mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-25 21:31:32 +00:00
Raytrace direct light sources on the GPU
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parent
178c918af6
commit
2efd031fa2
2 changed files with 133 additions and 37 deletions
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@ -130,12 +130,12 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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finishbuildbarrier.addMemory(VK_ACCESS_ACCELERATION_STRUCTURE_WRITE_BIT_KHR, VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR);
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finishbuildbarrier.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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Uniforms uniforms;
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uniforms.viewInverse.Identity();
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uniforms.projInverse.Identity();
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size_t maxTasks = rayTraceImageSize * rayTraceImageSize;
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if (tasks.size() > maxTasks)
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throw std::runtime_error("Ray trace task count is too large");
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size_t imageSize = sizeof(Vec4) * rayTraceImageSize * rayTraceImageSize;
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uint8_t* imageData = (uint8_t*)imageTransferBuffer->Map(0, imageSize);
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uint8_t* imageData = (uint8_t*)imageTransferBuffer->Map(0, imageSize * 2);
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Vec4* positions = (Vec4*)imageData;
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Vec4* normals = (Vec4*)(imageData + imageSize);
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for (size_t i = 0; i < tasks.size(); i++)
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@ -149,19 +149,18 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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positions[i] = Vec4(pos, 1.0f);
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normals[i] = Vec4(normal, 1.0f);
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}
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for (size_t i = tasks.size(); i < maxTasks; i++)
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{
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positions[i] = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
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normals[i] = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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imageTransferBuffer->Unmap();
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auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
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memcpy(data, &uniforms, sizeof(Uniforms));
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uniformTransferBuffer->Unmap();
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PipelineBarrier barrier1;
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barrier1.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
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barrier1.addImage(normalsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
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barrier1.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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cmdbuffer->copyBuffer(uniformTransferBuffer.get(), uniformBuffer.get());
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VkBufferImageCopy region = {};
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region.bufferOffset = 0;
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region.imageExtent.width = rayTraceImageSize;
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@ -187,13 +186,57 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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barrier2.addImage(outputImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL, 0, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
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barrier2.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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bool firstPass = true;
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for (ThingLight& light : mesh->map->ThingLights)
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{
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Uniforms uniforms = {};
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uniforms.LightOrigin = light.LightOrigin();
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uniforms.LightRadius = light.LightRadius();
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uniforms.LightIntensity = light.intensity;
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uniforms.LightInnerAngleCos = light.innerAngleCos;
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uniforms.LightOuterAngleCos = light.outerAngleCos;
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uniforms.LightSpotDir = light.SpotDir();
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uniforms.LightColor = light.rgb;
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uniforms.PassType = firstPass ? 0.0f : 1.0f;
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firstPass = false;
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auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
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memcpy(data, &uniforms, sizeof(Uniforms));
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uniformTransferBuffer->Unmap();
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cmdbuffer->copyBuffer(uniformTransferBuffer.get(), uniformBuffer.get());
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PipelineBarrier barrier3;
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barrier3.addBuffer(uniformBuffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
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barrier3.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipeline.get());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_RAY_TRACING_KHR, pipelineLayout.get(), 0, descriptorSet.get());
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cmdbuffer->traceRays(&rgenRegion, &missRegion, &hitRegion, &callRegion, rayTraceImageSize, rayTraceImageSize, 1);
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PipelineBarrier barrier3;
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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);
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barrier3.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_TRANSFER_BIT);
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cmdbuffer->end();
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auto submitFence = std::make_unique<VulkanFence>(device.get());
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QueueSubmit submit;
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submit.addCommandBuffer(cmdbuffer.get());
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submit.execute(device.get(), device->graphicsQueue, submitFence.get());
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vkWaitForFences(device->device, 1, &submitFence->fence, VK_TRUE, std::numeric_limits<uint64_t>::max());
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vkResetFences(device->device, 1, &submitFence->fence);
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printf(".");
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cmdbuffer.reset();
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cmdbuffer = cmdpool->createBuffer();
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cmdbuffer->begin();
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}
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printf("\n");
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PipelineBarrier barrier4;
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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);
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barrier4.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR, VK_PIPELINE_STAGE_TRANSFER_BIT);
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region = {};
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region.bufferOffset = 0;
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@ -203,7 +246,6 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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region.imageSubresource.layerCount = 1;
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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cmdbuffer->copyImageToBuffer(outputImage->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, imageTransferBuffer->buffer, 1, ®ion);
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cmdbuffer->end();
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auto submitFence = std::make_unique<VulkanFence>(device.get());
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@ -644,7 +686,7 @@ void GPURaytracer::CreateShaders()
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struct hitPayload
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{
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vec3 hitValue;
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadEXT hitPayload payload;
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@ -656,20 +698,61 @@ void GPURaytracer::CreateShaders()
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layout(set = 0, binding = 4) uniform Uniforms
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{
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mat4 viewInverse;
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mat4 projInverse;
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vec3 LightOrigin;
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float PassType;
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float LightRadius;
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float LightIntensity;
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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vec3 LightSpotDir;
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float Padding1;
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vec3 LightColor;
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float Padding2;
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};
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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vec3 origin = imageLoad(positions, texelPos).xyz;
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vec3 normal = imageLoad(normals, texelPos).xyz;
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vec4 data0 = imageLoad(positions, texelPos);
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vec4 data1 = imageLoad(normals, texelPos);
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if (data1 == vec4(0))
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return;
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vec3 direction = normal;
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, 1.0, direction.xyz, 10000.0, 0);
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vec3 origin = data0.xyz;
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vec3 normal = data1.xyz;
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imageStore(outputs, texelPos, vec4(payload.hitValue, 42.0));
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vec4 emittance = vec4(0.0);
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if (PassType == 1.0)
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emittance = imageLoad(outputs, texelPos);
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const float minDistance = 0.01;
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float dist = distance(LightOrigin, origin);
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if (dist > minDistance && dist < LightRadius)
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{
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vec3 dir = normalize(LightOrigin - origin);
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float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
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float angleAttenuation = max(dot(normal, dir), 0.0);
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float spotAttenuation = 1.0;
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if (LightOuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, LightSpotDir);
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spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin, minDistance, dir, dist, 0);
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attenuation *= payload.hitAttenuation;
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emittance.rgb += LightColor * (attenuation * LightIntensity);
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}
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}
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emittance.w += 1.0;
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imageStore(outputs, texelPos, emittance);
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}
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)";
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@ -686,14 +769,14 @@ void GPURaytracer::CreateShaders()
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struct hitPayload
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{
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vec3 hitValue;
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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void main()
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{
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payload.hitValue = vec3(0.0);
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payload.hitAttenuation = 1.0;
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}
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)";
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@ -710,14 +793,14 @@ void GPURaytracer::CreateShaders()
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struct hitPayload
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{
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vec3 hitValue;
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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void main()
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{
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payload.hitValue = vec3(1.0);
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payload.hitAttenuation = 0.0;
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}
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)";
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@ -838,7 +921,7 @@ void GPURaytracer::CreateDescriptorSet()
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BufferBuilder itbuilder;
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itbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
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itbuilder.setSize(16LL * 2 * rayTraceImageSize * rayTraceImageSize);
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itbuilder.setSize(2 * sizeof(Vec4) * rayTraceImageSize * rayTraceImageSize);
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imageTransferBuffer = itbuilder.create(device.get());
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imageTransferBuffer->SetDebugName("imageTransferBuffer");
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@ -848,14 +931,19 @@ void GPURaytracer::CreateDescriptorSet()
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imgbuilder1.setSize(rayTraceImageSize, rayTraceImageSize);
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positionsImage = imgbuilder1.create(device.get());
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positionsImage->SetDebugName("positionsImage");
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normalsImage = imgbuilder1.create(device.get());
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normalsImage->SetDebugName("normalsImage");
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ImageBuilder imgbuilder2;
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imgbuilder2.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
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imgbuilder2.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
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imgbuilder2.setFormat(VK_FORMAT_R32G32B32A32_SFLOAT);
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imgbuilder2.setSize(rayTraceImageSize, rayTraceImageSize);
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outputImage = imgbuilder2.create(device.get());
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normalsImage = imgbuilder2.create(device.get());
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normalsImage->SetDebugName("normalsImage");
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ImageBuilder imgbuilder3;
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imgbuilder3.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
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imgbuilder3.setFormat(VK_FORMAT_R32G32B32A32_SFLOAT);
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imgbuilder3.setSize(rayTraceImageSize, rayTraceImageSize);
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outputImage = imgbuilder3.create(device.get());
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outputImage->SetDebugName("outputImage");
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ImageViewBuilder viewbuilder1;
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@ -8,8 +8,16 @@ class LevelMesh;
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struct Uniforms
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{
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Mat4 viewInverse;
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Mat4 projInverse;
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Vec3 LightOrigin;
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float PassType;
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float LightRadius;
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float LightIntensity;
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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Vec3 LightSpotDir;
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float Padding1;
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Vec3 LightColor;
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float Padding2;
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};
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class GPURaytracer
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@ -88,5 +96,5 @@ private:
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std::unique_ptr<VulkanCommandPool> cmdpool;
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std::unique_ptr<VulkanCommandBuffer> cmdbuffer;
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int rayTraceImageSize = 512;
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int rayTraceImageSize = 2048;
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};
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