/* Copyright (c) 2021-2024, Holochip Corporation * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ /* * Calculate shadows by extending a standard pipeline with ray queries */ #pragma once #include "api_vulkan_sample.h" #include namespace vkb { namespace sg { class Scene; class Node; class Mesh; class SubMesh; class Camera; } // namespace sg } // namespace vkb class RayQueries : public ApiVulkanSample { public: RayQueries(); ~RayQueries() override; void request_gpu_features(vkb::PhysicalDevice &gpu) override; void render(float delta_time) override; bool prepare(const vkb::ApplicationOptions &options) override; private: struct GlobalUniform { glm::mat4x4 view; glm::mat4x4 proj; alignas(16) glm::vec3 camera_position; alignas(16) glm::vec3 light_position; } global_uniform; struct Vertex { alignas(16) glm::vec3 position; alignas(16) glm::vec3 normal; }; struct Model { std::vector vertices; std::vector> indices; } model; std::chrono::high_resolution_clock::time_point start_time{std::chrono::high_resolution_clock::now()}; // Buffers std::unique_ptr vertex_buffer{nullptr}; std::unique_ptr index_buffer{nullptr}; std::unique_ptr uniform_buffer{nullptr}; // Ray tracing structures VkPhysicalDeviceAccelerationStructureFeaturesKHR acceleration_structure_features{}; std::unique_ptr top_level_acceleration_structure = nullptr; std::unique_ptr bottom_level_acceleration_structure = nullptr; uint64_t get_buffer_device_address(VkBuffer buffer); void create_top_level_acceleration_structure(); void create_bottom_level_acceleration_structure(); VkPipeline pipeline{VK_NULL_HANDLE}; VkPipelineLayout pipeline_layout{VK_NULL_HANDLE}; VkDescriptorSet descriptor_set{VK_NULL_HANDLE}; VkDescriptorSetLayout descriptor_set_layout{VK_NULL_HANDLE}; void build_command_buffers() override; void create_uniforms(); void load_node(vkb::sg::Node &node); void load_scene(); void create_descriptor_pool(); void create_descriptor_sets(); void prepare_pipelines(); void update_uniform_buffers(); void draw(); }; std::unique_ptr create_ray_queries();