Update ray tracing samples to use VK_KHR_ray_tracing (#753)
* Started updating ray tracing samples to KHR extension * Updated GLSL shaders to use GL_EXT_ray_tracing * Code cleanup, naming * Fix include directories to use Vulkan headers from repository instead of NDK for the Android build * Added new Android function pointers * Renamed basic ray tracing sample Added android build files * Remove unused batch file * Replaced remaining NV identifiers * Updating ray tracing shadow sample to KHR extension * Updated shaders to use KHR instead of NV extension Fixed shader bindings * Updating ray tracing reflections sample to KHR extension * Renamed ray tracing reflections sample * Renamed ray tracing shadows sample Added android build files * Removed no-longer used batch files for shader generation * Proper alignment for the shader binding table * Updated readme * Reworked shader group setup * Cleanup * Reworked shader group setup * Reworked shader group setup * Code cleanup
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98 changed files with 3291 additions and 2457 deletions
75
data/shaders/glsl/raytracingshadows/closesthit.rchit
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data/shaders/glsl/raytracingshadows/closesthit.rchit
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 2) rayPayloadEXT bool shadowed;
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hitAttributeEXT vec3 attribs;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 0) uniform UBO
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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int vertexSize;
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} ubo;
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layout(binding = 3, set = 0) buffer Vertices { vec4 v[]; } vertices;
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layout(binding = 4, set = 0) buffer Indices { uint i[]; } indices;
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struct Vertex
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{
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vec3 pos;
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vec3 normal;
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vec2 uv;
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vec4 color;
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vec4 _pad0;
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vec4 _pad1;
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};
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Vertex unpack(uint index)
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{
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// Unpack the vertices from the SSBO using the glTF vertex structure
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// The multiplier is the size of the vertex divided by four float components (=16 bytes)
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const int m = ubo.vertexSize / 16;
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vec4 d0 = vertices.v[m * index + 0];
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vec4 d1 = vertices.v[m * index + 1];
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vec4 d2 = vertices.v[m * index + 2];
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Vertex v;
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v.pos = d0.xyz;
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v.normal = vec3(d0.w, d1.x, d1.y);
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v.color = vec4(d2.x, d2.y, d2.z, 1.0);
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return v;
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}
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void main()
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{
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ivec3 index = ivec3(indices.i[3 * gl_PrimitiveID], indices.i[3 * gl_PrimitiveID + 1], indices.i[3 * gl_PrimitiveID + 2]);
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Vertex v0 = unpack(index.x);
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Vertex v1 = unpack(index.y);
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Vertex v2 = unpack(index.z);
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// Interpolate normal
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const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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vec3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
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// Basic lighting
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vec3 lightVector = normalize(ubo.lightPos.xyz);
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float dot_product = max(dot(lightVector, normal), 0.2);
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hitValue = v0.color.rgb * dot_product;
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// Shadow casting
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float tmin = 0.001;
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float tmax = 10000.0;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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shadowed = true;
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// Trace shadow ray and offset indices to match shadow hit/miss shader group indices
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traceRayEXT(topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT, 0xFF, 1, 0, 1, origin, tmin, lightVector, tmax, 2);
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if (shadowed) {
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hitValue *= 0.3;
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}
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}
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data/shaders/glsl/raytracingshadows/closesthit.rchit.spv
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data/shaders/glsl/raytracingshadows/closesthit.rchit.spv
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data/shaders/glsl/raytracingshadows/miss.rmiss
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data/shaders/glsl/raytracingshadows/miss.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main()
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{
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hitValue = vec3(0.0, 0.0, 0.2);
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}
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data/shaders/glsl/raytracingshadows/miss.rmiss.spv
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data/shaders/glsl/raytracingshadows/miss.rmiss.spv
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data/shaders/glsl/raytracingshadows/raygen.rgen
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data/shaders/glsl/raytracingshadows/raygen.rgen
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform image2D image;
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layout(binding = 2, set = 0) uniform CameraProperties
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec4 lightPos;
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} cam;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main()
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{
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0,0,0,1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
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vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0) ;
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uint rayFlags = gl_RayFlagsOpaqueEXT;
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uint cullMask = 0xff;
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float tmin = 0.001;
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float tmax = 10000.0;
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traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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data/shaders/glsl/raytracingshadows/raygen.rgen.spv
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data/shaders/glsl/raytracingshadows/raygen.rgen.spv
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data/shaders/glsl/raytracingshadows/shadow.rmiss
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data/shaders/glsl/raytracingshadows/shadow.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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layout(location = 2) rayPayloadInEXT bool shadowed;
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void main()
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{
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shadowed = false;
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}
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data/shaders/glsl/raytracingshadows/shadow.rmiss.spv
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data/shaders/glsl/raytracingshadows/shadow.rmiss.spv
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