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|
// main.cpp
// This file implements an example of hardware ray-tracing using
// Slang shaders and the `gfx` graphics API.
#include <slang.h>
#include "slang-gfx.h"
#include "gfx-util/shader-cursor.h"
#include "tools/platform/window.h"
#include "tools/platform/vector-math.h"
#include "slang-com-ptr.h"
#include "source/core/slang-basic.h"
#include "examples/example-base/example-base.h"
using namespace gfx;
using namespace Slang;
struct Uniforms
{
float screenWidth, screenHeight;
float focalLength = 24.0f, frameHeight = 24.0f;
float cameraDir[4];
float cameraUp[4];
float cameraRight[4];
float cameraPosition[4];
float lightDir[4];
};
struct Vertex
{
float position[3];
};
// Define geometry data for our test scene.
// The scene contains a floor plane, and a cube placed on top of it at the center.
static const int kVertexCount = 24;
static const Vertex kVertexData[kVertexCount] =
{
// Floor plane
{{-100.0f, 0, 100.0f}},
{{100.0f, 0, 100.0f}},
{{100.0f, 0, -100.0f}},
{{-100.0f, 0, -100.0f}},
// Cube face (+y).
{{-1.0f, 2.0, 1.0f}},
{{1.0f, 2.0, 1.0f}},
{{1.0f, 2.0, -1.0f}},
{{-1.0f, 2.0, -1.0f}},
// Cube face (+z).
{{-1.0f, 0.0, 1.0f}},
{{1.0f, 0.0, 1.0f}},
{{1.0f, 2.0, 1.0f}},
{{-1.0f, 2.0, 1.0f}},
// Cube face (-z).
{{-1.0f, 0.0, -1.0f}},
{{-1.0f, 2.0, -1.0f}},
{{1.0f, 2.0, -1.0f}},
{{1.0f, 0.0, -1.0f}},
// Cube face (-x).
{{-1.0f, 0.0, -1.0f}},
{{-1.0f, 0.0, 1.0f}},
{{-1.0f, 2.0, 1.0f}},
{{-1.0f, 2.0, -1.0f}},
// Cube face (+x).
{{1.0f, 2.0, -1.0f}},
{{1.0f, 2.0, 1.0f}},
{{1.0f, 0.0, 1.0f}},
{{1.0f, 0.0, -1.0f}},
};
static const int kIndexCount = 36;
static const int kIndexData[kIndexCount] =
{
0, 1, 2, 0, 2, 3,
4, 5, 6, 4, 6, 7,
8, 9, 10, 8, 10, 11,
12, 13, 14, 12, 14, 15,
16, 17, 18, 16, 18, 19,
20, 21, 22, 20, 22, 23
};
struct Primitive
{
float data[4];
float color[4];
};
static const int kPrimitiveCount = 12;
static const Primitive kPrimitiveData[kPrimitiveCount] =
{
{{0.0f, 1.0f, 0.0f, 0.0f}, {0.75f, 0.8f, 0.85f, 1.0f}},
{{0.0f, 1.0f, 0.0f, 0.0f}, {0.75f, 0.8f, 0.85f, 1.0f}},
{{0.0f, 1.0f, 0.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{0.0f, 1.0f, 0.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{0.0f, 0.0f, 1.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{0.0f, 0.0f, 1.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{0.0f, 0.0f, -1.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{0.0f, 0.0f, -1.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{-1.0f, 0.0f, 0.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{-1.0f, 0.0f, 0.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{1.0f, 0.0f, 0.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
{{1.0f, 0.0f, 0.0f, 0.0f}, {0.95f, 0.85f, 0.05f, 1.0f}},
};
// We need to use a rasterization pipeline to copy the ray-traced image
// to the swapchain. To do so we need to render a full-screen triangle.
// We will define a small helper type that defines the data for such a triangle.
//
struct FullScreenTriangle
{
struct Vertex
{
float position[2];
};
enum
{
kVertexCount = 3
};
static const Vertex kVertices[kVertexCount];
};
const FullScreenTriangle::Vertex FullScreenTriangle::kVertices[FullScreenTriangle::kVertexCount] = {
{{-1, -1}},
{{-1, 3}},
{{3, -1}},
};
// The example application will be implemented as a `struct`, so that
// we can scope the resources it allocates without using global variables.
//
struct RayTracing : public WindowedAppBase
{
Uniforms gUniforms = {};
// Many Slang API functions return detailed diagnostic information
// (error messages, warnings, etc.) as a "blob" of data, or return
// a null blob pointer instead if there were no issues.
//
// For convenience, we define a subroutine that will dump the information
// in a diagnostic blob if one is produced, and skip it otherwise.
//
void diagnoseIfNeeded(slang::IBlob* diagnosticsBlob)
{
if( diagnosticsBlob != nullptr )
{
printf("%s", (const char*) diagnosticsBlob->getBufferPointer());
#ifdef _WIN32
_Win32OutputDebugString((const char*)diagnosticsBlob->getBufferPointer());
#endif
}
}
// Load and compile shader code from souce.
gfx::Result loadShaderProgram(
gfx::IDevice* device, bool isRayTracingPipeline, gfx::IShaderProgram** outProgram)
{
ComPtr<slang::ISession> slangSession;
slangSession = device->getSlangSession();
ComPtr<slang::IBlob> diagnosticsBlob;
slang::IModule* module = slangSession->loadModule("shaders", diagnosticsBlob.writeRef());
diagnoseIfNeeded(diagnosticsBlob);
if(!module)
return SLANG_FAIL;
Slang::List<slang::IComponentType*> componentTypes;
componentTypes.add(module);
if (isRayTracingPipeline)
{
ComPtr<slang::IEntryPoint> entryPoint;
SLANG_RETURN_ON_FAIL(module->findEntryPointByName("rayGenShader", entryPoint.writeRef()));
componentTypes.add(entryPoint);
SLANG_RETURN_ON_FAIL(module->findEntryPointByName("missShader", entryPoint.writeRef()));
componentTypes.add(entryPoint);
SLANG_RETURN_ON_FAIL(
module->findEntryPointByName("closestHitShader", entryPoint.writeRef()));
componentTypes.add(entryPoint);
SLANG_RETURN_ON_FAIL(
module->findEntryPointByName("shadowRayHitShader", entryPoint.writeRef()));
componentTypes.add(entryPoint);
}
else
{
ComPtr<slang::IEntryPoint> entryPoint;
SLANG_RETURN_ON_FAIL(module->findEntryPointByName("vertexMain", entryPoint.writeRef()));
componentTypes.add(entryPoint);
SLANG_RETURN_ON_FAIL(module->findEntryPointByName("fragmentMain", entryPoint.writeRef()));
componentTypes.add(entryPoint);
}
ComPtr<slang::IComponentType> linkedProgram;
SlangResult result = slangSession->createCompositeComponentType(
componentTypes.getBuffer(),
componentTypes.getCount(),
linkedProgram.writeRef(),
diagnosticsBlob.writeRef());
diagnoseIfNeeded(diagnosticsBlob);
SLANG_RETURN_ON_FAIL(result);
gfx::IShaderProgram::Desc programDesc = {};
programDesc.slangProgram = linkedProgram;
SLANG_RETURN_ON_FAIL(device->createProgram(programDesc, outProgram));
return SLANG_OK;
}
ComPtr<gfx::IPipelineState> gPresentPipelineState;
ComPtr<gfx::IPipelineState> gRenderPipelineState;
ComPtr<gfx::IBufferResource> gFullScreenVertexBuffer;
ComPtr<gfx::IBufferResource> gVertexBuffer;
ComPtr<gfx::IBufferResource> gIndexBuffer;
ComPtr<gfx::IBufferResource> gPrimitiveBuffer;
ComPtr<gfx::IBufferResource> gTransformBuffer;
ComPtr<gfx::IResourceView> gPrimitiveBufferSRV;
ComPtr<gfx::IBufferResource> gInstanceBuffer;
ComPtr<gfx::IBufferResource> gBLASBuffer;
ComPtr<gfx::IAccelerationStructure> gBLAS;
ComPtr<gfx::IBufferResource> gTLASBuffer;
ComPtr<gfx::IAccelerationStructure> gTLAS;
ComPtr<gfx::ITextureResource> gResultTexture;
ComPtr<gfx::IResourceView> gResultTextureUAV;
uint64_t lastTime = 0;
// glm::vec3 lightDir = normalize(glm::vec3(10, 10, 10));
// glm::vec3 lightColor = glm::vec3(1, 1, 1);
glm::vec3 cameraPosition = glm::vec3(-2.53f, 2.72f, 4.3f);
float cameraOrientationAngles[2] = {-0.475f, -0.35f}; // Spherical angles (theta, phi).
float translationScale = 0.5f;
float rotationScale = 0.01f;
// In order to control camera movement, we will
// use good old WASD
bool wPressed = false;
bool aPressed = false;
bool sPressed = false;
bool dPressed = false;
bool isMouseDown = false;
float lastMouseX = 0.0f;
float lastMouseY = 0.0f;
void setKeyState(platform::KeyCode key, bool state)
{
switch (key)
{
default:
break;
case platform::KeyCode::W:
wPressed = state;
break;
case platform::KeyCode::A:
aPressed = state;
break;
case platform::KeyCode::S:
sPressed = state;
break;
case platform::KeyCode::D:
dPressed = state;
break;
}
}
void onKeyDown(platform::KeyEventArgs args) { setKeyState(args.key, true); }
void onKeyUp(platform::KeyEventArgs args) { setKeyState(args.key, false); }
void onMouseDown(platform::MouseEventArgs args)
{
isMouseDown = true;
lastMouseX = (float)args.x;
lastMouseY = (float)args.y;
}
void onMouseMove(platform::MouseEventArgs args)
{
if (isMouseDown)
{
float deltaX = args.x - lastMouseX;
float deltaY = args.y - lastMouseY;
cameraOrientationAngles[0] += -deltaX * rotationScale;
cameraOrientationAngles[1] += -deltaY * rotationScale;
lastMouseX = (float)args.x;
lastMouseY = (float)args.y;
}
}
void onMouseUp(platform::MouseEventArgs args) { isMouseDown = false; }
Slang::Result initialize()
{
initializeBase("Ray Tracing Pipeline", 1024, 768);
gWindow->events.mouseMove = [this](const platform::MouseEventArgs& e) { onMouseMove(e); };
gWindow->events.mouseUp = [this](const platform::MouseEventArgs& e) { onMouseUp(e); };
gWindow->events.mouseDown = [this](const platform::MouseEventArgs& e) { onMouseDown(e); };
gWindow->events.keyDown = [this](const platform::KeyEventArgs& e) { onKeyDown(e); };
gWindow->events.keyUp = [this](const platform::KeyEventArgs& e) { onKeyUp(e); };
IBufferResource::Desc vertexBufferDesc;
vertexBufferDesc.type = IResource::Type::Buffer;
vertexBufferDesc.sizeInBytes = kVertexCount * sizeof(Vertex);
vertexBufferDesc.defaultState = ResourceState::ShaderResource;
gVertexBuffer = gDevice->createBufferResource(vertexBufferDesc, &kVertexData[0]);
if(!gVertexBuffer) return SLANG_FAIL;
IBufferResource::Desc indexBufferDesc;
indexBufferDesc.type = IResource::Type::Buffer;
indexBufferDesc.sizeInBytes = kIndexCount * sizeof(int32_t);
indexBufferDesc.defaultState = ResourceState::ShaderResource;
gIndexBuffer = gDevice->createBufferResource(indexBufferDesc, &kIndexData[0]);
if (!gIndexBuffer)
return SLANG_FAIL;
IBufferResource::Desc primitiveBufferDesc;
primitiveBufferDesc.type = IResource::Type::Buffer;
primitiveBufferDesc.sizeInBytes = kPrimitiveCount * sizeof(Primitive);
primitiveBufferDesc.defaultState = ResourceState::ShaderResource;
gPrimitiveBuffer = gDevice->createBufferResource(primitiveBufferDesc, &kPrimitiveData[0]);
if (!gPrimitiveBuffer)
return SLANG_FAIL;
IResourceView::Desc primitiveSRVDesc = {};
primitiveSRVDesc.format = Format::Unknown;
primitiveSRVDesc.type = IResourceView::Type::ShaderResource;
primitiveSRVDesc.bufferElementSize = sizeof(Primitive);
gPrimitiveBufferSRV = gDevice->createBufferView(gPrimitiveBuffer, primitiveSRVDesc);
IBufferResource::Desc transformBufferDesc;
transformBufferDesc.type = IResource::Type::Buffer;
transformBufferDesc.sizeInBytes = sizeof(float) * 12;
transformBufferDesc.defaultState = ResourceState::ShaderResource;
float transformData[12] = {
1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f};
gTransformBuffer = gDevice->createBufferResource(transformBufferDesc, &transformData);
if (!gTransformBuffer)
return SLANG_FAIL;
// Build bottom level acceleration structure.
{
IAccelerationStructure::BuildInputs accelerationStructureBuildInputs;
IAccelerationStructure::PrebuildInfo accelerationStructurePrebuildInfo;
accelerationStructureBuildInputs.descCount = 1;
accelerationStructureBuildInputs.kind = IAccelerationStructure::Kind::BottomLevel;
accelerationStructureBuildInputs.flags =
IAccelerationStructure::BuildFlags::AllowCompaction;
IAccelerationStructure::GeometryDesc geomDesc;
geomDesc.flags = IAccelerationStructure::GeometryFlags::Opaque;
geomDesc.type = IAccelerationStructure::GeometryType::Triangles;
geomDesc.content.triangles.indexCount = kIndexCount;
geomDesc.content.triangles.indexData = gIndexBuffer->getDeviceAddress();
geomDesc.content.triangles.indexFormat = Format::R32_UINT;
geomDesc.content.triangles.vertexCount = kVertexCount;
geomDesc.content.triangles.vertexData = gVertexBuffer->getDeviceAddress();
geomDesc.content.triangles.vertexFormat = Format::R32G32B32_FLOAT;
geomDesc.content.triangles.vertexStride = sizeof(Vertex);
geomDesc.content.triangles.transform3x4 = gTransformBuffer->getDeviceAddress();
accelerationStructureBuildInputs.geometryDescs = &geomDesc;
// Query buffer size for acceleration structure build.
SLANG_RETURN_ON_FAIL(gDevice->getAccelerationStructurePrebuildInfo(
accelerationStructureBuildInputs, &accelerationStructurePrebuildInfo));
// Allocate buffers for acceleration structure.
IBufferResource::Desc asDraftBufferDesc;
asDraftBufferDesc.type = IResource::Type::Buffer;
asDraftBufferDesc.defaultState = ResourceState::AccelerationStructure;
asDraftBufferDesc.sizeInBytes = (size_t)accelerationStructurePrebuildInfo.resultDataMaxSize;
ComPtr<IBufferResource> draftBuffer = gDevice->createBufferResource(asDraftBufferDesc);
IBufferResource::Desc scratchBufferDesc;
scratchBufferDesc.type = IResource::Type::Buffer;
scratchBufferDesc.defaultState = ResourceState::UnorderedAccess;
scratchBufferDesc.sizeInBytes = (size_t)accelerationStructurePrebuildInfo.scratchDataSize;
ComPtr<IBufferResource> scratchBuffer = gDevice->createBufferResource(scratchBufferDesc);
// Build acceleration structure.
ComPtr<IQueryPool> compactedSizeQuery;
IQueryPool::Desc queryPoolDesc;
queryPoolDesc.count = 1;
queryPoolDesc.type = QueryType::AccelerationStructureCompactedSize;
SLANG_RETURN_ON_FAIL(
gDevice->createQueryPool(queryPoolDesc, compactedSizeQuery.writeRef()));
ComPtr<IAccelerationStructure> draftAS;
IAccelerationStructure::CreateDesc draftCreateDesc;
draftCreateDesc.buffer = draftBuffer;
draftCreateDesc.kind = IAccelerationStructure::Kind::BottomLevel;
draftCreateDesc.offset = 0;
draftCreateDesc.size = accelerationStructurePrebuildInfo.resultDataMaxSize;
SLANG_RETURN_ON_FAIL(
gDevice->createAccelerationStructure(draftCreateDesc, draftAS.writeRef()));
compactedSizeQuery->reset();
auto commandBuffer = gTransientHeaps[0]->createCommandBuffer();
auto encoder = commandBuffer->encodeRayTracingCommands();
IAccelerationStructure::BuildDesc buildDesc = {};
buildDesc.dest = draftAS;
buildDesc.inputs = accelerationStructureBuildInputs;
buildDesc.scratchData = scratchBuffer->getDeviceAddress();
AccelerationStructureQueryDesc compactedSizeQueryDesc = {};
compactedSizeQueryDesc.queryPool = compactedSizeQuery;
compactedSizeQueryDesc.queryType = QueryType::AccelerationStructureCompactedSize;
encoder->buildAccelerationStructure(buildDesc, 1, &compactedSizeQueryDesc);
encoder->endEncoding();
commandBuffer->close();
gQueue->executeCommandBuffer(commandBuffer);
gQueue->waitOnHost();
uint64_t compactedSize = 0;
compactedSizeQuery->getResult(0, 1, &compactedSize);
IBufferResource::Desc asBufferDesc;
asBufferDesc.type = IResource::Type::Buffer;
asBufferDesc.defaultState = ResourceState::AccelerationStructure;
asBufferDesc.sizeInBytes = (size_t)compactedSize;
gBLASBuffer = gDevice->createBufferResource(asBufferDesc);
IAccelerationStructure::CreateDesc createDesc;
createDesc.buffer = gBLASBuffer;
createDesc.kind = IAccelerationStructure::Kind::BottomLevel;
createDesc.offset = 0;
createDesc.size = (size_t)compactedSize;
gDevice->createAccelerationStructure(createDesc, gBLAS.writeRef());
commandBuffer = gTransientHeaps[0]->createCommandBuffer();
encoder = commandBuffer->encodeRayTracingCommands();
encoder->copyAccelerationStructure(gBLAS, draftAS, AccelerationStructureCopyMode::Compact);
encoder->endEncoding();
commandBuffer->close();
gQueue->executeCommandBuffer(commandBuffer);
gQueue->waitOnHost();
}
// Build top level acceleration structure.
{
List<IAccelerationStructure::InstanceDesc> instanceDescs;
instanceDescs.setCount(1);
instanceDescs[0].accelerationStructure = gBLAS->getDeviceAddress();
instanceDescs[0].flags =
IAccelerationStructure::GeometryInstanceFlags::TriangleFacingCullDisable;
instanceDescs[0].instanceContributionToHitGroupIndex = 0;
instanceDescs[0].instanceID = 0;
instanceDescs[0].instanceMask = 0xFF;
float transformMatrix[] = {1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f};
memcpy(&instanceDescs[0].transform[0][0], transformMatrix, sizeof(float) * 12);
IBufferResource::Desc instanceBufferDesc;
instanceBufferDesc.type = IResource::Type::Buffer;
instanceBufferDesc.sizeInBytes =
instanceDescs.getCount() * sizeof(IAccelerationStructure::InstanceDesc);
instanceBufferDesc.defaultState = ResourceState::ShaderResource;
gInstanceBuffer = gDevice->createBufferResource(instanceBufferDesc, instanceDescs.getBuffer());
if (!gInstanceBuffer)
return SLANG_FAIL;
IAccelerationStructure::BuildInputs accelerationStructureBuildInputs = {};
IAccelerationStructure::PrebuildInfo accelerationStructurePrebuildInfo = {};
accelerationStructureBuildInputs.descCount = 1;
accelerationStructureBuildInputs.kind = IAccelerationStructure::Kind::TopLevel;
accelerationStructureBuildInputs.instanceDescs = gInstanceBuffer->getDeviceAddress();
// Query buffer size for acceleration structure build.
SLANG_RETURN_ON_FAIL(gDevice->getAccelerationStructurePrebuildInfo(
accelerationStructureBuildInputs, &accelerationStructurePrebuildInfo));
IBufferResource::Desc asBufferDesc;
asBufferDesc.type = IResource::Type::Buffer;
asBufferDesc.defaultState = ResourceState::AccelerationStructure;
asBufferDesc.sizeInBytes = (size_t)accelerationStructurePrebuildInfo.resultDataMaxSize;
gTLASBuffer = gDevice->createBufferResource(asBufferDesc);
IBufferResource::Desc scratchBufferDesc;
scratchBufferDesc.type = IResource::Type::Buffer;
scratchBufferDesc.defaultState = ResourceState::UnorderedAccess;
scratchBufferDesc.sizeInBytes = (size_t)accelerationStructurePrebuildInfo.scratchDataSize;
ComPtr<IBufferResource> scratchBuffer = gDevice->createBufferResource(scratchBufferDesc);
IAccelerationStructure::CreateDesc createDesc;
createDesc.buffer = gTLASBuffer;
createDesc.kind = IAccelerationStructure::Kind::TopLevel;
createDesc.offset = 0;
createDesc.size = (size_t)accelerationStructurePrebuildInfo.resultDataMaxSize;
SLANG_RETURN_ON_FAIL(gDevice->createAccelerationStructure(createDesc, gTLAS.writeRef()));
auto commandBuffer = gTransientHeaps[0]->createCommandBuffer();
auto encoder = commandBuffer->encodeRayTracingCommands();
IAccelerationStructure::BuildDesc buildDesc = {};
buildDesc.dest = gTLAS;
buildDesc.inputs = accelerationStructureBuildInputs;
buildDesc.scratchData = scratchBuffer->getDeviceAddress();
encoder->buildAccelerationStructure(buildDesc, 0, nullptr);
encoder->endEncoding();
commandBuffer->close();
gQueue->executeCommandBuffer(commandBuffer);
gQueue->waitOnHost();
}
IBufferResource::Desc fullScreenVertexBufferDesc;
fullScreenVertexBufferDesc.type = IResource::Type::Buffer;
fullScreenVertexBufferDesc.sizeInBytes =
FullScreenTriangle::kVertexCount * sizeof(FullScreenTriangle::Vertex);
fullScreenVertexBufferDesc.defaultState = ResourceState::VertexBuffer;
gFullScreenVertexBuffer = gDevice->createBufferResource(
fullScreenVertexBufferDesc, &FullScreenTriangle::kVertices[0]);
if (!gFullScreenVertexBuffer)
return SLANG_FAIL;
InputElementDesc inputElements[] = {
{"POSITION", 0, Format::R32G32_FLOAT, offsetof(FullScreenTriangle::Vertex, position)},
};
auto inputLayout = gDevice->createInputLayout(sizeof(FullScreenTriangle::Vertex), &inputElements[0], SLANG_COUNT_OF(inputElements));
if (!inputLayout)
return SLANG_FAIL;
ComPtr<IShaderProgram> shaderProgram;
SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, false, shaderProgram.writeRef()));
GraphicsPipelineStateDesc desc;
desc.inputLayout = inputLayout;
desc.program = shaderProgram;
desc.framebufferLayout = gFramebufferLayout;
gPresentPipelineState = gDevice->createGraphicsPipelineState(desc);
if (!gPresentPipelineState)
return SLANG_FAIL;
ComPtr<IShaderProgram> rayTracingProgram;
SLANG_RETURN_ON_FAIL(
loadShaderProgram(gDevice, true, rayTracingProgram.writeRef()));
RayTracingPipelineStateDesc rtpDesc = {};
rtpDesc.program = rayTracingProgram;
rtpDesc.hitGroupCount = 2;
HitGroupDesc hitGroups[2];
hitGroups[0].closestHitEntryPoint = "closestHitShader";
hitGroups[1].closestHitEntryPoint = "shadowRayHitShader";
rtpDesc.hitGroups = hitGroups;
rtpDesc.maxRayPayloadSize = 64;
rtpDesc.maxRecursion = 2;
rtpDesc.shaderTableHitGroupCount = 2;
int32_t shaderTable[] = {0, 1};
rtpDesc.shaderTableHitGroupIndices = shaderTable;
SLANG_RETURN_ON_FAIL(
gDevice->createRayTracingPipelineState(rtpDesc, gRenderPipelineState.writeRef()));
if (!gRenderPipelineState)
return SLANG_FAIL;
createResultTexture();
return SLANG_OK;
}
void createResultTexture()
{
ITextureResource::Desc resultTextureDesc = {};
resultTextureDesc.type = IResource::Type::Texture2D;
resultTextureDesc.numMipLevels = 1;
resultTextureDesc.size.width = windowWidth;
resultTextureDesc.size.height = windowHeight;
resultTextureDesc.size.depth = 1;
resultTextureDesc.defaultState = ResourceState::UnorderedAccess;
resultTextureDesc.format = Format::R16G16B16A16_FLOAT;
gResultTexture = gDevice->createTextureResource(resultTextureDesc);
IResourceView::Desc resultUAVDesc = {};
resultUAVDesc.format = resultTextureDesc.format;
resultUAVDesc.type = IResourceView::Type::UnorderedAccess;
gResultTextureUAV = gDevice->createTextureView(gResultTexture, resultUAVDesc);
}
virtual void windowSizeChanged() override
{
WindowedAppBase::windowSizeChanged();
createResultTexture();
}
glm::vec3 getVectorFromSphericalAngles(float theta, float phi)
{
auto sinTheta = sin(theta);
auto cosTheta = cos(theta);
auto sinPhi = sin(phi);
auto cosPhi = cos(phi);
return glm::vec3(-sinTheta * cosPhi, sinPhi, -cosTheta * cosPhi);
}
void updateUniforms()
{
gUniforms.screenWidth = (float)windowWidth;
gUniforms.screenHeight = (float)windowHeight;
if (!lastTime)
lastTime = getCurrentTime();
uint64_t currentTime = getCurrentTime();
float deltaTime = float(double(currentTime - lastTime) / double(getTimerFrequency()));
lastTime = currentTime;
auto camDir =
getVectorFromSphericalAngles(cameraOrientationAngles[0], cameraOrientationAngles[1]);
auto camUp = getVectorFromSphericalAngles(
cameraOrientationAngles[0], cameraOrientationAngles[1] + glm::pi<float>() * 0.5f);
auto camRight = glm::cross(camDir, camUp);
glm::vec3 movement = glm::vec3(0);
if (wPressed)
movement += camDir;
if (sPressed)
movement -= camDir;
if (aPressed)
movement -= camRight;
if (dPressed)
movement += camRight;
cameraPosition += deltaTime * translationScale * movement;
memcpy(gUniforms.cameraDir, &camDir, sizeof(float) * 3);
memcpy(gUniforms.cameraUp, &camUp, sizeof(float) * 3);
memcpy(gUniforms.cameraRight, &camRight, sizeof(float) * 3);
memcpy(gUniforms.cameraPosition, &cameraPosition, sizeof(float) * 3);
auto lightDir = glm::normalize(glm::vec3(1.0f, 3.0f, 2.0f));
memcpy(gUniforms.lightDir, &lightDir, sizeof(float) * 3);
}
virtual void renderFrame(int frameBufferIndex) override
{
updateUniforms();
{
ComPtr<ICommandBuffer> renderCommandBuffer =
gTransientHeaps[frameBufferIndex]->createCommandBuffer();
auto renderEncoder = renderCommandBuffer->encodeRayTracingCommands();
IShaderObject* rootObject = nullptr;
renderEncoder->bindPipeline(gRenderPipelineState, &rootObject);
auto cursor = ShaderCursor(rootObject);
cursor["resultTexture"].setResource(gResultTextureUAV);
cursor["uniforms"].setData(&gUniforms, sizeof(Uniforms));
cursor["sceneBVH"].setResource(gTLAS);
cursor["primitiveBuffer"].setResource(gPrimitiveBufferSRV);
renderEncoder->dispatchRays(nullptr, windowWidth, windowHeight, 1);
renderEncoder->endEncoding();
renderCommandBuffer->close();
gQueue->executeCommandBuffer(renderCommandBuffer);
}
{
ComPtr<ICommandBuffer> presentCommandBuffer =
gTransientHeaps[frameBufferIndex]->createCommandBuffer();
auto presentEncoder = presentCommandBuffer->encodeRenderCommands(
gRenderPass, gFramebuffers[frameBufferIndex]);
gfx::Viewport viewport = {};
viewport.maxZ = 1.0f;
viewport.extentX = (float)windowWidth;
viewport.extentY = (float)windowHeight;
presentEncoder->setViewportAndScissor(viewport);
auto rootObject = presentEncoder->bindPipeline(gPresentPipelineState);
auto cursor = ShaderCursor(rootObject->getEntryPoint(1));
cursor["t"].setResource(gResultTextureUAV);
presentEncoder->setVertexBuffer(
0, gFullScreenVertexBuffer);
presentEncoder->setPrimitiveTopology(PrimitiveTopology::TriangleList);
presentEncoder->draw(3);
presentEncoder->endEncoding();
presentCommandBuffer->close();
gQueue->executeCommandBuffer(presentCommandBuffer);
}
// With that, we are done drawing for one frame, and ready for the next.
//
gSwapchain->present();
}
};
// This macro instantiates an appropriate main function to
// run the application defined above.
PLATFORM_UI_MAIN(innerMain<RayTracing>)
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