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Seele/src/Engine/Graphics/RenderPass/RayTracingPass.cpp
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#include "RayTracingPass.h"
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#include "Asset/AssetRegistry.h"
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#include "Asset/EnvironmentMapAsset.h"
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#include "Graphics/RayTracing.h"
#include "Graphics/Shader.h"
#include "Graphics/StaticMeshVertexData.h"
#include "RenderPass.h"
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#include "Material/Material.h"
#include "Material/MaterialInstance.h"
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using namespace Seele;
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struct SampleParams {
uint32 pass;
uint32 samplesPerPixel;
};
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RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) {
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paramsLayout = graphics->createDescriptorLayout("pRayTracingParams");
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = TLAS_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = ACCUMULATOR_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = TEXTURE_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = INDEXBUFFER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = SKYBOX_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.name = SKYSAMPLER_NAME,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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});
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paramsLayout->create();
pipelineLayout = graphics->createPipelineLayout("RayTracing");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(Material::getDescriptorLayout());
pipelineLayout->addDescriptorLayout(paramsLayout);
pipelineLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
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pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getVertexDataLayout());
pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getInstanceDataLayout());
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pipelineLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR,
.offset = 0,
.size = sizeof(SampleParams),
});
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graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
.baseLayout = pipelineLayout,
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.mainFile = "ClosestHit",
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.useMaterial = true,
.rayTracing = true,
});
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skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getSkybox();
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skyBoxSampler = graphics->createSampler({});
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}
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static uint32 pass = 0;
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static Component::Transform lastCam;
void RayTracingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
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updateViewParameters(cam, transform);
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viewParamsSet = createViewParamsSet();
if (lastCam.getPosition() != transform.getPosition() || lastCam.getForward() != transform.getForward()) {
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lastCam = transform;
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pass = 0;
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}
}
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void RayTracingPass::render() {
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graphics->beginDebugRegion("RayTracingPass");
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texture->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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Array<Gfx::RayTracingHitGroup> callableGroups;
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Array<Gfx::PBottomLevelAS> accelerationStructures;
Array<InstanceData> instanceData;
for (VertexData* vertexData : VertexData::getList()) {
auto& materialData = vertexData->getMaterialData();
for (auto& matData : materialData) {
if (matData.instances.size() == 0)
continue;
PMaterial mat = matData.material;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("RayTracing");
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permutation.setMaterial(mat->getName(), mat->getProfile());
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permutation.setVertexData(vertexData->getTypeName());
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(Gfx::PermutationId(permutation));
assert(collection != nullptr);
for (auto& inst : matData.instances) {
for (uint32 i = 0; i < inst.instanceData.size(); ++i) {
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Gfx::RayTracingHitGroup callableGroup = {
.closestHitShader = collection->callableShader,
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.anyHitShader = anyhit,
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};
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callableGroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
std::memcpy(callableGroup.parameters.data(), &inst.offsets, sizeof(VertexData::DrawCallOffsets));
callableGroups.add(callableGroup);
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instanceData.add(inst.instanceData[i]);
accelerationStructures.add(inst.rayTracingData[i]);
}
}
}
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for (const auto& transparentData : vertexData->getTransparentData()) {
PMaterial mat = transparentData.matInst->getBaseMaterial();
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("RayTracing");
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permutation.setMaterial(mat->getName(), mat->getProfile());
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permutation.setVertexData(vertexData->getTypeName());
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(Gfx::PermutationId(permutation));
assert(collection != nullptr);
Gfx::RayTracingHitGroup callableGroup = {
.closestHitShader = collection->callableShader,
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.anyHitShader = anyhit,
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};
callableGroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
std::memcpy(callableGroup.parameters.data(), &transparentData.offsets, sizeof(VertexData::DrawCallOffsets));
callableGroups.add(callableGroup);
instanceData.add(transparentData.instanceData);
accelerationStructures.add(transparentData.rayTracingScene);
}
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}
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pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{
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.pipelineLayout = pipelineLayout,
.rayGenGroup =
{
.shader = rayGen,
},
.hitGroups = callableGroups,
.missGroups =
{
{
.shader = miss,
},
},
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//.callableGroups = callableGroups,
});
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tlas = graphics->createTopLevelAccelerationStructure(Gfx::TopLevelASCreateInfo{
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.instances = instanceData,
.bottomLevelStructures = accelerationStructures,
});
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Gfx::ODescriptorSet desc = paramsLayout->allocateDescriptorSet();
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desc->updateAccelerationStructure(TLAS_NAME, 0, tlas);
desc->updateTexture(ACCUMULATOR_NAME, 0, radianceAccumulator->getDefaultView());
desc->updateTexture(TEXTURE_NAME, 0, texture->getDefaultView());
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desc->updateBuffer(INDEXBUFFER_NAME, 0, StaticMeshVertexData::getInstance()->getIndexBuffer());
desc->updateTexture(SKYBOX_NAME, 0, skyBox->getDefaultView());
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desc->updateSampler(SKYSAMPLER_NAME, 0, skyBoxSampler);
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desc->writeChanges();
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Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
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command->bindPipeline(pipeline);
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StaticMeshVertexData::getInstance()->getInstanceDataSet()->writeChanges();
StaticMeshVertexData::getInstance()->getVertexDataSet()->writeChanges();
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command->bindDescriptor({viewParamsSet, StaticMeshVertexData::getInstance()->getInstanceDataSet(),
StaticMeshVertexData::getInstance()->getVertexDataSet(), Material::getDescriptorSet(),
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scene->getLightEnvironment()->getDescriptorSet(), desc});
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SampleParams sampleParams = {
.pass = 0,
.samplesPerPixel = 10000,
};
// for (uint32 i = 0; i < sampleParams.samplesPerPixel; ++i)
{
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sampleParams.pass = pass;
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command->pushConstants(Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR, 0, sizeof(SampleParams), &sampleParams);
command->traceRays(texture->getWidth(), texture->getHeight(), 1);
radianceAccumulator->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
texture->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
}
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pass++;
std::cout << pass << std::endl;
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Array<Gfx::ORenderCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
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graphics->endDebugRegion();
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}
void RayTracingPass::endFrame() {}
void RayTracingPass::publishOutputs() {
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radianceAccumulator = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
});
radianceAccumulator->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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texture = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
});
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texture->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ACCESS_NONE, Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
resources->registerRenderPassOutput("BASEPASS_COLOR", Gfx::RenderTargetAttachment(texture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
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Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL));
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ShaderCompilationInfo compileInfo = {
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.name = "RayGenMiss",
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.modules = {"RayGen", "AnyHit", "Miss"},
.entryPoints = {{"raygen", "RayGen"}, {"anyhit", "AnyHit"}, {"miss", "Miss"}},
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.defines = {{"RAY_TRACING", "1"}},
.rootSignature = pipelineLayout,
};
graphics->beginShaderCompilation(compileInfo);
rayGen = graphics->createRayGenShader({0});
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anyhit = graphics->createAnyHitShader({1});
miss = graphics->createMissShader({2});
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pipelineLayout->create();
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}
void RayTracingPass::createRenderPass() {}