#include #include #include "imgui.h" #ifdef ENABLE_RENDERDOC #include "thirdparty/renderdoc.h" #endif #include "defines.hpp" #include "compute-renderpass.hpp" #include "primitive-renderpass.hpp" #include "scene.hpp" #include "vk-renderer.hpp" #include "window.hpp" #if defined(LINUX) #include #include #elif defined(WINDOWS) #include #endif struct VkVertex { float x, y; float u, v; uint32_t color; uint32_t padding[3]; }; int main() { #ifdef ENABLE_RENDERDOC RENDERDOC_API_1_1_2 *rdoc_api = nullptr; #ifdef WINDOWS // At init, on windows if (HMODULE mod = GetModuleHandleA("renderdoc.dll")) { auto RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)GetProcAddress(mod, "RENDERDOC_GetAPI"); int ret = RENDERDOC_GetAPI(eRENDERDOC_API_Version_1_1_2, (void **)&rdoc_api); assert(ret == 1); } #elif defined(LINUX) // At init, on linux/android. // For android replace librenderdoc.so with libVkLayer_GLES_RenderDoc.so if (void *mod = dlopen("librenderdoc.so", RTLD_NOW | RTLD_NOLOAD)) { pRENDERDOC_GetAPI RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)dlsym(mod, "RENDERDOC_GetAPI"); int ret = RENDERDOC_GetAPI(eRENDERDOC_API_Version_1_1_2, (void **)&rdoc_api); assert(ret == 1); } #endif #endif // ENABLE_RENDERDOC // Image dimensions const float aspect_ratio = 16.0 / 9.0; uint32_t width = 400; uint32_t height = width / aspect_ratio; window wnd{width, height}; float delta_time = 0.f; uint64_t frame_count = 0; auto start = std::chrono::high_resolution_clock::now(); auto end = std::chrono::high_resolution_clock::now(); point3 position = {13.0, 2.0, -3.0}; point3 target = {0.0, 0.0, 0.0}; auto v_fov = 90; auto aperture = 0.1; auto focus_distance = 10; auto cam = camera(position, target, v_fov, (float)width / (float)height, aperture, focus_distance); vkrenderer renderer{wnd}; ImGui::CreateContext(); ImGuiIO &io = ImGui::GetIO(); auto main_scene = scene(cam, width, height, renderer); std::string raytracing_shader_name = "compute"; auto *raytracing_pass = renderer.create_compute_renderpass(); raytracing_pass->set_pipeline(raytracing_shader_name); auto *accumulation_texture = renderer.create_2d_texture(width, height, VK_FORMAT_R32G32B32A32_SFLOAT); auto *output_texture = renderer.create_2d_texture(width, height, VK_FORMAT_R32G32B32A32_SFLOAT); raytracing_pass->set_constant(8, main_scene.bvh_buffer); raytracing_pass->set_constant(16, main_scene.indices_buffer); raytracing_pass->set_constant(24, main_scene.positions_buffer); raytracing_pass->set_constant(32, main_scene.normals_buffer); raytracing_pass->set_constant(40, main_scene.uvs_buffer); raytracing_pass->set_constant(48, main_scene.materials_buffer); uint8_t *pixels = nullptr; int atlas_width, atlas_height; io.Fonts->GetTexDataAsRGBA32(&pixels, &atlas_width, &atlas_height); auto *ui_texture = renderer.create_2d_texture(atlas_width, atlas_height, VK_FORMAT_R8G8B8A8_UNORM); io.Fonts->SetTexID((void *)&ui_texture); renderer.update_image(ui_texture, pixels); auto ui_texture_sampler = renderer.create_sampler(VK_FILTER_LINEAR, VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE); Buffer* ui_vertex_buffer = nullptr; Buffer* ui_index_buffer = nullptr; std::string ui_shader_name = "ui"; std::vector ui_primitives; auto ui_pass = renderer.create_primitive_renderpass(); ui_pass->set_viewport(0.f, 0.f, (float)width, (float)height); ui_pass->add_color_attachment(renderer.back_buffer_format()); ui_pass->finalize_render_pass(); auto can_render = true; io.DisplaySize.x = (float)width; io.DisplaySize.y = (float)height; while (wnd.isOpen) { end = std::chrono::high_resolution_clock::now(); delta_time = std::chrono::duration(end - start).count(); start = std::chrono::high_resolution_clock::now(); io.DeltaTime = delta_time; wnd.poll_events(); for (auto event : wnd.events) { switch (event.type) { case EVENT_TYPES::RESIZE: { width = event.width; height = event.height; main_scene.meta.width = width; main_scene.meta.height = height; io.DisplaySize.x = (float)width; io.DisplaySize.y = (float)height; if (event.width == 0 && event.height == 0) { can_render = false; } else { can_render = true; renderer.recreate_swapchain(); main_scene.meta.cam.set_aspect_ratio((float)event.width / (float)event.height); main_scene.meta.sample_index = 1; accumulation_texture = renderer.create_2d_texture(width, height, VK_FORMAT_R32G32B32A32_SFLOAT); output_texture = renderer.create_2d_texture(width, height, VK_FORMAT_R32G32B32A32_SFLOAT); raytracing_pass->set_dispatch_size(event.width / 8 + 1, event.height / 8 + 1, 1); } main_scene.meta.sample_index = 1; break; } case EVENT_TYPES::KEY_PRESS: { auto move_speed = 1.f * delta_time; if (wnd.keyboard[KEYS::LSHIFT] || wnd.keyboard[KEYS::RSHIFT]) { move_speed *= 10.f; } vec3 move_vec{}; switch (event.key) { case KEYS::W: { move_vec = main_scene.meta.cam.forward * move_speed; break; } case KEYS::S: { move_vec = -main_scene.meta.cam.forward * move_speed; break; } case KEYS::D: { move_vec = main_scene.meta.cam.right * move_speed; break; } case KEYS::A: { move_vec = -main_scene.meta.cam.right * move_speed; break; } case KEYS::E: { main_scene.meta.cam.rotate_y(0.001f * delta_time); main_scene.meta.sample_index = 1; break; } case KEYS::Q: { main_scene.meta.cam.rotate_y(-0.001f * delta_time); main_scene.meta.sample_index = 1; break; } case KEYS::SPACE: { move_vec = main_scene.meta.cam.up * move_speed; break; } case KEYS::LCTRL: { move_vec = -main_scene.meta.cam.up * move_speed; break; } default: break; } main_scene.meta.cam.move(move_vec); if (!move_vec.near_zero()) { main_scene.meta.sample_index = 1; } break; } case EVENT_TYPES::BUTTON_PRESS: { if (event.button == BUTTONS::LEFT) { io.MouseDown[0] = true; } if (event.button == BUTTONS::RIGHT) { io.MouseDown[1] = true; } break; } case EVENT_TYPES::BUTTON_RELEASE: { if (event.button == BUTTONS::LEFT) { io.MouseDown[0] = false; } if (event.button == BUTTONS::RIGHT) { io.MouseDown[1] = false; } break; } case EVENT_TYPES::MOUSE_MOVE: { io.MousePos = ImVec2{(float)event.x, (float)event.y}; break; } default: break; } } wnd.events.clear(); // GUI ImGui::NewFrame(); ImGui::SetNextWindowPos({0.f, 0.f}); ImGui::SetNextWindowSize({0.f, 0.f}); ImGui::Begin("Debug", nullptr, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar); ImGui::Text("frame per second %u\n", static_cast(1000.f / delta_time)); ImGui::Text("frame time %f ms\n", delta_time); ImGui::Text("frame count %u\n", main_scene.meta.sample_index); if (ImGui::Checkbox("depth of field", (bool *)&main_scene.meta.enable_dof)) { main_scene.meta.sample_index = 1; } ImGui::SliderInt("max bounces", (int32_t *)&main_scene.meta.max_bounce, 1, 250); ImGui::SliderInt("min bounces", (int32_t *)&main_scene.meta.min_bounce, 1, main_scene.meta.max_bounce); if (ImGui::SliderInt("downscale factor", (int32_t *)&main_scene.meta.downscale_factor, 1, 32)) { main_scene.meta.sample_index = 1; } if (ImGui::Checkbox("debug bvh", (bool *)&main_scene.meta.debug_bvh)) { main_scene.meta.sample_index = 1; } ImGui::End(); ImGui::EndFrame(); // To start a frame capture, call StartFrameCapture. // You can specify NULL, NULL for the device to capture on if you have only one device and // either no windows at all or only one window, and it will capture from that device. // See the documentation below for a longer explanation // if(rdoc_api) rdoc_api->StartFrameCapture(NULL, NULL); // renderer.ui(); if (can_render) { ImGui::NewFrame(); // ImGui::SetNextWindowPos({0.f, 0.f}); // ImGui::SetNextWindowSize({0.f, 0.f}); // ImGui::Begin("Debug", NULL, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar); // ImGui::Text("frame per second %u\n", static_cast(1000.f / delta_time)); // ImGui::Text("frame time %f ms\n", delta_time); // ImGui::Text("frame count %u\n", main_scene.meta.sample_index); // if (ImGui::Checkbox("depth of field", (bool*)&main_scene.meta.enable_dof)) { // main_scene.meta.sample_index = 1; // } // ImGui::SliderInt("max bounces", (int32_t *)&main_scene.meta.max_bounce, 1, 250); // ImGui::SliderInt("min bounces", (int32_t *)&main_scene.meta.min_bounce, 1, main_scene.meta.max_bounce); // if (ImGui::SliderInt("downscale factor", (int32_t *)&main_scene.meta.downscale_factor, 1, 32)) { // main_scene.meta.sample_index = 1; // } // if (ImGui::Checkbox("debug bvh", (bool *)&main_scene.meta.debug_bvh)) { // main_scene.meta.sample_index = 1; // } // ImGui::End(); bool open = true; ImGui:ImGui::ShowDemoWindow(&open); ImGui::EndFrame(); ImGui::Render(); // To start a frame capture, call StartFrameCapture. // You can specify NULL, NULL for the device to capture on if you have only // one device and either no windows at all or only one window, and it will // capture from that device. See the documentation below for a longer // explanation if(rdoc_api) rdoc_api->StartFrameCapture(NULL, NULL); renderer.update_buffer(main_scene.scene_buffer, &main_scene.meta, 0, sizeof(main_scene.meta)); raytracing_pass->set_ouput_texture(output_texture); raytracing_pass->set_constant(0, main_scene.scene_buffer); raytracing_pass->set_constant(60, accumulation_texture); ImDrawData* draw_data = ImGui::GetDrawData(); ui_pass->set_viewport(0.f, 0.f, (float)draw_data->DisplaySize.x, (float)draw_data->DisplaySize.y); auto previous_size = ui_primitives.size(); auto commands_count = 0; for (uint32_t draw_list_index = 0; draw_list_index < draw_data->CmdListsCount; draw_list_index++) { commands_count += draw_data->CmdLists[draw_list_index]->CmdBuffer.size(); } if (ui_primitives.size() < commands_count) { ui_primitives.resize(commands_count); for (size_t index = previous_size; index < ui_primitives.size(); index++) { ui_primitives[index] = renderer.create_primitive(*ui_pass); ui_primitives[index]->set_pipeline(ui_shader_name); ui_primitives[index]->set_constant_offset(64); ui_primitives[index]->set_constant(32, ui_texture); ui_primitives[index]->set_constant(36, ui_texture_sampler); } } float scale[] { 2.f / draw_data->DisplaySize.x, 2.f / draw_data->DisplaySize.y, }; float translate[] { -1.f - draw_data->DisplayPos.x * (2.f / draw_data->DisplaySize.x), -1.f - draw_data->DisplayPos.y * (2.f / draw_data->DisplaySize.y), }; if (!ui_vertex_buffer || ui_vertex_buffer->size < draw_data->TotalVtxCount * sizeof(VkVertex)) { ui_vertex_buffer = renderer.create_buffer(draw_data->TotalVtxCount * sizeof(VkVertex), false); for (auto& primitive : ui_primitives) { primitive->set_constant(0, ui_vertex_buffer); } } if (!ui_index_buffer || ui_index_buffer->size < draw_data->TotalIdxCount * sizeof(ImDrawIdx)) { ui_index_buffer = renderer.create_index_buffer(draw_data->TotalIdxCount * sizeof(ImDrawIdx), false); for (auto& primitive : ui_primitives) { primitive->set_index_buffer(ui_index_buffer); } } off_t vertex_buffer_offset = 0; off_t index_buffer_offset = 0; std::vector vertices; uint32_t draw_call_index = 0; for (uint32_t draw_list_index = 0; draw_list_index < draw_data->CmdListsCount; draw_list_index++) { auto& vertex_buffer = draw_data->CmdLists[draw_list_index]->VtxBuffer; auto& index_buffer = draw_data->CmdLists[draw_list_index]->IdxBuffer; vertices.resize(vertex_buffer.size()); for (size_t vert_index = 0; vert_index < vertex_buffer.Size; vert_index++) { vertices[vert_index] = *((VkVertex*)&vertex_buffer[vert_index]); } renderer.update_buffer(ui_vertex_buffer, vertices.data(), vertex_buffer_offset * sizeof(VkVertex), vertices.size() * sizeof(VkVertex)); renderer.update_buffer(ui_index_buffer, index_buffer.Data, index_buffer_offset * sizeof(ImDrawIdx), index_buffer.size() * sizeof(ImDrawIdx)); ImDrawList* draw_list = draw_data->CmdLists[draw_list_index]; for (auto& draw_cmd: draw_list->CmdBuffer) { auto& current_primitive = ui_primitives[draw_call_index]; current_primitive->set_constant(8, (uint64_t*)&scale); current_primitive->set_constant(16, (uint64_t*)&translate); ImVec2 pos = draw_data->DisplayPos; current_primitive->set_scissor( (int32_t)draw_cmd.ClipRect.x - pos.x, (int32_t)draw_cmd.ClipRect.y - pos.y, (uint32_t)draw_cmd.ClipRect.z - pos.x, (uint32_t)draw_cmd.ClipRect.w - pos.y ); current_primitive->set_draw_info( draw_cmd.ElemCount, index_buffer_offset + draw_cmd.IdxOffset, vertex_buffer_offset + draw_cmd.VtxOffset ); ui_pass->add_primitive(current_primitive); draw_call_index++; } vertex_buffer_offset += vertex_buffer.Size; index_buffer_offset += index_buffer.Size; } renderer.begin_frame(); ui_pass->set_color_attachment(0, renderer.back_buffer()); renderer.render(); renderer.finish_frame(); main_scene.meta.sample_index++; std::swap(output_texture, accumulation_texture); } // stop the capture // if(rdoc_api) rdoc_api->EndFrameCapture(NULL, NULL); frame_count++; } //------------------------- // Image exporter //------------------------- // PPM format header // std::cout << "P3\n" << width << '\n' << height << "\n255" << std::endl; // auto output_image = renderer.output_image(); // for (size_t index = 0; index < height * width; index++) { // write_color(std::cout, output_image[index]); // } // std::cerr << "Done !" << std::endl; return 0; }