Ray Tracing doesnt look like shit anymore
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@@ -9,6 +9,11 @@
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using namespace Seele;
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struct SampleParams {
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uint32 pass;
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uint32 samplesPerPixel;
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};
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RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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paramsLayout = graphics->createDescriptorLayout("pRayTracingParams");
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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@@ -21,8 +26,20 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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});
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 2,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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});
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 3,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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});
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 4,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
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});
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paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
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.binding = 5,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
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});
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paramsLayout->create();
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pipelineLayout = graphics->createPipelineLayout("RayTracing");
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pipelineLayout->addDescriptorLayout(viewParamsLayout);
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@@ -31,15 +48,30 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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pipelineLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
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pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getVertexDataLayout());
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pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getInstanceDataLayout());
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pipelineLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR,
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.offset = 0,
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.size = sizeof(SampleParams),
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});
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graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
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.baseLayout = pipelineLayout,
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.mainFile = "ClosestHit",
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.useMaterial = true,
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.rayTracing = true,
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});
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skyBox = AssetRegistry::findTexture("", "skybox")->getTexture().cast<Gfx::TextureCube>();
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skyBoxSampler = graphics->createSampler({});
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}
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void RayTracingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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static uint32 i = 0;
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static Component::Camera lastCam;
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void RayTracingPass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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if (lastCam.getCameraPosition() != cam.getCameraPosition() || lastCam.getCameraForward() != cam.getCameraForward()) {
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lastCam = cam;
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i = 0;
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}
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}
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void RayTracingPass::render() {
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Array<Gfx::RayTracingHitGroup> callableGroups;
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@@ -104,8 +136,11 @@ void RayTracingPass::render() {
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});
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Gfx::PDescriptorSet desc = paramsLayout->allocateDescriptorSet();
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desc->updateAccelerationStructure(0, 0, tlas);
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desc->updateTexture(1, 0, texture);
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desc->updateBuffer(2, 0, StaticMeshVertexData::getInstance()->getIndexBuffer());
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desc->updateTexture(1, 0, radianceAccumulator);
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desc->updateTexture(2, 0, texture);
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desc->updateBuffer(3, 0, StaticMeshVertexData::getInstance()->getIndexBuffer());
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desc->updateTexture(4, 0, skyBox);
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desc->updateSampler(5, 0, skyBoxSampler);
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desc->writeChanges();
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Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
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@@ -115,7 +150,22 @@ void RayTracingPass::render() {
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command->bindDescriptor({viewParamsSet, StaticMeshVertexData::getInstance()->getInstanceDataSet(),
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StaticMeshVertexData::getInstance()->getVertexDataSet(), Material::getDescriptorSet(),
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scene->getLightEnvironment()->getDescriptorSet(), desc});
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command->traceRays(texture->getWidth(), texture->getHeight(), 1);
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SampleParams sampleParams = {
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.pass = 0,
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.samplesPerPixel = 10000,
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};
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// for (uint32 i = 0; i < sampleParams.samplesPerPixel; ++i)
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{
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sampleParams.pass = i;
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command->pushConstants(Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR, 0, sizeof(SampleParams), &sampleParams);
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command->traceRays(texture->getWidth(), texture->getHeight(), 1);
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radianceAccumulator->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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texture->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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}
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i++;
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std::cout << i << std::endl;
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texture->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR,
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Gfx::SE_ACCESS_TRANSFER_READ_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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Array<Gfx::ORenderCommand> commands;
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@@ -130,6 +180,15 @@ void RayTracingPass::render() {
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void RayTracingPass::endFrame() {}
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void RayTracingPass::publishOutputs() {
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radianceAccumulator = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT,
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});
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radianceAccumulator->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,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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texture = graphics->createTexture2D(TextureCreateInfo{
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.format = Gfx::SE_FORMAT_R32G32B32A32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
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@@ -140,7 +199,7 @@ void RayTracingPass::publishOutputs() {
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Gfx::SE_ACCESS_SHADER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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ShaderCompilationInfo compileInfo = {
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.name = "RT",
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.name = "RayGenMiss",
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.modules = {"RayGen", "Miss"},
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.entryPoints = {{"raygen", "RayGen"}, {"miss", "Miss"}},
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.defines = {{"RAY_TRACING", "1"}},
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