Heavily reworked this sample
Code cleanup, code restructuring, simplified and lots of new code comments
This commit is contained in:
parent
44ff7a1a9d
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5 changed files with 369 additions and 571 deletions
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@ -1,5 +1,11 @@
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/*
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/*
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* Vulkan Example - Compute shader ray tracing
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* Vulkan Example - Compute shader based ray tracing
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*
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* This samples implements a basic ray tracer with materials and reflections using a compute shader
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* Shader storage buffers are used to pass geometry information for spheres and planes to the computer shader
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* The compute shader then uses these as the scene geometry for ray tracing and outputs the results to a storage image
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* The graphics part of the sample then displays that image full screen
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* Not to be confused with actual hardware accelerated ray tracing
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*
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*
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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* Copyright (C) 2016-2023 by Sascha Willems - www.saschawillems.de
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*
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*
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@ -8,44 +14,37 @@
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#include "vulkanexamplebase.h"
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#include "vulkanexamplebase.h"
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#if defined(__ANDROID__)
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#define TEX_DIM 1024
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#else
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#define TEX_DIM 2048
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#endif
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class VulkanExample : public VulkanExampleBase
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class VulkanExample : public VulkanExampleBase
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{
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{
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public:
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public:
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vks::Texture textureComputeTarget;
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// The compute shader will store the ray traced output to a storage image
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vks::Texture storageImage{};
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// Resources for the graphics part of the example
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// Resources for the graphics part of the example. The graphics pipeline simply displays the compute shader output
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struct {
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struct Graphics {
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VkDescriptorSetLayout descriptorSetLayout; // Raytraced image display shader binding layout
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSetPreCompute; // Raytraced image display shader bindings before compute shader image manipulation
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE };
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VkDescriptorSet descriptorSet; // Raytraced image display shader bindings after compute shader image manipulation
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VkPipeline pipeline{ VK_NULL_HANDLE };
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VkPipeline pipeline; // Raytraced image display pipeline
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE };
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VkPipelineLayout pipelineLayout; // Layout of the graphics pipeline
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} graphics;
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} graphics;
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// Resources for the compute part of the example
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// Resources for the compute part of the example
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struct {
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struct Compute {
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struct {
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// Object properties for planes and spheres are passed via a shade storage buffer
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vks::Buffer spheres; // (Shader) storage buffer object with scene spheres
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// There is no vertex data, the compute shader calculates the primitives on the fly
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vks::Buffer planes; // (Shader) storage buffer object with scene planes
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vks::Buffer objectStorageBuffer;
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} storageBuffers;
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vks::Buffer uniformBuffer; // Uniform buffer object containing scene parameters
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vks::Buffer uniformBuffer; // Uniform buffer object containing scene data
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VkQueue queue{ VK_NULL_HANDLE }; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkQueue queue; // Separate queue for compute commands (queue family may differ from the one used for graphics)
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VkCommandPool commandPool{ VK_NULL_HANDLE }; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandPool commandPool; // Use a separate command pool (queue family may differ from the one used for graphics)
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VkCommandBuffer commandBuffer{ VK_NULL_HANDLE }; // Command buffer storing the dispatch commands and barriers
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VkCommandBuffer commandBuffer; // Command buffer storing the dispatch commands and barriers
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VkFence fence{ VK_NULL_HANDLE }; // Synchronization fence to avoid rewriting compute CB if still in use
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VkFence fence; // Synchronization fence to avoid rewriting compute CB if still in use
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VkDescriptorSetLayout descriptorSetLayout{ VK_NULL_HANDLE }; // Compute shader binding layout
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VkDescriptorSetLayout descriptorSetLayout; // Compute shader binding layout
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VkDescriptorSet descriptorSet{ VK_NULL_HANDLE }; // Compute shader bindings
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VkDescriptorSet descriptorSet; // Compute shader bindings
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VkPipelineLayout pipelineLayout{ VK_NULL_HANDLE }; // Layout of the compute pipeline
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VkPipelineLayout pipelineLayout; // Layout of the compute pipeline
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VkPipeline pipeline{ VK_NULL_HANDLE }; // Compute raytracing pipeline
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VkPipeline pipeline; // Compute raytracing pipeline
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struct UniformDataCompute { // Compute shader uniform block object
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struct UBOCompute { // Compute shader uniform block object
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glm::vec3 lightPos;
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glm::vec3 lightPos;
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float aspectRatio; // Aspect ratio of the viewport
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float aspectRatio{ 1.0f };
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glm::vec4 fogColor = glm::vec4(0.0f);
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glm::vec4 fogColor = glm::vec4(0.0f);
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struct {
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struct {
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glm::vec3 pos = glm::vec3(0.0f, 0.0f, 4.0f);
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glm::vec3 pos = glm::vec3(0.0f, 0.0f, 4.0f);
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@ -53,33 +52,31 @@ public:
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float fov = 10.0f;
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float fov = 10.0f;
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} camera;
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} camera;
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glm::mat4 _pad;
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glm::mat4 _pad;
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} ubo;
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} uniformData;
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} compute;
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} compute;
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// SSBO sphere declaration
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// Definitions for scene objects
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struct Sphere { // Shader uses std140 layout (so we only use vec4 instead of vec3)
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// The sample uses spheres and planes that are passed to the compute shader via a shader storage buffer
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glm::vec3 pos;
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// The computer shader uses the object type to select different calculations
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float radius;
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enum class SceneObjectType { Sphere = 0, Plane = 1 };
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glm::vec3 diffuse;
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// Spheres and planes are described by different properties, we use a union for this
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float specular;
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union SceneObjectProperty {
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uint32_t id; // Id used to identify sphere for raytracing
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glm::vec4 positionAndRadius;
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glm::ivec3 _pad;
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glm::vec4 normalAndDistance;
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};
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};
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struct SceneObject {
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// SSBO plane declaration
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SceneObjectProperty objectProperties;
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struct Plane {
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glm::vec3 normal;
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float distance;
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glm::vec3 diffuse;
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glm::vec3 diffuse;
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float specular;
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float specular{ 1.0f };
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uint32_t id;
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uint32_t id{ 0 };
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glm::ivec3 _pad;
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uint32_t objectType{ 0 };
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// Due to alignment rules we need to pad to make the element align at 16-bytes
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glm::ivec2 _pad;
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};
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};
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VulkanExample() : VulkanExampleBase()
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VulkanExample() : VulkanExampleBase()
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{
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{
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title = "Compute shader ray tracing";
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title = "Compute shader ray tracing";
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compute.ubo.aspectRatio = (float)width / (float)height;
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timerSpeed *= 0.25f;
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timerSpeed *= 0.25f;
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camera.type = Camera::CameraType::lookat;
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camera.type = Camera::CameraType::lookat;
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@ -97,6 +94,7 @@ public:
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~VulkanExample()
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~VulkanExample()
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{
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{
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if (device) {
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// Graphics
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// Graphics
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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vkDestroyPipeline(device, graphics.pipeline, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyPipelineLayout(device, graphics.pipelineLayout, nullptr);
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vkDestroyFence(device, compute.fence, nullptr);
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vkDestroyFence(device, compute.fence, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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vkDestroyCommandPool(device, compute.commandPool, nullptr);
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compute.uniformBuffer.destroy();
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compute.uniformBuffer.destroy();
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compute.storageBuffers.spheres.destroy();
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compute.objectStorageBuffer.destroy();
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compute.storageBuffers.planes.destroy();
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textureComputeTarget.destroy();
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storageImage.destroy();
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}
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}
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}
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// Prepare a texture target that is used to store compute shader calculations
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// Prepare a storage image that is used to store the compute shader ray tracing output
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void prepareTextureTarget(vks::Texture *tex, uint32_t width, uint32_t height, VkFormat format)
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void prepareStorageImage()
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{
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{
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#if defined(__ANDROID__)
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// Use a smaller image on Android for performance reasons
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const uint32_t textureSize = 1024;
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#else
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const uint32_t textureSize = 2048;
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#endif
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const VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
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// Get device properties for the requested texture format
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// Get device properties for the requested texture format
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VkFormatProperties formatProperties;
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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// Check if requested image format supports image storage operations
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// Check if requested image format supports image storage operations required for storing pixesl fromn the compute shader
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);
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assert(formatProperties.optimalTilingFeatures & VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT);
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// Prepare blit target texture
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// Prepare blit target texture
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tex->width = width;
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storageImage.width = textureSize;
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tex->height = height;
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storageImage.height = textureSize;
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VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.format = format;
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imageCreateInfo.extent = { width, height, 1 };
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imageCreateInfo.extent = { textureSize, textureSize, 1 };
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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VkMemoryRequirements memReqs;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &tex->image));
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &storageImage.image));
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vkGetImageMemoryRequirements(device, tex->image, &memReqs);
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vkGetImageMemoryRequirements(device, storageImage.image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &tex->deviceMemory));
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &storageImage.deviceMemory));
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VK_CHECK_RESULT(vkBindImageMemory(device, tex->image, tex->deviceMemory, 0));
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VK_CHECK_RESULT(vkBindImageMemory(device, storageImage.image, storageImage.deviceMemory, 0));
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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VkCommandBuffer layoutCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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storageImage.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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tex->imageLayout = VK_IMAGE_LAYOUT_GENERAL;
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vks::tools::setImageLayout(layoutCmd, storageImage.image, VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED, storageImage.imageLayout);
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vks::tools::setImageLayout(
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// Add an initial release barrier to the graphics queue,
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// so that when the compute command buffer executes for the first time
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// it doesn't complain about a lack of a corresponding "release" to its "acquire"
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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{
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VkImageMemoryBarrier imageMemoryBarrier = {};
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imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.image = storageImage.image;
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
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imageMemoryBarrier.dstAccessMask = 0;
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imageMemoryBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
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imageMemoryBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
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vkCmdPipelineBarrier(
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layoutCmd,
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layoutCmd,
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tex->image,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_FLAGS_NONE,
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tex->imageLayout);
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0, nullptr,
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0, nullptr,
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1, &imageMemoryBarrier);
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}
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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vulkanDevice->flushCommandBuffer(layoutCmd, queue, true);
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// Create sampler
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// Create sampler
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sampler.minLod = 0.0f;
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sampler.minLod = 0.0f;
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sampler.maxLod = 0.0f;
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sampler.maxLod = 0.0f;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &tex->sampler));
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &storageImage.sampler));
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// Create image view
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// Create image view
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VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.format = format;
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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view.image = tex->image;
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view.image = storageImage.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &tex->view));
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &storageImage.view));
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// Initialize a descriptor for later use
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// Initialize a descriptor for later use
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tex->descriptor.imageLayout = tex->imageLayout;
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storageImage.descriptor.imageLayout = storageImage.imageLayout;
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tex->descriptor.imageView = tex->view;
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storageImage.descriptor.imageView = storageImage.view;
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tex->descriptor.sampler = tex->sampler;
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storageImage.descriptor.sampler = storageImage.sampler;
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tex->device = vulkanDevice;
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storageImage.device = vulkanDevice;
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}
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}
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void buildCommandBuffers()
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void buildCommandBuffers()
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imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.image = textureComputeTarget.image;
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imageMemoryBarrier.image = storageImage.image;
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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{
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{
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imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
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imageMemoryBarrier.image = textureComputeTarget.image;
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imageMemoryBarrier.image = storageImage.image;
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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{
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{
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindPipeline(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipeline);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdBindDescriptorSets(compute.commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, compute.pipelineLayout, 0, 1, &compute.descriptorSet, 0, 0);
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vkCmdDispatch(compute.commandBuffer, textureComputeTarget.width / 16, textureComputeTarget.height / 16, 1);
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vkCmdDispatch(compute.commandBuffer, storageImage.width / 16, storageImage.height / 16, 1);
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
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{
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{
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vkEndCommandBuffer(compute.commandBuffer);
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vkEndCommandBuffer(compute.commandBuffer);
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}
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}
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uint32_t currentId = 0; // Id used to identify objects by the ray tracing shader
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// Setup and fill the compute shader storage buffes containing object definitions for the raytraced scene
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Sphere newSphere(glm::vec3 pos, float radius, glm::vec3 diffuse, float specular)
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{
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Sphere sphere;
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sphere.id = currentId++;
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sphere.pos = pos;
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sphere.radius = radius;
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sphere.diffuse = diffuse;
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sphere.specular = specular;
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return sphere;
|
|
||||||
}
|
|
||||||
|
|
||||||
Plane newPlane(glm::vec3 normal, float distance, glm::vec3 diffuse, float specular)
|
|
||||||
{
|
|
||||||
Plane plane;
|
|
||||||
plane.id = currentId++;
|
|
||||||
plane.normal = normal;
|
|
||||||
plane.distance = distance;
|
|
||||||
plane.diffuse = diffuse;
|
|
||||||
plane.specular = specular;
|
|
||||||
return plane;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Setup and fill the compute shader storage buffers containing primitives for the raytraced scene
|
|
||||||
void prepareStorageBuffers()
|
void prepareStorageBuffers()
|
||||||
{
|
{
|
||||||
// Spheres
|
// Id used to identify objects by the ray tracing shader
|
||||||
std::vector<Sphere> spheres;
|
uint32_t currentId = 0;
|
||||||
spheres.push_back(newSphere(glm::vec3(1.75f, -0.5f, 0.0f), 1.0f, glm::vec3(0.0f, 1.0f, 0.0f), 32.0f));
|
|
||||||
spheres.push_back(newSphere(glm::vec3(0.0f, 1.0f, -0.5f), 1.0f, glm::vec3(0.65f, 0.77f, 0.97f), 32.0f));
|
|
||||||
spheres.push_back(newSphere(glm::vec3(-1.75f, -0.75f, -0.5f), 1.25f, glm::vec3(0.9f, 0.76f, 0.46f), 32.0f));
|
|
||||||
VkDeviceSize storageBufferSize = spheres.size() * sizeof(Sphere);
|
|
||||||
|
|
||||||
// Stage
|
std::vector<SceneObject> sceneObjects{};
|
||||||
vks::Buffer stagingBuffer;
|
|
||||||
|
|
||||||
vulkanDevice->createBuffer(
|
// Add some spheres to the scene
|
||||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
//std::vector<Sphere> spheres;
|
||||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
// Lambda to simplify object creation
|
||||||
&stagingBuffer,
|
auto addSphere = [&sceneObjects, ¤tId](glm::vec3 pos, float radius, glm::vec3 diffuse, float specular) {
|
||||||
storageBufferSize,
|
SceneObject sphere{};
|
||||||
spheres.data());
|
sphere.id = currentId++;
|
||||||
|
sphere.objectProperties.positionAndRadius = glm::vec4(pos, radius);
|
||||||
vulkanDevice->createBuffer(
|
sphere.diffuse = diffuse;
|
||||||
// The SSBO will be used as a storage buffer for the compute pipeline and as a vertex buffer in the graphics pipeline
|
sphere.specular = specular;
|
||||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
sphere.objectType = (uint32_t)SceneObjectType::Sphere;
|
||||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
sceneObjects.push_back(sphere);
|
||||||
&compute.storageBuffers.spheres,
|
|
||||||
storageBufferSize);
|
|
||||||
|
|
||||||
// Copy to staging buffer
|
|
||||||
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
|
||||||
VkBufferCopy copyRegion = {};
|
|
||||||
copyRegion.size = storageBufferSize;
|
|
||||||
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.spheres.buffer, 1, ©Region);
|
|
||||||
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
|
|
||||||
|
|
||||||
stagingBuffer.destroy();
|
|
||||||
|
|
||||||
// Planes
|
|
||||||
std::vector<Plane> planes;
|
|
||||||
const float roomDim = 4.0f;
|
|
||||||
planes.push_back(newPlane(glm::vec3(0.0f, 1.0f, 0.0f), roomDim, glm::vec3(1.0f), 32.0f));
|
|
||||||
planes.push_back(newPlane(glm::vec3(0.0f, -1.0f, 0.0f), roomDim, glm::vec3(1.0f), 32.0f));
|
|
||||||
planes.push_back(newPlane(glm::vec3(0.0f, 0.0f, 1.0f), roomDim, glm::vec3(1.0f), 32.0f));
|
|
||||||
planes.push_back(newPlane(glm::vec3(0.0f, 0.0f, -1.0f), roomDim, glm::vec3(0.0f), 32.0f));
|
|
||||||
planes.push_back(newPlane(glm::vec3(-1.0f, 0.0f, 0.0f), roomDim, glm::vec3(1.0f, 0.0f, 0.0f), 32.0f));
|
|
||||||
planes.push_back(newPlane(glm::vec3(1.0f, 0.0f, 0.0f), roomDim, glm::vec3(0.0f, 1.0f, 0.0f), 32.0f));
|
|
||||||
storageBufferSize = planes.size() * sizeof(Plane);
|
|
||||||
|
|
||||||
// Stage
|
|
||||||
vulkanDevice->createBuffer(
|
|
||||||
VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
|
|
||||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
||||||
&stagingBuffer,
|
|
||||||
storageBufferSize,
|
|
||||||
planes.data());
|
|
||||||
|
|
||||||
vulkanDevice->createBuffer(
|
|
||||||
// The SSBO will be used as a storage buffer for the compute pipeline and as a vertex buffer in the graphics pipeline
|
|
||||||
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
|
|
||||||
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT,
|
|
||||||
&compute.storageBuffers.planes,
|
|
||||||
storageBufferSize);
|
|
||||||
|
|
||||||
// Copy to staging buffer
|
|
||||||
copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
|
||||||
copyRegion.size = storageBufferSize;
|
|
||||||
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.storageBuffers.planes.buffer, 1, ©Region);
|
|
||||||
// Add an initial release barrier to the graphics queue,
|
|
||||||
// so that when the compute command buffer executes for the first time
|
|
||||||
// it doesn't complain about a lack of a corresponding "release" to its "acquire"
|
|
||||||
if (vulkanDevice->queueFamilyIndices.graphics != vulkanDevice->queueFamilyIndices.compute)
|
|
||||||
{
|
|
||||||
VkImageMemoryBarrier imageMemoryBarrier = {};
|
|
||||||
imageMemoryBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
|
||||||
imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_GENERAL;
|
|
||||||
imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_GENERAL;
|
|
||||||
imageMemoryBarrier.image = textureComputeTarget.image;
|
|
||||||
imageMemoryBarrier.subresourceRange = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 };
|
|
||||||
imageMemoryBarrier.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT;
|
|
||||||
imageMemoryBarrier.dstAccessMask = 0;
|
|
||||||
imageMemoryBarrier.srcQueueFamilyIndex = vulkanDevice->queueFamilyIndices.graphics;
|
|
||||||
imageMemoryBarrier.dstQueueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
|
|
||||||
vkCmdPipelineBarrier(
|
|
||||||
copyCmd,
|
|
||||||
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
|
|
||||||
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
|
|
||||||
VK_FLAGS_NONE,
|
|
||||||
0, nullptr,
|
|
||||||
0, nullptr,
|
|
||||||
1, &imageMemoryBarrier);
|
|
||||||
}
|
|
||||||
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
|
|
||||||
|
|
||||||
stagingBuffer.destroy();
|
|
||||||
}
|
|
||||||
|
|
||||||
void setupDescriptorPool()
|
|
||||||
{
|
|
||||||
std::vector<VkDescriptorPoolSize> poolSizes =
|
|
||||||
{
|
|
||||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2), // Compute UBO
|
|
||||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4), // Graphics image samplers
|
|
||||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1), // Storage image for ray traced image output
|
|
||||||
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2), // Storage buffer for the scene primitives
|
|
||||||
};
|
};
|
||||||
|
|
||||||
VkDescriptorPoolCreateInfo descriptorPoolInfo =
|
auto addPlane = [&sceneObjects, ¤tId](glm::vec3 normal, float distance, glm::vec3 diffuse, float specular) {
|
||||||
vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
|
SceneObject plane{};
|
||||||
|
plane.id = currentId++;
|
||||||
|
plane.objectProperties.normalAndDistance = glm::vec4(normal, distance);
|
||||||
|
plane.diffuse = diffuse;
|
||||||
|
plane.specular = specular;
|
||||||
|
plane.objectType = (uint32_t)SceneObjectType::Plane;
|
||||||
|
sceneObjects.push_back(plane);
|
||||||
|
};
|
||||||
|
|
||||||
|
addSphere(glm::vec3(1.75f, -0.5f, 0.0f), 1.0f, glm::vec3(0.0f, 1.0f, 0.0f), 32.0f);
|
||||||
|
addSphere(glm::vec3(0.0f, 1.0f, -0.5f), 1.0f, glm::vec3(0.65f, 0.77f, 0.97f), 32.0f);
|
||||||
|
addSphere(glm::vec3(-1.75f, -0.75f, -0.5f), 1.25f, glm::vec3(0.9f, 0.76f, 0.46f), 32.0f);
|
||||||
|
|
||||||
|
const float roomDim = 4.0f;
|
||||||
|
addPlane(glm::vec3(0.0f, 1.0f, 0.0f), roomDim, glm::vec3(1.0f), 32.0f);
|
||||||
|
addPlane(glm::vec3(0.0f, -1.0f, 0.0f), roomDim, glm::vec3(1.0f), 32.0f);
|
||||||
|
addPlane(glm::vec3(0.0f, 0.0f, 1.0f), roomDim, glm::vec3(1.0f), 32.0f);
|
||||||
|
addPlane(glm::vec3(0.0f, 0.0f, -1.0f), roomDim, glm::vec3(0.0f), 32.0f);
|
||||||
|
addPlane(glm::vec3(-1.0f, 0.0f, 0.0f), roomDim, glm::vec3(1.0f, 0.0f, 0.0f), 32.0f);
|
||||||
|
addPlane(glm::vec3(1.0f, 0.0f, 0.0f), roomDim, glm::vec3(0.0f, 1.0f, 0.0f), 32.0f);
|
||||||
|
|
||||||
|
VkDeviceSize storageBufferSize = sceneObjects.size() * sizeof(SceneObject);
|
||||||
|
|
||||||
|
// Copy the data to the device
|
||||||
|
vks::Buffer stagingBuffer;
|
||||||
|
vulkanDevice->createBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &stagingBuffer, storageBufferSize, sceneObjects.data());
|
||||||
|
vulkanDevice->createBuffer(VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &compute.objectStorageBuffer, storageBufferSize);
|
||||||
|
VkCommandBuffer copyCmd = vulkanDevice->createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
|
||||||
|
VkBufferCopy copyRegion = { 0, 0, storageBufferSize};
|
||||||
|
vkCmdCopyBuffer(copyCmd, stagingBuffer.buffer, compute.objectStorageBuffer.buffer, 1, ©Region);
|
||||||
|
vulkanDevice->flushCommandBuffer(copyCmd, queue, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
// The descriptor pool will be shared between graphics and compute
|
||||||
|
void setupDescriptorPool()
|
||||||
|
{
|
||||||
|
// @todo: probably wrong
|
||||||
|
std::vector<VkDescriptorPoolSize> poolSizes = {
|
||||||
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 2),
|
||||||
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 4),
|
||||||
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1),
|
||||||
|
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2),
|
||||||
|
};
|
||||||
|
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 3);
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
|
||||||
}
|
}
|
||||||
|
|
||||||
void setupDescriptorSetLayout()
|
// Prepare the graphics resources used to display the ray traced output of the compute shader
|
||||||
|
void prepareGraphics()
|
||||||
{
|
{
|
||||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings =
|
// Setup descriptors
|
||||||
{
|
|
||||||
// Binding 0 : Fragment shader image sampler
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
VK_SHADER_STAGE_FRAGMENT_BIT,
|
|
||||||
0)
|
|
||||||
};
|
|
||||||
|
|
||||||
|
// The graphics pipeline uses one set and one binding
|
||||||
|
// Binding 0: Storage image with raytraced output as a sampled image for displaying it
|
||||||
|
|
||||||
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0)
|
||||||
|
};
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &graphics.descriptorSetLayout));
|
||||||
|
|
||||||
|
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &graphics.descriptorSetLayout, 1);
|
||||||
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
|
||||||
|
std::vector<VkWriteDescriptorSet> writeDescriptorSets = {
|
||||||
|
vks::initializers::writeDescriptorSet(graphics.descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 0, &storageImage.descriptor)
|
||||||
|
};
|
||||||
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
||||||
|
|
||||||
|
// Layout
|
||||||
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
|
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&graphics.descriptorSetLayout, 1);
|
||||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &graphics.pipelineLayout));
|
||||||
}
|
|
||||||
|
|
||||||
void setupDescriptorSet()
|
// Pipeline
|
||||||
{
|
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
|
||||||
VkDescriptorSetAllocateInfo allocInfo =
|
VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_FRONT_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
|
||||||
vks::initializers::descriptorSetAllocateInfo(
|
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
|
||||||
descriptorPool,
|
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
|
||||||
&graphics.descriptorSetLayout,
|
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_FALSE, VK_FALSE, VK_COMPARE_OP_LESS_OR_EQUAL);
|
||||||
1);
|
VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
||||||
|
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &graphics.descriptorSet));
|
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||||
|
VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
||||||
std::vector<VkWriteDescriptorSet> writeDescriptorSets =
|
|
||||||
{
|
|
||||||
// Binding 0 : Fragment shader texture sampler
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
graphics.descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
|
|
||||||
0,
|
|
||||||
&textureComputeTarget.descriptor)
|
|
||||||
};
|
|
||||||
|
|
||||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void preparePipelines()
|
|
||||||
{
|
|
||||||
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState =
|
|
||||||
vks::initializers::pipelineInputAssemblyStateCreateInfo(
|
|
||||||
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
|
||||||
0,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineRasterizationStateCreateInfo rasterizationState =
|
|
||||||
vks::initializers::pipelineRasterizationStateCreateInfo(
|
|
||||||
VK_POLYGON_MODE_FILL,
|
|
||||||
VK_CULL_MODE_FRONT_BIT,
|
|
||||||
VK_FRONT_FACE_COUNTER_CLOCKWISE,
|
|
||||||
0);
|
|
||||||
|
|
||||||
VkPipelineColorBlendAttachmentState blendAttachmentState =
|
|
||||||
vks::initializers::pipelineColorBlendAttachmentState(
|
|
||||||
0xf,
|
|
||||||
VK_FALSE);
|
|
||||||
|
|
||||||
VkPipelineColorBlendStateCreateInfo colorBlendState =
|
|
||||||
vks::initializers::pipelineColorBlendStateCreateInfo(
|
|
||||||
1,
|
|
||||||
&blendAttachmentState);
|
|
||||||
|
|
||||||
VkPipelineDepthStencilStateCreateInfo depthStencilState =
|
|
||||||
vks::initializers::pipelineDepthStencilStateCreateInfo(
|
|
||||||
VK_FALSE,
|
|
||||||
VK_FALSE,
|
|
||||||
VK_COMPARE_OP_LESS_OR_EQUAL);
|
|
||||||
|
|
||||||
VkPipelineViewportStateCreateInfo viewportState =
|
|
||||||
vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
|
|
||||||
|
|
||||||
VkPipelineMultisampleStateCreateInfo multisampleState =
|
|
||||||
vks::initializers::pipelineMultisampleStateCreateInfo(
|
|
||||||
VK_SAMPLE_COUNT_1_BIT,
|
|
||||||
0);
|
|
||||||
|
|
||||||
std::vector<VkDynamicState> dynamicStateEnables = {
|
|
||||||
VK_DYNAMIC_STATE_VIEWPORT,
|
|
||||||
VK_DYNAMIC_STATE_SCISSOR
|
|
||||||
};
|
|
||||||
VkPipelineDynamicStateCreateInfo dynamicState =
|
|
||||||
vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
|
|
||||||
|
|
||||||
// Display pipeline
|
|
||||||
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
|
std::array<VkPipelineShaderStageCreateInfo,2> shaderStages;
|
||||||
|
|
||||||
shaderStages[0] = loadShader(getShadersPath() + "computeraytracing/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
shaderStages[0] = loadShader(getShadersPath() + "computeraytracing/texture.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||||
shaderStages[1] = loadShader(getShadersPath() + "computeraytracing/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
shaderStages[1] = loadShader(getShadersPath() + "computeraytracing/texture.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||||
|
|
||||||
VkGraphicsPipelineCreateInfo pipelineCreateInfo =
|
|
||||||
vks::initializers::pipelineCreateInfo(
|
|
||||||
graphics.pipelineLayout,
|
|
||||||
renderPass,
|
|
||||||
0);
|
|
||||||
|
|
||||||
VkPipelineVertexInputStateCreateInfo emptyInputState{};
|
VkPipelineVertexInputStateCreateInfo emptyInputState{};
|
||||||
emptyInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
emptyInputState.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||||
emptyInputState.vertexAttributeDescriptionCount = 0;
|
|
||||||
emptyInputState.pVertexAttributeDescriptions = nullptr;
|
|
||||||
emptyInputState.vertexBindingDescriptionCount = 0;
|
|
||||||
emptyInputState.pVertexBindingDescriptions = nullptr;
|
|
||||||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
|
||||||
|
|
||||||
|
VkGraphicsPipelineCreateInfo pipelineCreateInfo = vks::initializers::pipelineCreateInfo(graphics.pipelineLayout, renderPass, 0);
|
||||||
|
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||||
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
pipelineCreateInfo.pInputAssemblyState = &inputAssemblyState;
|
||||||
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
pipelineCreateInfo.pRasterizationState = &rasterizationState;
|
||||||
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
pipelineCreateInfo.pColorBlendState = &colorBlendState;
|
||||||
|
|
@ -604,11 +500,10 @@ public:
|
||||||
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
pipelineCreateInfo.stageCount = static_cast<uint32_t>(shaderStages.size());
|
||||||
pipelineCreateInfo.pStages = shaderStages.data();
|
pipelineCreateInfo.pStages = shaderStages.data();
|
||||||
pipelineCreateInfo.renderPass = renderPass;
|
pipelineCreateInfo.renderPass = renderPass;
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
|
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &graphics.pipeline));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prepare the compute pipeline that generates the ray traced image
|
// Prepare the compute resources that generates the ray traced image
|
||||||
void prepareCompute()
|
void prepareCompute()
|
||||||
{
|
{
|
||||||
// Create a compute capable device queue
|
// Create a compute capable device queue
|
||||||
|
|
@ -622,89 +517,39 @@ public:
|
||||||
queueCreateInfo.queueCount = 1;
|
queueCreateInfo.queueCount = 1;
|
||||||
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
|
vkGetDeviceQueue(device, vulkanDevice->queueFamilyIndices.compute, 0, &compute.queue);
|
||||||
|
|
||||||
|
// Setup descriptors
|
||||||
|
|
||||||
|
// The compute pipeline uses one set and four bindings
|
||||||
|
// Binding 0: Storage image for raytraced output
|
||||||
|
// Binding 1: Uniform buffer with parameters
|
||||||
|
// Binding 2: Shader storage buffer with scene object definitions
|
||||||
|
|
||||||
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
std::vector<VkDescriptorSetLayoutBinding> setLayoutBindings = {
|
||||||
// Binding 0: Storage image (raytraced output)
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 0),
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 1),
|
||||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 2),
|
||||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
|
||||||
0),
|
|
||||||
// Binding 1: Uniform buffer block
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
|
||||||
1),
|
|
||||||
// Binding 1: Shader storage buffer for the spheres
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
|
||||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
|
||||||
2),
|
|
||||||
// Binding 1: Shader storage buffer for the planes
|
|
||||||
vks::initializers::descriptorSetLayoutBinding(
|
|
||||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
|
||||||
VK_SHADER_STAGE_COMPUTE_BIT,
|
|
||||||
3)
|
|
||||||
};
|
};
|
||||||
|
VkDescriptorSetLayoutCreateInfo descriptorLayout = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
||||||
VkDescriptorSetLayoutCreateInfo descriptorLayout =
|
|
||||||
vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
VK_CHECK_RESULT(vkCreateDescriptorSetLayout(device, &descriptorLayout, nullptr, &compute.descriptorSetLayout));
|
||||||
|
|
||||||
VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
|
VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &compute.descriptorSetLayout, 1);
|
||||||
vks::initializers::pipelineLayoutCreateInfo(
|
|
||||||
&compute.descriptorSetLayout,
|
|
||||||
1);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pPipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
|
||||||
|
|
||||||
VkDescriptorSetAllocateInfo allocInfo =
|
|
||||||
vks::initializers::descriptorSetAllocateInfo(
|
|
||||||
descriptorPool,
|
|
||||||
&compute.descriptorSetLayout,
|
|
||||||
1);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &compute.descriptorSet));
|
||||||
|
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets = {
|
||||||
std::vector<VkWriteDescriptorSet> computeWriteDescriptorSets =
|
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0, &storageImage.descriptor),
|
||||||
{
|
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &compute.uniformBuffer.descriptor),
|
||||||
// Binding 0: Output storage image
|
vks::initializers::writeDescriptorSet(compute.descriptorSet, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 2, &compute.objectStorageBuffer.descriptor),
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
compute.descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
|
|
||||||
0,
|
|
||||||
&textureComputeTarget.descriptor),
|
|
||||||
// Binding 1: Uniform buffer block
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
compute.descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
|
|
||||||
1,
|
|
||||||
&compute.uniformBuffer.descriptor),
|
|
||||||
// Binding 2: Shader storage buffer for the spheres
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
compute.descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
|
||||||
2,
|
|
||||||
&compute.storageBuffers.spheres.descriptor),
|
|
||||||
// Binding 2: Shader storage buffer for the planes
|
|
||||||
vks::initializers::writeDescriptorSet(
|
|
||||||
compute.descriptorSet,
|
|
||||||
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
|
|
||||||
3,
|
|
||||||
&compute.storageBuffers.planes.descriptor)
|
|
||||||
};
|
};
|
||||||
|
|
||||||
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, nullptr);
|
vkUpdateDescriptorSets(device, static_cast<uint32_t>(computeWriteDescriptorSets.size()), computeWriteDescriptorSets.data(), 0, nullptr);
|
||||||
|
|
||||||
// Create compute shader pipelines
|
// Create the compute shader pipeline
|
||||||
VkComputePipelineCreateInfo computePipelineCreateInfo =
|
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = vks::initializers::pipelineLayoutCreateInfo(&compute.descriptorSetLayout, 1);
|
||||||
vks::initializers::computePipelineCreateInfo(
|
VK_CHECK_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &compute.pipelineLayout));
|
||||||
compute.pipelineLayout,
|
|
||||||
0);
|
|
||||||
|
|
||||||
|
VkComputePipelineCreateInfo computePipelineCreateInfo = vks::initializers::computePipelineCreateInfo(compute.pipelineLayout, 0);
|
||||||
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computeraytracing/raytracing.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
|
computePipelineCreateInfo.stage = loadShader(getShadersPath() + "computeraytracing/raytracing.comp.spv", VK_SHADER_STAGE_COMPUTE_BIT);
|
||||||
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
|
VK_CHECK_RESULT(vkCreateComputePipelines(device, pipelineCache, 1, &computePipelineCreateInfo, nullptr, &compute.pipeline));
|
||||||
|
|
||||||
// Separate command pool as queue family for compute may be different than graphics
|
// Separate command pool as queue family for compute may be different from the graphics one
|
||||||
VkCommandPoolCreateInfo cmdPoolInfo = {};
|
VkCommandPoolCreateInfo cmdPoolInfo = {};
|
||||||
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
cmdPoolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||||
cmdPoolInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
|
cmdPoolInfo.queueFamilyIndex = vulkanDevice->queueFamilyIndices.compute;
|
||||||
|
|
@ -712,12 +557,7 @@ public:
|
||||||
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
VK_CHECK_RESULT(vkCreateCommandPool(device, &cmdPoolInfo, nullptr, &compute.commandPool));
|
||||||
|
|
||||||
// Create a command buffer for compute operations
|
// Create a command buffer for compute operations
|
||||||
VkCommandBufferAllocateInfo cmdBufAllocateInfo =
|
VkCommandBufferAllocateInfo cmdBufAllocateInfo = vks::initializers::commandBufferAllocateInfo(compute.commandPool, VK_COMMAND_BUFFER_LEVEL_PRIMARY, 1);
|
||||||
vks::initializers::commandBufferAllocateInfo(
|
|
||||||
compute.commandPool,
|
|
||||||
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
|
|
||||||
1);
|
|
||||||
|
|
||||||
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
|
VK_CHECK_RESULT(vkAllocateCommandBuffers(device, &cmdBufAllocateInfo, &compute.commandBuffer));
|
||||||
|
|
||||||
// Fence for compute CB sync
|
// Fence for compute CB sync
|
||||||
|
|
@ -728,30 +568,37 @@ public:
|
||||||
buildComputeCommandBuffer();
|
buildComputeCommandBuffer();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Prepare and initialize uniform buffer containing shader uniforms
|
|
||||||
void prepareUniformBuffers()
|
void prepareUniformBuffers()
|
||||||
{
|
{
|
||||||
// Compute shader parameter uniform buffer block
|
// Compute shader parameter uniform buffer block
|
||||||
vulkanDevice->createBuffer(
|
vulkanDevice->createBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &compute.uniformBuffer, sizeof(Compute::UniformDataCompute));
|
||||||
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
|
|
||||||
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
|
|
||||||
&compute.uniformBuffer,
|
|
||||||
sizeof(compute.ubo));
|
|
||||||
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void updateUniformBuffers()
|
void updateUniformBuffers()
|
||||||
{
|
{
|
||||||
compute.ubo.lightPos.x = 0.0f + sin(glm::radians(timer * 360.0f)) * cos(glm::radians(timer * 360.0f)) * 2.0f;
|
compute.uniformData.aspectRatio = (float)width / (float)height;
|
||||||
compute.ubo.lightPos.y = 0.0f + sin(glm::radians(timer * 360.0f)) * 2.0f;
|
compute.uniformData.lightPos.x = 0.0f + sin(glm::radians(timer * 360.0f)) * cos(glm::radians(timer * 360.0f)) * 2.0f;
|
||||||
compute.ubo.lightPos.z = 0.0f + cos(glm::radians(timer * 360.0f)) * 2.0f;
|
compute.uniformData.lightPos.y = 0.0f + sin(glm::radians(timer * 360.0f)) * 2.0f;
|
||||||
compute.ubo.camera.pos = camera.position * -1.0f;
|
compute.uniformData.lightPos.z = 0.0f + cos(glm::radians(timer * 360.0f)) * 2.0f;
|
||||||
|
compute.uniformData.camera.pos = camera.position * -1.0f;
|
||||||
VK_CHECK_RESULT(compute.uniformBuffer.map());
|
VK_CHECK_RESULT(compute.uniformBuffer.map());
|
||||||
memcpy(compute.uniformBuffer.mapped, &compute.ubo, sizeof(compute.ubo));
|
memcpy(compute.uniformBuffer.mapped, &compute.uniformData, sizeof(Compute::UniformDataCompute));
|
||||||
compute.uniformBuffer.unmap();
|
compute.uniformBuffer.unmap();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void prepare()
|
||||||
|
{
|
||||||
|
VulkanExampleBase::prepare();
|
||||||
|
prepareStorageImage();
|
||||||
|
prepareStorageBuffers();
|
||||||
|
prepareUniformBuffers();
|
||||||
|
setupDescriptorPool();
|
||||||
|
prepareGraphics();
|
||||||
|
prepareCompute();
|
||||||
|
buildCommandBuffers();
|
||||||
|
prepared = true;
|
||||||
|
}
|
||||||
|
|
||||||
void draw()
|
void draw()
|
||||||
{
|
{
|
||||||
// Submit compute commands
|
// Submit compute commands
|
||||||
|
|
@ -775,36 +622,12 @@ public:
|
||||||
VulkanExampleBase::submitFrame();
|
VulkanExampleBase::submitFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
void prepare()
|
|
||||||
{
|
|
||||||
VulkanExampleBase::prepare();
|
|
||||||
prepareTextureTarget(&textureComputeTarget, TEX_DIM, TEX_DIM, VK_FORMAT_R8G8B8A8_UNORM);
|
|
||||||
prepareStorageBuffers();
|
|
||||||
prepareUniformBuffers();
|
|
||||||
setupDescriptorSetLayout();
|
|
||||||
preparePipelines();
|
|
||||||
setupDescriptorPool();
|
|
||||||
setupDescriptorSet();
|
|
||||||
prepareCompute();
|
|
||||||
buildCommandBuffers();
|
|
||||||
prepared = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual void render()
|
virtual void render()
|
||||||
{
|
{
|
||||||
if (!prepared)
|
if (!prepared)
|
||||||
return;
|
return;
|
||||||
|
updateUniformBuffers();
|
||||||
draw();
|
draw();
|
||||||
if (!paused)
|
|
||||||
{
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual void viewChanged()
|
|
||||||
{
|
|
||||||
compute.ubo.aspectRatio = (float)width / (float)height;
|
|
||||||
updateUniformBuffers();
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,3 +1,5 @@
|
||||||
|
// Copyright 2023 Sascha Willems
|
||||||
|
|
||||||
// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
|
// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
|
||||||
|
|
||||||
#version 450
|
#version 450
|
||||||
|
|
@ -13,6 +15,9 @@ layout (binding = 0, rgba8) uniform writeonly image2D resultImage;
|
||||||
#define REFLECTIONSTRENGTH 0.4
|
#define REFLECTIONSTRENGTH 0.4
|
||||||
#define REFLECTIONFALLOFF 0.5
|
#define REFLECTIONFALLOFF 0.5
|
||||||
|
|
||||||
|
#define SceneObjectTypeSphere 0
|
||||||
|
#define SceneObjectTypePlane 1
|
||||||
|
|
||||||
struct Camera
|
struct Camera
|
||||||
{
|
{
|
||||||
vec3 pos;
|
vec3 pos;
|
||||||
|
|
@ -29,32 +34,18 @@ layout (binding = 1) uniform UBO
|
||||||
mat4 rotMat;
|
mat4 rotMat;
|
||||||
} ubo;
|
} ubo;
|
||||||
|
|
||||||
struct Sphere
|
struct SceneObject
|
||||||
{
|
{
|
||||||
vec3 pos;
|
vec4 objectProperties;
|
||||||
float radius;
|
|
||||||
vec3 diffuse;
|
vec3 diffuse;
|
||||||
float specular;
|
float specular;
|
||||||
int id;
|
int id;
|
||||||
|
int objectType;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Plane
|
layout (std140, binding = 2) buffer SceneObjects
|
||||||
{
|
{
|
||||||
vec3 normal;
|
SceneObject sceneObjects[ ];
|
||||||
float distance;
|
|
||||||
vec3 diffuse;
|
|
||||||
float specular;
|
|
||||||
int id;
|
|
||||||
};
|
|
||||||
|
|
||||||
layout (std140, binding = 2) buffer Spheres
|
|
||||||
{
|
|
||||||
Sphere spheres[ ];
|
|
||||||
};
|
|
||||||
|
|
||||||
layout (std140, binding = 3) buffer Planes
|
|
||||||
{
|
|
||||||
Plane planes[ ];
|
|
||||||
};
|
};
|
||||||
|
|
||||||
void reflectRay(inout vec3 rayD, in vec3 mormal)
|
void reflectRay(inout vec3 rayD, in vec3 mormal)
|
||||||
|
|
@ -78,11 +69,11 @@ float lightSpecular(vec3 normal, vec3 lightDir, float specularFactor)
|
||||||
|
|
||||||
// Sphere ===========================================================
|
// Sphere ===========================================================
|
||||||
|
|
||||||
float sphereIntersect(in vec3 rayO, in vec3 rayD, in Sphere sphere)
|
float sphereIntersect(in vec3 rayO, in vec3 rayD, in SceneObject sphere)
|
||||||
{
|
{
|
||||||
vec3 oc = rayO - sphere.pos;
|
vec3 oc = rayO - sphere.objectProperties.xyz;
|
||||||
float b = 2.0 * dot(oc, rayD);
|
float b = 2.0 * dot(oc, rayD);
|
||||||
float c = dot(oc, oc) - sphere.radius*sphere.radius;
|
float c = dot(oc, oc) - sphere.objectProperties.w * sphere.objectProperties.w;
|
||||||
float h = b*b - 4.0*c;
|
float h = b*b - 4.0*c;
|
||||||
if (h < 0.0)
|
if (h < 0.0)
|
||||||
{
|
{
|
||||||
|
|
@ -93,21 +84,21 @@ float sphereIntersect(in vec3 rayO, in vec3 rayD, in Sphere sphere)
|
||||||
return t;
|
return t;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 sphereNormal(in vec3 pos, in Sphere sphere)
|
vec3 sphereNormal(in vec3 pos, in SceneObject sphere)
|
||||||
{
|
{
|
||||||
return (pos - sphere.pos) / sphere.radius;
|
return (pos - sphere.objectProperties.xyz) / sphere.objectProperties.w;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Plane ===========================================================
|
// Plane ===========================================================
|
||||||
|
|
||||||
float planeIntersect(vec3 rayO, vec3 rayD, Plane plane)
|
float planeIntersect(vec3 rayO, vec3 rayD, SceneObject plane)
|
||||||
{
|
{
|
||||||
float d = dot(rayD, plane.normal);
|
float d = dot(rayD, plane.objectProperties.xyz);
|
||||||
|
|
||||||
if (d == 0.0)
|
if (d == 0.0)
|
||||||
return 0.0;
|
return 0.0;
|
||||||
|
|
||||||
float t = -(plane.distance + dot(rayO, plane.normal)) / d;
|
float t = -(plane.objectProperties.w + dot(rayO, plane.objectProperties.xyz)) / d;
|
||||||
|
|
||||||
if (t < 0.0)
|
if (t < 0.0)
|
||||||
return 0.0;
|
return 0.0;
|
||||||
|
|
@ -119,24 +110,22 @@ float planeIntersect(vec3 rayO, vec3 rayD, Plane plane)
|
||||||
int intersect(in vec3 rayO, in vec3 rayD, inout float resT)
|
int intersect(in vec3 rayO, in vec3 rayD, inout float resT)
|
||||||
{
|
{
|
||||||
int id = -1;
|
int id = -1;
|
||||||
|
float t = -1000.0f;
|
||||||
|
|
||||||
for (int i = 0; i < spheres.length(); i++)
|
for (int i = 0; i < sceneObjects.length(); i++)
|
||||||
{
|
{
|
||||||
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
|
// Sphere
|
||||||
if ((tSphere > EPSILON) && (tSphere < resT))
|
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
|
||||||
{
|
t = sphereIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
id = spheres[i].id;
|
|
||||||
resT = tSphere;
|
|
||||||
}
|
}
|
||||||
|
// Plane
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
|
||||||
|
t = planeIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
}
|
}
|
||||||
|
if ((t > EPSILON) && (t < resT))
|
||||||
for (int i = 0; i < planes.length(); i++)
|
|
||||||
{
|
{
|
||||||
float tplane = planeIntersect(rayO, rayD, planes[i]);
|
id = sceneObjects[i].id;
|
||||||
if ((tplane > EPSILON) && (tplane < resT))
|
resT = t;
|
||||||
{
|
|
||||||
id = planes[i].id;
|
|
||||||
resT = tplane;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -145,14 +134,24 @@ int intersect(in vec3 rayO, in vec3 rayD, inout float resT)
|
||||||
|
|
||||||
float calcShadow(in vec3 rayO, in vec3 rayD, in int objectId, inout float t)
|
float calcShadow(in vec3 rayO, in vec3 rayD, in int objectId, inout float t)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < spheres.length(); i++)
|
for (int i = 0; i < sceneObjects.length(); i++)
|
||||||
{
|
{
|
||||||
if (spheres[i].id == objectId)
|
if (sceneObjects[i].id == objectId)
|
||||||
continue;
|
continue;
|
||||||
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
|
|
||||||
if ((tSphere > EPSILON) && (tSphere < t))
|
float tLoc = MAXLEN;
|
||||||
|
|
||||||
|
// Sphere
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
|
||||||
|
tLoc = sphereIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
|
}
|
||||||
|
// Plane
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
|
||||||
|
tLoc = planeIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
|
}
|
||||||
|
if ((tLoc > EPSILON) && (tLoc < t))
|
||||||
{
|
{
|
||||||
t = tSphere;
|
t = tLoc;
|
||||||
return SHADOW;
|
return SHADOW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -181,29 +180,21 @@ vec3 renderScene(inout vec3 rayO, inout vec3 rayD, inout int id)
|
||||||
vec3 lightVec = normalize(ubo.lightPos - pos);
|
vec3 lightVec = normalize(ubo.lightPos - pos);
|
||||||
vec3 normal;
|
vec3 normal;
|
||||||
|
|
||||||
// Planes
|
for (int i = 0; i < sceneObjects.length(); i++)
|
||||||
|
|
||||||
// Spheres
|
|
||||||
|
|
||||||
for (int i = 0; i < planes.length(); i++)
|
|
||||||
{
|
{
|
||||||
if (objectID == planes[i].id)
|
if (objectID == sceneObjects[i].id) {
|
||||||
{
|
// Sphere
|
||||||
normal = planes[i].normal;
|
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
|
||||||
float diffuse = lightDiffuse(normal, lightVec);
|
normal = sphereNormal(pos, sceneObjects[i]);
|
||||||
float specular = lightSpecular(normal, lightVec, planes[i].specular);
|
|
||||||
color = diffuse * planes[i].diffuse + specular;
|
|
||||||
}
|
}
|
||||||
|
// Plane
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
|
||||||
|
normal = sceneObjects[i].objectProperties.xyz;
|
||||||
}
|
}
|
||||||
|
// Lighting
|
||||||
for (int i = 0; i < spheres.length(); i++)
|
|
||||||
{
|
|
||||||
if (objectID == spheres[i].id)
|
|
||||||
{
|
|
||||||
normal = sphereNormal(pos, spheres[i]);
|
|
||||||
float diffuse = lightDiffuse(normal, lightVec);
|
float diffuse = lightDiffuse(normal, lightVec);
|
||||||
float specular = lightSpecular(normal, lightVec, spheres[i].specular);
|
float specular = lightSpecular(normal, lightVec, sceneObjects[i].specular);
|
||||||
color = diffuse * spheres[i].diffuse + specular;
|
color = diffuse * sceneObjects[i].diffuse + specular;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Binary file not shown.
|
|
@ -1,4 +1,5 @@
|
||||||
// Copyright 2020 Google LLC
|
// Copyright 2020 Google LLC
|
||||||
|
// Copyright 2023 Sascha Willems
|
||||||
|
|
||||||
// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
|
// Shader is looseley based on the ray tracing coding session by Inigo Quilez (www.iquilezles.org)
|
||||||
|
|
||||||
|
|
@ -12,6 +13,9 @@ RWTexture2D<float4> resultImage : register(u0);
|
||||||
#define REFLECTIONSTRENGTH 0.4
|
#define REFLECTIONSTRENGTH 0.4
|
||||||
#define REFLECTIONFALLOFF 0.5
|
#define REFLECTIONFALLOFF 0.5
|
||||||
|
|
||||||
|
#define SceneObjectTypeSphere 0
|
||||||
|
#define SceneObjectTypePlane 1
|
||||||
|
|
||||||
struct Camera
|
struct Camera
|
||||||
{
|
{
|
||||||
float3 pos;
|
float3 pos;
|
||||||
|
|
@ -30,26 +34,16 @@ struct UBO
|
||||||
|
|
||||||
cbuffer ubo : register(b1) { UBO ubo; }
|
cbuffer ubo : register(b1) { UBO ubo; }
|
||||||
|
|
||||||
struct Sphere
|
struct SceneObject
|
||||||
{
|
{
|
||||||
float3 pos;
|
float4 objectProperties;
|
||||||
float radius;
|
|
||||||
float3 diffuse;
|
float3 diffuse;
|
||||||
float specular;
|
float specular;
|
||||||
int id;
|
int id;
|
||||||
|
int objectType;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Plane
|
StructuredBuffer<SceneObject> sceneObjects : register(t2);
|
||||||
{
|
|
||||||
float3 normal;
|
|
||||||
float distance;
|
|
||||||
float3 diffuse;
|
|
||||||
float specular;
|
|
||||||
int id;
|
|
||||||
};
|
|
||||||
|
|
||||||
StructuredBuffer<Sphere> spheres : register(t2);
|
|
||||||
StructuredBuffer<Plane> planes : register(t3);
|
|
||||||
|
|
||||||
void reflectRay(inout float3 rayD, in float3 mormal)
|
void reflectRay(inout float3 rayD, in float3 mormal)
|
||||||
{
|
{
|
||||||
|
|
@ -72,11 +66,11 @@ float lightSpecular(float3 normal, float3 lightDir, float specularFactor)
|
||||||
|
|
||||||
// Sphere ===========================================================
|
// Sphere ===========================================================
|
||||||
|
|
||||||
float sphereIntersect(in float3 rayO, in float3 rayD, in Sphere sphere)
|
float sphereIntersect(in float3 rayO, in float3 rayD, in SceneObject sphere)
|
||||||
{
|
{
|
||||||
float3 oc = rayO - sphere.pos;
|
float3 oc = rayO - sphere.objectProperties.xyz;
|
||||||
float b = 2.0 * dot(oc, rayD);
|
float b = 2.0 * dot(oc, rayD);
|
||||||
float c = dot(oc, oc) - sphere.radius*sphere.radius;
|
float c = dot(oc, oc) - sphere.objectProperties.w * sphere.objectProperties.w;
|
||||||
float h = b*b - 4.0*c;
|
float h = b*b - 4.0*c;
|
||||||
if (h < 0.0)
|
if (h < 0.0)
|
||||||
{
|
{
|
||||||
|
|
@ -87,21 +81,21 @@ float sphereIntersect(in float3 rayO, in float3 rayD, in Sphere sphere)
|
||||||
return t;
|
return t;
|
||||||
}
|
}
|
||||||
|
|
||||||
float3 sphereNormal(in float3 pos, in Sphere sphere)
|
float3 sphereNormal(in float3 pos, in SceneObject sphere)
|
||||||
{
|
{
|
||||||
return (pos - sphere.pos) / sphere.radius;
|
return (pos - sphere.objectProperties.xyz) / sphere.objectProperties.w;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Plane ===========================================================
|
// Plane ===========================================================
|
||||||
|
|
||||||
float planeIntersect(float3 rayO, float3 rayD, Plane plane)
|
float planeIntersect(float3 rayO, float3 rayD, SceneObject plane)
|
||||||
{
|
{
|
||||||
float d = dot(rayD, plane.normal);
|
float d = dot(rayD, plane.objectProperties.xyz);
|
||||||
|
|
||||||
if (d == 0.0)
|
if (d == 0.0)
|
||||||
return 0.0;
|
return 0.0;
|
||||||
|
|
||||||
float t = -(plane.distance + dot(rayO, plane.normal)) / d;
|
float t = -(plane.objectProperties.w + dot(rayO, plane.objectProperties.xyz)) / d;
|
||||||
|
|
||||||
if (t < 0.0)
|
if (t < 0.0)
|
||||||
return 0.0;
|
return 0.0;
|
||||||
|
|
@ -113,33 +107,25 @@ float planeIntersect(float3 rayO, float3 rayD, Plane plane)
|
||||||
int intersect(in float3 rayO, in float3 rayD, inout float resT)
|
int intersect(in float3 rayO, in float3 rayD, inout float resT)
|
||||||
{
|
{
|
||||||
int id = -1;
|
int id = -1;
|
||||||
|
float t = MAXLEN;
|
||||||
|
|
||||||
uint spheresLength;
|
uint sceneObjectsLength;
|
||||||
uint spheresStride;
|
uint sceneObjectsStride;
|
||||||
spheres.GetDimensions(spheresLength, spheresStride);
|
sceneObjects.GetDimensions(sceneObjectsLength, sceneObjectsStride);
|
||||||
|
|
||||||
int i;
|
for (int i = 0; i < sceneObjectsLength; i++) {
|
||||||
for (i = 0; i < spheresLength; i++)
|
// Sphere
|
||||||
{
|
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
|
||||||
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
|
t = sphereIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
if ((tSphere > EPSILON) && (tSphere < resT))
|
|
||||||
{
|
|
||||||
id = spheres[i].id;
|
|
||||||
resT = tSphere;
|
|
||||||
}
|
}
|
||||||
|
// Plane
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
|
||||||
|
t = planeIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
}
|
}
|
||||||
|
if ((t > EPSILON) && (t < resT))
|
||||||
uint planesLength;
|
|
||||||
uint planesStride;
|
|
||||||
planes.GetDimensions(planesLength, planesStride);
|
|
||||||
|
|
||||||
for (i = 0; i < planesLength; i++)
|
|
||||||
{
|
{
|
||||||
float tplane = planeIntersect(rayO, rayD, planes[i]);
|
id = sceneObjects[i].id;
|
||||||
if ((tplane > EPSILON) && (tplane < resT))
|
resT = t;
|
||||||
{
|
|
||||||
id = planes[i].id;
|
|
||||||
resT = tplane;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -148,18 +134,29 @@ int intersect(in float3 rayO, in float3 rayD, inout float resT)
|
||||||
|
|
||||||
float calcShadow(in float3 rayO, in float3 rayD, in int objectId, inout float t)
|
float calcShadow(in float3 rayO, in float3 rayD, in int objectId, inout float t)
|
||||||
{
|
{
|
||||||
uint spheresLength;
|
uint sceneObjectsLength;
|
||||||
uint spheresStride;
|
uint sceneObjectsStride;
|
||||||
spheres.GetDimensions(spheresLength, spheresStride);
|
sceneObjects.GetDimensions(sceneObjectsLength, sceneObjectsStride);
|
||||||
|
|
||||||
for (int i = 0; i < spheresLength; i++)
|
for (int i = 0; i < sceneObjectsLength; i++) {
|
||||||
{
|
if (sceneObjects[i].id == objectId)
|
||||||
if (spheres[i].id == objectId)
|
|
||||||
continue;
|
continue;
|
||||||
float tSphere = sphereIntersect(rayO, rayD, spheres[i]);
|
|
||||||
if ((tSphere > EPSILON) && (tSphere < t))
|
float tLoc = MAXLEN;
|
||||||
|
|
||||||
|
// Sphere
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypeSphere)
|
||||||
{
|
{
|
||||||
t = tSphere;
|
tLoc = sphereIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
|
}
|
||||||
|
// Plane
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypePlane)
|
||||||
|
{
|
||||||
|
tLoc = planeIntersect(rayO, rayD, sceneObjects[i]);
|
||||||
|
}
|
||||||
|
if ((tLoc > EPSILON) && (tLoc < t))
|
||||||
|
{
|
||||||
|
t = tLoc;
|
||||||
return SHADOW;
|
return SHADOW;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -188,38 +185,25 @@ float3 renderScene(inout float3 rayO, inout float3 rayD, inout int id)
|
||||||
float3 lightVec = normalize(ubo.lightPos - pos);
|
float3 lightVec = normalize(ubo.lightPos - pos);
|
||||||
float3 normal;
|
float3 normal;
|
||||||
|
|
||||||
// Planes
|
uint sceneObjectsLength;
|
||||||
|
uint sceneObjectsStride;
|
||||||
|
sceneObjects.GetDimensions(sceneObjectsLength, sceneObjectsStride);
|
||||||
|
|
||||||
// Spheres
|
for (int i = 0; i < sceneObjectsLength; i++) {
|
||||||
|
if (objectID == sceneObjects[i].id)
|
||||||
uint planesLength;
|
|
||||||
uint planesStride;
|
|
||||||
planes.GetDimensions(planesLength, planesStride);
|
|
||||||
|
|
||||||
int i;
|
|
||||||
for (i = 0; i < planesLength; i++)
|
|
||||||
{
|
{
|
||||||
if (objectID == planes[i].id)
|
// Sphere
|
||||||
{
|
if (sceneObjects[i].objectType == SceneObjectTypeSphere) {
|
||||||
normal = planes[i].normal;
|
normal = sphereNormal(pos, sceneObjects[i]);
|
||||||
float diffuse = lightDiffuse(normal, lightVec);
|
|
||||||
float specular = lightSpecular(normal, lightVec, planes[i].specular);
|
|
||||||
color = diffuse * planes[i].diffuse + specular;
|
|
||||||
}
|
}
|
||||||
|
// Plane
|
||||||
|
if (sceneObjects[i].objectType == SceneObjectTypePlane) {
|
||||||
|
normal = sceneObjects[i].objectProperties.xyz;
|
||||||
}
|
}
|
||||||
|
// Lighting
|
||||||
uint spheresLength;
|
|
||||||
uint spheresStride;
|
|
||||||
spheres.GetDimensions(spheresLength, spheresStride);
|
|
||||||
|
|
||||||
for (i = 0; i < spheresLength; i++)
|
|
||||||
{
|
|
||||||
if (objectID == spheres[i].id)
|
|
||||||
{
|
|
||||||
normal = sphereNormal(pos, spheres[i]);
|
|
||||||
float diffuse = lightDiffuse(normal, lightVec);
|
float diffuse = lightDiffuse(normal, lightVec);
|
||||||
float specular = lightSpecular(normal, lightVec, spheres[i].specular);
|
float specular = lightSpecular(normal, lightVec, sceneObjects[i].specular);
|
||||||
color = diffuse * spheres[i].diffuse + specular;
|
color = diffuse * sceneObjects[i].diffuse + specular;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue