#include "RayTracingPass.h" #include "Asset/AssetRegistry.h" #include "Asset/EnvironmentMapAsset.h" #include "Graphics/RayTracing.h" #include "Graphics/Shader.h" #include "Graphics/StaticMeshVertexData.h" #include "Material/Material.h" #include "Material/MaterialInstance.h" #include "RenderPass.h" #include using namespace Seele; struct SampleParams { uint32 pass; uint32 samplesPerPixel; }; RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics), scene(scene) { paramsLayout = graphics->createDescriptorLayout("pRayTracingParams"); paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .name = TLAS_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, }); paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .name = ACCUMULATOR_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, }); paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .name = TEXTURE_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE, }); paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .name = INDEXBUFFER_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER, }); paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .name = SKYBOX_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, }); paramsLayout->addDescriptorBinding(Gfx::DescriptorBinding{ .name = SKYSAMPLER_NAME, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER, }); 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()); pipelineLayout->addPushConstants(Gfx::SePushConstantRange{ .stageFlags = Gfx::SE_SHADER_STAGE_RAYGEN_BIT_KHR, .offset = 0, .size = sizeof(SampleParams), .name = "pSamps", }); graphics->beginShaderCompilation(ShaderCompilationInfo{ .name = "RayGenMiss", .modules = {"RayGen", "AnyHit", "Miss"}, .entryPoints = {{"raygen", "RayGen"}, {"anyhit", "AnyHit"}, {"miss", "Miss"}}, .defines = {{"RAY_TRACING", "1"}}, .rootSignature = pipelineLayout, }); rayGen = graphics->createRayGenShader({0}); anyhit = graphics->createAnyHitShader({1}); miss = graphics->createMissShader({2}); pipelineLayout->create(); graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{ .baseLayout = pipelineLayout, .mainFile = "ClosestHit", .useMaterial = true, .rayTracing = true, .dumpIntermediates = true, }); skyBox = AssetRegistry::findEnvironmentMap("", "newport_loft")->getSkybox(); skyBoxSampler = graphics->createSampler({}); } static uint32 pass = 0; static Component::Transform lastCam; void RayTracingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { updateViewParameters(cam, transform); viewParamsSet = createViewParamsSet(); if (lastCam.getPosition() != transform.getPosition() || lastCam.getForward() != transform.getForward()) { lastCam = transform; pass = 0; } } void RayTracingPass::render() { graphics->beginDebugRegion("RayTracingPass"); 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); Array callableGroups; Array accelerationStructures; Array 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(), mat->getProfile()); 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 callableGroup = { .closestHitShader = collection->callableShader, .anyHitShader = anyhit, }; 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]); } } } for (const auto& transparentData : vertexData->getTransparentData()) { PMaterial mat = transparentData.matInst->getBaseMaterial(); Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("RayTracing"); permutation.setMaterial(mat->getName(), mat->getProfile()); permutation.setVertexData(vertexData->getTypeName()); const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(Gfx::PermutationId(permutation)); assert(collection != nullptr); Gfx::RayTracingHitGroup callableGroup = { .closestHitShader = collection->callableShader, .anyHitShader = anyhit, }; 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); } } pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{ .pipelineLayout = pipelineLayout, .rayGenGroup = { .shader = rayGen, }, .hitGroups = callableGroups, .missGroups = { { .shader = miss, }, }, //.callableGroups = callableGroups, }); tlas = graphics->createTopLevelAccelerationStructure(Gfx::TopLevelASCreateInfo{ .instances = instanceData, .bottomLevelStructures = accelerationStructures, }); Gfx::ODescriptorSet desc = paramsLayout->allocateDescriptorSet(); desc->updateAccelerationStructure(TLAS_NAME, 0, tlas); desc->updateTexture(ACCUMULATOR_NAME, 0, radianceAccumulator->getDefaultView()); desc->updateTexture(TEXTURE_NAME, 0, texture->getDefaultView()); desc->updateBuffer(INDEXBUFFER_NAME, 0, StaticMeshVertexData::getInstance()->getIndexBuffer()); desc->updateTexture(SKYBOX_NAME, 0, skyBox->getDefaultView()); desc->updateSampler(SKYSAMPLER_NAME, 0, skyBoxSampler); desc->writeChanges(); Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing"); 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(), desc}); SampleParams sampleParams = { .pass = 0, .samplesPerPixel = 10000, }; // for (uint32 i = 0; i < sampleParams.samplesPerPixel; ++i) { sampleParams.pass = pass; 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); } pass++; std::cout << pass << std::endl; Array commands; commands.add(std::move(command)); graphics->executeCommands(std::move(commands)); graphics->endDebugRegion(); } void RayTracingPass::endFrame() {} void RayTracingPass::publishOutputs() { 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); 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 | Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR); resources->registerRenderPassOutput("BASEPASS_COLOR", Gfx::RenderTargetAttachment(texture->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL)); } void RayTracingPass::createRenderPass() {}