More ray tracing changes

This commit is contained in:
Dynamitos
2024-07-10 21:07:10 +02:00
parent acf8dde8fc
commit a9089bd997
46 changed files with 801 additions and 277 deletions
@@ -0,0 +1,125 @@
#include "RayTracingPass.h"
#include "Graphics/RayTracing.h"
#include "Graphics/Shader.h"
#include "Graphics/StaticMeshVertexData.h"
#include "RenderPass.h"
using namespace Seele;
RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
paramsLayout = graphics->createDescriptorLayout("pRayTracingParams");
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
paramsLayout->create();
pipelineLayout = graphics->createPipelineLayout("RayTracing");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(Material::getDescriptorLayout());
pipelineLayout->addDescriptorLayout(paramsLayout);
pipelineLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
.baseLayout = pipelineLayout,
.mainFile = "ClosestHit",
.useMaterial = true,
.rayTracing = true,
});
}
void RayTracingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void RayTracingPass::render() {
Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
Array<Gfx::RayTracingHitGroup> hitgroups;
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");
permutation.setMaterial(mat->getName());
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) {
Gfx::RayTracingHitGroup hitgroup = {
.closestHitShader = collection->closestHitShader,
.anyHitShader = nullptr,
.intersectionShader = nullptr,
};
hitgroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
std::memcpy(hitgroup.parameters.data(), &inst.offsets, sizeof(VertexData::DrawCallOffsets));
hitgroups.add(hitgroup);
instanceData.add(inst.instanceData[i]);
accelerationStructures.add(inst.rayTracingData[i]);
}
}
}
}
Gfx::OTopLevelAS tlas = graphics->createTopLevelAccelerationStructure(Gfx::TopLevelASCreateInfo{
.instances = instanceData,
.bottomLevelStructures = accelerationStructures,
});
Gfx::PDescriptorSet desc = paramsLayout->allocateDescriptorSet();
desc->updateAccelerationStructure(0, tlas);
desc->updateTexture(1, Gfx::PTexture2D(texture));
desc->updateBuffer(2, StaticMeshVertexData::getInstance()->getIndexBuffer());
desc->writeChanges();
Gfx::PRayTracingPipeline pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{
.pipelineLayout = pipelineLayout,
.rayGenShader = raygen,
.hitgroups = hitgroups,
.missShaders = {miss},
});
command->bindPipeline(pipeline);
command->bindDescriptor({viewParamsSet, StaticMeshVertexData::getInstance()->getInstanceDataSet(),
StaticMeshVertexData::getInstance()->getVertexDataSet(), Material::getDescriptorSet(),
scene->getLightEnvironment()->getDescriptorSet()});
command->traceRays(texture->getWidth(), texture->getHeight(), 1);
Array<Gfx::ORenderCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
}
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,
});
}
void RayTracingPass::createRenderPass() {}