccelerationStructureModeKHR::eBuild, {}, {}, 1, &geometries[i], nullptr);
buildSizes[i] = {
.sType = VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR,
.pNext = nullptr,
};
const uint32_t primitiveCount = refs[i].numIndices / 3;
buildSizes[i] =
device.getAccelerationStructureBuildSizesKHR(vk::AccelerationStructureBuildTypeKHR::eDevice, buildGeometries[i], primitiveCount);
VkBufferCreateInfo bufferInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = buildSizes[i].accelerationStructureSize,
.usage = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
};
VmaAllocationCreateInfo bufferAllocInfo = {
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateBuffer(allocator, &bufferInfo, &bufferAllocInfo, &blas[i].buffer, &blas[i].alloc, nullptr);
vk::AccelerationStructureCreateInfoKHR blasInfo({}, blas[i].buffer, 0, buildSizes[i].accelerationStructureSize,
vk::AccelerationStructureTypeKHR::eBottomLevel);
blas[i].handle = device.createAccelerationStructureKHR(blasInfo);
VkBufferCreateInfo scratchInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = buildSizes[i].buildScratchSize,
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
};
VmaAllocationCreateInfo scratchAllocInfo = {
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateBufferWithAlignment(allocator, &scratchInfo, &scratchAllocInfo, 16, &scratchBuffers[i], &scratchAllocations[i], nullptr);
addrInfo.buffer = scratchBuffers[i];
VkDeviceAddress scratchAddr = vkGetBufferDeviceAddress(*device, &addrInfo);
buildGeometries[i].dstAccelerationStructure = blas[i].handle;
buildGeometries[i].scratchData.deviceAddress = scratchAddr;
buildRanges[i] = VkAccelerationStructureBuildRangeInfoKHR{
.primitiveCount = primitiveCount,
.primitiveOffset = 0,
.firstVertex = 0,
.transformOffset = 0,
};
buildRangePointers[i] = &buildRanges[i];
}
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(cmdPool, vk::CommandBufferLevel::ePrimary, 10);
CommandBuffer cmdBuffer = std::move(CommandBuffers(device, commandBufferAllocateInfo).front());
vk::FenceCreateInfo fenceCreateInfo;
Fence fence = Fence(device, fenceCreateInfo);
cmdBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
cmdBuffer.buildAccelerationStructuresKHR(buildGeometries, buildRangePointers);
cmdBuffer.end();
vk::SubmitInfo submitInfo;
queue.submit(submitInfo, fence);
assert(device.waitForFences({fence}, true, 1000000) == VK_SUCCESS);
}
void GPUScene::createStorageBuffer(VkBuffer& buffer, VmaAllocation& alloc, void* data, size_t size)
{
VkBufferCreateInfo bufferCreateInfo = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufferCreateInfo.size = size;
bufferCreateInfo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
vmaCreateBuffer(allocator, &bufferCreateInfo, &allocCreateInfo, &buffer, &alloc, nullptr);
vmaCopyMemoryToAllocation(allocator, data, alloc, 0, size);
}
+60
View File
@@ -0,0 +1,60 @@
#pragma once
#include <vulkan/vulkan.hpp>
#include <vulkan/vulkan_raii.hpp>
#include <vma/vk_mem_alloc.h>
#include "scene/Scene.h"
using namespace vk::raii;
class GPUScene : public Scene
{
public:
GPUScene(Device& device, VmaAllocator& allocator, CommandPool& cmdPool);
virtual ~GPUScene();
virtual void generate() override;
private:
void createStorageBuffer(VkBuffer& buffer, VmaAllocation& alloc, void* data, size_t size);
Device& device;
VmaAllocator& allocator;
CommandPool& cmdPool;
Queue& queue;
// bottom level acceleration structure
struct BLAS
{
vk::AccelerationStructureKHR handle;
VkBuffer buffer;
VmaAllocation alloc;
};
AccelerationStructureKHR accelerationStructure;
VmaAllocation accelerationAllocation;
std::vector<BLAS> blas;
VkBuffer modelBuffer;
VmaAllocation modelAllocation;
VkBuffer materialBuffer;
VmaAllocation materialAllocation;
VkBuffer positionBuffer;
VmaAllocation positionAllocation;
VkBuffer texCoordsBuffer;
VmaAllocation texCoordsAllocation;
VkBuffer normalsBuffer;
VmaAllocation normalsAllocation;
VkBuffer directionalLightBuffer;
VmaAllocation directionalLightAllocation;
VkBuffer pointLightBuffer;
VmaAllocation pointLightAllocation;
VkBuffer indexBuffer;
VmaAllocation indexAllocation;
};
+30 -20
View File
@@ -21,28 +21,9 @@ void Scene::addModels(std::vector<PModel> _models, glm::mat4 transform)
void Scene::generate()
{
std::vector<PNode> pendingNodes;
while (!models.empty())
for (const auto& [model, ref] : std::views::zip(models, refs))
{
auto& model = models.back();
ModelReference ref = {
.positionOffset = (uint32_t)positionPool.size(),
.indicesOffset = (uint32_t)indicesPool.size(),
.numIndices = (uint32_t)model->indices.size(),
};
for (uint32_t i = 0; i < model->positions.size(); ++i)
{
positionPool.push_back(model->positions[i]);
texCoordsPool.push_back(model->texCoords[i]);
}
for (uint32_t i = 0; i < model->indices.size(); ++i)
{
indicesPool.push_back(model->indices[i]);
edgesPool.push_back(model->edges[i * 2 + 0]);
edgesPool.push_back(model->edges[i * 2 + 1]);
faceNormalsPool.push_back(glm::normalize(model->faceNormals[i]));
}
pendingNodes.push_back(std::make_unique<Node>(model->boundingBox, ref));
models.pop_back();
}
while (pendingNodes.size() > 1)
{
@@ -138,6 +119,35 @@ void Scene::traceRay(Ray ray, Payload& payload, const float tmin, const float tm
}
}
void Scene::populateGeometryPools()
{
//todo: clear everything
for(uint32_t i = 0; i < models.size(); ++i)
{
auto& model = models[i];
ModelReference ref = {
.positionOffset = (uint32_t)positionPool.size(),
.numPositions = (uint32_t)model->positions.size(),
.indicesOffset = (uint32_t)indicesPool.size(),
.numIndices = (uint32_t)model->indices.size(),
};
for (uint32_t i = 0; i < model->positions.size(); ++i)
{
positionPool.push_back(model->positions[i]);
texCoordsPool.push_back(model->texCoords[i]);
normalsPool.push_back(model->normals[i]);
}
for (uint32_t i = 0; i < model->indices.size(); ++i)
{
indicesPool.push_back(model->indices[i]);
edgesPool.push_back(model->edges[i * 2 + 0]);
edgesPool.push_back(model->edges[i * 2 + 1]);
faceNormalsPool.push_back(glm::normalize(model->faceNormals[i]));
}
refs.push_back(ref);
}
}
bool Scene::testIntersection(const PNode& currentNode, const Ray ray, const float tmin, float tmax) const noexcept
{
if (!currentNode->aabb.intersects(ray, tmin, tmax))
+10 -2
View File
@@ -9,6 +9,7 @@
struct ModelReference
{
uint32_t positionOffset = 0;
uint32_t numPositions = 0;
uint32_t indicesOffset = 0;
uint32_t numIndices = 0;
};
@@ -16,6 +17,7 @@ struct ModelReference
struct PointLight
{
glm::vec3 position = glm::vec3(0, 0, 0);
float pad;
glm::vec3 color = glm::vec3(1, 1, 1);
float attenuation = 1;
};
@@ -23,7 +25,9 @@ struct PointLight
struct DirectionalLight
{
glm::vec3 direction = glm::vec3(0, 1, 0);
float pad;
glm::vec3 color = glm::vec3(1, 1, 1);
float pad1;
};
class Scene
@@ -33,13 +37,15 @@ public:
void addDirectionalLight(DirectionalLight dir) { directionalLights.push_back(dir); }
void addModel(PModel model, glm::mat4 transform);
void addModels(std::vector<PModel> models, glm::mat4 transform);
void generate();
virtual void generate();
void traceRay(Ray ray, Payload& payload, const float tmin, const float tmax) const noexcept;
private:
protected:
std::vector<ModelReference> refs;
std::vector<glm::vec3> positionPool;
std::vector<glm::vec2> texCoordsPool;
std::vector<glm::vec3> normalsPool;
std::vector<glm::uvec3> indicesPool;
std::vector<glm::vec3> edgesPool;
std::vector<glm::vec3> faceNormalsPool;
@@ -60,6 +66,8 @@ private:
PNode hierarchy;
std::vector<PModel> models;
void populateGeometryPools();
// tests if a ray intersects any geometry, no hit information, for shadow rays
bool testIntersection(const PNode& currentNode, const Ray ray, const float tmin, const float tmax) const noexcept;
IntersectionInfo generateIntersections(const PNode& currentNode, const Ray ray, const float tmin, const float tmax) const noexcept;
+5
View File
@@ -7,6 +7,11 @@ void Model::transform(glm::mat4 matrix)
pos = glm::vec3(matrix * glm::vec4(pos, 1));
}
for (auto& nor : normals)
{
nor = glm::mat3(matrix) * nor;
}
boundingBox.transform(matrix);
for (int i = 0; i < indices.size(); i++)
+1
View File
@@ -16,6 +16,7 @@ public:
AABB boundingBox;
std::vector<glm::vec3> positions;
std::vector<glm::vec2> texCoords;
std::vector<glm::vec3> normals;
std::vector<glm::uvec3> indices;
std::vector<glm::vec3> edges;
std::vector<glm::vec3> faceNormals;
+1
View File
@@ -5,6 +5,7 @@
"features": [ "glfw-binding", "opengl3-binding" ]
},
"vulkan",
"vulkan-memory-allocator",
"assimp",
"ktx",
"glfw3",