mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-21 19:50:54 +00:00
Some initial support for doing GPU ray tracing without RTX
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parent
e225118e8e
commit
c80f611924
7 changed files with 151 additions and 53 deletions
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@ -1,9 +1,23 @@
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static const char* glsl_frag = R"glsl(
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#version 460
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#extension GL_EXT_ray_query : require
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#if defined(USE_RAYQUERY)
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layout(set = 0, binding = 0) uniform accelerationStructureEXT acc;
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#else
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struct CollisionNode
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{
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vec3 center;
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float padding1;
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vec3 extents;
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float padding2;
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int left;
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int right;
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int element_index;
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int padding3;
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};
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layout(set = 1, binding = 0) buffer NodeBuffer { CollisionNode nodes[]; };
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layout(set = 1, binding = 1) buffer VertexBuffer { vec3 vertices[]; };
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layout(set = 1, binding = 2) buffer ElementBuffer { vec3 elements[]; };
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#endif
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layout(set = 0, binding = 1) uniform Uniforms
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{
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@ -62,6 +76,10 @@ float TraceAmbientOcclusion(vec3 origin, vec3 normal);
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vec2 Hammersley(uint i, uint N);
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float RadicalInverse_VdC(uint bits);
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax);
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int TraceFirstHitTriangle(vec3 origin, float tmin, vec3 dir, float tmax);
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int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out float t);
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void main()
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{
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vec3 normal = surfaces[SurfaceIndex].Normal;
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@ -105,12 +123,7 @@ vec3 TraceLight(vec3 origin, vec3 normal, LightInfo light)
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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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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, minDistance, dir, dist);
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while(rayQueryProceedEXT(rayQuery)) { }
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionNoneEXT)
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if (TraceAnyHit(origin, minDistance, dir, dist))
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{
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incoming.rgb += light.Color * (attenuation * light.Intensity);
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}
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@ -125,20 +138,9 @@ vec3 TraceSunLight(vec3 origin)
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vec3 incoming = vec3(0.0);
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const float dist = 32768.0;
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, minDistance, SunDir, dist);
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while(rayQueryProceedEXT(rayQuery))
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int primitiveID = TraceFirstHitTriangle(origin, minDistance, SunDir, dist);
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if (primitiveID != -1)
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{
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if (rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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rayQueryConfirmIntersectionEXT(rayQuery);
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}
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}
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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int primitiveID = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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SurfaceInfo surface = surfaces[surfaceIndices[primitiveID]];
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incoming.rgb += SunColor * SunIntensity * surface.Sky;
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}
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@ -163,24 +165,13 @@ float TraceAmbientOcclusion(vec3 origin, vec3 normal)
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vec3 H = normalize(vec3(Xi.x * 2.0f - 1.0f, Xi.y * 2.0f - 1.0f, 1.5 - length(Xi)));
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vec3 L = H.x * tangent + H.y * bitangent + H.z * N;
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, minDistance, L, aoDistance);
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while(rayQueryProceedEXT(rayQuery))
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float hitDistance;
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int primitiveID = TraceFirstHitTriangleT(origin, minDistance, L, aoDistance, hitDistance);
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if (primitiveID != -1)
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{
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if (rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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rayQueryConfirmIntersectionEXT(rayQuery);
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}
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}
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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int primitiveID = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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SurfaceInfo surface = surfaces[surfaceIndices[primitiveID]];
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if (surface.Sky == 0.0)
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{
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float hitDistance = rayQueryGetIntersectionTEXT(rayQuery, true);
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ambience += clamp(hitDistance / aoDistance, 0.0, 1.0);
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}
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}
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@ -207,4 +198,84 @@ float RadicalInverse_VdC(uint bits)
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return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
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}
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#if defined(USE_RAYQUERY)
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tmin, dir, tmax);
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while(rayQueryProceedEXT(rayQuery)) { }
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return rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionNoneEXT;
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}
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int TraceFirstHitTriangle(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tmin, dir, tmax);
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while(rayQueryProceedEXT(rayQuery))
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{
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if (rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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rayQueryConfirmIntersectionEXT(rayQuery);
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}
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}
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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return rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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}
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else
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{
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return -1;
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}
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}
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int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out float t)
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{
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, acc, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, tmin, dir, tmax);
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while(rayQueryProceedEXT(rayQuery))
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{
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if (rayQueryGetIntersectionTypeEXT(rayQuery, false) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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rayQueryConfirmIntersectionEXT(rayQuery);
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}
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}
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if (rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT)
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{
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t = rayQueryGetIntersectionTEXT(rayQuery, true);
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return rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
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}
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else
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{
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return -1;
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}
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}
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#else
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bool TraceAnyHit(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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// To do: port TriangleMeshShape::find_any_hit(TriangleMeshShape *shape, const vec3 &ray_start, const vec3 &ray_end) to glsl
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return false;
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}
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int TraceFirstHitTriangle(vec3 origin, float tmin, vec3 dir, float tmax)
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{
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float t;
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return TraceFirstHitTriangleT(origin, tmin, dir, tmax, t);
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}
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int TraceFirstHitTriangleT(vec3 origin, float tmin, vec3 dir, float tmax, out float t)
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{
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// To do: port TriangleMeshShape::find_first_hit(TriangleMeshShape *shape, const vec3 &ray_start, const vec3 &ray_end) to glsl
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return -1;
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}
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#endif
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)glsl";
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@ -1,8 +1,5 @@
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static const char* glsl_frag_resolve = R"glsl(
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#version 460
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#extension GL_EXT_ray_query : require
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layout(set = 0, binding = 0) uniform sampler2DMS tex;
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layout(location = 0) in vec3 worldpos;
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@ -1,7 +1,5 @@
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static const char* glsl_vert = R"glsl(
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#version 460
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layout(push_constant) uniform PushConstants
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{
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uint LightStart;
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@ -337,8 +337,15 @@ void GPURaytracer::CreateVulkanObjects()
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CreateSceneLightBuffer();
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CreateVertexAndIndexBuffers();
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CreateUniformBuffer();
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CreateBottomLevelAccelerationStructure();
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CreateTopLevelAccelerationStructure();
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if (useRayQuery)
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{
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CreateBottomLevelAccelerationStructure();
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CreateTopLevelAccelerationStructure();
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}
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else
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{
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// To do: upload mesh->Collision->nodes (vertices and elements are already uploaded in CreateVertexAndIndexBuffers)
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}
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CreateShaders();
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CreateRaytracePipeline();
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CreateResolvePipeline();
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@ -429,8 +436,9 @@ void GPURaytracer::CreateVertexAndIndexBuffers()
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.Usage(
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VK_BUFFER_USAGE_VERTEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT |
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR |
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(useRayQuery ?
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
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.Size(vertexbuffersize)
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.DebugName("vertexBuffer")
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.Usage(
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VK_BUFFER_USAGE_INDEX_BUFFER_BIT |
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VK_BUFFER_USAGE_TRANSFER_DST_BIT |
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR |
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(useRayQuery ?
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VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT |
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VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR : 0) |
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT)
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.Size(indexbuffersize)
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.DebugName("indexBuffer")
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@ -479,7 +488,7 @@ void GPURaytracer::CreateVertexAndIndexBuffers()
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PipelineBarrier()
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.AddMemory(VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
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.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR);
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.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, useRayQuery ? VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR : VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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void GPURaytracer::CreateBottomLevelAccelerationStructure()
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@ -623,24 +632,35 @@ void GPURaytracer::CreateTopLevelAccelerationStructure()
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void GPURaytracer::CreateShaders()
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{
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FString prefix = "#version 460\r\n#line 1\r\n";
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FString traceprefix = "#version 460\r\n";
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if (useRayQuery) // To do: check if ray query is available
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{
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traceprefix += "#extension GL_EXT_ray_query : require\r\n";
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traceprefix += "#define USE_RAYQUERY\r\n";
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}
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traceprefix += "#line 1\r\n";
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vertShader = ShaderBuilder()
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.VertexShader(glsl_vert)
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.VertexShader(prefix + glsl_vert)
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.DebugName("vertShader")
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.Create("vertShader", device.get());
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fragShader = ShaderBuilder()
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.FragmentShader(glsl_frag)
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.FragmentShader(traceprefix + glsl_frag)
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.DebugName("fragShader")
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.Create("fragShader", device.get());
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fragResolveShader = ShaderBuilder()
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.FragmentShader(glsl_frag_resolve)
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.FragmentShader(prefix + glsl_frag_resolve)
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.DebugName("fragResolveShader")
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.Create("fragResolveShader", device.get());
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}
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void GPURaytracer::CreateRaytracePipeline()
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{
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// To do: use rayQuery boolean to specify the alternative descriptor set
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raytrace.descriptorSetLayout = DescriptorSetLayoutBuilder()
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.AddBinding(0, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT)
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.AddBinding(1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT)
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@ -50,6 +50,18 @@ struct LightInfo
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float Padding2;
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};
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struct CollisionNode
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{
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vec3 center;
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float padding1;
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vec3 extents;
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float padding2;
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int left;
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int right;
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int element_index;
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int padding3;
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};
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struct LightmapImage
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{
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struct
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std::unique_ptr<VulkanDevice> device;
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bool useRayQuery = true;
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static const int SceneVertexBufferSize = 1 * 1024 * 1024;
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std::unique_ptr<VulkanBuffer> sceneVertexBuffer;
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SceneVertex* sceneVertices = nullptr;
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@ -10,5 +10,4 @@ LightmapTexture::LightmapTexture(int width, int height) : textureWidth(width), t
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#else
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mPixels.resize(width * height * 3, 0);
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#endif
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allocBlocks.resize(width);
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}
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@ -17,5 +17,4 @@ private:
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int textureWidth;
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int textureHeight;
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std::vector<uint16_t> mPixels;
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std::vector<int> allocBlocks;
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};
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