More ray tracing changes

This commit is contained in:
Dynamitos
2024-07-12 13:33:52 +02:00
parent a9089bd997
commit 8387ad6ffe
33 changed files with 527 additions and 292 deletions
@@ -20,15 +20,27 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 3,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 4,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.access = Gfx::SE_DESCRIPTOR_ACCESS_READ_WRITE_BIT,
});
paramsLayout->create();
pipelineLayout = graphics->createPipelineLayout("RayTracing");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(Material::getDescriptorLayout());
pipelineLayout->addDescriptorLayout(paramsLayout);
pipelineLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getVertexDataLayout());
pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getInstanceDataLayout());
graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
.baseLayout = pipelineLayout,
.mainFile = "ClosestHit",
.mainFile = "Callable",
.useMaterial = true,
.rayTracing = true,
});
@@ -38,7 +50,7 @@ void RayTracingPass::beginFrame(const Component::Camera& cam) { RenderPass::begi
void RayTracingPass::render() {
Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
Array<Gfx::RayTracingHitGroup> hitgroups;
Array<Gfx::RayTracingCallableGroup> callableGroups;
Array<Gfx::PBottomLevelAS> accelerationStructures;
Array<InstanceData> instanceData;
@@ -59,14 +71,12 @@ void RayTracingPass::render() {
for (auto& inst : matData.instances) {
for (uint32 i = 0; i < inst.instanceData.size(); ++i) {
Gfx::RayTracingHitGroup hitgroup = {
.closestHitShader = collection->closestHitShader,
.anyHitShader = nullptr,
.intersectionShader = nullptr,
Gfx::RayTracingCallableGroup callableGroup = {
.shader = collection->callableShader,
};
hitgroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
std::memcpy(hitgroup.parameters.data(), &inst.offsets, sizeof(VertexData::DrawCallOffsets));
hitgroups.add(hitgroup);
callableGroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
std::memcpy(callableGroup.parameters.data(), &inst.offsets, sizeof(VertexData::DrawCallOffsets));
callableGroups.add(callableGroup);
instanceData.add(inst.instanceData[i]);
accelerationStructures.add(inst.rayTracingData[i]);
@@ -82,44 +92,74 @@ void RayTracingPass::render() {
desc->updateAccelerationStructure(0, tlas);
desc->updateTexture(1, Gfx::PTexture2D(texture));
desc->updateBuffer(2, StaticMeshVertexData::getInstance()->getIndexBuffer());
desc->updateBuffer(3, directionBuffer);
desc->updateBuffer(4, originBuffer);
desc->writeChanges();
Gfx::PRayTracingPipeline pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{
.pipelineLayout = pipelineLayout,
.rayGenShader = raygen,
.hitgroups = hitgroups,
.missShaders = {miss},
.rayGenGroup = {.shader = rayGen},
.hitGroups = {{.closestHitShader = closestHit}},
.missGroups = {{.shader = miss}},
.callableGroups = callableGroups,
});
command->bindPipeline(pipeline);
StaticMeshVertexData::getInstance()->getInstanceDataSet()->writeChanges();
StaticMeshVertexData::getInstance()->getVertexDataSet()->writeChanges();
command->bindDescriptor({viewParamsSet, StaticMeshVertexData::getInstance()->getInstanceDataSet(),
StaticMeshVertexData::getInstance()->getVertexDataSet(), Material::getDescriptorSet(),
scene->getLightEnvironment()->getDescriptorSet()});
scene->getLightEnvironment()->getDescriptorSet(), desc});
command->traceRays(texture->getWidth(), texture->getHeight(), 1);
Array<Gfx::ORenderCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
viewport->getOwner()->getBackBuffer()->changeLayout(Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_ACCESS_NONE,
Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
graphics->copyTexture(Gfx::PTexture2D(texture), viewport->getOwner()->getBackBuffer());
}
void RayTracingPass::endFrame() {}
void RayTracingPass::publishOutputs() {
ShaderCompilationInfo createInfo{
.name = "RayGen",
.modules = {"RayGen", "Miss"},
.entryPoints = {{"main", "RayGen"}, {"main", "Miss"}},
.rootSignature = pipelineLayout,
};
graphics->beginShaderCompilation(createInfo);
raygen = graphics->createRayGenShader({0});
miss = graphics->createMissShader({1});
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,
});
texture->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);
ShaderCompilationInfo compileInfo = {
.name = "RT",
.modules = {"RayGen", "ClosestHit", "Miss", "StaticMeshVertexData"},
.entryPoints = {{"raygen", "RayGen"}, {"closestHit", "ClosestHit"}, {"miss", "Miss"}},
.typeParameter = {{"IVertexData", "StaticMeshVertexData"}},
.defines = {{"RAY_TRACING", "1"}},
.rootSignature = pipelineLayout,
};
graphics->beginShaderCompilation(compileInfo);
rayGen = graphics->createRayGenShader({0});
closestHit = graphics->createClosestHitShader({1});
miss = graphics->createMissShader({2});
pipelineLayout->create();
directionBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(Vector) * texture->getWidth() * texture->getHeight(),
},
.dynamic = true,
.name = "DirectionBuffer",
});
originBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData =
{
.size = sizeof(Vector) * texture->getWidth() * texture->getHeight(),
},
.dynamic = true,
.name = "OriginBuffer",
});
}
void RayTracingPass::createRenderPass() {}