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raytracing_extended.h
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289 lines (254 loc) · 10.6 KB
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/* Copyright (c) 2021 Holochip Corporation
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Basic example for hardware accelerated ray tracing using VK_KHR_ray_tracing_pipeline and VK_KHR_acceleration_structure
*/
#pragma once
#define USE_FRAMEWORK_ACCELERATION_STRUCTURE
#include "api_vulkan_sample.h"
#include "glsl_compiler.h"
#include <core/acceleration_structure.h>
class RaytracingExtended : public ApiVulkanSample
{
public:
VkPhysicalDeviceRayTracingPipelinePropertiesKHR ray_tracing_pipeline_properties{};
VkPhysicalDeviceAccelerationStructureFeaturesKHR acceleration_structure_features{};
enum RenderMode : uint32_t
{
RENDER_DEFAULT = 0,
RENDER_BARYCENTRIC = 1,
RENDER_INSTANCE_ID = 2,
RENDER_DISTANCE = 3,
RENDER_GLOBAL_XYZ = 4,
RENDER_SHADOW_MAP = 5,
RENDER_AO = 6
};
enum ObjectType : uint32_t
{
OBJECT_NORMAL, // has AO and ray traced shadows
OBJECT_REFRACTION, // pass-through with IOR
OBJECT_FLAME // emission surface; constant amplitude
};
#ifndef USE_FRAMEWORK_ACCELERATION_STRUCTURE
// Wraps all data required for an acceleration structure
struct AccelerationStructureExtended
{
VkAccelerationStructureKHR handle = nullptr;
uint64_t device_address = 0;
std::unique_ptr<vkb::core::Buffer> buffer;
};
#endif
struct NewVertex;
struct Model;
struct FlameParticle
{
glm::vec3 position;
glm::vec3 velocity;
float duration = 0.f;
};
struct FlameParticleGenerator
{
FlameParticleGenerator() = default;
FlameParticleGenerator(glm::vec3 generator_origin, glm::vec3 generator_direction, float generator_radius, size_t n_particles) :
origin(generator_origin), direction(generator_direction), radius(generator_radius), n_particles(n_particles), generator(std::chrono::system_clock::now().time_since_epoch().count())
{
using namespace glm;
u = normalize(abs(dot(generator_direction, vec3(0, 0, 1))) > 0.9f ? cross(generator_direction, vec3(1, 0, 0)) : cross(generator_direction, vec3(0, 0, 1)));
v = normalize(cross(generator_direction, u));
for (size_t i = 0; i < n_particles; ++i)
{
float starting_lifetime = generate_random() * lifetime;
particles.emplace_back(generateParticle(starting_lifetime));
}
}
~FlameParticleGenerator() = default;
FlameParticle generateParticle(float _lifetime = 0.f) const
{
using namespace glm;
const float theta = 2.f * 3.14159f * generate_random();
const float R = radius * generate_random();
const vec3 velocity_direction = generate_random_direction();
FlameParticle particle;
particle.position = origin + R * (sin(theta) * u + cos(theta) * v);
particle.velocity = generate_random() * 0.2f * velocity_direction;
particle.duration = _lifetime;
return particle;
}
glm::vec3 generate_random_direction() const
{
using namespace glm;
return normalize(0.2f * generate_random() * u + 0.2f * generate_random() * v + 0.8f * direction * generate_random());
}
void update_particles(float time_delta)
{
particles.erase(std::remove_if(particles.begin(), particles.end(), [this, lifetime{this->lifetime}](const FlameParticle &particle) {
return particle.duration > (generate_random() * lifetime);
}),
particles.end());
for (auto &&particle : particles)
{
particle.position += time_delta * particle.velocity;
// particle.velocity = 0.75f * particle.velocity + 0.25f * generate_random_direction();
particle.duration += time_delta;
}
for (size_t i = particles.size(); i < n_particles; ++i)
{
particles.emplace_back(generateParticle(0.f));
}
}
float generate_random() const
{
std::uniform_real_distribution<float> distribution = std::uniform_real_distribution<float>(0, 1);
return distribution(generator);
}
mutable std::default_random_engine generator;
std::vector<FlameParticle> particles;
glm::vec3 origin = {0, 0, 0};
glm::vec3 direction = {0, 0, 0};
glm::vec3 u = {0, 0, 0}, v = {0, 0, 0};
float lifetime = 5;
float radius = 0.f;
size_t n_particles = 0;
};
FlameParticleGenerator flame_generator;
struct ModelBuffer
{
size_t vertex_offset = std::numeric_limits<size_t>::max(); // in bytes
size_t index_offset = std::numeric_limits<size_t>::max(); // in bytes
size_t num_vertices = std::numeric_limits<size_t>::max();
size_t num_triangles = std::numeric_limits<size_t>::max();
uint32_t texture_index = std::numeric_limits<uint32_t>::max();
std::unique_ptr<vkb::core::Buffer> transform_matrix_buffer = nullptr;
VkAccelerationStructureBuildSizesInfoKHR buildSize;
VkAccelerationStructureGeometryKHR acceleration_structure_geometry;
VkAccelerationStructureBuildRangeInfoKHR buildRangeInfo;
#ifdef USE_FRAMEWORK_ACCELERATION_STRUCTURE
std::unique_ptr<vkb::core::AccelerationStructure> bottom_level_acceleration_structure = nullptr;
#else
AccelerationStructureExtended bottom_level_acceleration_structure;
#endif
VkTransformMatrixKHR default_transform;
uint32_t object_type = 0;
bool is_static = true;
uint64_t object_id = 0;
};
struct SceneOptions
{
bool use_vertex_staging_buffer = true;
} scene_options;
size_t frame_count = 0;
std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
// fixed buffers
std::unique_ptr<vkb::core::Buffer> vertex_buffer = nullptr;
std::unique_ptr<vkb::core::Buffer> index_buffer = nullptr;
std::unique_ptr<vkb::core::Buffer> dynamic_vertex_buffer = nullptr;
std::unique_ptr<vkb::core::Buffer> dynamic_index_buffer = nullptr;
std::unique_ptr<vkb::core::Buffer> instances_buffer = nullptr;
struct SceneLoadInfo
{
SceneLoadInfo() = default;
SceneLoadInfo(const char *filename, glm::mat3x4 transform, uint32_t object_type) :
filename(filename), transform(transform), object_type(object_type)
{}
const char *filename = "";
glm::mat3x4 transform;
uint32_t object_type = 0;
};
struct RaytracingScene
{
RaytracingScene() = default;
~RaytracingScene() = default;
RaytracingScene(vkb::Device &device, const std::vector<SceneLoadInfo> &scenesToLoad);
std::vector<std::unique_ptr<vkb::sg::Scene>> scenes;
std::vector<VkDescriptorImageInfo> imageInfos;
std::vector<Model> models;
std::vector<ModelBuffer> model_buffers;
};
std::unique_ptr<RaytracingScene> raytracing_scene;
Texture flame_texture;
#ifdef USE_FRAMEWORK_ACCELERATION_STRUCTURE
std::unique_ptr<vkb::core::AccelerationStructure> top_level_acceleration_structure = nullptr;
#else
AccelerationStructureExtended top_level_acceleration_structure;
#endif
uint64_t instance_uid = std::numeric_limits<uint64_t>::max();
uint32_t index_count;
std::vector<VkRayTracingShaderGroupCreateInfoKHR> shader_groups{};
std::unique_ptr<vkb::core::Buffer> raygen_shader_binding_table;
std::unique_ptr<vkb::core::Buffer> miss_shader_binding_table;
std::unique_ptr<vkb::core::Buffer> hit_shader_binding_table;
struct StorageImage
{
VkDeviceMemory memory;
VkImage image = VK_NULL_HANDLE;
VkImageView view;
VkFormat format;
uint32_t width;
uint32_t height;
StorageImage() :
memory(VK_NULL_HANDLE), image(VK_NULL_HANDLE), view(VK_NULL_HANDLE), format(), width(0), height(0)
{}
} storage_image;
struct UniformData
{
glm::mat4 view_inverse;
glm::mat4 proj_inverse;
} uniform_data;
std::unique_ptr<vkb::core::Buffer> ubo;
struct SceneInstanceData
{
uint32_t vertex_index; // index of first data
uint32_t indices_index;
uint32_t image_index;
uint32_t object_type; // controls how shader handles object / whether to load from buffer for static objects or dynamic objects
};
std::unique_ptr<vkb::core::Buffer> data_to_model_buffer;
std::vector<VkCommandBuffer> raytracing_command_buffers;
VkPipeline pipeline;
VkPipelineLayout pipeline_layout;
VkDescriptorSet descriptor_set;
VkDescriptorSetLayout descriptor_set_layout;
using Triangle = std::array<uint32_t, 3>;
uint32_t grid_size = 100;
std::vector<NewVertex> refraction_model;
std::vector<Triangle> refraction_indices;
RaytracingExtended();
~RaytracingExtended() override;
void request_gpu_features(vkb::PhysicalDevice &gpu) override;
uint64_t get_buffer_device_address(VkBuffer buffer);
void create_storage_image();
void create_static_object_buffers();
void create_flame_model();
void create_dynamic_object_buffers(float time);
void create_bottom_level_acceleration_structure(bool is_update, bool print_time = true);
VkTransformMatrixKHR calculate_rotation(glm::vec3 pt, float scale = 1.f, bool freeze_y = false);
void create_top_level_acceleration_structure(bool print_time = true);
#ifndef USE_FRAMEWORK_ACCELERATION_STRUCTURE
void delete_acceleration_structure(AccelerationStructureExtended &acceleration_structure);
#endif
void create_scene();
void create_shader_binding_tables();
void create_descriptor_sets();
void create_ray_tracing_pipeline();
void create_uniform_buffer();
void build_command_buffers() override;
void update_uniform_buffers();
void draw();
bool prepare(vkb::Platform &platform) override;
void render(float delta_time) override;
};
std::unique_ptr<vkb::VulkanSample> create_raytracing_extended();