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Vulkan-Samples/samples/extensions/ray_queries/ray_queries.cpp
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2021-2025, Holochip Corporation
* Copyright (c) 2024-2025, Arm Limited and Contributors
*
* 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.
*/
#include "ray_queries.h"
#include "filesystem/legacy.h"
#include "gltf_loader.h"
#include "rendering/subpasses/forward_subpass.h"
#include "scene_graph/components/material.h"
#include "scene_graph/components/mesh.h"
#include "scene_graph/components/perspective_camera.h"
namespace
{
constexpr uint32_t MIN_THREAD_COUNT = 1;
template <typename T>
struct CopyBuffer
{
std::vector<T> operator()(std::unordered_map<std::string, vkb::core::BufferC> &buffers, const char *buffer_name)
{
auto iter = buffers.find(buffer_name);
if (iter == buffers.cend())
{
return {};
}
auto &buffer = iter->second;
std::vector<T> out;
const size_t sz = buffer.get_size();
out.resize(sz / sizeof(T));
const bool already_mapped = buffer.get_data() != nullptr;
if (!already_mapped)
{
buffer.map();
}
memcpy(&out[0], buffer.get_data(), sz);
if (!already_mapped)
{
buffer.unmap();
}
return out;
}
};
} // namespace
RayQueries::RayQueries()
{
title = "Ray queries";
// SPIRV 1.4 requires Vulkan 1.1
set_api_version(VK_API_VERSION_1_1);
add_device_extension(VK_KHR_RAY_QUERY_EXTENSION_NAME);
// Ray tracing related extensions required by this sample
add_device_extension(VK_KHR_ACCELERATION_STRUCTURE_EXTENSION_NAME);
// Required by VK_KHR_acceleration_structure
add_device_extension(VK_KHR_BUFFER_DEVICE_ADDRESS_EXTENSION_NAME);
add_device_extension(VK_KHR_DEFERRED_HOST_OPERATIONS_EXTENSION_NAME);
add_device_extension(VK_EXT_DESCRIPTOR_INDEXING_EXTENSION_NAME);
// Required for ray queries
add_device_extension(VK_KHR_SPIRV_1_4_EXTENSION_NAME);
// Required by VK_KHR_spirv_1_4
add_device_extension(VK_KHR_SHADER_FLOAT_CONTROLS_EXTENSION_NAME);
}
RayQueries::~RayQueries()
{
if (has_device())
{
auto device_ptr = get_device().get_handle();
vertex_buffer.reset();
index_buffer.reset();
uniform_buffer.reset();
vkDestroyPipeline(device_ptr, pipeline, nullptr);
vkDestroyPipelineLayout(device_ptr, pipeline_layout, nullptr);
vkDestroyDescriptorSetLayout(device_ptr, descriptor_set_layout, nullptr);
}
}
void RayQueries::request_gpu_features(vkb::PhysicalDevice &gpu)
{
REQUEST_REQUIRED_FEATURE(gpu,
VkPhysicalDeviceBufferDeviceAddressFeatures,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES,
bufferDeviceAddress);
REQUEST_REQUIRED_FEATURE(gpu,
VkPhysicalDeviceAccelerationStructureFeaturesKHR,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR,
accelerationStructure);
REQUEST_REQUIRED_FEATURE(gpu,
VkPhysicalDeviceRayQueryFeaturesKHR,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_RAY_QUERY_FEATURES_KHR,
rayQuery);
}
void RayQueries::render(float delta_time)
{
if (!prepared)
{
return;
}
draw();
update_uniform_buffers();
}
void RayQueries::build_command_buffers()
{
VkCommandBufferBeginInfo command_buffer_begin_info = vkb::initializers::command_buffer_begin_info();
VkClearValue clear_values[2];
clear_values[0].color = default_clear_color;
clear_values[1].depthStencil = {1.0f, 0};
VkRenderPassBeginInfo render_pass_begin_info = vkb::initializers::render_pass_begin_info();
render_pass_begin_info.renderPass = render_pass;
render_pass_begin_info.renderArea.offset.x = 0;
render_pass_begin_info.renderArea.offset.y = 0;
render_pass_begin_info.renderArea.extent.width = width;
render_pass_begin_info.renderArea.extent.height = height;
render_pass_begin_info.clearValueCount = 2;
render_pass_begin_info.pClearValues = clear_values;
for (size_t i = 0; i < draw_cmd_buffers.size(); ++i)
{
render_pass_begin_info.framebuffer = framebuffers[i];
VK_CHECK(vkBeginCommandBuffer(draw_cmd_buffers[i], &command_buffer_begin_info));
vkCmdBeginRenderPass(draw_cmd_buffers[i], &render_pass_begin_info, VK_SUBPASS_CONTENTS_INLINE);
VkViewport viewport = vkb::initializers::viewport(static_cast<float>(width), static_cast<float>(height), 0.0f, 1.0f);
vkCmdSetViewport(draw_cmd_buffers[i], 0, 1, &viewport);
VkRect2D scissor = vkb::initializers::rect2D(static_cast<int32_t>(width), static_cast<int32_t>(height), 0, 0);
vkCmdSetScissor(draw_cmd_buffers[i], 0, 1, &scissor);
vkCmdBindPipeline(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
vkCmdBindDescriptorSets(draw_cmd_buffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline_layout, 0, 1, &descriptor_set, 0, nullptr);
VkDeviceSize offsets[1] = {0};
vkCmdBindVertexBuffers(draw_cmd_buffers[i], 0, 1, vertex_buffer->get(), offsets);
vkCmdBindIndexBuffer(draw_cmd_buffers[i], index_buffer->get_handle(), 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(draw_cmd_buffers[i], static_cast<uint32_t>(model.indices.size()) * 3, 1, 0, 0, 0);
draw_ui(draw_cmd_buffers[i]);
vkCmdEndRenderPass(draw_cmd_buffers[i]);
VK_CHECK(vkEndCommandBuffer(draw_cmd_buffers[i]));
}
}
bool RayQueries::prepare(const vkb::ApplicationOptions &options)
{
if (!ApiVulkanSample::prepare(options))
{
return false;
}
// Get the acceleration structure features, which we'll need later on in the sample
acceleration_structure_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ACCELERATION_STRUCTURE_FEATURES_KHR;
VkPhysicalDeviceFeatures2 device_features{};
device_features.sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
device_features.pNext = &acceleration_structure_features;
vkGetPhysicalDeviceFeatures2(get_device().get_gpu().get_handle(), &device_features);
camera.type = vkb::CameraType::FirstPerson;
camera.set_perspective(60.0f, static_cast<float>(width) / static_cast<float>(height), 0.1f, 512.0f);
camera.set_rotation(glm::vec3(0.0f, 90.0f, 0.0f));
camera.set_translation(glm::vec3(0.0f, -2.0f, 0.f));
load_scene();
create_bottom_level_acceleration_structure();
create_top_level_acceleration_structure();
create_uniforms();
create_descriptor_pool();
prepare_pipelines();
create_descriptor_sets();
build_command_buffers();
prepared = true;
return true;
}
uint64_t RayQueries::get_buffer_device_address(VkBuffer buffer)
{
VkBufferDeviceAddressInfoKHR buffer_device_address_info{};
buffer_device_address_info.sType = VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO;
buffer_device_address_info.buffer = buffer;
return vkGetBufferDeviceAddressKHR(get_device().get_handle(), &buffer_device_address_info);
}
void RayQueries::create_top_level_acceleration_structure()
{
VkTransformMatrixKHR transform_matrix = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f};
VkAccelerationStructureInstanceKHR acceleration_structure_instance{};
acceleration_structure_instance.transform = transform_matrix;
acceleration_structure_instance.instanceCustomIndex = 0;
acceleration_structure_instance.mask = 0xFF;
acceleration_structure_instance.instanceShaderBindingTableRecordOffset = 0;
acceleration_structure_instance.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR;
acceleration_structure_instance.accelerationStructureReference = bottom_level_acceleration_structure->get_device_address();
std::unique_ptr<vkb::core::BufferC> instances_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(VkAccelerationStructureInstanceKHR),
VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
instances_buffer->update(&acceleration_structure_instance, sizeof(VkAccelerationStructureInstanceKHR));
// Top Level AS with single instance
top_level_acceleration_structure = std::make_unique<vkb::core::AccelerationStructure>(get_device(), VK_ACCELERATION_STRUCTURE_TYPE_TOP_LEVEL_KHR);
top_level_acceleration_structure->add_instance_geometry(instances_buffer, 1);
top_level_acceleration_structure->build(queue);
}
void RayQueries::create_bottom_level_acceleration_structure()
{
auto vertex_buffer_size = model.vertices.size() * sizeof(Vertex);
auto index_buffer_size = model.indices.size() * sizeof(model.indices[0]);
// Create buffers for the bottom level geometry
// For the sake of simplicity we won't stage the vertex data to the GPU memory
// Note that the buffer usage flags for buffers consumed by the bottom level acceleration structure require special flags
const VkBufferUsageFlags buffer_usage_flags = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(), vertex_buffer_size, buffer_usage_flags, VMA_MEMORY_USAGE_CPU_TO_GPU);
vertex_buffer->update(model.vertices.data(), vertex_buffer_size);
index_buffer = std::make_unique<vkb::core::BufferC>(get_device(), index_buffer_size, buffer_usage_flags, VMA_MEMORY_USAGE_CPU_TO_GPU);
index_buffer->update(model.indices.data(), index_buffer_size);
// Set up a single transformation matrix that can be used to transform the whole geometry for a single bottom level acceleration structure
VkTransformMatrixKHR transform_matrix = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f};
std::unique_ptr<vkb::core::BufferC> transform_matrix_buffer = std::make_unique<vkb::core::BufferC>(get_device(), sizeof(transform_matrix), buffer_usage_flags, VMA_MEMORY_USAGE_CPU_TO_GPU);
transform_matrix_buffer->update(&transform_matrix, sizeof(transform_matrix));
if (bottom_level_acceleration_structure == nullptr)
{
bottom_level_acceleration_structure = std::make_unique<vkb::core::AccelerationStructure>(
get_device(), VK_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL_KHR);
bottom_level_acceleration_structure->add_triangle_geometry(*vertex_buffer,
*index_buffer,
*transform_matrix_buffer,
static_cast<uint32_t>(model.indices.size()),
static_cast<uint32_t>(model.vertices.size()) - 1,
sizeof(Vertex),
0,
VK_FORMAT_R32G32B32_SFLOAT,
VK_INDEX_TYPE_UINT32,
VK_GEOMETRY_OPAQUE_BIT_KHR,
get_buffer_device_address(vertex_buffer->get_handle()),
get_buffer_device_address(index_buffer->get_handle()));
}
bottom_level_acceleration_structure->build(queue, VK_BUILD_ACCELERATION_STRUCTURE_PREFER_FAST_TRACE_BIT_KHR, VK_BUILD_ACCELERATION_STRUCTURE_MODE_BUILD_KHR);
}
void RayQueries::load_node(vkb::sg::Node &node)
{
if (node.has_component<vkb::sg::Mesh>())
{
auto &mesh = node.get_component<vkb::sg::Mesh>();
glm::mat4 transform_matrix = node.get_transform().get_world_matrix();
glm::mat3 normal_matrix = glm::transpose(glm::inverse(glm::mat3(transform_matrix)));
for (auto &&sub_mesh : mesh.get_submeshes())
{
auto pts_ = CopyBuffer<glm::vec3>{}(sub_mesh->vertex_buffers, "position");
const auto normals_ = CopyBuffer<glm::vec3>{}(sub_mesh->vertex_buffers, "normal");
const auto vertex_start_index = static_cast<uint32_t>(model.vertices.size());
// Copy vertex data
{
model.vertices.resize(vertex_start_index + pts_.size());
const float sponza_scale = 0.01f;
for (size_t i = 0; i < pts_.size(); ++i)
{
// For simplicity, pre-multiply the transformation
model.vertices[vertex_start_index + i].position = transform_matrix * sponza_scale * glm::vec4(pts_[i], 1.0f);
model.vertices[vertex_start_index + i].normal = normal_matrix * normals_[i];
}
}
// Copy index data
{
auto index_buffer_ = sub_mesh->index_buffer.get();
if (index_buffer_)
{
assert(sub_mesh->index_type == VkIndexType::VK_INDEX_TYPE_UINT16);
const size_t sz = index_buffer_->get_size();
const size_t nTriangles = sz / sizeof(uint16_t) / 3;
const auto triangle_start_index = static_cast<uint32_t>(model.indices.size());
model.indices.resize(triangle_start_index + nTriangles);
auto ptr = index_buffer_->get_data();
assert(!!ptr);
std::vector<uint16_t> tempBuffer(nTriangles * 3);
memcpy(&tempBuffer[0], ptr, sz);
for (size_t i = 0; i < nTriangles; ++i)
{
model.indices[triangle_start_index + i] = {vertex_start_index + static_cast<uint32_t>(tempBuffer[3 * i]),
vertex_start_index + static_cast<uint32_t>(tempBuffer[3 * i + 1]),
vertex_start_index + static_cast<uint32_t>(tempBuffer[3 * i + 2])};
}
}
}
}
}
for (auto &child : node.get_children())
{
load_node(*child);
}
}
void RayQueries::load_scene()
{
model = {};
vkb::GLTFLoader loader{get_device()};
auto scene = loader.read_scene_from_file("scenes/sponza/Sponza01.gltf");
load_node(scene->get_root_node());
}
void RayQueries::create_descriptor_pool()
{
std::vector<VkDescriptorPoolSize> pool_sizes = {
{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1},
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1}};
VkDescriptorPoolCreateInfo descriptor_pool_create_info = vkb::initializers::descriptor_pool_create_info(pool_sizes, 1);
VK_CHECK(vkCreateDescriptorPool(get_device().get_handle(), &descriptor_pool_create_info, nullptr, &descriptor_pool));
std::vector<VkDescriptorSetLayoutBinding> set_layout_bindings =
{
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0),
vkb::initializers::descriptor_set_layout_binding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 1)};
VkDescriptorSetLayoutCreateInfo descriptor_layout = vkb::initializers::descriptor_set_layout_create_info(set_layout_bindings.data(), static_cast<uint32_t>(set_layout_bindings.size()));
VK_CHECK(vkCreateDescriptorSetLayout(get_device().get_handle(), &descriptor_layout, nullptr, &descriptor_set_layout));
VkPipelineLayoutCreateInfo pipeline_layout_create_info =
vkb::initializers::pipeline_layout_create_info(
&descriptor_set_layout,
1);
VK_CHECK(vkCreatePipelineLayout(get_device().get_handle(), &pipeline_layout_create_info, nullptr, &pipeline_layout));
}
void RayQueries::create_descriptor_sets()
{
VkDescriptorSetAllocateInfo descriptor_set_allocate_info = vkb::initializers::descriptor_set_allocate_info(descriptor_pool, &descriptor_set_layout, 1);
VK_CHECK(vkAllocateDescriptorSets(get_device().get_handle(), &descriptor_set_allocate_info, &descriptor_set));
// Set up the descriptor for binding our top level acceleration structure to the ray tracing shaders
VkWriteDescriptorSetAccelerationStructureKHR descriptor_acceleration_structure_info{};
descriptor_acceleration_structure_info.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR;
descriptor_acceleration_structure_info.accelerationStructureCount = 1;
auto rhs = top_level_acceleration_structure->get_handle();
descriptor_acceleration_structure_info.pAccelerationStructures = &rhs;
VkWriteDescriptorSet acceleration_structure_write{};
acceleration_structure_write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
acceleration_structure_write.dstSet = descriptor_set;
acceleration_structure_write.dstBinding = 0;
acceleration_structure_write.descriptorCount = 1;
acceleration_structure_write.descriptorType = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR;
// The acceleration structure descriptor has to be chained via pNext
acceleration_structure_write.pNext = &descriptor_acceleration_structure_info;
VkDescriptorBufferInfo buffer_descriptor = create_descriptor(*uniform_buffer);
VkWriteDescriptorSet uniform_buffer_write = vkb::initializers::write_descriptor_set(descriptor_set, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, &buffer_descriptor);
std::vector<VkWriteDescriptorSet> write_descriptor_sets = {
acceleration_structure_write,
uniform_buffer_write,
};
vkUpdateDescriptorSets(get_device().get_handle(), static_cast<uint32_t>(write_descriptor_sets.size()), write_descriptor_sets.data(), 0, VK_NULL_HANDLE);
}
void RayQueries::prepare_pipelines()
{
VkPipelineInputAssemblyStateCreateInfo input_assembly_state = vkb::initializers::pipeline_input_assembly_state_create_info(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkPipelineRasterizationStateCreateInfo rasterization_state = vkb::initializers::pipeline_rasterization_state_create_info(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_COUNTER_CLOCKWISE, 0);
VkPipelineColorBlendAttachmentState blend_attachment_state = vkb::initializers::pipeline_color_blend_attachment_state(0xf, VK_FALSE);
VkPipelineColorBlendStateCreateInfo color_blend_state = vkb::initializers::pipeline_color_blend_state_create_info(1, &blend_attachment_state);
VkPipelineDepthStencilStateCreateInfo depth_stencil_state = vkb::initializers::pipeline_depth_stencil_state_create_info(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS);
depth_stencil_state.depthBoundsTestEnable = VK_FALSE;
depth_stencil_state.minDepthBounds = 0.f;
depth_stencil_state.maxDepthBounds = 1.f;
VkPipelineViewportStateCreateInfo viewport_state = vkb::initializers::pipeline_viewport_state_create_info(1, 1, 0);
std::vector<VkDynamicState> dynamic_state_enables = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamic_state =
vkb::initializers::pipeline_dynamic_state_create_info(
dynamic_state_enables.data(),
static_cast<uint32_t>(dynamic_state_enables.size()),
0);
VkPipelineMultisampleStateCreateInfo multisample_state = vkb::initializers::pipeline_multisample_state_create_info(VK_SAMPLE_COUNT_1_BIT, 0);
// Vertex bindings and attributes
const std::vector<VkVertexInputBindingDescription> vertex_input_bindings = {
vkb::initializers::vertex_input_binding_description(0, sizeof(Vertex), VK_VERTEX_INPUT_RATE_VERTEX),
};
const std::vector<VkVertexInputAttributeDescription> vertex_input_attributes = {
vkb::initializers::vertex_input_attribute_description(0, 0, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, position)),
vkb::initializers::vertex_input_attribute_description(0, 1, VK_FORMAT_R32G32B32_SFLOAT, offsetof(Vertex, normal)),
};
VkPipelineVertexInputStateCreateInfo vertex_input_state = vkb::initializers::pipeline_vertex_input_state_create_info();
vertex_input_state.vertexBindingDescriptionCount = static_cast<uint32_t>(vertex_input_bindings.size());
vertex_input_state.pVertexBindingDescriptions = vertex_input_bindings.data();
vertex_input_state.vertexAttributeDescriptionCount = static_cast<uint32_t>(vertex_input_attributes.size());
vertex_input_state.pVertexAttributeDescriptions = vertex_input_attributes.data();
VkGraphicsPipelineCreateInfo pipeline_create_info = vkb::initializers::pipeline_create_info(pipeline_layout, render_pass, 0);
pipeline_create_info.pVertexInputState = &vertex_input_state;
pipeline_create_info.pInputAssemblyState = &input_assembly_state;
pipeline_create_info.pRasterizationState = &rasterization_state;
pipeline_create_info.pColorBlendState = &color_blend_state;
pipeline_create_info.pMultisampleState = &multisample_state;
pipeline_create_info.pViewportState = &viewport_state;
pipeline_create_info.pDepthStencilState = &depth_stencil_state;
pipeline_create_info.pDynamicState = &dynamic_state;
const std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages = {
load_shader("ray_queries", "ray_shadow.vert.spv", VK_SHADER_STAGE_VERTEX_BIT),
load_shader("ray_queries", "ray_shadow.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT)};
pipeline_create_info.stageCount = static_cast<uint32_t>(shader_stages.size());
pipeline_create_info.pStages = shader_stages.data();
VK_CHECK(vkCreateGraphicsPipelines(get_device().get_handle(), pipeline_cache, 1, &pipeline_create_info, nullptr, &pipeline));
}
void RayQueries::create_uniforms()
{
// Note that in contrast to a typical pipeline, our vertex/index buffer requires the acceleration structure build flag
static constexpr VkBufferUsageFlags buffer_usage_flags = VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
const auto vertex_buffer_size = model.vertices.size() * sizeof(model.vertices[0]);
const auto index_buffer_size = model.indices.size() * sizeof(model.indices[0]);
vertex_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
vertex_buffer_size,
buffer_usage_flags | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
index_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
index_buffer_size,
buffer_usage_flags | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
if (vertex_buffer_size)
{
vertex_buffer->update(model.vertices.data(), vertex_buffer_size);
}
if (index_buffer_size)
{
index_buffer->update(model.indices.data(), index_buffer_size);
}
uniform_buffer = std::make_unique<vkb::core::BufferC>(get_device(),
sizeof(global_uniform),
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT | VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VMA_MEMORY_USAGE_CPU_TO_GPU);
update_uniform_buffers();
}
void RayQueries::update_uniform_buffers()
{
assert(!!uniform_buffer);
global_uniform.camera_position = camera.position;
global_uniform.proj = vkb::rendering::vulkan_style_projection(camera.matrices.perspective);
global_uniform.view = camera.matrices.view;
const float PI = 3.14159f;
const float radius = 100.f;
const float speed = 2.f * PI / 10000.f;
const float time = static_cast<float>(std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - start_time).count());
const float angle = glm::mod(time * speed, PI);
global_uniform.light_position = glm::vec3(0.0f, radius * sinf(angle), radius * cosf(angle));
uniform_buffer->update(&global_uniform, sizeof(global_uniform));
}
void RayQueries::draw()
{
ApiVulkanSample::prepare_frame();
// Command buffer to be submitted to the queue
submit_info.commandBufferCount = 1;
submit_info.pCommandBuffers = &draw_cmd_buffers[current_buffer];
// Submit to queue
VK_CHECK(vkQueueSubmit(queue, 1, &submit_info, VK_NULL_HANDLE));
ApiVulkanSample::submit_frame();
}
std::unique_ptr<vkb::VulkanSampleC> create_ray_queries()
{
return std::make_unique<RayQueries>();
}