This commit is contained in:
Gamemaker1998
2025-01-29 19:01:36 +01:00
31 changed files with 106806 additions and 215 deletions
Vendored
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[Window][Debug##Default]
Pos=60,60
Size=400,400
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "(lldb) Launch",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/build/RayTracer",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}/build",
"environment": [],
"externalConsole": false,
"MIMode": "lldb"
}
]
}
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@@ -12,26 +12,29 @@ set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/external/vcpkg/scripts/buil
project(RayTracer)
find_package(Vulkan REQUIRED)
find_package(VulkanMemoryAllocator CONFIG REQUIRED)
find_package(glew CONFIG REQUIRED)
find_package(assimp CONFIG REQUIRED)
find_package(glfw3 CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED)
find_package(Ktx CONFIG REQUIRED)
find_package(imgui CONFIG REQUIRED)
find_package(OpenMP REQUIRED)
add_executable(RayTracer "")
target_include_directories(RayTracer PUBLIC src/)
target_include_directories(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/x64-windows/include)
target_link_libraries(RayTracer PUBLIC Vulkan::Vulkan)
target_link_libraries(RayTracer PUBLIC Vulkan::Headers)
target_link_libraries(RayTracer PUBLIC GPUOpen::VulkanMemoryAllocator)
target_link_libraries(RayTracer PUBLIC assimp::assimp)
target_link_libraries(RayTracer PUBLIC glfw)
target_link_libraries(RayTracer PUBLIC imgui::imgui)
target_link_libraries(RayTracer PUBLIC GLEW::GLEW)
target_link_libraries(RayTracer PUBLIC glm::glm)
target_link_libraries(RayTracer PUBLIC KTX::ktx)
if(WIN32)
target_include_directories(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/x64-windows/include)
target_link_libraries(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/x64-windows/lib/slang.lib)
target_link_libraries(RayTracer PUBLIC OpenMP::OpenMP_CXX)
elseif(APPLE)
target_include_directories(RayTracer PUBLIC ${VCPKG_INSTALLED_DIR}/arm64-osx/include)
endif()
add_subdirectory(src/)
+1 -1
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import Common;
[shader("closesthit")]
void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
{
hitValue.hit = true;
// todo: replace with anyhit shader
if(hitValue.anyHit)
return;
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
ModelReference m = pParams.modelData[InstanceID()];
// offset into the index buffer
uint indexOffset = m.indicesOffset;
// added to indices to reference correct part of global mesh pool
uint vertexOffset = m.positionOffset;
uint vertexIndex0 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
uint vertexIndex1 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
uint vertexIndex2 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
Vertex attr0 = loadVertex(vertexIndex0);
Vertex attr1 = loadVertex(vertexIndex1);
Vertex attr2 = loadVertex(vertexIndex2);
Vertex vert = Vertex.interpolate(attr0, attr1, attr2, barycentricCoords);
float3 normalLight = dot(vert.normal, WorldRayDirection()) < 0 ? vert.normal : -vert.normal;
MaterialParameter mat; // TOOD:
hitValue.depth++;
float3 localAccRad = float3(0);
float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
//float kt = ka + ks;
//float s = -log(rnd.z) / kt;
//float3 xs = r.o + s * r.d;
//if (s < t) {
// float p = kt * rnd.z;
// if (depth > 5) {
// if (rnd.z >= p) break;
// else accmat /= p;
// }
// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
// accrad += (fogEmm + ks * ldirect) / kt;
// accmat *= ks / kt;
// rayDesc.Origin = xs;
// rayDesc.Direction = float3(
// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// rnd.y
// );
// continue;
//}
//float p = max(max(mat.albedo.x, mat.albedo.y), mat.albedo.z);
//if(hitValue.depth > 5) {
// if (rnd.z >= p) return;
// else hitValue.accmat /= p;
//}
//-- Ideal DIFFUSE reflection
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pSamps.numDirectionalLights; ++i) {
float3 x = vert.position;
float3 l = -pParams.directionalLights[i].direction.xyz;
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = x;
rayDesc.Direction = l;
RayPayload payload;
payload.depth = hitValue.depth;
payload.emissive = 1;
payload.anyHit = true;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
// we have missed all geometry, so directional light is affecting us
if(!payload.hit) {
localAccRad += mat.shade(vert.normal, -WorldRayDirection(), -pParams.directionalLights[i].direction, pParams.directionalLights[i].color);
}
}
for(uint i = 0; i < pSamps.numPointLights; ++i) {
RayPayload payload;
float3 x = vert.position;
float3 l = pParams.pointLights[i].position - vert.position;
// todo: cancel if light too far away to affect
RayDesc rayDesc;
rayDesc.TMax = 1.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = x;
rayDesc.Direction = l;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
// hitting only after the light
if(!payload.hit) {
localAccRad += mat.shade(vert.normal, -WorldRayDirection(), normalize(l), pParams.pointLights[i].color);
}
}
hitValue.light += localAccRad;
// Indirect Illumination: cosine-weighted importance sampling
if(hitValue.depth < 12) {
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = normalLight;
float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
float3 v = cross(w,u);
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = vert.position;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
RayPayload payload;
payload.light = float3(0);
payload.emissive = 0; // in the next bounce, consider reflective part only!
payload.depth = hitValue.depth+1;
payload.anyHit = false;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
}
}
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const static float PI = 3.1415926535897932f;
struct Camera
{
float3 cameraPosition;
float f;
float3 cameraForward;
float S_O;
float3 fogEmm;
float ks;
float A;
float ka;
};
struct MaterialParameter
{
float3 albedo = float3(1, 1, 1);
float alpha = 1;
float3 specularColor = float3(1, 1, 1);
float shininess = 0.04;
float3 emissive = float3(0, 0, 0);
float3 shade(float3 normal, float3 viewDir, float3 lightDir, float3 lightColor)
{
float diffuse = max(dot(normal, lightDir), 0);
float3 h = normalize(lightDir + viewDir);
float specular = pow(clamp(dot(normal, h), 0, 1), shininess);
return (albedo * diffuse * lightColor);
}
};
struct ModelReference
{
uint32_t positionOffset = 0;
uint32_t indicesOffset = 0;
uint32_t numIndices = 0;
};
struct PointLight
{
float3 position = float3(0, 0, 0);
float3 color = float3(1, 1, 1);
float attenuation = 1;
};
struct DirectionalLight
{
float3 direction = float3(0, 1, 0);
float3 color = float3(1, 1, 1);
};
struct RaytracingParams
{
Camera cam;
RaytracingAccelerationStructure scene;
RWTexture2D<float4> radianceAccumulator;
RWTexture2D<float4> image;
StructuredBuffer<ModelReference> modelData;
StructuredBuffer<MaterialParameter> materialData;
StructuredBuffer<float> positions;
StructuredBuffer<float> texCoords;
StructuredBuffer<float> normals;
StructuredBuffer<DirectionalLight> directionalLights;
StructuredBuffer<PointLight> pointLights;
StructuredBuffer<uint32_t> indexBuffer;
};
ParameterBlock<RaytracingParams> pParams;
struct Vertex
{
float3 position;
float2 texCoords;
float3 normal;
static Vertex interpolate(Vertex f0, Vertex f1, Vertex f2, float3 barycentricCoords)
{
Vertex vert;
vert.position = f0.position * barycentricCoords.x + f1.position * barycentricCoords.y + f2.position * barycentricCoords.z;
vert.texCoords = f0.texCoords * barycentricCoords.x + f1.texCoords * barycentricCoords.y + f2.texCoords * barycentricCoords.z;
vert.normal = f0.normal * barycentricCoords.x + f1.normal * barycentricCoords.y + f2.normal * barycentricCoords.z;
return vert;
}
};
Vertex loadVertex(uint32_t vertexIndex)
{
Vertex vert;
vert.position = float3(pParams.positions[vertexIndex * 3 + 0], pParams.positions[vertexIndex * 3 + 1], pParams.positions[vertexIndex * 3 + 2]);
vert.texCoords = float2(pParams.texCoords[vertexIndex * 2 + 0], pParams.texCoords[vertexIndex * 2 + 1]);
vert.normal = float3(pParams.normals[vertexIndex * 3 + 0], pParams.normals[vertexIndex * 3 + 1], pParams.normals[vertexIndex * 3 + 2]);
return vert;
}
struct SampleParams
{
uint pass;
uint samplesPerPixel;
uint numDirectionalLights;
uint numPointLights;
};
layout(push_constant)
ConstantBuffer<SampleParams> pSamps;
struct Ray
{
float3 o;
float3 d;
};
struct RayPayload
{
float3 light;
float emissive;
uint depth;
bool hit;
bool anyHit;
};
float3 rand01(uint3 x){ // pseudo-random number generator
for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
return float3(x)*(1.0/float(0xffffffffU));
}
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import Common;
[shader("miss")]
void miss(inout RayPayload p)
{
p.light = float3(0, 0, 0);
p.hit = false;
}
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import Common;
[shader("raygeneration")]
void raygen()
{
if(pSamps.pass == pSamps.samplesPerPixel) return;
uint2 pix = DispatchRaysIndex().xy;
uint2 imgdim = DispatchRaysDimensions().xy;
//-- define cam
Ray cam = Ray(pParams.cam.cameraPosition, pParams.cam.cameraForward);
float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx);
const float2 sdim = float2(0.036, 0.024);
float S_I = (pParams.cam.S_O * pParams.cam.f) / (pParams.cam.S_O - pParams.cam.f);
//-- sample sensor
float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample
float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y));
float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
//-- setup lens
float3 lensP = lc;
float3 lensN = -cam.d;
float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter
float3 lensY = cross(lensN, lensX);
uint3 rndSeed = uint3(pix, pSamps.pass);
float2 rnd01 = rand01(rndSeed).xy;
float3 lensSample = lensP + rnd01.x * pParams.cam.A * lensX + rnd01.y * pParams.cam.A * lensY;
float3 focalPoint = cam.o + (pParams.cam.S_O + S_I) * cam.d;
float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN);
float3 focus = r.o + t * r.d;
RayDesc rayDesc;
rayDesc.Origin = lensSample;
rayDesc.Direction = normalize(focus - lensSample);
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
const uint maxDepth = 12;
RayPayload payload;
// initialize accumulated radiance and bxdf
payload.light=float3(0);
payload.emissive = 1;
payload.depth = 1;
payload.anyHit = false;
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
if(pSamps.pass == 0) pParams.radianceAccumulator[pix] = float4(0);
pParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
pParams.image[pix] = float4(clamp(pParams.radianceAccumulator[pix].xyz, 0, 1), 1);
}
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@@ -25,8 +25,8 @@ private:
std::mutex queueLock;
std::condition_variable queueCV;
std::condition_variable completedCV;
uint32_t numRemaining;
uint32_t numRunning;
uint32_t numRemaining = 0;
uint32_t numRunning = 0;
std::list<Batch> taskQueue;
std::vector<std::thread> workers;
};
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@@ -1,4 +1,7 @@
target_sources(RayTracer
PRIVATE
GPURenderer.h
GPURenderer.cpp)
GPURenderer.cpp
GPUScene.h
GPUScene.cpp
)
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@@ -1,13 +1,20 @@
#include "GPURenderer.h"
#include "util/ModelLoader.h"
#include "vulkan/vulkan_enums.hpp"
#include "vulkan/vulkan_handles.hpp"
#include "vulkan/vulkan_raii.hpp"
#include "vulkan/vulkan_structs.hpp"
#include <slang-com-ptr.h>
#include <slang.h>
#define VMA_IMPLEMENTATION
#include "vk_mem_alloc.h"
GPURenderer::GPURenderer()
: instance(nullptr), physicalDevice(nullptr), device(nullptr), queue(nullptr), cmdPool(nullptr), cmdBuffers(nullptr),
descriptorLayout(nullptr), descriptorSet(nullptr), descriptorPool(nullptr), pipelineLayout(nullptr), rayGen(nullptr),
closestHit(nullptr), miss(nullptr), pipeline(nullptr)
{
createDevice();
createCommands();
createDescriptors();
createPipeline();
}
GPURenderer::~GPURenderer() {}
@@ -29,6 +36,12 @@ void GPURenderer::createDevice()
}
}
}
auto properties = physicalDevice.getProperties2<vk::PhysicalDeviceProperties2, vk::PhysicalDeviceAccelerationStructurePropertiesKHR,
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
accelerationProperties = properties.get<vk::PhysicalDeviceAccelerationStructurePropertiesKHR>();
rayTracingProperties = properties.get<vk::PhysicalDeviceRayTracingPipelinePropertiesKHR>();
uint32_t computeQueueFamily = 0;
auto queueProps = physicalDevice.getQueueFamilyProperties();
for (uint32_t i = 0; i < queueProps.size(); ++i)
@@ -39,73 +52,512 @@ void GPURenderer::createDevice()
break;
}
}
float queuePriority = 0.0f;
vk::DeviceQueueCreateInfo deviceQueueCreateInfo({}, computeQueueFamily, 1, &queuePriority);
vk::DeviceCreateInfo deviceCreateInfo({}, deviceQueueCreateInfo);
std::vector<float> queuePriority = {1.0f};
auto featureChain = physicalDevice.getFeatures2<vk::PhysicalDeviceFeatures2, vk::PhysicalDeviceRayTracingPipelineFeaturesKHR,
vk::PhysicalDeviceAccelerationStructureFeaturesKHR>();
auto features = featureChain.get<vk::PhysicalDeviceFeatures2>();
vk::DeviceQueueCreateInfo deviceQueueCreateInfo({}, computeQueueFamily, queuePriority);
const char* extensions[] = {vk::KHRAccelerationStructureExtensionName, vk::KHRRayTracingPipelineExtensionName, vk::KHRDeferredHostOperationsExtensionName};
vk::DeviceCreateInfo deviceCreateInfo({}, deviceQueueCreateInfo, {}, extensions, nullptr, &features);
device = Device(physicalDevice, deviceCreateInfo);
queue = Queue(device, computeQueueFamily, 0);
VmaVulkanFunctions vulkanFunctions = {
.vkGetInstanceProcAddr = &vkGetInstanceProcAddr,
.vkGetDeviceProcAddr = &vkGetDeviceProcAddr,
};
VmaAllocatorCreateInfo allocatorCreateInfo = {
.flags = VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT | VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT,
.physicalDevice = *physicalDevice,
.device = *device,
.pVulkanFunctions = &vulkanFunctions,
.instance = *instance,
.vulkanApiVersion = VK_API_VERSION_1_3,
};
vmaCreateAllocator(&allocatorCreateInfo, &allocator);
}
void GPURenderer::createCommands()
{
vk::CommandPoolCreateInfo commandPoolCreateInfo({}, computeQueueFamily);
cmdPool = CommandPool(device, commandPoolCreateInfo);
// allocate a CommandBuffer from the CommandPool
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(cmdPool, vk::CommandBufferLevel::ePrimary, 10);
cmdBuffers = vk::raii::CommandBuffers(device, commandBufferAllocateInfo);
}
void GPURenderer::createDescriptors()
{
vk::DescriptorSetLayoutBinding descriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1, vk::ShaderStageFlagBits::eVertex);
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, descriptorSetLayoutBinding);
vk::DescriptorSetLayoutBinding bindings[] = {
// camera
vk::DescriptorSetLayoutBinding(0, vk::DescriptorType::eUniformBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// scene acceleration structure
vk::DescriptorSetLayoutBinding(1, vk::DescriptorType::eAccelerationStructureKHR, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// radiance accumulator
vk::DescriptorSetLayoutBinding(2, vk::DescriptorType::eStorageImage, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// image
vk::DescriptorSetLayoutBinding(3, vk::DescriptorType::eStorageImage, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// model data
vk::DescriptorSetLayoutBinding(4, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// material data
vk::DescriptorSetLayoutBinding(5, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// positions
vk::DescriptorSetLayoutBinding(6, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// texcoords
vk::DescriptorSetLayoutBinding(7, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// normals
vk::DescriptorSetLayoutBinding(8, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// directional lights
vk::DescriptorSetLayoutBinding(9, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// point lights
vk::DescriptorSetLayoutBinding(10, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
// index buffer
vk::DescriptorSetLayoutBinding(11, vk::DescriptorType::eStorageBuffer, 1,
vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR),
};
vk::DescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo({}, bindings);
descriptorLayout = DescriptorSetLayout(device, descriptorSetLayoutCreateInfo);
auto descriptorPoolSizes = {
vk::DescriptorPoolSize(vk::DescriptorType::eUniformBuffer, 1),
vk::DescriptorPoolSize(vk::DescriptorType::eAccelerationStructureKHR, 1),
vk::DescriptorPoolSize(vk::DescriptorType::eStorageImage, 2),
vk::DescriptorPoolSize(vk::DescriptorType::eStorageBuffer, 8),
};
descriptorPool =
DescriptorPool(device, vk::DescriptorPoolCreateInfo({vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet}, 4, descriptorPoolSizes));
// create a PipelineLayout using that DescriptorSetLayout
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo({}, *descriptorLayout);
vk::PushConstantRange range =
vk::PushConstantRange(vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR, 0, sizeof(SampleParams));
vk::PipelineLayoutCreateInfo pipelineLayoutCreateInfo({}, *descriptorLayout, range);
pipelineLayout = PipelineLayout(device, pipelineLayoutCreateInfo);
}
using namespace slang;
void GPURenderer::createShaders()
template <typename T> constexpr T align(T size, T alignment) { return (size + alignment - 1) & ~(alignment - 1); }
void GPURenderer::createPipeline()
{
/*
Slang::ComPtr<IGlobalSession> globalSession;
SlangGlobalSessionDesc desc = {};
createGlobalSession(&desc, globalSession.writeRef());
SessionDesc sessionDesc;
TargetDesc targetDesc;
targetDesc.format = SLANG_SPIRV;
targetDesc.profile = globalSession->findProfile("glsl_450");
sessionDesc.targets = &targetDesc;
sessionDesc.targetCount = 1;
const char* searchPaths[] = {"res/shaders/"};
sessionDesc.searchPaths = searchPaths;
sessionDesc.searchPathCount = 1;
/* ... fill in `sessionDesc` ...
createGlobalSession(globalSession.writeRef());
TargetDesc targetDesc = {
.format = SLANG_SPIRV,
.profile = globalSession->findProfile("glsl_450"),
};
const char* searchPaths[] = {"../res/shaders/"};
SessionDesc sessionDesc = {
.targets = &targetDesc,
.targetCount = 1,
.searchPaths = searchPaths,
.searchPathCount = 1,
};
Slang::ComPtr<ISession> session;
globalSession->createSession(sessionDesc, session.writeRef());
Slang::ComPtr<IBlob> diagnostics;
IModule* module = session->loadModule("MyShaders", diagnostics.writeRef());
IModule* raygenModule = session->loadModule("RayGen", diagnostics.writeRef());
if (diagnostics)
{
std::cout << (const char*)diagnostics->getBufferPointer() << std::endl;
}
Slang::ComPtr<IEntryPoint> computeEntryPoint;
module->findEntryPointByName("myComputeMain", computeEntryPoint.writeRef());
IComponentType* components[] = {module, computeEntryPoint};
Slang::ComPtr<IEntryPoint> rayGenEntry;
raygenModule->findEntryPointByName("raygen", rayGenEntry.writeRef());
IModule* closestHitModule = session->loadModule("ClosestHit", diagnostics.writeRef());
if (diagnostics)
{
std::cout << (const char*)diagnostics->getBufferPointer() << std::endl;
}
Slang::ComPtr<IEntryPoint> closestHitEntry;
closestHitModule->findEntryPointByName("closestHit", closestHitEntry.writeRef());
IModule* missModule = session->loadModule("Miss", diagnostics.writeRef());
if (diagnostics)
{
std::cout << (const char*)diagnostics->getBufferPointer() << std::endl;
}
Slang::ComPtr<IEntryPoint> missEntry;
missModule->findEntryPointByName("miss", missEntry.writeRef());
IComponentType* components[] = {raygenModule, rayGenEntry, closestHitModule, closestHitEntry, missModule, missEntry};
Slang::ComPtr<IComponentType> program;
session->createCompositeComponentType(components, 2, program.writeRef());
session->createCompositeComponentType(components, 6, program.writeRef());
Slang::ComPtr<IComponentType> linkedProgram;
Slang::ComPtr<ISlangBlob> diagnosticBlob;
program->link(linkedProgram.writeRef(), diagnosticBlob.writeRef());
int entryPointIndex = 0; // only one entry point
int targetIndex = 0; // only one target
Slang::ComPtr<IBlob> kernelBlob;
linkedProgram->getEntryPointCode(entryPointIndex, targetIndex, kernelBlob.writeRef(), diagnostics.writeRef());
*/
program->link(linkedProgram.writeRef(), diagnostics.writeRef());
Slang::ComPtr<IBlob> rayGenCode;
linkedProgram->getEntryPointCode(0, 0, rayGenCode.writeRef(), diagnostics.writeRef());
Slang::ComPtr<IBlob> closestHitCode;
linkedProgram->getEntryPointCode(1, 0, closestHitCode.writeRef(), diagnostics.writeRef());
Slang::ComPtr<IBlob> missCode;
linkedProgram->getEntryPointCode(2, 0, missCode.writeRef(), diagnostics.writeRef());
rayGen =
ShaderModule(device, vk::ShaderModuleCreateInfo({}, rayGenCode->getBufferSize(), (const uint32_t*)rayGenCode->getBufferPointer()));
closestHit = ShaderModule(
device, vk::ShaderModuleCreateInfo({}, closestHitCode->getBufferSize(), (const uint32_t*)closestHitCode->getBufferPointer()));
miss = ShaderModule(device, vk::ShaderModuleCreateInfo({}, missCode->getBufferSize(), (const uint32_t*)missCode->getBufferPointer()));
std::vector<vk::PipelineShaderStageCreateInfo> shaderStages;
std::vector<vk::RayTracingShaderGroupCreateInfoKHR> shaderGroups;
{
shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eRaygenKHR, rayGen, "main"));
shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoKHR(vk::RayTracingShaderGroupTypeKHR::eGeneral, shaderStages.size() - 1,
vk::ShaderUnusedKHR, vk::ShaderUnusedKHR, vk::ShaderUnusedKHR));
}
{
shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eClosestHitKHR, closestHit, "main"));
uint32_t hitIndex = static_cast<uint32_t>(shaderStages.size() - 1);
uint32_t anyHitIndex = VK_SHADER_UNUSED_KHR;
uint32_t intersectionIndex = VK_SHADER_UNUSED_KHR;
// if (hitgroup.anyHitShader != nullptr)
//{
// auto anyHit = hitgroup.anyHitShader.cast<AnyHitShader>();
// shaderStages.add(VkPipelineShaderStageCreateInfo{
// .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
// .pNext = nullptr,
// .flags = 0,
// .stage = VK_SHADER_STAGE_ANY_HIT_BIT_KHR,
// .module = anyHit->getModuleHandle(),
// .pName = anyHit->getEntryPointName(),
// .pSpecializationInfo = nullptr,
// });
// }
// if (hitgroup.intersectionShader != nullptr)
//{
// auto intersect = hitgroup.intersectionShader.cast<IntersectionShader>();
// shaderStages.add(VkPipelineShaderStageCreateInfo{
// .sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
// .pNext = nullptr,
// .flags = 0,
// .stage = VK_SHADER_STAGE_INTERSECTION_BIT_KHR,
// .module = intersect->getModuleHandle(),
// .pName = intersect->getEntryPointName(),
// .pSpecializationInfo = nullptr,
// });
// }
shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoKHR(vk::RayTracingShaderGroupTypeKHR::eTrianglesHitGroup, vk::ShaderUnusedKHR,
hitIndex, anyHitIndex, intersectionIndex));
}
{
shaderStages.push_back(vk::PipelineShaderStageCreateInfo({}, vk::ShaderStageFlagBits::eMissKHR, miss, "main"));
shaderGroups.push_back(vk::RayTracingShaderGroupCreateInfoKHR(vk::RayTracingShaderGroupTypeKHR::eGeneral, shaderStages.size() - 1,
vk::ShaderUnusedKHR, vk::ShaderUnusedKHR, vk::ShaderUnusedKHR));
}
pipeline = device.createRayTracingPipelineKHR(
nullptr, nullptr, vk::RayTracingPipelineCreateInfoKHR({}, shaderStages, shaderGroups, 12, nullptr, nullptr, nullptr, pipelineLayout));
const uint32_t handleSize = rayTracingProperties.shaderGroupHandleSize;
const uint32_t handleSizeAligned = align(rayTracingProperties.shaderGroupHandleSize, rayTracingProperties.shaderGroupHandleAlignment);
const uint32_t handleAlignment = rayTracingProperties.shaderGroupHandleAlignment;
const uint32_t sbtAlignment = rayTracingProperties.shaderGroupBaseAlignment;
const uint32_t groupCount = static_cast<uint32_t>(shaderGroups.size());
const uint32_t sbtSize = groupCount * handleSizeAligned;
const VkBufferUsageFlags sbtBufferUsage =
VK_BUFFER_USAGE_SHADER_BINDING_TABLE_BIT_KHR | VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
const VmaMemoryUsage sbtMemoryUsage = VMA_MEMORY_USAGE_AUTO;
uint64_t rayGenStride = handleSize;
uint64_t hitStride = handleSize;
uint64_t missStride = handleSize;
auto rayGenSBTInfo = VkBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = rayGenStride,
.usage = sbtBufferUsage,
};
auto rayGenSBTAllocInfo = VmaAllocationCreateInfo{
.usage = sbtMemoryUsage,
};
VkBuffer rayGenSBTBuf;
vmaCreateBufferWithAlignment(allocator, &rayGenSBTInfo, &rayGenSBTAllocInfo, sbtAlignment, &rayGenSBTBuf, &rayGenAlloc, nullptr);
rayGenSBT = Buffer(device, rayGenSBTBuf);
rayGenAddr =
vk::StridedDeviceAddressRegionKHR(device.getBufferAddress(vk::BufferDeviceAddressInfo(*rayGenSBT)), rayGenStride, rayGenStride);
auto closestHitSBTInfo = VkBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = hitStride,
.usage = sbtBufferUsage,
};
auto closestHitSBTAllocInfo = VmaAllocationCreateInfo{
.usage = sbtMemoryUsage,
};
VkBuffer closestHitSBTBuf;
vmaCreateBufferWithAlignment(allocator, &closestHitSBTInfo, &closestHitSBTAllocInfo, sbtAlignment, &closestHitSBTBuf, &closestHitAlloc,
nullptr);
closestHitSBT = Buffer(device, closestHitSBTBuf);
closestHitAddr =
vk::StridedDeviceAddressRegionKHR(device.getBufferAddress(vk::BufferDeviceAddressInfo(*closestHitSBT)), hitStride, hitStride);
auto missSBTInfo = VkBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = missStride,
.usage = sbtBufferUsage,
};
auto missSBTAllocInfo = VmaAllocationCreateInfo{
.usage = sbtMemoryUsage,
};
VkBuffer missSBTBuf;
vmaCreateBufferWithAlignment(allocator, &missSBTInfo, &missSBTAllocInfo, sbtAlignment, &missSBTBuf, &missAlloc, nullptr);
missSBT = Buffer(device, missSBTBuf);
missAddr = vk::StridedDeviceAddressRegionKHR(device.getBufferAddress(vk::BufferDeviceAddressInfo(*missSBT)), missStride, missStride);
std::vector<unsigned char> sbt = pipeline.getRayTracingShaderGroupHandlesKHR<unsigned char>(0, shaderGroups.size(), sbtSize);
uploadToGPU(rayGenSBT, sbt.data(), rayGenStride);
uploadToGPU(closestHitSBT, sbt.data() + handleSize, handleSize);
uploadToGPU(missSBT, sbt.data() + handleSize * 2, handleSize);
}
void GPURenderer::render(Camera cam, RenderParameter param) {}
void GPURenderer::uploadToGPU(Buffer& buffer, void* data, size_t size)
{
VkBufferCreateInfo stagingBufInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = size,
.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
};
VmaAllocationCreateInfo stagingAllocInfo = {
.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkBuffer stagingBuf;
VmaAllocation stagingAllocation;
vmaCreateBuffer(allocator, &stagingBufInfo, &stagingAllocInfo, &stagingBuf, &stagingAllocation, nullptr);
Buffer stagingBuffer = Buffer(device, stagingBuf);
vmaCopyMemoryToAllocation(allocator, data, stagingAllocation, 0, size);
CommandBuffer copyCmd =
std::move(device.allocateCommandBuffers(vk::CommandBufferAllocateInfo(cmdPool, vk::CommandBufferLevel::ePrimary, 1)).front());
copyCmd.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
copyCmd.copyBuffer(stagingBuffer, buffer, vk::BufferCopy(0, 0, size));
copyCmd.end();
queue.submit(vk::SubmitInfo({}, {}, *copyCmd, {}));
device.waitIdle();
}
void GPURenderer::render(Camera cam, RenderParameter param)
{
for (uint32_t samp = 0; samp < param.numSamples; ++samp)
{
semaphores.push_back(device.createSemaphore(vk::SemaphoreCreateInfo()));
fences.push_back(device.createFence(vk::FenceCreateInfo()));
}
// camera
{
VkBufferCreateInfo bufferInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = sizeof(GPUCamera),
.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT,
};
VmaAllocationCreateInfo allocInfo = {
.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkBuffer camBuf;
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &camBuf, &cameraAllocation, nullptr);
cameraBuffer = Buffer(device, camBuf);
GPUCamera gpuCam = {
.cameraPosition = cam.position,
.f = cam.f,
.cameraForward = glm::normalize(cam.target - cam.position),
.S_O = cam.S_O,
.fogEmm = glm::vec3(0, 0, 0),
.ks = 0,
.A = cam.A,
.ka = 0,
};
uploadToGPU(cameraBuffer, &gpuCam, sizeof(GPUCamera));
}
// radiance accumulator
{
VkImageCreateInfo imageInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.extent =
{
.width = (uint32_t)param.width,
.height = (uint32_t)param.height,
.depth = 1,
},
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_STORAGE_BIT,
.initialLayout = VK_IMAGE_LAYOUT_GENERAL,
};
VmaAllocationCreateInfo allocCreateInfo = {
.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkImage radianceImg;
vmaCreateImage(allocator, &imageInfo, &allocCreateInfo, &radianceImg, &radianceAllocation, nullptr);
radianceAccumulator = Image(device, radianceImg);
radianceView =
device.createImageView(vk::ImageViewCreateInfo({}, *radianceAccumulator, vk::ImageViewType::e2D, vk::Format::eR32G32B32A32Sfloat));
}
// image
{
VkImageCreateInfo imageInfo = {
.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
.imageType = VK_IMAGE_TYPE_2D,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.extent =
{
.width = (uint32_t)param.width,
.height = (uint32_t)param.height,
.depth = 1,
},
.mipLevels = 1,
.arrayLayers = 1,
.samples = VK_SAMPLE_COUNT_1_BIT,
.tiling = VK_IMAGE_TILING_OPTIMAL,
.usage = VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT,
.initialLayout = VK_IMAGE_LAYOUT_GENERAL,
};
VmaAllocationCreateInfo allocCreateInfo = {
.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkImage img;
vmaCreateImage(allocator, &imageInfo, &allocCreateInfo, &img, &imageAllocation, nullptr);
image = Image(device, img);
radianceView = device.createImageView(vk::ImageViewCreateInfo({}, *image, vk::ImageViewType::e2D, vk::Format::eR32G32B32A32Sfloat));
}
DescriptorSet descriptorSet =
std::move(device.allocateDescriptorSets(vk::DescriptorSetAllocateInfo(*descriptorPool, *descriptorLayout)).front());
std::vector<vk::WriteDescriptorSet> writes;
// have to use lists so the pointers arent invalidated by push
std::list<vk::DescriptorBufferInfo> buffers;
std::list<vk::WriteDescriptorSetAccelerationStructureKHR> accel;
std::list<vk::DescriptorImageInfo> images;
uint32_t bindingCounter = 0;
{
buffers.push_back(vk::DescriptorBufferInfo(cameraBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eUniformBuffer, nullptr,
&buffers.back(), nullptr));
}
{
accel.push_back(vk::WriteDescriptorSetAccelerationStructureKHR(*((GPUScene*)scene.get())->accelerationStructure));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eAccelerationStructureKHR, nullptr,
nullptr, nullptr, &accel.back()));
}
{
images.push_back(vk::DescriptorImageInfo({}, radianceView, vk::ImageLayout::eGeneral));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageImage, &images.back(),
nullptr, nullptr));
}
{
images.push_back(vk::DescriptorImageInfo({}, imageView, vk::ImageLayout::eGeneral));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageImage, &images.back(),
nullptr, nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->modelBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->materialBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->positionBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->texCoordsBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->normalsBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->directionalLightBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->pointLightBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
{
buffers.push_back(vk::DescriptorBufferInfo(((GPUScene*)scene.get())->indexBuffer));
writes.push_back(vk::WriteDescriptorSet(*descriptorSet, bindingCounter++, 0, 1, vk::DescriptorType::eStorageBuffer, nullptr,
&buffers.back(), nullptr));
}
device.updateDescriptorSets(writes, {});
// allocate a CommandBuffer from the CommandPool
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(*cmdPool, vk::CommandBufferLevel::ePrimary, param.numSamples);
cmdBuffers = CommandBuffers(device, commandBufferAllocateInfo);
for (uint32_t samp = 0; samp < param.numSamples; ++samp)
{
auto& cmd = cmdBuffers[samp];
cmd.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
cmd.bindPipeline(vk::PipelineBindPoint::eRayTracingKHR, *pipeline);
cmd.bindDescriptorSets(vk::PipelineBindPoint::eRayTracingKHR, pipelineLayout, 0, *descriptorSet, {});
std::vector<SampleParams> sampleParams = {SampleParams{
.pass = samp,
.samplesPerPixel = param.numSamples,
.numDirectionalLights = (uint32_t)scene->directionalLights.size(),
.numPointLights = (uint32_t)scene->pointLights.size(),
}};
cmd.pushConstants<SampleParams>(pipelineLayout, vk::ShaderStageFlagBits::eRaygenKHR | vk::ShaderStageFlagBits::eClosestHitKHR, 0,
sampleParams);
cmd.traceRaysKHR(rayGenAddr, closestHitAddr, missAddr, {}, param.width, param.height, 1);
cmd.end();
if (samp == 0)
{
queue.submit(vk::SubmitInfo({}, {}, *cmd, *semaphores[samp]), *fences[samp]);
}
else
{
vk::PipelineStageFlags dstWaitMask = vk::PipelineStageFlagBits::eRayTracingShaderKHR;
queue.submit(vk::SubmitInfo(*semaphores[samp - 1], dstWaitMask, *cmd, *semaphores[samp]), *fences[samp]);
}
}
for (uint32_t samp = 0; samp < param.numSamples; ++samp)
{
assert(device.waitForFences(*fences[samp], true, 1000000) == vk::Result::eSuccess);
}
}
+68 -17
View File
@@ -1,7 +1,9 @@
#pragma once
#include "gpu/GPUScene.h"
#include "scene/Renderer.h"
#include <vulkan/vulkan.hpp>
#include <vulkan/vulkan_raii.hpp>
#include <vma/vk_mem_alloc.h>
using namespace vk::raii;
@@ -10,33 +12,82 @@ struct GPURenderer : public Renderer
public:
GPURenderer();
virtual ~GPURenderer();
virtual void render(Camera cam, RenderParameter param) override;
private:
struct GPUCamera
{
glm::vec3 cameraPosition;
float f;
glm::vec3 cameraForward;
float S_O;
glm::vec3 fogEmm;
float ks;
float A;
float ka;
};
struct SampleParams
{
uint32_t pass;
uint32_t samplesPerPixel;
uint32_t numDirectionalLights;
uint32_t numPointLights;
};
void createDevice();
void createCommands();
void createDescriptors();
void createShaders();
void createPipeline();
Context context;
Instance instance;
PhysicalDevice physicalDevice;
Device device;
Queue queue;
Instance instance = nullptr;
PhysicalDevice physicalDevice = nullptr;
Device device = nullptr;
Queue queue = nullptr;
VmaAllocator allocator = nullptr;
uint32_t computeQueueFamily;
CommandPool cmdPool;
CommandBuffers cmdBuffers;
vk::PhysicalDeviceAccelerationStructurePropertiesKHR accelerationProperties = {};
vk::PhysicalDeviceRayTracingPipelinePropertiesKHR rayTracingProperties = {};
DescriptorSetLayout descriptorLayout;
DescriptorSet descriptorSet;
DescriptorPool descriptorPool;
PipelineLayout pipelineLayout;
uint32_t computeQueueFamily = 0;
CommandPool cmdPool = nullptr;
CommandBuffers cmdBuffers = nullptr;
std::vector<Semaphore> semaphores;
std::vector<Fence> fences;
ShaderModule rayGen;
ShaderModule closestHit;
ShaderModule miss;
DescriptorSetLayout descriptorLayout = nullptr;
DescriptorSet descriptorSet = nullptr;
DescriptorPool descriptorPool = nullptr;
PipelineLayout pipelineLayout = nullptr;
Pipeline pipeline;
ShaderModule rayGen = nullptr;
ShaderModule closestHit = nullptr;
ShaderModule miss = nullptr;
virtual void render(Camera cam, RenderParameter param);
Pipeline pipeline = nullptr;
Buffer rayGenSBT = nullptr;
vk::StridedDeviceAddressRegionKHR rayGenAddr;
VmaAllocation rayGenAlloc;
Buffer closestHitSBT = nullptr;
vk::StridedDeviceAddressRegionKHR closestHitAddr;
VmaAllocation closestHitAlloc;
Buffer missSBT = nullptr;
vk::StridedDeviceAddressRegionKHR missAddr;
VmaAllocation missAlloc;
Buffer cameraBuffer = nullptr;
VmaAllocation cameraAllocation;
Image radianceAccumulator = nullptr;
ImageView radianceView = nullptr;
VmaAllocation radianceAllocation;
Image image = nullptr;
ImageView imageView = nullptr;
VmaAllocation imageAllocation;
void uploadToGPU(Buffer& buffer, void* data, size_t size);
};
+212
View File
@@ -0,0 +1,212 @@
#include "GPUScene.h"
GPUScene::GPUScene(Device& device, VmaAllocator& allocator, CommandPool& cmdPool, Queue& queue)
: device(device), allocator(allocator), cmdPool(cmdPool), queue(queue)
{
}
GPUScene::~GPUScene() {}
void GPUScene::createRayTracingHierarchy()
{
// upload geometry to gpu
createStorageBuffer(modelBuffer, modelAllocation, refs.data(), refs.size() * sizeof(ModelReference));
// createStorageBuffer(materialBuffer, materialAllocation, refs.data(), refs.size() * sizeof(ModelReference));
createStorageBuffer(positionBuffer, positionAllocation, positionPool.data(), positionPool.size() * sizeof(glm::vec3));
createStorageBuffer(texCoordsBuffer, texCoordsAllocation, texCoordsPool.data(), texCoordsPool.size() * sizeof(glm::vec2));
createStorageBuffer(normalsBuffer, normalsAllocation, normalsPool.data(), normalsPool.size() * sizeof(glm::vec3));
createStorageBuffer(directionalLightBuffer, directionalLightAllocation, directionalLights.data(),
directionalLights.size() * sizeof(DirectionalLight));
createStorageBuffer(pointLightBuffer, pointLightAllocation, pointLights.data(), pointLights.size() * sizeof(PointLight));
createStorageBuffer(indexBuffer, indexAllocation, indicesPool.data(), indicesPool.size() * sizeof(glm::uvec3));
vk::DeviceAddress vertexBufferAddr = device.getBufferAddress(vk::BufferDeviceAddressInfo(positionBuffer));
vk::DeviceAddress indexBufferAddr = device.getBufferAddress(vk::BufferDeviceAddressInfo(indexBuffer));
std::vector<vk::AccelerationStructureInstanceKHR> instances(models.size());
{
std::vector<vk::AccelerationStructureGeometryKHR> geometries(models.size());
std::vector<vk::AccelerationStructureBuildGeometryInfoKHR> buildGeometries(models.size());
std::vector<vk::AccelerationStructureBuildSizesInfoKHR> buildSizes(models.size());
std::vector<VkBuffer> scratchBuffers(models.size());
std::vector<VmaAllocation> scratchAllocations(models.size());
std::vector<vk::AccelerationStructureBuildRangeInfoKHR> buildRanges(models.size());
std::vector<const vk::AccelerationStructureBuildRangeInfoKHR*> buildRangePointers(models.size());
blas.resize(models.size());
for (uint32_t i = 0; i < models.size(); ++i)
{
vk::DeviceOrHostAddressConstKHR vertexDataAddress = (vertexBufferAddr + refs[i].positionOffset * sizeof(glm::vec3));
vk::DeviceOrHostAddressConstKHR indexDataAddress = (indexBufferAddr + refs[i].indicesOffset + sizeof(glm::uvec3));
geometries[i] = vk::AccelerationStructureGeometryKHR(
vk::GeometryTypeKHR::eTriangles,
vk::AccelerationStructureGeometryTrianglesDataKHR(vk::Format::eR32G32B32Sfloat, vertexDataAddress, sizeof(glm::vec3),
(uint32_t)refs[i].numPositions, vk::IndexType::eUint32, indexDataAddress),
vk::GeometryFlagBitsKHR::eOpaque);
buildGeometries[i] = vk::AccelerationStructureBuildGeometryInfoKHR(
vk::AccelerationStructureTypeKHR::eBottomLevel, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace,
vk::BuildAccelerationStructureModeKHR::eBuild, {}, {}, 1, &geometries[i], nullptr);
buildSizes[i] = {
.sType = VK_STRUCTURE_TYPE_ACCELERATION_STRUCTURE_BUILD_SIZES_INFO_KHR,
.pNext = nullptr,
};
const uint32_t primitiveCount = refs[i].numIndices / 3;
buildSizes[i] =
device.getAccelerationStructureBuildSizesKHR(vk::AccelerationStructureBuildTypeKHR::eDevice, buildGeometries[i], primitiveCount);
VkBufferCreateInfo bufferInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = buildSizes[i].accelerationStructureSize,
.usage = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
};
VmaAllocationCreateInfo bufferAllocInfo = {
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkBuffer buf;
vmaCreateBuffer(allocator, &bufferInfo, &bufferAllocInfo, &buf, &blas[i].alloc, nullptr);
blas[i].buffer = Buffer(device, buf);
vk::AccelerationStructureCreateInfoKHR blasInfo({}, blas[i].buffer, 0, buildSizes[i].accelerationStructureSize,
vk::AccelerationStructureTypeKHR::eBottomLevel);
blas[i].handle = device.createAccelerationStructureKHR(blasInfo);
VkBufferCreateInfo scratchInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = buildSizes[i].buildScratchSize,
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
};
VmaAllocationCreateInfo scratchAllocInfo = {
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateBufferWithAlignment(allocator, &scratchInfo, &scratchAllocInfo, 16, &scratchBuffers[i], &scratchAllocations[i], nullptr);
vk::DeviceAddress scratchAddr = device.getBufferAddress(vk::BufferDeviceAddressInfo(scratchBuffers[i]));
buildGeometries[i].dstAccelerationStructure = blas[i].handle;
buildGeometries[i].scratchData.deviceAddress = scratchAddr;
buildRanges[i] = VkAccelerationStructureBuildRangeInfoKHR{
.primitiveCount = primitiveCount,
.primitiveOffset = 0,
.firstVertex = 0,
.transformOffset = 0,
};
buildRangePointers[i] = &buildRanges[i];
vk::DeviceAddress blasAddr = device.getBufferAddress(vk::BufferDeviceAddressInfo(blas[i].buffer));
instances[i] = vk::AccelerationStructureInstanceKHR({}, i, 0xff, 0, {}, blasAddr);
}
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(*cmdPool, vk::CommandBufferLevel::ePrimary, 10);
CommandBuffer cmdBuffer = std::move(CommandBuffers(device, commandBufferAllocateInfo).front());
cmdBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
cmdBuffer.buildAccelerationStructuresKHR(buildGeometries, buildRangePointers);
cmdBuffer.end();
vk::SubmitInfo submitInfo;
queue.submit(submitInfo);
device.waitIdle();
}
createStorageBuffer(instanceBuffer, instanceAllocation, instances.data(), instances.size());
vk::DeviceAddress instancesAddress = device.getBufferAddress(vk::BufferDeviceAddressInfo(instanceBuffer));
vk::AccelerationStructureGeometryKHR geometry(vk::GeometryTypeKHR::eInstances,
vk::AccelerationStructureGeometryInstancesDataKHR(false, {instancesAddress}),
vk::GeometryFlagBitsKHR::eOpaque);
vk::AccelerationStructureBuildGeometryInfoKHR structureBuildGeometry(vk::AccelerationStructureTypeKHR::eTopLevel,
vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace,
vk::BuildAccelerationStructureModeKHR::eBuild, {}, {}, geometry);
const uint32_t primitiveCount = instances.size();
auto buildSizes =
device.getAccelerationStructureBuildSizesKHR(vk::AccelerationStructureBuildTypeKHR::eDevice, structureBuildGeometry, primitiveCount);
VkBuffer buffer;
auto tlasInfo = VkBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = buildSizes.accelerationStructureSize,
.usage = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_STORAGE_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
};
auto tlasAlloc = VmaAllocationCreateInfo{
.usage = VMA_MEMORY_USAGE_AUTO,
};
vmaCreateBuffer(allocator, &tlasInfo, &tlasAlloc, &buffer, &accelerationAllocation, nullptr);
accelerationBuffer = Buffer(device, buffer);
accelerationStructure = device.createAccelerationStructureKHR(vk::AccelerationStructureCreateInfoKHR(
{}, accelerationBuffer, 0, buildSizes.accelerationStructureSize, vk::AccelerationStructureTypeKHR::eTopLevel));
auto scratchInfo = VkBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = buildSizes.buildScratchSize,
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
};
auto scratchAllocInfo = VmaAllocationCreateInfo{
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkBuffer scratchBuf;
VmaAllocation scratchAlloc;
vmaCreateBufferWithAlignment(allocator, &scratchInfo, &scratchAllocInfo, 64, &scratchBuf, &scratchAlloc, nullptr);
Buffer scratchBuffer = Buffer(device, scratchBuf);
vk::DeviceAddress scratchAddr = device.getBufferAddress(vk::BufferDeviceAddressInfo(scratchBuffer));
vk::AccelerationStructureBuildGeometryInfoKHR buildGeometry(
vk::AccelerationStructureTypeKHR::eTopLevel, vk::BuildAccelerationStructureFlagBitsKHR::ePreferFastTrace,
vk::BuildAccelerationStructureModeKHR::eBuild, {}, accelerationStructure, geometry, {}, {scratchAddr});
vk::AccelerationStructureBuildRangeInfoKHR buildRange(primitiveCount, 0, 0, 0);
vk::CommandBufferAllocateInfo commandBufferAllocateInfo(*cmdPool, vk::CommandBufferLevel::ePrimary, 10);
CommandBuffer cmdBuffer = std::move(CommandBuffers(device, commandBufferAllocateInfo).front());
cmdBuffer.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
cmdBuffer.buildAccelerationStructuresKHR(buildGeometry, {&buildRange});
cmdBuffer.end();
vk::SubmitInfo submitInfo;
queue.submit(submitInfo);
device.waitIdle();
}
void GPUScene::createStorageBuffer(Buffer& buffer, VmaAllocation& alloc, void* data, size_t size)
{
if (size == 0)
return;
VkBufferCreateInfo bufferCreateInfo = {VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO};
bufferCreateInfo.size = size;
bufferCreateInfo.usage = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT |
VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
VkBuffer buf;
vmaCreateBuffer(allocator, &bufferCreateInfo, &allocCreateInfo, &buf, &alloc, nullptr);
buffer = Buffer(device, buf);
VkBufferCreateInfo stagingBufInfo = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = size,
.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT,
};
VmaAllocationCreateInfo stagingAllocInfo = {
.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
};
VkBuffer stagingBuf;
VmaAllocation stagingAllocation;
vmaCreateBuffer(allocator, &stagingBufInfo, &stagingAllocInfo, &stagingBuf, &stagingAllocation, nullptr);
Buffer stagingBuffer = Buffer(device, stagingBuf);
vmaCopyMemoryToAllocation(allocator, data, stagingAllocation, 0, size);
CommandBuffer copyCmd =
std::move(device.allocateCommandBuffers(vk::CommandBufferAllocateInfo(cmdPool, vk::CommandBufferLevel::ePrimary, 1)).front());
copyCmd.begin(vk::CommandBufferBeginInfo(vk::CommandBufferUsageFlagBits::eOneTimeSubmit));
copyCmd.copyBuffer(stagingBuffer, buffer, vk::BufferCopy(0, 0, size));
copyCmd.end();
queue.submit(vk::SubmitInfo({}, {}, *copyCmd, {}));
device.waitIdle();
}
+64
View File
@@ -0,0 +1,64 @@
#pragma once
#include <vulkan/vulkan.hpp>
#include <vulkan/vulkan_raii.hpp>
#include <vma/vk_mem_alloc.h>
#include "scene/Scene.h"
using namespace vk::raii;
class GPUScene : public Scene
{
public:
GPUScene(Device& device, VmaAllocator& allocator, CommandPool& cmdPool, Queue& queue);
virtual ~GPUScene();
virtual void createRayTracingHierarchy() override;
private:
void createStorageBuffer(Buffer& buffer, VmaAllocation& alloc, void* data, size_t size);
Device& device;
VmaAllocator& allocator;
CommandPool& cmdPool;
Queue& queue;
// bottom level acceleration structure
struct BLAS
{
vk::AccelerationStructureKHR handle = nullptr;
vk::Buffer buffer = nullptr;
VmaAllocation alloc = nullptr;
};
AccelerationStructureKHR accelerationStructure = nullptr;
Buffer accelerationBuffer = nullptr;
VmaAllocation accelerationAllocation = nullptr;
Buffer instanceBuffer = nullptr;
VmaAllocation instanceAllocation = nullptr;
std::vector<BLAS> blas;
Buffer modelBuffer = nullptr;
VmaAllocation modelAllocation;
Buffer materialBuffer = nullptr;
VmaAllocation materialAllocation;
Buffer positionBuffer = nullptr;
VmaAllocation positionAllocation;
Buffer texCoordsBuffer = nullptr;
VmaAllocation texCoordsAllocation;
Buffer normalsBuffer = nullptr;
VmaAllocation normalsAllocation;
Buffer directionalLightBuffer = nullptr;
VmaAllocation directionalLightAllocation;
Buffer pointLightBuffer = nullptr;
VmaAllocation pointLightAllocation;
Buffer indexBuffer = nullptr;
VmaAllocation indexAllocation;
friend class GPURenderer;
};
+37 -30
View File
@@ -1,40 +1,47 @@
#include "gpu/GPURenderer.h"
#include "scene/Renderer.h"
#include "util/ModelLoader.h"
#include "window/Window.h"
#include <iostream>
#include <imgui.h>
#include <iostream>
int main()
{
Renderer scene;
Window window(1920, 1080);
scene.startRender(
Camera{
.position = glm::vec3(-2, 5, 5),
.target = glm::vec3(0, 0, 0),
},
RenderParameter{
.width = 1920,
.height = 1080,
.numSamples = 10000,
});
while (true)
std::unique_ptr<Renderer> scene = std::make_unique<Renderer>();
Window window(1920, 1080);
Camera camera = Camera{
.position = glm::vec3(5, 1, 2),
.target = glm::vec3(0, 0, 0),
.S_O = 6,
};
RenderParameter render = RenderParameter{
.width = 1920,
.height = 1080,
.numSamples = 10000,
};
scene->startRender(camera, render);
while (true)
{
window.beginFrame();
ImGui::Text("Camera Parameters");
ImGui::InputFloat3("Position", &camera.position.x);
ImGui::InputFloat3("Target", &camera.target.x);
ImGui::InputFloat("Focal Length", &camera.f);
ImGui::InputFloat("Aperture", &camera.A);
ImGui::InputFloat("S_O", &camera.S_O);
ImGui::Text("Render Parameters");
ImGui::InputInt2("Dimensions", (int*)&render.width);
ImGui::InputInt("Samples", (int*)&render.numSamples);
if (ImGui::Button("Render"))
{
window.beginFrame();
if (ImGui::Button("Render"))
{
scene.startRender(
Camera{
.position = glm::vec3(5, 5, 5),
.target = glm::vec3(0, 0, 0),
},
RenderParameter{
.width = 1920,
.height = 1080,
.numSamples = 10000,
});
}
window.update(scene.getImage());
scene->startRender(camera, render);
}
return 0;
ImGui::Text("Render Stats");
ImGui::Text("Last Sample Time: %.3f ms", scene->getLastSampleTime());
ImGui::Text("Average Sample Time: %.3f ms", scene->getAverageSampleTime());
ImGui::PlotLines("Sample Times", scene->getSampleTimes().data(), scene->getSampleTimes().size(), 0, 0, FLT_MAX, FLT_MAX, ImVec2(0, 40));
window.update(scene->getImage());
}
return 0;
}
+28 -22
View File
@@ -1,4 +1,5 @@
#include "Renderer.h"
#include "gpu/GPUScene.h"
#include "util/ModelLoader.h"
#include <chrono>
#include <iostream>
@@ -6,29 +7,34 @@
Renderer::Renderer()
{
bvh.addDirectionalLight(DirectionalLight{
scene = std::make_unique<Scene>();
scene->addDirectionalLight(DirectionalLight{
.direction = glm::normalize(glm::vec3(-0.4f, -0.3f, -0.2f)),
.color = glm::vec3(1, 1, 1),
});
bvh.addModels(ModelLoader::loadModel("../res/models/cube.fbx"),
glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
bvh.generate();
scene->addModels(ModelLoader::loadModel("../res/models/cube.fbx"),
glm::mat4(glm::vec4(1.0f, 0.0f, 0.0f, 0.0f), glm::vec4(0.0f, 1.0f, 0.0f, 0.0f), glm::vec4(0.0f, 0.0f, 1.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)));
scene->generate();
}
Renderer::~Renderer() {}
void Renderer::startRender(Camera cam, RenderParameter params)
{
threadPool.cancel();
pendingCancel = true;
if (worker.joinable())
//threadPool.cancel();
if (running)
{
running = false;
worker.join();
pendingCancel = false;
}
sampleTimes.clear();
image.clear();
accumulator.clear();
image.resize(params.width * params.height);
accumulator.resize(params.width * params.height);
running = true;
worker = std::thread(&Renderer::render, this, cam, params);
}
@@ -39,13 +45,11 @@ glm::vec3 rand01(glm::uvec3 x)
return glm::vec3(x) * (1.0f / float(0xffffffffU));
}
thread_local glm::vec3 rnd01;
void Renderer::render(Camera camera, RenderParameter params)
{
for (int samp = 0; samp < params.numSamples; ++samp)
{
if (pendingCancel)
if (!running)
return;
auto start = std::chrono::high_resolution_clock::now();
Batch batch;
@@ -57,6 +61,7 @@ void Renderer::render(Camera camera, RenderParameter params)
// #pragma omp parallel for
for (int h = 0; h < params.height; ++h)
{
Payload payload;
Ray cam = Ray(camera.position, glm::normalize(camera.target - camera.position));
glm::vec3 cx =
glm::normalize(glm::cross(cam.direction, abs(cam.direction.y) < 0.9 ? glm::vec3(0, 1, 0) : glm::vec3(0, 0, 1))),
@@ -67,8 +72,9 @@ void Renderer::render(Camera camera, RenderParameter params)
//-- sample sensor
glm::uvec2 pix = glm::uvec2(w, h);
rnd01 = rand01(glm::uvec3(pix, samp));
glm::vec2 rnd2 = 2.0f * glm::vec2(rnd01); // vvv tent filter sample
payload.rnd01 = rand01(glm::uvec3(pix, samp));
glm::vec2 rnd2 = 2.0f * glm::vec2(payload.rnd01); // vvv tent filter sample
glm::vec2 tent =
glm::vec2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x), rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
glm::vec2 s =
@@ -76,7 +82,7 @@ void Renderer::render(Camera camera, RenderParameter params)
0.5f) *
sdim;
glm::vec3 spos = cam.origin + cx * s.x + cy * s.y, lc = cam.origin + cam.direction * 0.035f; // sample on 3d sensor plane
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
//-- setup lens
glm::vec3 lensP = lc;
@@ -84,27 +90,27 @@ void Renderer::render(Camera camera, RenderParameter params)
glm::vec3 lensX = glm::cross(lensN, glm::vec3(0, 1, 0)); // the exact vector doesnt matter
glm::vec3 lensY = glm::cross(lensN, lensX);
glm::vec3 lensSample = lensP + rnd01.x * camera.A * lensX + rnd01.y * camera.A * lensY;
glm::vec3 lensSample = lensP + payload.rnd01.x * camera.A * lensX + payload.rnd01.y * camera.A * lensY;
glm::vec3 focalPoint = cam.origin + (camera.S_O + S_I) * cam.direction;
float t = glm::dot(focalPoint - r.origin, lensN) / glm::dot(r.direction, lensN);
glm::vec3 focus = r.origin + t * r.direction;
//r = Ray(lensSample, normalize(focus - lensSample)); // TODO: Fix lens
// r = Ray(lensSample, normalize(focus - lensSample)); // TODO: Fix lens
Payload payload;
bvh.traceRay(r, payload, 1e-4, 1e20);
scene->traceRay(r, payload, 1e-4, 1e20);
accumulator[w + h * params.width] += payload.accumulatedRadiance;
accumulator[w + h * params.width] += payload.accumulatedRadiance / float(params.numSamples);
}
co_return;
}(w, samp));
}
threadPool.runBatch(std::move(batch));
auto end = std::chrono::high_resolution_clock::now();
std::cout << std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count() << std::endl;
sampleTimes.push_back(std::chrono::duration_cast<std::chrono::microseconds>(end - start).count() / 1000.0f);
float resolver = float(params.numSamples) / float(samp+1);
for (uint32_t i = 0; i < accumulator.size(); ++i)
{
image[i] = glm::pow(glm::max((accumulator[i] / float(samp+1)), 0.0f), glm::vec3(0.45f));
image[i] = glm::pow(glm::max(accumulator[i] * resolver, 0.0f), glm::vec3(0.45f));
}
}
}
+33 -22
View File
@@ -1,33 +1,44 @@
#pragma once
#include "Scene.h"
#include "window/Window.h"
#include "util/Camera.h"
#include "ThreadPool.h"
#include "util/Camera.h"
#include "window/Window.h"
#include <numeric>
struct RenderParameter
{
int width;
int height;
int numSamples;
uint32_t width;
uint32_t height;
uint32_t numSamples;
};
class Renderer
{
public:
Renderer();
virtual ~Renderer();
void startRender(Camera cam, RenderParameter params);
constexpr const std::vector<glm::vec3>& getImage() const { return image; }
private:
virtual void render(Camera cam, RenderParameter params);
ThreadPool threadPool;
std::thread worker;
std::atomic_bool pendingCancel = false;
// the thing being displayed
std::vector<glm::vec3> image;
// radiance accumulator
std::vector<glm::vec3> accumulator;
std::vector<PointLight> pointLights;
std::vector<DirectionalLight> directionalLights;
Scene bvh;
public:
Renderer();
virtual ~Renderer();
void startRender(Camera cam, RenderParameter params);
constexpr const std::vector<glm::vec3>& getImage() const { return image; }
constexpr const std::vector<float>& getSampleTimes() const { return sampleTimes; }
constexpr const float getLastSampleTime() const { return sampleTimes.empty() ? 0 : sampleTimes.back(); }
constexpr const float getAverageSampleTime() const
{
return std::accumulate(sampleTimes.begin(), sampleTimes.end(), 0.0f) / sampleTimes.size();
}
protected:
virtual void render(Camera cam, RenderParameter params);
ThreadPool threadPool;
std::thread worker;
std::atomic_bool running = false;
std::vector<float> sampleTimes;
float lastSampleTime;
float averageSampleTime;
// the thing being displayed
std::vector<glm::vec3> image;
// radiance accumulator
std::vector<glm::vec3> accumulator;
std::vector<PointLight> pointLights;
std::vector<DirectionalLight> directionalLights;
std::unique_ptr<Scene> scene;
};
+78 -71
View File
@@ -20,12 +20,13 @@ void Scene::addModels(std::vector<PModel> _models, glm::mat4 transform)
void Scene::generate()
{
std::vector<PNode> pendingNodes;
while (!models.empty())
// todo: clear everything
for (uint32_t i = 0; i < models.size(); ++i)
{
auto& model = models.back();
auto& model = models[i];
ModelReference ref = {
.positionOffset = (uint32_t)positionPool.size(),
.numPositions = (uint32_t)model->positions.size(),
.indicesOffset = (uint32_t)indicesPool.size(),
.numIndices = (uint32_t)model->indices.size(),
};
@@ -33,6 +34,7 @@ void Scene::generate()
{
positionPool.push_back(model->positions[i]);
texCoordsPool.push_back(model->texCoords[i]);
normalsPool.push_back(model->normals[i]);
}
for (uint32_t i = 0; i < model->indices.size(); ++i)
{
@@ -41,8 +43,78 @@ void Scene::generate()
edgesPool.push_back(model->edges[i * 2 + 1]);
faceNormalsPool.push_back(glm::normalize(model->faceNormals[i]));
}
refs.push_back(ref);
}
createRayTracingHierarchy();
}
void Scene::traceRay(Ray ray, Payload& payload, const float tmin, const float tmax) const noexcept
{
IntersectionInfo info = generateIntersections(hierarchy, ray, tmin, tmax);
if (info.hitInfo.t < std::numeric_limits<float>::max())
{
// russian roulette ray termination
float p = std::max(std::max(info.brdf.albedo.x, info.brdf.albedo.y), info.brdf.albedo.z);
if (payload.depth >= 12)
{
return;
}
else if (payload.depth > 5)
{
if (payload.rnd01.z >= p)
return;
else
payload.accumulatedMaterial /= p;
}
// emissive
payload.accumulatedRadiance += payload.accumulatedMaterial * info.brdf.emissive * payload.emissive;
payload.accumulatedMaterial *= info.brdf.albedo;
// direct lighting
for (const auto& d : directionalLights)
{
// if there is an intersection, the light is occluded so no lighting
if (!testIntersection(hierarchy, Ray(info.hitInfo.position, -d.direction), 1e-4, 1e20))
{
payload.accumulatedRadiance += info.brdf.evaluate(info.hitInfo, -ray.direction, -d.direction, d.color);
}
}
for (const auto& p : pointLights)
{
glm::vec3 lightDir = p.position - info.hitInfo.position;
// if (!testIntersection(hierarchy, Ray(info.hitInfo.position, -lightDir), 1e-4, 1))
{
float d = glm::length(lightDir);
float illuminance = std::max(1 - d / p.attenuation, 0.0f);
payload.accumulatedRadiance += illuminance * info.brdf.evaluate(info.hitInfo, -ray.direction, lightDir, p.color);
}
}
// TODO: Next Event Estimation for mesh lights
// indirect lighting
float r1 = 2 * std::numbers::pi * payload.rnd01.x;
float r2 = payload.rnd01.y;
float r2s = sqrt(r2);
glm::vec3 w = info.hitInfo.normalLight;
glm::vec3 u = glm::normalize(glm::cross(std::abs(w.x) > 0.1 ? glm::vec3(0, 1, 0) : glm::vec3(1, 0, 0), w));
glm::vec3 v = glm::cross(w, u);
ray = Ray(info.hitInfo.position, glm::normalize(u * cos(r1) * r2s + v * sin(r1) * r2s + w * sqrt(1 - r2)));
payload.emissive = 0;
payload.depth++;
traceRay(ray, payload, tmin, tmax);
}
}
void Scene::createRayTracingHierarchy()
{
std::vector<PNode> pendingNodes;
for (const auto& [model, ref] : std::views::zip(models, refs))
{
pendingNodes.push_back(std::make_unique<Node>(model->boundingBox, ref));
models.pop_back();
}
while (pendingNodes.size() > 1)
{
@@ -77,69 +149,6 @@ void Scene::generate()
hierarchy = std::move(pendingNodes[0]);
}
extern glm::vec3 rnd01;
void Scene::traceRay(Ray ray, Payload& payload, const float tmin, const float tmax) const noexcept
{
IntersectionInfo info = generateIntersections(hierarchy, ray, tmin, tmax);
if (info.hitInfo.t < std::numeric_limits<float>::max())
{
// russian roulette ray termination
float p = std::max(std::max(info.brdf.albedo.x, info.brdf.albedo.y), info.brdf.albedo.z);
if (payload.depth >= 12)
{
return;
}
else if (payload.depth > 5)
{
if (rnd01.z >= p)
return;
else
payload.accumulatedMaterial /= p;
}
// emissive
payload.accumulatedRadiance += payload.accumulatedMaterial * info.brdf.emissive * payload.emissive;
payload.accumulatedMaterial *= info.brdf.albedo;
// direct lighting
for (const auto& d : directionalLights)
{
// if there is an intersection, the light is occluded so no lighting
if (!testIntersection(hierarchy, Ray(info.hitInfo.position, -d.direction), 1e-4, 1e20))
{
payload.accumulatedRadiance += info.brdf.evaluate(info.hitInfo, -ray.direction, -d.direction, d.color);
}
}
for (const auto& p : pointLights)
{
glm::vec3 lightDir = p.position - info.hitInfo.position;
// if (!testIntersection(hierarchy, Ray(info.hitInfo.position, -lightDir), 1e-4, 1))
{
float d = glm::length(lightDir);
float illuminance = std::max(1 - d / p.attenuation, 0.0f);
payload.accumulatedRadiance += illuminance * info.brdf.evaluate(info.hitInfo, -ray.direction, lightDir, p.color);
}
}
// TODO: Next Event Estimation for mesh lights
// indirect lighting
float r1 = 2 * std::numbers::pi * rnd01.x;
float r2 = rnd01.y;
float r2s = sqrt(r2);
glm::vec3 w = info.hitInfo.normalLight;
glm::vec3 u = glm::normalize(glm::cross(std::abs(w.x) > 0.1 ? glm::vec3(0, 1, 0) : glm::vec3(1, 0, 0), w));
glm::vec3 v = glm::cross(w, u);
ray = Ray(info.hitInfo.position, glm::normalize(u * cos(r1) * r2s + v * sin(r1) * r2s + w * sqrt(1 - r2)));
payload.emissive = 0;
payload.depth++;
traceRay(ray, payload, tmin, tmax);
}
}
bool Scene::testIntersection(const PNode& currentNode, const Ray ray, const float tmin, float tmax) const noexcept
{
if (!currentNode->aabb.intersects(ray, tmin, tmax))
@@ -156,8 +165,7 @@ bool Scene::testIntersection(const PNode& currentNode, const Ray ray, const floa
return leftResults || rightResults;
}
IntersectionInfo Scene::generateIntersections(const PNode& currentNode, const Ray ray, const float tmin,
float tmax) const noexcept
IntersectionInfo Scene::generateIntersections(const PNode& currentNode, const Ray ray, const float tmin, float tmax) const noexcept
{
if (!currentNode->aabb.intersects(ray, tmin, tmax))
{
@@ -221,8 +229,7 @@ bool Scene::testModel(const ModelReference& reference, const Ray ray, const floa
return false;
}
IntersectionInfo Scene::intersectModel(const ModelReference& reference, const Ray ray, const float tmin,
float tmax) const noexcept
IntersectionInfo Scene::intersectModel(const ModelReference& reference, const Ray ray, const float tmin, float tmax) const noexcept
{
IntersectionInfo intersection = {};
+10 -1
View File
@@ -9,6 +9,7 @@
struct ModelReference
{
uint32_t positionOffset = 0;
uint32_t numPositions = 0;
uint32_t indicesOffset = 0;
uint32_t numIndices = 0;
};
@@ -16,6 +17,7 @@ struct ModelReference
struct PointLight
{
glm::vec3 position = glm::vec3(0, 0, 0);
float pad;
glm::vec3 color = glm::vec3(1, 1, 1);
float attenuation = 1;
};
@@ -23,7 +25,9 @@ struct PointLight
struct DirectionalLight
{
glm::vec3 direction = glm::vec3(0, 1, 0);
float pad;
glm::vec3 color = glm::vec3(1, 1, 1);
float pad1;
};
class Scene
@@ -37,9 +41,11 @@ public:
void traceRay(Ray ray, Payload& payload, const float tmin, const float tmax) const noexcept;
private:
protected:
std::vector<ModelReference> refs;
std::vector<glm::vec3> positionPool;
std::vector<glm::vec2> texCoordsPool;
std::vector<glm::vec3> normalsPool;
std::vector<glm::uvec3> indicesPool;
std::vector<glm::vec3> edgesPool;
std::vector<glm::vec3> faceNormalsPool;
@@ -60,9 +66,12 @@ private:
PNode hierarchy;
std::vector<PModel> models;
virtual void createRayTracingHierarchy();
// tests if a ray intersects any geometry, no hit information, for shadow rays
bool testIntersection(const PNode& currentNode, const Ray ray, const float tmin, const float tmax) const noexcept;
IntersectionInfo generateIntersections(const PNode& currentNode, const Ray ray, const float tmin, const float tmax) const noexcept;
bool testModel(const ModelReference& reference, const Ray ray, const float tmin, const float tmax) const noexcept;
IntersectionInfo intersectModel(const ModelReference& reference, const Ray ray, const float tmin, const float tmax) const noexcept;
friend class GPURenderer;
};
+1 -1
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@@ -6,7 +6,7 @@ struct Camera
glm::vec3 position;
glm::vec3 target;
glm::vec2 sensorSize = glm::vec2(0.036, 0.024);
float S_O = 6.9;
float S_O = 20;
float f = 0.7;
float A = 0.35;
};
+5
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@@ -7,6 +7,11 @@ void Model::transform(glm::mat4 matrix)
pos = glm::vec3(matrix * glm::vec4(pos, 1));
}
for (auto& nor : normals)
{
nor = glm::mat3(matrix) * nor;
}
boundingBox.transform(matrix);
for (int i = 0; i < indices.size(); i++)
+1
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@@ -16,6 +16,7 @@ public:
AABB boundingBox;
std::vector<glm::vec3> positions;
std::vector<glm::vec2> texCoords;
std::vector<glm::vec3> normals;
std::vector<glm::uvec3> indices;
std::vector<glm::vec3> edges;
std::vector<glm::vec3> faceNormals;
+10 -2
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@@ -8,7 +8,7 @@
std::vector<PModel> ModelLoader::loadModel(std::string_view filename)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate);
const aiScene* scene = importer.ReadFile(std::string(filename), aiProcess_Triangulate | aiProcess_GenNormals);
std::cout << importer.GetErrorString() << std::endl;
std::vector<PModel> result;
for (int m = 0; m < scene->mNumMeshes; ++m)
@@ -20,7 +20,15 @@ std::vector<PModel> ModelLoader::loadModel(std::string_view filename)
{
auto aiVert = mesh->mVertices[v];
model->positions.push_back(glm::vec3(aiVert.x, aiVert.y, aiVert.z));
model->texCoords.push_back(glm::vec2(mesh->mTextureCoords[0][v].x, mesh->mTextureCoords[0][v].y));
if (mesh->HasTextureCoords(0))
{
model->texCoords.push_back(glm::vec2(mesh->mTextureCoords[0][v].x, mesh->mTextureCoords[0][v].y));
}
else
{
model->texCoords.push_back(glm::vec2(0, 0));
}
model->normals.push_back(glm::vec3(mesh->mNormals[v].x, mesh->mNormals[v].y, mesh->mNormals[v].z));
aabb.adjust(model->positions.back());
}
for (int i = 0; i < mesh->mNumFaces; ++i)
+1
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@@ -3,6 +3,7 @@
struct Payload
{
glm::vec3 rnd01;
glm::vec3 accumulatedRadiance = glm::vec3(0);
glm::vec3 accumulatedMaterial = glm::vec3(1);
uint32_t depth = 0;
+1
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@@ -5,6 +5,7 @@
"features": [ "glfw-binding", "opengl3-binding" ]
},
"vulkan",
"vulkan-memory-allocator",
"assimp",
"ktx",
"glfw3",