vulkan triangle
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8b2fd773b1
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96b5d1a299
8 changed files with 170 additions and 48 deletions
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@ -0,0 +1,12 @@
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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hitAttributeEXT vec2 attribs;
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void main()
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{
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const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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hitValue = barycentricCoords;
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}
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@ -5,9 +5,12 @@ using namespace Crafter;
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import std;
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typedef VulkanShader<"raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, 2, {{{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 0}, {VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1}}}> Raygenspv;
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typedef VulkanShader<"closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, 0, {{}}> Closesthitspv;
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typedef VulkanShader<"miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, 0, {{}}> Misspv;
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int main() {
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std::this_thread::sleep_for(std::chrono::milliseconds(500));
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/*
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This sets up all necessary things and creates the vulkan device.
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This must be called before any vulkan related things.
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@ -15,9 +18,11 @@ int main() {
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*/
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VulkanDevice::CreateDevice();
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Raygenspv::CreateShader();
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DescriptorLayoutVulkan<Raygenspv>::Init();
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PipelineRTVulkan<Raygenspv, Raygenspv>::Init();
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DescriptorPool<1, Raygenspv> pool;
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Closesthitspv::CreateShader();
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Misspv::CreateShader();
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DescriptorLayoutVulkan<Raygenspv, Closesthitspv, Misspv>::Init();
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PipelineRTVulkan<Raygenspv, Closesthitspv, Misspv, Raygenspv, Closesthitspv, Misspv>::Init();
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DescriptorPool<1, Raygenspv, Closesthitspv, Misspv> pool;
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pool.setsCount = 1;
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pool.BuildPool(0);
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@ -30,8 +35,8 @@ int main() {
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VkCommandBuffer cmd = window.StartInit();
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Mesh triangleMesh;
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std::array<Vertex, 3> verts {{{-0.1, 0, 0}, {0, 0.1, 0}, {0.1, 0, 0}}};
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std::array<std::uint32_t, 3> index {{0,1,2}};
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std::array<Vertex, 3> verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}};
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std::array<std::uint32_t, 3> index {{2,1,0}};
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triangleMesh.Build(verts, index, cmd);
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RenderingElement3DVulkan::elements.emplace_back(triangleMesh);
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RenderingElement3DVulkan::BuildTLAS(cmd);
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@ -41,8 +46,6 @@ int main() {
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.imageLayout = VK_IMAGE_LAYOUT_GENERAL
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};
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std::cout << pool.sets.size() << std::endl;
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VkWriteDescriptorSetAccelerationStructureKHR writeDescriptorSetAccelerationStructure {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR,
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.accelerationStructureCount = 1,
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@ -51,21 +54,22 @@ int main() {
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VkWriteDescriptorSet write[2] = {
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.pNext = &writeDescriptorSetAccelerationStructure,
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.dstSet = pool.sets[0],
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.dstSet = pool.sets[0],
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.dstBinding = 0,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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.pBufferInfo = &RenderingElement3DVulkan::tlasBuffer.descriptor
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.descriptorType = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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},
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstSet = pool.sets[0],
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstSet = pool.sets[0],
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.dstBinding = 1,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.pImageInfo = &imageInfo
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.pImageInfo = &imageInfo
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}
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};
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vkUpdateDescriptorSets(VulkanDevice::device, 2, write, 0, nullptr);
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@ -77,9 +81,18 @@ int main() {
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*/
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window.FinishInit();
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window.SetPipelineRT<Raygenspv, Raygenspv>();
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window.SetPipelineRT<Raygenspv, Closesthitspv, Misspv, Raygenspv, Closesthitspv, Misspv>();
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window.descriptorsRt = pool.sets;
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window.Render();
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window.Render();
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window.Render();
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window.Render();
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// window.Render();
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// window.Render();
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// window.Render();
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// window.Render();
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// window.Render();
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// window.Render();
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window.StartSync();
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}
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@ -0,0 +1,9 @@
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#version 460
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#extension GL_EXT_ray_tracing : enable
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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(1, 1, 1);
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}
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@ -13,7 +13,17 @@
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"shaders": [
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{
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"path":"raygen.glsl",
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"type":6,
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"type": 6,
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"entrypoint":"main"
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},
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{
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"path":"closesthit.glsl",
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"type": 9,
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"entrypoint":"main"
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},
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{
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"path":"miss.glsl",
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"type": 10,
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"entrypoint":"main"
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}
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]
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@ -3,10 +3,45 @@
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#extension GL_EXT_shader_image_load_formatted : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0) uniform image2D image;
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layout(binding = 1, set = 0, rgba32f) uniform image2D image;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main() {
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(1,1,1, 0.0));
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}
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void main()
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{
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// Pixel coordinates
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uvec2 pixel = gl_LaunchIDEXT.xy;
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uvec2 resolution = gl_LaunchSizeEXT.xy;
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// Normalized coordinates in range [-1, 1]
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vec2 uv = (vec2(pixel) + 0.5) / vec2(resolution);
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vec2 ndc = uv * 2.0 - 1.0;
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// Camera parameters
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vec3 origin = vec3(0.0, 0.0, -300.0);
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float aspect = float(resolution.x) / float(resolution.y);
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float fov = radians(60.0);
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float tanHalfFov = tan(fov * 0.5);
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// Simple pinhole camera facing +Z
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vec3 direction = normalize(vec3(
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ndc.x * aspect * tanHalfFov,
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-ndc.y * tanHalfFov,
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1.0
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));
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traceRayEXT(
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topLevelAS,
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gl_RayFlagsNoneEXT,
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0xff,
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0, 0, 0,
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origin,
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0.001,
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direction,
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10000.0,
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0
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);
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imageStore(image, ivec2(pixel), vec4(hitValue, 1.0));
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}
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