Raytrace direct light sources on the GPU

This commit is contained in:
Magnus Norddahl 2021-11-05 00:19:38 +01:00
parent 178c918af6
commit 2efd031fa2
2 changed files with 133 additions and 37 deletions

View file

@ -130,12 +130,12 @@ void GPURaytracer::Raytrace(LevelMesh* level)
finishbuildbarrier.addMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR);
finishbuildbarrier.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
Uniforms uniforms;
uniforms.viewInverse.Identity();
uniforms.projInverse.Identity();
size_t maxTasks = rayTraceImageSize * rayTraceImageSize;
if (tasks.size() > maxTasks)
throw std::runtime_error("Ray trace task count is too large");
size_t imageSize = sizeof(Vec4) * rayTraceImageSize * rayTraceImageSize;
uint8_t* imageData = (uint8_t*)imageTransferBuffer->Map(0, imageSize);
uint8_t* imageData = (uint8_t*)imageTransferBuffer->Map(0, imageSize * 2);
Vec4* positions = (Vec4*)imageData;
Vec4* normals = (Vec4*)(imageData + imageSize);
for (size_t i = 0; i < tasks.size(); i++)
@ -149,19 +149,18 @@ void GPURaytracer::Raytrace(LevelMesh* level)
positions[i] = Vec4(pos, 1.0f);
normals[i] = Vec4(normal, 1.0f);
}
for (size_t i = tasks.size(); i < maxTasks; i++)
{
positions[i] = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
normals[i] = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
imageTransferBuffer->Unmap();
auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
memcpy(data, &uniforms, sizeof(Uniforms));
uniformTransferBuffer->Unmap();
PipelineBarrier barrier1;
barrier1.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
barrier1.addImage(normalsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
barrier1.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
cmdbuffer->copyBuffer(uniformTransferBuffer.get(), uniformBuffer.get());
VkBufferImageCopy region = {};
region.bufferOffset = 0;
region.imageExtent.width = rayTraceImageSize;
@ -187,13 +186,57 @@ void GPURaytracer::Raytrace(LevelMesh* level)
barrier2.addImage(outputImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL, 0, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
barrier2.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
bool firstPass = true;
for (ThingLight& light : mesh->map->ThingLights)
{
Uniforms uniforms = {};
uniforms.LightOrigin = light.LightOrigin();
uniforms.LightRadius = light.LightRadius();
uniforms.LightIntensity = light.intensity;
uniforms.LightInnerAngleCos = light.innerAngleCos;
uniforms.LightOuterAngleCos = light.outerAngleCos;
uniforms.LightSpotDir = light.SpotDir();
uniforms.LightColor = light.rgb;
uniforms.PassType = firstPass ? 0.0f : 1.0f;
firstPass = false;
auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
memcpy(data, &uniforms, sizeof(Uniforms));
uniformTransferBuffer->Unmap();
cmdbuffer->copyBuffer(uniformTransferBuffer.get(), uniformBuffer.get());
PipelineBarrier barrier3;
barrier3.addBuffer(uniformBuffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
barrier3.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline.get());
cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipelineLayout.get(), 0, descriptorSet.get());
cmdbuffer->traceRays(&rgenRegion, &missRegion, &hitRegion, &callRegion, rayTraceImageSize, rayTraceImageSize, 1);
PipelineBarrier barrier3;
barrier3.addImage(outputImage.get(), VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT);
barrier3.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_TRANSFER_BIT);
cmdbuffer->end();
auto submitFence = std::make_unique<VulkanFence>(device.get());
QueueSubmit submit;
submit.addCommandBuffer(cmdbuffer.get());
submit.execute(device.get(), device->graphicsQueue, submitFence.get());
vkWaitForFences(device->device, 1, &submitFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
vkResetFences(device->device, 1, &submitFence->fence);
printf(".");
cmdbuffer.reset();
cmdbuffer = cmdpool->createBuffer();
cmdbuffer->begin();
}
printf("\n");
PipelineBarrier barrier4;
barrier4.addImage(outputImage.get(), VK_IMAGE_LAYOUT_GENERAL, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT);
barrier4.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_TRANSFER_BIT);
region = {};
region.bufferOffset = 0;
@ -203,7 +246,6 @@ void GPURaytracer::Raytrace(LevelMesh* level)
region.imageSubresource.layerCount = 1;
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
cmdbuffer->copyImageToBuffer(outputImage->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, imageTransferBuffer->buffer, 1, &region);
cmdbuffer->end();
auto submitFence = std::make_unique<VulkanFence>(device.get());
@ -644,7 +686,7 @@ void GPURaytracer::CreateShaders()
struct hitPayload
{
vec3 hitValue;
float hitAttenuation;
};
layout(location = 0) rayPayloadEXT hitPayload payload;
@ -656,20 +698,61 @@ void GPURaytracer::CreateShaders()
layout(set = 0, binding = 4) uniform Uniforms
{
mat4 viewInverse;
mat4 projInverse;
vec3 LightOrigin;
float PassType;
float LightRadius;
float LightIntensity;
float LightInnerAngleCos;
float LightOuterAngleCos;
vec3 LightSpotDir;
float Padding1;
vec3 LightColor;
float Padding2;
};
void main()
{
ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
vec3 origin = imageLoad(positions, texelPos).xyz;
vec3 normal = imageLoad(normals, texelPos).xyz;
vec4 data0 = imageLoad(positions, texelPos);
vec4 data1 = imageLoad(normals, texelPos);
if (data1 == vec4(0))
return;
vec3 direction = normal;
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, 1.0, direction.xyz, 10000.0, 0);
vec3 origin = data0.xyz;
vec3 normal = data1.xyz;
imageStore(outputs, texelPos, vec4(payload.hitValue, 42.0));
vec4 emittance = vec4(0.0);
if (PassType == 1.0)
emittance = imageLoad(outputs, texelPos);
const float minDistance = 0.01;
float dist = distance(LightOrigin, origin);
if (dist > minDistance && dist < LightRadius)
{
vec3 dir = normalize(LightOrigin - origin);
float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
float angleAttenuation = max(dot(normal, dir), 0.0);
float spotAttenuation = 1.0;
if (LightOuterAngleCos > -1.0)
{
float cosDir = dot(dir, LightSpotDir);
spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
spotAttenuation = max(spotAttenuation, 0.0);
}
float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
if (attenuation > 0.0)
{
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin, minDistance, dir, dist, 0);
attenuation *= payload.hitAttenuation;
emittance.rgb += LightColor * (attenuation * LightIntensity);
}
}
emittance.w += 1.0;
imageStore(outputs, texelPos, emittance);
}
)";
@ -686,14 +769,14 @@ void GPURaytracer::CreateShaders()
struct hitPayload
{
vec3 hitValue;
float hitAttenuation;
};
layout(location = 0) rayPayloadInEXT hitPayload payload;
void main()
{
payload.hitValue = vec3(0.0);
payload.hitAttenuation = 1.0;
}
)";
@ -710,14 +793,14 @@ void GPURaytracer::CreateShaders()
struct hitPayload
{
vec3 hitValue;
float hitAttenuation;
};
layout(location = 0) rayPayloadInEXT hitPayload payload;
void main()
{
payload.hitValue = vec3(1.0);
payload.hitAttenuation = 0.0;
}
)";
@ -838,7 +921,7 @@ void GPURaytracer::CreateDescriptorSet()
BufferBuilder itbuilder;
itbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
itbuilder.setSize(16LL * 2 * rayTraceImageSize * rayTraceImageSize);
itbuilder.setSize(2 * sizeof(Vec4) * rayTraceImageSize * rayTraceImageSize);
imageTransferBuffer = itbuilder.create(device.get());
imageTransferBuffer->SetDebugName("imageTransferBuffer");
@ -848,14 +931,19 @@ void GPURaytracer::CreateDescriptorSet()
imgbuilder1.setSize(rayTraceImageSize, rayTraceImageSize);
positionsImage = imgbuilder1.create(device.get());
positionsImage->SetDebugName("positionsImage");
normalsImage = imgbuilder1.create(device.get());
normalsImage->SetDebugName("normalsImage");
ImageBuilder imgbuilder2;
imgbuilder2.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
imgbuilder2.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
imgbuilder2.setFormat(VK_FORMAT_R32G32B32A32_SFLOAT);
imgbuilder2.setSize(rayTraceImageSize, rayTraceImageSize);
outputImage = imgbuilder2.create(device.get());
normalsImage = imgbuilder2.create(device.get());
normalsImage->SetDebugName("normalsImage");
ImageBuilder imgbuilder3;
imgbuilder3.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
imgbuilder3.setFormat(VK_FORMAT_R32G32B32A32_SFLOAT);
imgbuilder3.setSize(rayTraceImageSize, rayTraceImageSize);
outputImage = imgbuilder3.create(device.get());
outputImage->SetDebugName("outputImage");
ImageViewBuilder viewbuilder1;

View file

@ -8,8 +8,16 @@ class LevelMesh;
struct Uniforms
{
Mat4 viewInverse;
Mat4 projInverse;
Vec3 LightOrigin;
float PassType;
float LightRadius;
float LightIntensity;
float LightInnerAngleCos;
float LightOuterAngleCos;
Vec3 LightSpotDir;
float Padding1;
Vec3 LightColor;
float Padding2;
};
class GPURaytracer
@ -88,5 +96,5 @@ private:
std::unique_ptr<VulkanCommandPool> cmdpool;
std::unique_ptr<VulkanCommandBuffer> cmdbuffer;
int rayTraceImageSize = 512;
int rayTraceImageSize = 2048;
};