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aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/aws_utils/ec2.py | # Copyright 2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
# SPDX-License-Identifier: LicenseRef-.amazon.com.-AmznSL-1.0
# Licensed under the Amazon Software License http://aws.amazon.com/asl/
import os
import logging
import boto3
from botocore.exceptions import ClientError
LOG_LEVEL = os.getenv("LOG_LEVEL", "DEBUG")
logger = logging.getLogger()
logger.setLevel(LOG_LEVEL)
client = boto3.client("ec2")
ec2_resource = boto3.resource("ec2")
autoscaling = boto3.client("autoscaling")
def get_instance_public_dns_name(instanceId):
instance = get_instance_description(instanceId)
if instance is None:
return None
return instance["PublicDnsName"]
def get_instance_private_dns_name(instanceId):
instance = get_instance_description(instanceId)
if instance is None:
return None
return instance["PrivateDnsName"]
def get_instance_description(instanceId):
response = client.describe_instances(
InstanceIds=[instanceId],
)
instances = response["Reservations"][0]["Instances"]
if not instances:
return None
return instances[0]
def get_instance_status(instanceId):
response = client.describe_instance_status(
Filters=[
{
"Name": "string",
"Values": [
"string",
],
},
],
InstanceIds=[
"string",
],
MaxResults=123,
NextToken="string",
DryRun=True | False,
IncludeAllInstances=True | False,
)
statuses = response["InstanceStatuses"][0]
status = {"instanceStatus": None, "systemStatus": None}
if statuses:
status = {
"instanceStatus": statuses["InstanceStatus"]["Status"],
"systemStatus": statuses["SystemStatus"]["Status"],
}
return status
def get_autoscaling_instance(groupName):
response = autoscaling.describe_auto_scaling_groups(
AutoScalingGroupNames=[groupName]
)
logger.debug(response)
instances = response['AutoScalingGroups'][0]["Instances"]
if not instances:
return None
instanceIds = []
for i in instances:
instanceIds.append(i["InstanceId"])
return instanceIds
def update_tag_value(resourceIds: list, tagKey: str, tagValue: str):
client.create_tags(
Resources=resourceIds,
Tags=[{
'Key': tagKey,
'Value': tagValue
}],
)
def delete_tag(resourceIds: list, tagKey: str, tagValue: str):
response = client.delete_tags(
Resources=resourceIds,
Tags=[{
'Key': tagKey,
'Value': tagValue
}],
)
return response
def get_instance_state(id):
instance = ec2_resource.Instance(id)
return instance.state['Name']
def get_instances_by_tag(tagKey, tagValue):
instances = ec2_resource.instances.filter(
Filters=[{'Name': 'tag:{}'.format(tagKey), 'Values': [tagValue]}])
if not instances:
return None
instanceIds = []
for i in instances:
instanceIds.append(i.id)
return instanceIds
def get_instances_by_name(name):
instances = get_instances_by_tag("Name", name)
if not instances:
logger.error(f"ERROR: Failed to get instances by tag: Name, {name}")
return None
return instances
def get_active_instance(instances):
for i in instances:
instance_state = get_instance_state(i)
logger.info(f"Instance: {i}. State: {instance_state}")
if instance_state == "running" or instance_state == "pending":
return i
logger.warn(f"Instances are not active")
return None
def get_volumes_by_instance_id(id):
instance = ec2_resource.Instance(id)
volumes = instance.volumes.all()
volumeIds = []
for i in volumes:
volumeIds.append(i.id)
return volumeIds
def terminate_instances(instance_ids):
response = client.terminate_instances(InstanceIds=instance_ids)
logger.info(response)
return response
| 4,068 | Python | 21.605555 | 76 | 0.630285 |
aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/aws_utils/ssm.py | # Copyright 2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
# SPDX-License-Identifier: LicenseRef-.amazon.com.-AmznSL-1.0
# Licensed under the Amazon Software License http://aws.amazon.com/asl/
import os
import time
import logging
import boto3
from botocore.exceptions import ClientError
LOG_LEVEL = os.getenv("LOG_LEVEL", "DEBUG")
logger = logging.getLogger()
logger.setLevel(LOG_LEVEL)
client = boto3.client("ssm")
def get_param_value(name) -> str:
response = client.get_parameter(Name=name)
logger.info(response)
return response['Parameter']['Value']
def update_param_value(name, value) -> bool:
response = client.put_parameter(Name=name, Value=value, Overwrite=True)
logger.info(response)
try:
return (response['Version'] > 0)
except ClientError as e:
message = "Error calling SendCommand: {}".format(e)
logger.error(message)
return False
def run_commands(
instance_id, commands, document="AWS-RunPowerShellScript", comment="aws_utils.ssm.run_commands"
):
"""alt document options:
AWS-RunShellScript
"""
# Run Commands
logger.info("Calling SendCommand: {} for instance: {}".format(
commands, instance_id))
attempt = 0
response = None
while attempt < 20:
attempt = attempt + 1
try:
time.sleep(10 * attempt)
logger.info("SendCommand, attempt #: {}".format(attempt))
response = client.send_command(
InstanceIds=[instance_id],
DocumentName=document,
Parameters={"commands": commands},
Comment=comment,
CloudWatchOutputConfig={
"CloudWatchLogGroupName": instance_id,
"CloudWatchOutputEnabled": True,
},
)
logger.info(response)
if "Command" in response:
break
if attempt == 10:
message = "Command did not execute successfully in time allowed."
raise Exception(message)
except ClientError as e:
message = "Error calling SendCommand: {}".format(e)
logger.error(message)
continue
if not response:
message = "Command did not execute successfully in time allowed."
raise Exception(message)
# Check Command Status
command_id = response["Command"]["CommandId"]
logger.info(
"Calling GetCommandInvocation for command: {} for instance: {}".format(
command_id, instance_id
)
)
attempt = 0
result = None
while attempt < 10:
attempt = attempt + 1
try:
time.sleep(10 * attempt)
logger.info("GetCommandInvocation, attempt #: {}".format(attempt))
result = client.get_command_invocation(
CommandId=command_id,
InstanceId=instance_id,
)
if result["Status"] == "InProgress":
logger.info("Command is running.")
continue
elif result["Status"] == "Success":
logger.info("Command Output: {}".format(
result["StandardOutputContent"]))
if result["StandardErrorContent"]:
message = "Command returned STDERR: {}".format(
result["StandardErrorContent"])
logger.warning(message)
break
elif result["Status"] == "Failed":
message = "Error Running Command: {}".format(
result["StandardErrorContent"])
logger.error(message)
raise Exception(message)
else:
message = "Command has an unhandled status, will continue: {}".format(
e)
logger.warning(message)
continue
except client.exceptions.InvocationDoesNotExist as e:
message = "Error calling GetCommandInvocation: {}".format(e)
logger.error(message)
raise Exception(message)
if not result or result["Status"] != "Success":
message = "Command did not execute successfully in time allowed."
raise Exception(message)
return result
| 4,304 | Python | 30.195652 | 99 | 0.574814 |
aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/aws_utils/r53.py | # Copyright 2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
# SPDX-License-Identifier: LicenseRef-.amazon.com.-AmznSL-1.0
# Licensed under the Amazon Software License http://aws.amazon.com/asl/
import boto3
client = boto3.client("route53")
def update_hosted_zone_cname_record(hostedZoneID, rootDomain, domainPrefix, serverAddress):
fqdn = f"{domainPrefix}.{rootDomain}"
response = client.change_resource_record_sets(
HostedZoneId=hostedZoneID,
ChangeBatch={
"Comment": "Updating {fqdn}->{serverAddress} CNAME record",
"Changes": [
{
"Action": "UPSERT",
"ResourceRecordSet": {
"Name": fqdn,
"Type": "CNAME",
"TTL": 300,
"ResourceRecords": [{"Value": serverAddress}],
},
}
],
},
)
return response
def delete_hosted_zone_cname_record(hostedZoneID, rootDomain, domainPrefix, serverAddress):
response = client.change_resource_record_sets(
HostedZoneId=hostedZoneID,
ChangeBatch={
"Comment": "string",
"Changes": [
{
"Action": "DELETE",
"ResourceRecordSet": {
"Name": f"{domainPrefix}.{rootDomain}",
"Type": "CNAME",
"ResourceRecords": [{"Value": serverAddress}],
},
}
],
},
)
# botocore.errorfactory.InvalidInput: An error occurred (InvalidInput) when calling the ChangeResourceRecordSets operation: Invalid request:
# Expected exactly one of [AliasTarget, all of [TTL, and ResourceRecords], or TrafficPolicyInstanceId], but found none in Change with
# [Action=DELETE, Name=nucleus-dev.awsps.myinstance.com, Type=CNAME, SetIdentifier=null]
return response
| 1,989 | Python | 33.310344 | 144 | 0.553042 |
aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/aws_utils/__init__.py | # Copyright 2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
# SPDX-License-Identifier: LicenseRef-.amazon.com.-AmznSL-1.0
# Licensed under the Amazon Software License http://aws.amazon.com/asl/
| 210 | Python | 41.199992 | 73 | 0.766667 |
aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/aws_utils/sm.py | # Copyright 2022 Amazon.com, Inc. or its affiliates. All Rights Reserved.
# SPDX-License-Identifier: LicenseRef-.amazon.com.-AmznSL-1.0
# Licensed under the Amazon Software License http://aws.amazon.com/asl/
import json
import boto3
SM = boto3.client("secretsmanager")
def get_secret(secret_name):
response = SM.get_secret_value(SecretId=secret_name)
secret = json.loads(response["SecretString"])
return secret
| 429 | Python | 25.874998 | 73 | 0.745921 |
aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/config/nucleus.py |
def start_nucleus_config() -> list[str]:
return '''
cd /opt/ove/base_stack || exit 1
echo "STARTING NUCLEUS STACK ----------------------------------"
docker-compose --env-file nucleus-stack.env -f nucleus-stack-ssl.yml start
'''.splitlines()
def stop_nucleus_config() -> list[str]:
return '''
cd /opt/ove/base_stack || exit 1
echo "STOPPING NUCLEUS STACK ----------------------------------"
docker-compose --env-file nucleus-stack.env -f nucleus-stack-ssl.yml stop
'''.splitlines()
def restart_nucleus_config() -> list[str]:
return '''
cd /opt/ove/base_stack || exit 1
echo "RESTARTING NUCLEUS STACK ----------------------------------"
docker-compose --env-file nucleus-stack.env -f nucleus-stack-ssl.yml restart
'''.splitlines()
def get_config(artifacts_bucket_name: str, full_domain: str, nucleus_build: str, ov_main_password: str, ov_service_password: str) -> list[str]:
return f'''
echo "------------------------ NUCLEUS SERVER CONFIG ------------------------"
echo "UPDATING AND INSTALLING DEPS ----------------------------------"
sudo apt-get update -y -q && sudo apt-get upgrade -y
sudo apt-get install dialog apt-utils -y
echo "INSTALLING AWS CLI ----------------------------------"
sudo curl "https://awscli.amazonaws.com/awscli-exe-linux-x86_64.zip" -o "awscliv2.zip"
sudo apt-get install unzip
sudo unzip awscliv2.zip
sudo ./aws/install
sudo rm awscliv2.zip
sudo rm -fr ./aws/install
echo "INSTALLING PYTHON ----------------------------------"
sudo apt-get -y install python3.9
sudo curl https://bootstrap.pypa.io/get-pip.py -o get-pip.py
sudo python3.9 get-pip.py
sudo pip3 install --upgrade pip
sudo pip3 --version
echo "INSTALLING DOCKER ----------------------------------"
sudo apt-get remove docker docker-engine docker.io containerd runc
sudo apt-get -y install apt-transport-https ca-certificates curl gnupg-agent software-properties-common
curl -fsSL https://download.docker.com/linux/ubuntu/gpg | sudo apt-key add -
sudo add-apt-repository "deb [arch=amd64] https://download.docker.com/linux/ubuntu $(lsb_release -cs) stable"
sudo apt-get -y update
sudo apt-get -y install docker-ce docker-ce-cli containerd.io
sudo systemctl enable --now docker
echo "INSTALLING DOCKER COMPOSE ----------------------------------"
sudo curl -L "https://github.com/docker/compose/releases/download/1.29.2/docker-compose-$(uname -s)-$(uname -m)" -o /usr/local/bin/docker-compose
sudo chmod +x /usr/local/bin/docker-compose
echo "INSTALLING NUCLEUS TOOLS ----------------------------------"
sudo mkdir -p /opt/ove
cd /opt/ove || exit 1
aws s3 cp --recursive s3://{artifacts_bucket_name}/tools/nucleusServer/ ./nucleusServer
cd nucleusServer || exit 1
sudo pip3 install -r requirements.txt
echo "UNPACKAGING NUCLEUS STACK ----------------------------------"
sudo tar xzvf stack/{nucleus_build}.tar.gz -C /opt/ove --strip-components=1
cd /opt/ove/base_stack || exit 1
omniverse_data_path=/var/lib/omni/nucleus-data
nucleusHost=$(curl -s http://169.254.169.254/latest/meta-data/hostname)
sudo nst generate-nucleus-stack-env --server-ip $nucleusHost --reverse-proxy-domain {full_domain} --instance-name nucleus_server --master-password {ov_main_password} --service-password {ov_service_password} --data-root $omniverse_data_path
chmod +x ./generate-sample-insecure-secrets.sh
./generate-sample-insecure-secrets.sh
echo "PULLING NUCLEUS IMAGES ----------------------------------"
docker-compose --env-file nucleus-stack.env -f nucleus-stack-ssl.yml pull
echo "STARTING NUCLEUS STACK ----------------------------------"
docker-compose --env-file nucleus-stack.env -f nucleus-stack-ssl.yml up -d
docker-compose --env-file nucleus-stack.env -f nucleus-stack-ssl.yml ps -a
'''.splitlines()
| 4,176 | Python | 48.72619 | 247 | 0.582136 |
aws-samples/nvidia-omniverse-nucleus-on-amazon-ec2/src/lambda/common/config/reverseProxy.py | def get_config(artifacts_bucket_name: str, nucleus_address: str, full_domain: str) -> list[str]:
return f'''
echo "------------------------ REVERSE PROXY CONFIG ------------------------"
echo "UPDATING PACKAGES ----------------------------------"
sudo yum update -y
echo "INSTALLING DEPENDENCIES ----------------------------------"
sudo yum install -y aws-cfn-bootstrap gcc openssl-devel bzip2-devel libffi-devel zlib-devel
echo "INSTALLING NGINX ----------------------------------"
sudo yum install -y amazon-linux-extras
sudo amazon-linux-extras enable nginx1
sudo yum install -y nginx
sudo nginx -v
echo "INSTALLING PYTHON ----------------------------------"
sudo wget https://www.python.org/ftp/python/3.9.9/Python-3.9.9.tgz -P /opt/python3.9
cd /opt/python3.9 || exit 1
sudo tar xzf Python-3.9.9.tgz
cd Python-3.9.9 || exit 1
sudo ./configure --prefix=/usr --enable-optimizations
sudo make install
echo "------------------------ REVERSE PROXY CONFIG ------------------------"
echo "INSTALLING REVERSE PROXY TOOLS ----------------------------------"
cd /opt || exit 1
sudo aws s3 cp --recursive s3://{artifacts_bucket_name}/tools/reverseProxy/ ./reverseProxy
cd reverseProxy || exit 1
pip3 --version
sudo pip3 install -r requirements.txt
sudo rpt generate-nginx-config --domain {full_domain} --server-address {nucleus_address}
echo "STARTING NGINX ----------------------------------"
sudo service nginx restart
'''.splitlines()
| 1,670 | Python | 44.162161 | 99 | 0.511976 |
arhix52/Strelka/conanfile.py | import os
from conan import ConanFile
from conan.tools.cmake import cmake_layout
from conan.tools.files import copy
class StrelkaRecipe(ConanFile):
settings = "os", "compiler", "build_type", "arch"
generators = "CMakeToolchain", "CMakeDeps"
def requirements(self):
self.requires("glm/cci.20230113")
self.requires("spdlog/[>=1.4.1]")
self.requires("imgui/1.89.3")
self.requires("glfw/3.3.8")
self.requires("stb/cci.20230920")
self.requires("glad/0.1.36")
self.requires("doctest/2.4.11")
self.requires("cxxopts/3.1.1")
self.requires("tinygltf/2.8.19")
self.requires("nlohmann_json/3.11.3")
def generate(self):
copy(self, "*glfw*", os.path.join(self.dependencies["imgui"].package_folder,
"res", "bindings"), os.path.join(self.source_folder, "external", "imgui"))
copy(self, "*opengl3*", os.path.join(self.dependencies["imgui"].package_folder,
"res", "bindings"), os.path.join(self.source_folder, "external", "imgui"))
copy(self, "*metal*", os.path.join(self.dependencies["imgui"].package_folder,
"res", "bindings"), os.path.join(self.source_folder, "external", "imgui"))
def layout(self):
cmake_layout(self)
| 1,294 | Python | 37.088234 | 87 | 0.619784 |
arhix52/Strelka/BuildOpenUSD.md | USD building:
VS2019 + python 3.10
To build debug on windows:
python USD\build_scripts\build_usd.py "C:\work\USD_build_debug" --python --materialx --build-variant debug
For USD 23.03 you could use VS2022
Linux:
* python3 ./OpenUSD/build_scripts/build_usd.py /home/<user>/work/OpenUSD_build/ --python --materialx
| 315 | Markdown | 30.599997 | 106 | 0.746032 |
arhix52/Strelka/README.md | # Strelka
Path tracing render based on NVIDIA OptiX + NVIDIA MDL and Apple Metal
## OpenUSD Hydra render delegate
![Kitchen Set from OpenUSD](images/Kitchen_2048i_4d_2048spp_0.png)
## Basis curves support
![Hairs](images/hairmat_2_light_10000i_6d_10000spp_0.png)
![Einar](images/einar_1024i_3d_1024spp_0.png)
## Project Dependencies
OpenUSD https://github.com/PixarAnimationStudios/OpenUSD
* Set evn var: `USD_DIR=c:\work\USD_build`
OptiX
* Set evn var: `OPTIX_DIR=C:\work\OptiX SDK 8.0.0`
Download MDL sdk (for example: mdl-sdk-367100.2992): https://developer.nvidia.com/nvidia-mdl-sdk-get-started
* unzip content to /external/mdl-sdk/
LLVM 12.0.1 (https://github.com/llvm/llvm-project/releases/tag/llvmorg-12.0.1) for MDL ptx code generator
* for win: https://github.com/llvm/llvm-project/releases/download/llvmorg-12.0.1/LLVM-12.0.1-win64.exe
* for linux: https://github.com/llvm/llvm-project/releases/download/llvmorg-12.0.1/clang+llvm-12.0.1-x86_64-linux-gnu-ubuntu-16.04.tar.xz
* install it to `c:\work` for example
* add to PATH: `c:\work\LLVM\bin`
* extract 2 header files files from external/clang12_patched to `C:\work\LLVM\lib\clang\12.0.1\include`
Strelka uses conan https://conan.io/
* install conan: `pip install conan`
* install ninja [https://ninja-build.org/] build system: `sudo apt install ninja-build`
detect conan profile: `conan profile detect --force`
1. `conan install . --build=missing --settings=build_type=Debug`
2. `cd build`
3. `cmake .. -G "Visual Studio 17 2022" -DCMAKE_TOOLCHAIN_FILE=generators\conan_toolchain.cmake`
4. `cmake --build . --config Debug`
On Mac/Linux:
1. `conan install . -c tools.cmake.cmaketoolchain:generator=Ninja -c tools.system.package_manager:mode=install -c tools.system.package_manager:sudo=True --build=missing --settings=build_type=Debug`
2. `cd build/Debug`
3. `source ./generators/conanbuild.sh`
4. `cmake ../.. -DCMAKE_TOOLCHAIN_FILE=generators/conan_toolchain.cmake -DCMAKE_BUILD_TYPE=Debug`
5. `cmake --build .`
#### Installation
#### Launch
## Synopsis
Strelka -s <USD Scene path> [OPTION...] positional parameters
-s, --scene arg scene path (default: "")
-i, --iteration arg Iteration to capture (default: -1)
-h, --help Print usage
To set log level use
`export SPDLOG_LEVEL=debug`
The available log levels are: trace, debug, info, warn, and err.
## Example
./Strelka -s misc/coffeemaker.usdc -i 100
## USD
USD env:
export USD_DIR=/Users/<user>/work/usd_build/
export PATH=/Users/<user>/work/usd_build/bin:$PATH
export PYTHONPATH=/Users/<user>/work/usd_build/lib/python:$PYTHONPATH
Install plugin:
cmake --install . --component HdStrelka
## License
* USD plugin design and material translation code based on Pablo Gatling code:
https://github.com/pablode/gatling | 2,849 | Markdown | 33.337349 | 197 | 0.713935 |
arhix52/Strelka/src/HdStrelka/RenderParam.h | #pragma once
#include "pxr/pxr.h"
#include "pxr/imaging/hd/renderDelegate.h"
#include "pxr/imaging/hd/renderThread.h"
#include <scene/scene.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaRenderParam final : public HdRenderParam
{
public:
HdStrelkaRenderParam(oka::Scene* scene, HdRenderThread* renderThread, std::atomic<int>* sceneVersion)
: mScene(scene), mRenderThread(renderThread), mSceneVersion(sceneVersion)
{
}
virtual ~HdStrelkaRenderParam() = default;
/// Accessor for the top-level embree scene.
oka::Scene* AcquireSceneForEdit()
{
mRenderThread->StopRender();
(*mSceneVersion)++;
return mScene;
}
private:
oka::Scene* mScene;
/// A handle to the global render thread.
HdRenderThread* mRenderThread;
/// A version counter for edits to mScene.
std::atomic<int>* mSceneVersion;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 901 | C | 24.055555 | 105 | 0.694784 |
arhix52/Strelka/src/HdStrelka/BasisCurves.h | #pragma once
#include <pxr/pxr.h>
#include <pxr/imaging/hd/basisCurves.h>
#include <scene/scene.h>
#include <pxr/base/gf/vec2f.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaBasisCurves final : public HdBasisCurves
{
public:
HF_MALLOC_TAG_NEW("new HdStrelkaBasicCurves");
HdStrelkaBasisCurves(const SdfPath& id, oka::Scene* scene);
~HdStrelkaBasisCurves() override;
void Sync(HdSceneDelegate* sceneDelegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits,
const TfToken& reprToken) override;
HdDirtyBits GetInitialDirtyBitsMask() const override;
void _ConvertCurve();
const std::vector<glm::float3>& GetPoints() const;
const std::vector<float>& GetWidths() const;
const std::vector<uint32_t>& GetVertexCounts() const;
const GfMatrix4d& GetPrototypeTransform() const;
const char* getName() const;
protected:
void _InitRepr(const TfToken& reprName, HdDirtyBits* dirtyBits) override;
HdDirtyBits _PropagateDirtyBits(HdDirtyBits bits) const override;
private:
bool _FindPrimvar(HdSceneDelegate* sceneDelegate, const TfToken& primvarName, HdInterpolation& interpolation) const;
void _PullPrimvars(HdSceneDelegate* sceneDelegate,
VtVec3fArray& points,
VtVec3fArray& normals,
VtFloatArray& widths,
bool& indexedNormals,
bool& indexedUVs,
GfVec3f& color,
bool& hasColor) const;
void _UpdateGeometry(HdSceneDelegate* sceneDelegate);
oka::Scene* mScene;
std::string mName;
GfVec3f mColor;
VtIntArray mVertexCounts;
VtVec3fArray mPoints;
VtVec3fArray mNormals;
VtFloatArray mWidths;
GfMatrix4d m_prototypeTransform;
HdBasisCurvesTopology mTopology;
std::vector<glm::float3> mCurvePoints;
std::vector<float> mCurveWidths;
std::vector<uint32_t> mCurveVertexCounts;
// std::vector<GfVec2f> m_uvs;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 2,048 | C | 28.271428 | 120 | 0.67334 |
arhix52/Strelka/src/HdStrelka/Tokens.cpp | #include "Tokens.h"
PXR_NAMESPACE_OPEN_SCOPE
TF_DEFINE_PUBLIC_TOKENS(HdStrelkaSettingsTokens, HD_STRELKA_SETTINGS_TOKENS);
TF_DEFINE_PUBLIC_TOKENS(HdStrelkaNodeIdentifiers, HD_STRELKA_NODE_IDENTIFIER_TOKENS);
TF_DEFINE_PUBLIC_TOKENS(HdStrelkaSourceTypes, HD_STRELKA_SOURCE_TYPE_TOKENS);
TF_DEFINE_PUBLIC_TOKENS(HdStrelkaDiscoveryTypes, HD_STRELKA_DISCOVERY_TYPE_TOKENS);
TF_DEFINE_PUBLIC_TOKENS(HdStrelkaRenderContexts, HD_STRELKA_RENDER_CONTEXT_TOKENS);
TF_DEFINE_PUBLIC_TOKENS(HdStrelkaNodeContexts, HD_STRELKA_NODE_CONTEXT_TOKENS);
PXR_NAMESPACE_CLOSE_SCOPE
| 564 | C++ | 42.461535 | 85 | 0.833333 |
arhix52/Strelka/src/HdStrelka/MdlDiscoveryPlugin.h | #pragma once
#include <pxr/usd/ndr/discoveryPlugin.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaMdlDiscoveryPlugin final : public NdrDiscoveryPlugin
{
public:
NdrNodeDiscoveryResultVec DiscoverNodes(const Context& ctx) override;
const NdrStringVec& GetSearchURIs() const override;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 317 | C | 18.874999 | 71 | 0.807571 |
arhix52/Strelka/src/HdStrelka/Material.h | #pragma once
#include "materialmanager.h"
#include "MaterialNetworkTranslator.h"
#include <pxr/imaging/hd/material.h>
#include <pxr/imaging/hd/sceneDelegate.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaMaterial final : public HdMaterial
{
public:
HF_MALLOC_TAG_NEW("new HdStrelkaMaterial");
HdStrelkaMaterial(const SdfPath& id, const MaterialNetworkTranslator& translator);
~HdStrelkaMaterial() override;
HdDirtyBits GetInitialDirtyBitsMask() const override;
void Sync(HdSceneDelegate* sceneDelegate, HdRenderParam* renderParam, HdDirtyBits* dirtyBits) override;
const std::string& GetStrelkaMaterial() const;
bool isMdl() const
{
return mIsMdl;
}
std::string getFileUri()
{
return mMdlFileUri;
}
std::string getSubIdentifier()
{
return mMdlSubIdentifier;
}
const std::vector<oka::MaterialManager::Param>& getParams() const
{
return mMaterialParams;
}
private:
const MaterialNetworkTranslator& m_translator;
bool mIsMdl = false;
std::string mMaterialXCode;
// MDL related
std::string mMdlFileUri;
std::string mMdlSubIdentifier;
std::vector<oka::MaterialManager::Param> mMaterialParams;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 1,258 | C | 21.890909 | 107 | 0.709062 |
arhix52/Strelka/src/HdStrelka/Light.cpp | #include "Light.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/compatibility.hpp>
#include <pxr/imaging/hd/instancer.h>
#include <pxr/imaging/hd/meshUtil.h>
#include <pxr/imaging/hd/smoothNormals.h>
#include <pxr/imaging/hd/vertexAdjacency.h>
PXR_NAMESPACE_OPEN_SCOPE
// Lookup table from:
// Colour Rendering of Spectra
// by John Walker
// https://www.fourmilab.ch/documents/specrend/specrend.c
//
// Covers range from 1000k to 10000k in 500k steps
// assuming Rec709 / sRGB colorspace chromaticity.
//
// NOTE: 6500K doesn't give a pure white because the D65
// illuminant used by Rec. 709 doesn't lie on the
// Planckian Locus. We would need to compute the
// Correlated Colour Temperature (CCT) using Ohno's
// method to get pure white. Maybe one day.
//
// Note that the beginning and ending knots are repeated to simplify
// boundary behavior. The last 4 knots represent the segment starting
// at 1.0.
//
static GfVec3f const _blackbodyRGB[] = {
GfVec3f(1.000000f, 0.027490f, 0.000000f), // 1000 K (Approximation)
GfVec3f(1.000000f, 0.027490f, 0.000000f), // 1000 K (Approximation)
GfVec3f(1.000000f, 0.149664f, 0.000000f), // 1500 K (Approximation)
GfVec3f(1.000000f, 0.256644f, 0.008095f), // 2000 K
GfVec3f(1.000000f, 0.372033f, 0.067450f), // 2500 K
GfVec3f(1.000000f, 0.476725f, 0.153601f), // 3000 K
GfVec3f(1.000000f, 0.570376f, 0.259196f), // 3500 K
GfVec3f(1.000000f, 0.653480f, 0.377155f), // 4000 K
GfVec3f(1.000000f, 0.726878f, 0.501606f), // 4500 K
GfVec3f(1.000000f, 0.791543f, 0.628050f), // 5000 K
GfVec3f(1.000000f, 0.848462f, 0.753228f), // 5500 K
GfVec3f(1.000000f, 0.898581f, 0.874905f), // 6000 K
GfVec3f(1.000000f, 0.942771f, 0.991642f), // 6500 K
GfVec3f(0.906947f, 0.890456f, 1.000000f), // 7000 K
GfVec3f(0.828247f, 0.841838f, 1.000000f), // 7500 K
GfVec3f(0.765791f, 0.801896f, 1.000000f), // 8000 K
GfVec3f(0.715255f, 0.768579f, 1.000000f), // 8500 K
GfVec3f(0.673683f, 0.740423f, 1.000000f), // 9000 K
GfVec3f(0.638992f, 0.716359f, 1.000000f), // 9500 K
GfVec3f(0.609681f, 0.695588f, 1.000000f), // 10000 K
GfVec3f(0.609681f, 0.695588f, 1.000000f), // 10000 K
GfVec3f(0.609681f, 0.695588f, 1.000000f) // 10000 K
};
// Catmull-Rom basis
static const float _basis[4][4] = {
{ -0.5f, 1.5f, -1.5f, 0.5f }, { 1.f, -2.5f, 2.0f, -0.5f }, { -0.5f, 0.0f, 0.5f, 0.0f }, { 0.f, 1.0f, 0.0f, 0.0f }
};
static inline float _Rec709RgbToLuma(const GfVec3f& rgb)
{
return GfDot(rgb, GfVec3f(0.2126f, 0.7152f, 0.0722f));
}
static GfVec3f _BlackbodyTemperatureAsRgb(float temp)
{
// Catmull-Rom interpolation of _blackbodyRGB
constexpr int numKnots = sizeof(_blackbodyRGB) / sizeof(_blackbodyRGB[0]);
// Parametric distance along spline
const float u_spline = GfClamp((temp - 1000.0f) / 9000.0f, 0.0f, 1.0f);
// Last 4 knots represent a trailing segment starting at u_spline==1.0,
// to simplify boundary behavior
constexpr int numSegs = (numKnots - 4);
const float x = u_spline * numSegs;
const int seg = int(floor(x));
const float u_seg = x - seg; // Parameter within segment
// Knot values for this segment
GfVec3f k0 = _blackbodyRGB[seg + 0];
GfVec3f k1 = _blackbodyRGB[seg + 1];
GfVec3f k2 = _blackbodyRGB[seg + 2];
GfVec3f k3 = _blackbodyRGB[seg + 3];
// Compute cubic coefficients. Could fold constants (zero, one) here
// if speed is a concern.
GfVec3f a = _basis[0][0] * k0 + _basis[0][1] * k1 + _basis[0][2] * k2 + _basis[0][3] * k3;
GfVec3f b = _basis[1][0] * k0 + _basis[1][1] * k1 + _basis[1][2] * k2 + _basis[1][3] * k3;
GfVec3f c = _basis[2][0] * k0 + _basis[2][1] * k1 + _basis[2][2] * k2 + _basis[2][3] * k3;
GfVec3f d = _basis[3][0] * k0 + _basis[3][1] * k1 + _basis[3][2] * k2 + _basis[3][3] * k3;
// Eval cubic polynomial.
GfVec3f rgb = ((a * u_seg + b) * u_seg + c) * u_seg + d;
// Normalize to the same luminance as (1,1,1)
rgb /= _Rec709RgbToLuma(rgb);
// Clamp at zero, since the spline can produce small negative values,
// e.g. in the blue component at 1300k.
rgb[0] = GfMax(rgb[0], 0.f);
rgb[1] = GfMax(rgb[1], 0.f);
rgb[2] = GfMax(rgb[2], 0.f);
return rgb;
}
HdStrelkaLight::HdStrelkaLight(const SdfPath& id, TfToken const& lightType) : HdLight(id), mLightType(lightType)
{
}
HdStrelkaLight::~HdStrelkaLight()
{
}
void HdStrelkaLight::Sync(HdSceneDelegate* sceneDelegate, HdRenderParam* renderParam, HdDirtyBits* dirtyBits)
{
TF_UNUSED(renderParam);
bool pullLight = (*dirtyBits & DirtyBits::DirtyParams);
*dirtyBits = DirtyBits::Clean;
if (!pullLight)
{
return;
}
const SdfPath& id = GetId();
// const VtValue& resource = sceneDelegate->GetMaterialResource(id);
// Get the color of the light
GfVec3f hdc = sceneDelegate->GetLightParamValue(id, HdLightTokens->color).Get<GfVec3f>();
// Color temperature
VtValue enableColorTemperatureVal = sceneDelegate->GetLightParamValue(id, HdLightTokens->enableColorTemperature);
if (enableColorTemperatureVal.GetWithDefault<bool>(false))
{
VtValue colorTemperatureVal = sceneDelegate->GetLightParamValue(id, HdLightTokens->colorTemperature);
if (colorTemperatureVal.IsHolding<float>())
{
float colorTemperature = colorTemperatureVal.Get<float>();
hdc = GfCompMult(hdc, _BlackbodyTemperatureAsRgb(colorTemperature));
}
}
// Intensity
float intensity = sceneDelegate->GetLightParamValue(id, HdLightTokens->intensity).Get<float>();
// Exposure
float exposure = sceneDelegate->GetLightParamValue(id, HdLightTokens->exposure).Get<float>();
intensity *= powf(2.0f, GfClamp(exposure, -50.0f, 50.0f));
// Transform
{
GfMatrix4d transform = sceneDelegate->GetTransform(id);
glm::float4x4 xform;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
xform[i][j] = (float)transform[i][j];
}
}
mLightDesc.xform = xform;
mLightDesc.useXform = true;
}
mLightDesc.color = glm::float3(hdc[0], hdc[1], hdc[2]);
mLightDesc.intensity = intensity;
if (mLightType == HdPrimTypeTokens->rectLight)
{
mLightDesc.type = 0;
float width = 0.0f;
float height = 0.0f;
VtValue widthVal = sceneDelegate->GetLightParamValue(id, HdLightTokens->width);
if (widthVal.IsHolding<float>())
{
width = widthVal.Get<float>();
}
VtValue heightVal = sceneDelegate->GetLightParamValue(id, HdLightTokens->height);
if (heightVal.IsHolding<float>())
{
height = heightVal.Get<float>();
}
mLightDesc.height = height;
mLightDesc.width = width;
}
else if (mLightType == HdPrimTypeTokens->diskLight || mLightType == HdPrimTypeTokens->sphereLight)
{
mLightDesc.type = mLightType == HdPrimTypeTokens->diskLight ? 1 : 2;
float radius = 0.0;
VtValue radiusVal = sceneDelegate->GetLightParamValue(id, HdLightTokens->radius);
if (radiusVal.IsHolding<float>())
{
radius = radiusVal.Get<float>();
}
mLightDesc.radius = radius * mLightDesc.xform[0][0]; // uniform scale
}
else if (mLightType == HdPrimTypeTokens->distantLight)
{
float angle = 0.0f;
mLightDesc.type = 3; // TODO: move to enum
VtValue angleVal = sceneDelegate->GetLightParamValue(id, HdLightTokens->angle);
if (angleVal.IsHolding<float>())
{
angle = angleVal.Get<float>();
}
mLightDesc.halfAngle = angle * 0.5f * (M_PI / 180.0f);
mLightDesc.intensity /= M_PI * powf(sin(mLightDesc.halfAngle), 2.0f);
}
}
HdDirtyBits HdStrelkaLight::GetInitialDirtyBitsMask() const
{
return (DirtyParams | DirtyTransform);
}
oka::Scene::UniformLightDesc HdStrelkaLight::getLightDesc()
{
return mLightDesc;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 8,162 | C++ | 35.936651 | 117 | 0.636486 |
arhix52/Strelka/src/HdStrelka/MdlParserPlugin.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "MdlParserPlugin.h"
#include <pxr/base/tf/staticTokens.h>
#include <pxr/usd/sdr/shaderNode.h>
#include <pxr/usd/ar/resolver.h>
#include "pxr/usd/ar/resolvedPath.h"
#include "pxr/usd/ar/asset.h"
#include <pxr/usd/ar/ar.h>
//#include "Tokens.h"
PXR_NAMESPACE_OPEN_SCOPE
NDR_REGISTER_PARSER_PLUGIN(HdStrelkaMdlParserPlugin);
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(_tokens,
(mdl)
(subIdentifier));
// clang-format on
NdrNodeUniquePtr HdStrelkaMdlParserPlugin::Parse(const NdrNodeDiscoveryResult& discoveryResult)
{
NdrTokenMap metadata = discoveryResult.metadata;
metadata[_tokens->subIdentifier] = discoveryResult.subIdentifier;
return std::make_unique<SdrShaderNode>(discoveryResult.identifier, discoveryResult.version, discoveryResult.name,
discoveryResult.family, _tokens->mdl, discoveryResult.sourceType,
discoveryResult.uri, discoveryResult.resolvedUri, NdrPropertyUniquePtrVec{},
metadata);
}
const NdrTokenVec& HdStrelkaMdlParserPlugin::GetDiscoveryTypes() const
{
static NdrTokenVec s_discoveryTypes{ _tokens->mdl };
return s_discoveryTypes;
}
const TfToken& HdStrelkaMdlParserPlugin::GetSourceType() const
{
return _tokens->mdl;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 2,153 | C++ | 34.311475 | 119 | 0.681839 |
arhix52/Strelka/src/HdStrelka/Instancer.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "Instancer.h"
#include <pxr/base/gf/quatd.h>
#include <pxr/imaging/hd/sceneDelegate.h>
PXR_NAMESPACE_OPEN_SCOPE
HdStrelkaInstancer::HdStrelkaInstancer(HdSceneDelegate* delegate,
const SdfPath& id)
: HdInstancer(delegate, id)
{
}
HdStrelkaInstancer::~HdStrelkaInstancer()
{
}
void HdStrelkaInstancer::Sync(HdSceneDelegate* sceneDelegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits)
{
TF_UNUSED(renderParam);
_UpdateInstancer(sceneDelegate, dirtyBits);
const SdfPath& id = GetId();
if (!HdChangeTracker::IsAnyPrimvarDirty(*dirtyBits, id))
{
return;
}
const HdPrimvarDescriptorVector& primvars = sceneDelegate->GetPrimvarDescriptors(id, HdInterpolation::HdInterpolationInstance);
for (const HdPrimvarDescriptor& primvar : primvars)
{
TfToken primName = primvar.name;
if (primName != HdInstancerTokens->translate &&
primName != HdInstancerTokens->rotate &&
primName != HdInstancerTokens->scale &&
primName != HdInstancerTokens->instanceTransform)
{
continue;
}
if (!HdChangeTracker::IsPrimvarDirty(*dirtyBits, id, primName))
{
continue;
}
VtValue value = sceneDelegate->Get(id, primName);
m_primvarMap[primName] = value;
}
}
VtMatrix4dArray HdStrelkaInstancer::ComputeInstanceTransforms(const SdfPath& prototypeId)
{
HdSceneDelegate* sceneDelegate = GetDelegate();
const SdfPath& id = GetId();
// Calculate instance transforms for this instancer.
VtValue boxedTranslates = m_primvarMap[HdInstancerTokens->translate];
VtValue boxedRotates = m_primvarMap[HdInstancerTokens->rotate];
VtValue boxedScales = m_primvarMap[HdInstancerTokens->scale];
VtValue boxedInstanceTransforms = m_primvarMap[HdInstancerTokens->instanceTransform];
VtVec3fArray translates;
if (boxedTranslates.IsHolding<VtVec3fArray>())
{
translates = boxedTranslates.UncheckedGet<VtVec3fArray>();
}
else if (!boxedTranslates.IsEmpty())
{
TF_CODING_WARNING("Instancer translate values are not of type Vec3f!");
}
VtVec4fArray rotates;
if (boxedRotates.IsHolding<VtVec4fArray>())
{
rotates = boxedRotates.Get<VtVec4fArray>();
}
else if (!boxedRotates.IsEmpty())
{
TF_CODING_WARNING("Instancer rotate values are not of type Vec3f!");
}
VtVec3fArray scales;
if (boxedScales.IsHolding<VtVec3fArray>())
{
scales = boxedScales.Get<VtVec3fArray>();
}
else if (!boxedScales.IsEmpty())
{
TF_CODING_WARNING("Instancer scale values are not of type Vec3f!");
}
VtMatrix4dArray instanceTransforms;
if (boxedInstanceTransforms.IsHolding<VtMatrix4dArray>())
{
instanceTransforms = boxedInstanceTransforms.Get<VtMatrix4dArray>();
}
GfMatrix4d instancerTransform = sceneDelegate->GetInstancerTransform(id);
const VtIntArray& instanceIndices = sceneDelegate->GetInstanceIndices(id, prototypeId);
VtMatrix4dArray transforms;
transforms.resize(instanceIndices.size());
for (size_t i = 0; i < instanceIndices.size(); i++)
{
int instanceIndex = instanceIndices[i];
GfMatrix4d mat = instancerTransform;
GfMatrix4d temp;
if (i < translates.size())
{
auto trans = GfVec3d(translates[instanceIndex]);
temp.SetTranslate(trans);
mat = temp * mat;
}
if (i < rotates.size())
{
GfVec4f rot = rotates[instanceIndex];
temp.SetRotate(GfQuatd(rot[0], rot[1], rot[2], rot[3]));
mat = temp * mat;
}
if (i < scales.size())
{
auto scale = GfVec3d(scales[instanceIndex]);
temp.SetScale(scale);
mat = temp * mat;
}
if (i < instanceTransforms.size())
{
temp = instanceTransforms[instanceIndex];
mat = temp * mat;
}
transforms[i] = mat;
}
// Calculate instance transforms for all instancer instances.
const SdfPath& parentId = GetParentId();
if (parentId.IsEmpty())
{
return transforms;
}
const HdRenderIndex& renderIndex = sceneDelegate->GetRenderIndex();
HdInstancer* boxedParentInstancer = renderIndex.GetInstancer(parentId);
HdStrelkaInstancer* parentInstancer = dynamic_cast<HdStrelkaInstancer*>(boxedParentInstancer);
VtMatrix4dArray parentTransforms = parentInstancer->ComputeInstanceTransforms(id);
VtMatrix4dArray transformProducts;
transformProducts.resize(parentTransforms.size() * transforms.size());
for (size_t i = 0; i < parentTransforms.size(); i++)
{
for (size_t j = 0; j < transforms.size(); j++)
{
size_t index = i * transforms.size() + j;
transformProducts[index] = transforms[j] * parentTransforms[i];
}
}
return transformProducts;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 5,927 | C++ | 29.556701 | 131 | 0.639615 |
arhix52/Strelka/src/HdStrelka/RenderDelegate.h | #pragma once
#include <pxr/imaging/hd/renderDelegate.h>
#include "MaterialNetworkTranslator.h"
#include <render/common.h>
#include <scene/scene.h>
#include <render/render.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaRenderDelegate final : public HdRenderDelegate
{
public:
HdStrelkaRenderDelegate(const HdRenderSettingsMap& settingsMap, const MaterialNetworkTranslator& translator);
~HdStrelkaRenderDelegate() override;
void SetDrivers(HdDriverVector const& drivers) override;
HdRenderSettingDescriptorList GetRenderSettingDescriptors() const override;
HdRenderPassSharedPtr CreateRenderPass(HdRenderIndex* index, const HdRprimCollection& collection) override;
HdResourceRegistrySharedPtr GetResourceRegistry() const override;
void CommitResources(HdChangeTracker* tracker) override;
HdInstancer* CreateInstancer(HdSceneDelegate* delegate, const SdfPath& id) override;
void DestroyInstancer(HdInstancer* instancer) override;
HdAovDescriptor GetDefaultAovDescriptor(const TfToken& name) const override;
/* Rprim */
const TfTokenVector& GetSupportedRprimTypes() const override;
HdRprim* CreateRprim(const TfToken& typeId, const SdfPath& rprimId) override;
void DestroyRprim(HdRprim* rPrim) override;
/* Sprim */
const TfTokenVector& GetSupportedSprimTypes() const override;
HdSprim* CreateSprim(const TfToken& typeId, const SdfPath& sprimId) override;
HdSprim* CreateFallbackSprim(const TfToken& typeId) override;
void DestroySprim(HdSprim* sprim) override;
/* Bprim */
const TfTokenVector& GetSupportedBprimTypes() const override;
HdBprim* CreateBprim(const TfToken& typeId, const SdfPath& bprimId) override;
HdBprim* CreateFallbackBprim(const TfToken& typeId) override;
void DestroyBprim(HdBprim* bprim) override;
TfToken GetMaterialBindingPurpose() const override;
// In a USD file, there can be multiple networks associated with a material:
// token outputs:mdl:surface.connect = </Root/Glass.outputs:out>
// token outputs:surface.connect = </Root/GlassPreviewSurface.outputs:surface>
// This function returns the order of preference used when selecting one for rendering.
TfTokenVector GetMaterialRenderContexts() const override;
TfTokenVector GetShaderSourceTypes() const override;
oka::SharedContext& getSharedContext();
private:
const MaterialNetworkTranslator& m_translator;
HdRenderSettingDescriptorList m_settingDescriptors;
HdResourceRegistrySharedPtr m_resourceRegistry;
const TfTokenVector SUPPORTED_BPRIM_TYPES = { HdPrimTypeTokens->renderBuffer };
const TfTokenVector SUPPORTED_RPRIM_TYPES = { HdPrimTypeTokens->mesh, HdPrimTypeTokens->basisCurves };
const TfTokenVector SUPPORTED_SPRIM_TYPES = {
HdPrimTypeTokens->camera, HdPrimTypeTokens->material, HdPrimTypeTokens->light,
HdPrimTypeTokens->rectLight, HdPrimTypeTokens->diskLight, HdPrimTypeTokens->sphereLight,
HdPrimTypeTokens->distantLight,
};
oka::SharedContext* mSharedCtx;
oka::Scene mScene;
oka::Render* mRenderer;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 3,149 | C | 33.23913 | 113 | 0.768498 |
arhix52/Strelka/src/HdStrelka/RenderDelegate.cpp | #include "RenderDelegate.h"
#include "Camera.h"
#include "Instancer.h"
#include "Light.h"
#include "Material.h"
#include "Mesh.h"
#include "BasisCurves.h"
#include "RenderBuffer.h"
#include "RenderPass.h"
#include "Tokens.h"
#include <pxr/base/gf/vec4f.h>
#include <pxr/imaging/hd/resourceRegistry.h>
#include <log.h>
#include <memory>
PXR_NAMESPACE_OPEN_SCOPE
TF_DEFINE_PRIVATE_TOKENS(_Tokens, (HdStrelkaDriver));
HdStrelkaRenderDelegate::HdStrelkaRenderDelegate(const HdRenderSettingsMap& settingsMap,
const MaterialNetworkTranslator& translator)
: m_translator(translator)
{
m_resourceRegistry = std::make_shared<HdResourceRegistry>();
m_settingDescriptors.push_back(
HdRenderSettingDescriptor{ "Samples per pixel", HdStrelkaSettingsTokens->spp, VtValue{ 8 } });
m_settingDescriptors.push_back(
HdRenderSettingDescriptor{ "Max bounces", HdStrelkaSettingsTokens->max_bounces, VtValue{ 4 } });
_PopulateDefaultSettings(m_settingDescriptors);
for (const auto& setting : settingsMap)
{
const TfToken& key = setting.first;
const VtValue& value = setting.second;
_settingsMap[key] = value;
}
oka::RenderType type = oka::RenderType::eOptiX;
#ifdef __APPLE__
type = oka::RenderType::eMetal;
#endif
mRenderer = oka::RenderFactory::createRender(type);
mRenderer->setScene(&mScene);
}
HdStrelkaRenderDelegate::~HdStrelkaRenderDelegate()
{
}
void HdStrelkaRenderDelegate::SetDrivers(HdDriverVector const& drivers)
{
for (HdDriver* hdDriver : drivers)
{
if (hdDriver->name == _Tokens->HdStrelkaDriver && hdDriver->driver.IsHolding<oka::SharedContext*>())
{
assert(mRenderer);
mSharedCtx = hdDriver->driver.UncheckedGet<oka::SharedContext*>();
mRenderer->setSharedContext(mSharedCtx);
mRenderer->init();
mSharedCtx->mRender = mRenderer;
break;
}
}
}
HdRenderSettingDescriptorList HdStrelkaRenderDelegate::GetRenderSettingDescriptors() const
{
return m_settingDescriptors;
}
HdRenderPassSharedPtr HdStrelkaRenderDelegate::CreateRenderPass(HdRenderIndex* index, const HdRprimCollection& collection)
{
return HdRenderPassSharedPtr(new HdStrelkaRenderPass(index, collection, _settingsMap, mRenderer, &mScene));
}
HdResourceRegistrySharedPtr HdStrelkaRenderDelegate::GetResourceRegistry() const
{
return m_resourceRegistry;
}
void HdStrelkaRenderDelegate::CommitResources(HdChangeTracker* tracker)
{
TF_UNUSED(tracker);
// We delay BVH building and GPU uploads to the next render call.
}
HdInstancer* HdStrelkaRenderDelegate::CreateInstancer(HdSceneDelegate* delegate, const SdfPath& id)
{
return new HdStrelkaInstancer(delegate, id);
}
void HdStrelkaRenderDelegate::DestroyInstancer(HdInstancer* instancer)
{
delete instancer;
}
HdAovDescriptor HdStrelkaRenderDelegate::GetDefaultAovDescriptor(const TfToken& name) const
{
TF_UNUSED(name);
HdAovDescriptor aovDescriptor;
aovDescriptor.format = HdFormatFloat32Vec4;
aovDescriptor.multiSampled = false;
aovDescriptor.clearValue = GfVec4f(0.0f, 0.0f, 0.0f, 0.0f);
return aovDescriptor;
}
const TfTokenVector& HdStrelkaRenderDelegate::GetSupportedRprimTypes() const
{
return SUPPORTED_RPRIM_TYPES;
}
HdRprim* HdStrelkaRenderDelegate::CreateRprim(const TfToken& typeId, const SdfPath& rprimId)
{
if (typeId == HdPrimTypeTokens->mesh)
{
return new HdStrelkaMesh(rprimId, &mScene);
}
else if (typeId == HdPrimTypeTokens->basisCurves)
{
return new HdStrelkaBasisCurves(rprimId, &mScene);
}
STRELKA_ERROR("Unknown Rprim Type {}", typeId.GetText());
return nullptr;
}
void HdStrelkaRenderDelegate::DestroyRprim(HdRprim* rprim)
{
delete rprim;
}
const TfTokenVector& HdStrelkaRenderDelegate::GetSupportedSprimTypes() const
{
return SUPPORTED_SPRIM_TYPES;
}
HdSprim* HdStrelkaRenderDelegate::CreateSprim(const TfToken& typeId, const SdfPath& sprimId)
{
STRELKA_DEBUG("CreateSprim Type: {}", typeId.GetText());
if (sprimId.IsEmpty())
{
STRELKA_DEBUG("skipping creation of empty sprim path");
return nullptr;
}
HdSprim* res = nullptr;
if (typeId == HdPrimTypeTokens->camera)
{
res = new HdStrelkaCamera(sprimId, mScene);
}
else if (typeId == HdPrimTypeTokens->material)
{
res = new HdStrelkaMaterial(sprimId, m_translator);
}
else if (typeId == HdPrimTypeTokens->rectLight || typeId == HdPrimTypeTokens->diskLight ||
typeId == HdPrimTypeTokens->sphereLight || typeId == HdPrimTypeTokens->distantLight)
{
res = new HdStrelkaLight(sprimId, typeId);
}
else
{
STRELKA_ERROR("Unknown Sprim Type {}", typeId.GetText());
}
return res;
}
HdSprim* HdStrelkaRenderDelegate::CreateFallbackSprim(const TfToken& typeId)
{
const SdfPath& sprimId = SdfPath::EmptyPath();
return CreateSprim(typeId, sprimId);
}
void HdStrelkaRenderDelegate::DestroySprim(HdSprim* sprim)
{
delete sprim;
}
const TfTokenVector& HdStrelkaRenderDelegate::GetSupportedBprimTypes() const
{
return SUPPORTED_BPRIM_TYPES;
}
HdBprim* HdStrelkaRenderDelegate::CreateBprim(const TfToken& typeId, const SdfPath& bprimId)
{
if (typeId == HdPrimTypeTokens->renderBuffer)
{
return new HdStrelkaRenderBuffer(bprimId, mSharedCtx);
}
return nullptr;
}
HdBprim* HdStrelkaRenderDelegate::CreateFallbackBprim(const TfToken& typeId)
{
const SdfPath& bprimId = SdfPath::EmptyPath();
return CreateBprim(typeId, bprimId);
}
void HdStrelkaRenderDelegate::DestroyBprim(HdBprim* bprim)
{
delete bprim;
}
TfToken HdStrelkaRenderDelegate::GetMaterialBindingPurpose() const
{
//return HdTokens->full;
return HdTokens->preview;
}
TfTokenVector HdStrelkaRenderDelegate::GetMaterialRenderContexts() const
{
return TfTokenVector{ HdStrelkaRenderContexts->mtlx, HdStrelkaRenderContexts->mdl };
}
TfTokenVector HdStrelkaRenderDelegate::GetShaderSourceTypes() const
{
return TfTokenVector{ HdStrelkaSourceTypes->mtlx, HdStrelkaSourceTypes->mdl };
}
oka::SharedContext& HdStrelkaRenderDelegate::getSharedContext()
{
return mRenderer->getSharedContext();
}
PXR_NAMESPACE_CLOSE_SCOPE
| 6,338 | C++ | 25.634454 | 122 | 0.718523 |
arhix52/Strelka/src/HdStrelka/BasisCurves.cpp | #include "BasisCurves.h"
#include <log.h>
PXR_NAMESPACE_OPEN_SCOPE
void HdStrelkaBasisCurves::Sync(HdSceneDelegate* sceneDelegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits,
const TfToken& reprToken)
{
TF_UNUSED(renderParam);
TF_UNUSED(reprToken);
HdRenderIndex& renderIndex = sceneDelegate->GetRenderIndex();
const SdfPath& id = GetId();
mName = id.GetText();
STRELKA_INFO("Curve Name: {}", mName.c_str());
if (*dirtyBits & HdChangeTracker::DirtyMaterialId)
{
const SdfPath& materialId = sceneDelegate->GetMaterialId(id);
SetMaterialId(materialId);
}
if (*dirtyBits & HdChangeTracker::DirtyTopology)
{
mTopology = sceneDelegate->GetBasisCurvesTopology(id);
}
if (*dirtyBits & HdChangeTracker::DirtyTransform)
{
m_prototypeTransform = sceneDelegate->GetTransform(id);
}
bool updateGeometry = (*dirtyBits & HdChangeTracker::DirtyPoints) | (*dirtyBits & HdChangeTracker::DirtyNormals) |
(*dirtyBits & HdChangeTracker::DirtyTopology);
*dirtyBits = HdChangeTracker::Clean;
if (!updateGeometry)
{
return;
}
// m_faces.clear();
mPoints.clear();
mNormals.clear();
_UpdateGeometry(sceneDelegate);
}
bool HdStrelkaBasisCurves::_FindPrimvar(HdSceneDelegate* sceneDelegate,
const TfToken& primvarName,
HdInterpolation& interpolation) const
{
HdInterpolation interpolations[] = {
HdInterpolation::HdInterpolationVertex, HdInterpolation::HdInterpolationFaceVarying,
HdInterpolation::HdInterpolationConstant, HdInterpolation::HdInterpolationUniform,
HdInterpolation::HdInterpolationVarying, HdInterpolation::HdInterpolationInstance
};
for (HdInterpolation i : interpolations)
{
const auto& primvarDescs = GetPrimvarDescriptors(sceneDelegate, i);
for (const HdPrimvarDescriptor& primvar : primvarDescs)
{
if (primvar.name == primvarName)
{
interpolation = i;
return true;
}
}
}
return false;
}
void HdStrelkaBasisCurves::_PullPrimvars(HdSceneDelegate* sceneDelegate,
VtVec3fArray& points,
VtVec3fArray& normals,
VtFloatArray& widths,
bool& indexedNormals,
bool& indexedUVs,
GfVec3f& color,
bool& hasColor) const
{
const SdfPath& id = GetId();
// Handle points.
HdInterpolation pointInterpolation;
bool foundPoints = _FindPrimvar(sceneDelegate, HdTokens->points, pointInterpolation);
if (!foundPoints)
{
STRELKA_ERROR("Points primvar not found!");
return;
}
else if (pointInterpolation != HdInterpolation::HdInterpolationVertex)
{
STRELKA_ERROR("Points primvar is not vertex-interpolated!");
return;
}
VtValue boxedPoints = sceneDelegate->Get(id, HdTokens->points);
points = boxedPoints.Get<VtVec3fArray>();
// Handle color.
HdInterpolation colorInterpolation;
bool foundColor = _FindPrimvar(sceneDelegate, HdTokens->displayColor, colorInterpolation);
if (foundColor && colorInterpolation == HdInterpolation::HdInterpolationConstant)
{
VtValue boxedColors = sceneDelegate->Get(id, HdTokens->displayColor);
const VtVec3fArray& colors = boxedColors.Get<VtVec3fArray>();
color = colors[0];
hasColor = true;
}
HdBasisCurvesTopology topology = GetBasisCurvesTopology(sceneDelegate);
VtIntArray curveVertexCounts = topology.GetCurveVertexCounts();
// Handle normals.
HdInterpolation normalInterpolation;
bool foundNormals = _FindPrimvar(sceneDelegate, HdTokens->normals, normalInterpolation);
if (foundNormals && normalInterpolation == HdInterpolation::HdInterpolationVarying)
{
VtValue boxedNormals = sceneDelegate->Get(id, HdTokens->normals);
normals = boxedNormals.Get<VtVec3fArray>();
indexedNormals = true;
}
// Handle width.
HdInterpolation widthInterpolation;
bool foundWidth = _FindPrimvar(sceneDelegate, HdTokens->widths, widthInterpolation);
if (foundWidth)
{
VtValue boxedWidths = sceneDelegate->Get(id, HdTokens->widths);
widths = boxedWidths.Get<VtFloatArray>();
}
}
void HdStrelkaBasisCurves::_UpdateGeometry(HdSceneDelegate* sceneDelegate)
{
const HdBasisCurvesTopology& topology = mTopology;
const SdfPath& id = GetId();
// Get USD Curve Metadata
mVertexCounts = topology.GetCurveVertexCounts();
TfToken curveType = topology.GetCurveType();
TfToken curveBasis = topology.GetCurveBasis();
TfToken curveWrap = topology.GetCurveWrap();
size_t num_curves = mVertexCounts.size();
size_t num_keys = 0;
bool indexedNormals;
bool indexedUVs;
bool hasColor = true;
_PullPrimvars(sceneDelegate, mPoints, mNormals, mWidths, indexedNormals, indexedUVs, mColor, hasColor);
_ConvertCurve();
}
HdStrelkaBasisCurves::HdStrelkaBasisCurves(const SdfPath& id, oka::Scene* scene) : HdBasisCurves(id), mScene(scene)
{
}
HdStrelkaBasisCurves::~HdStrelkaBasisCurves()
{
}
HdDirtyBits HdStrelkaBasisCurves::GetInitialDirtyBitsMask() const
{
return HdChangeTracker::DirtyPoints | HdChangeTracker::DirtyNormals | HdChangeTracker::DirtyTopology |
HdChangeTracker::DirtyInstancer | HdChangeTracker::DirtyInstanceIndex | HdChangeTracker::DirtyTransform |
HdChangeTracker::DirtyMaterialId | HdChangeTracker::DirtyPrimvar;
}
HdDirtyBits HdStrelkaBasisCurves::_PropagateDirtyBits(HdDirtyBits bits) const
{
return bits;
}
void HdStrelkaBasisCurves::_InitRepr(const TfToken& reprName, HdDirtyBits* dirtyBits)
{
TF_UNUSED(reprName);
TF_UNUSED(dirtyBits);
}
void HdStrelkaBasisCurves::_ConvertCurve()
{
// calculate phantom points
// https://raytracing-docs.nvidia.com/optix7/guide/index.html#curves#differences-between-curves-spheres-and-triangles
glm::float3 p1 = glm::float3(mPoints[0][0], mPoints[0][1], mPoints[0][2]);
glm::float3 p2 = glm::float3(mPoints[1][0], mPoints[1][1], mPoints[1][2]);
glm::float3 p0 = p1 + (p1 - p2);
mCurvePoints.push_back(p0);
for (const GfVec3f& p : mPoints)
{
mCurvePoints.push_back(glm::float3(p[0], p[1], p[2]));
}
int n = mPoints.size() - 1;
glm::float3 pn = glm::float3(mPoints[n][0], mPoints[n][1], mPoints[n][2]);
glm::float3 pn1 = glm::float3(mPoints[n - 1][0], mPoints[n - 1][1], mPoints[n - 1][2]);
glm::float3 pnn = pn + (pn - pn1);
mCurvePoints.push_back(pnn);
mCurveWidths.push_back(mWidths[0] * 0.5);
assert((mWidths.size() == mPoints.size()) || (mWidths.size() == 1));
if (mWidths.size() == 1)
{
for (int i = 0; i < mPoints.size(); ++i)
{
mCurveWidths.push_back(mWidths[0] * 0.5);
}
}
else
{
for (const float w : mWidths)
{
mCurveWidths.push_back(w * 0.5f);
}
}
mCurveWidths.push_back(mCurveWidths.back());
for (const int i : mVertexCounts)
{
mCurveVertexCounts.push_back(i);
}
}
const std::vector<glm::float3>& HdStrelkaBasisCurves::GetPoints() const
{
return mCurvePoints;
}
const std::vector<float>& HdStrelkaBasisCurves::GetWidths() const
{
return mCurveWidths;
}
const std::vector<uint32_t>& HdStrelkaBasisCurves::GetVertexCounts() const
{
return mCurveVertexCounts;
}
const GfMatrix4d& HdStrelkaBasisCurves::GetPrototypeTransform() const
{
return m_prototypeTransform;
}
const char* HdStrelkaBasisCurves::getName() const
{
return mName.c_str();
}
PXR_NAMESPACE_CLOSE_SCOPE
| 8,047 | C++ | 30.685039 | 121 | 0.644215 |
arhix52/Strelka/src/HdStrelka/RenderBuffer.cpp | #include "RenderBuffer.h"
#include "render.h"
#include <pxr/base/gf/vec3i.h>
PXR_NAMESPACE_OPEN_SCOPE
HdStrelkaRenderBuffer::HdStrelkaRenderBuffer(const SdfPath& id, oka::SharedContext* ctx) : HdRenderBuffer(id), mCtx(ctx)
{
m_isMapped = false;
m_isConverged = false;
m_bufferMem = nullptr;
}
HdStrelkaRenderBuffer::~HdStrelkaRenderBuffer()
{
_Deallocate();
}
bool HdStrelkaRenderBuffer::Allocate(const GfVec3i& dimensions, HdFormat format, bool multiSampled)
{
if (dimensions[2] != 1)
{
return false;
}
m_width = dimensions[0];
m_height = dimensions[1];
m_format = format;
m_isMultiSampled = multiSampled;
size_t size = m_width * m_height * HdDataSizeOfFormat(m_format);
m_bufferMem = realloc(m_bufferMem, size);
if (!m_bufferMem)
{
return false;
}
if (mResult)
{
mResult->resize(m_width, m_height);
}
else
{
oka::BufferDesc desc{};
desc.format = oka::BufferFormat::FLOAT4;
desc.width = m_width;
desc.height = m_height;
mResult = mCtx->mRender->createBuffer(desc);
}
if (!mResult)
{
return false;
}
return true;
}
unsigned int HdStrelkaRenderBuffer::GetWidth() const
{
return m_width;
}
unsigned int HdStrelkaRenderBuffer::GetHeight() const
{
return m_height;
}
unsigned int HdStrelkaRenderBuffer::GetDepth() const
{
return 1u;
}
HdFormat HdStrelkaRenderBuffer::GetFormat() const
{
return m_format;
}
bool HdStrelkaRenderBuffer::IsMultiSampled() const
{
return m_isMultiSampled;
}
VtValue HdStrelkaRenderBuffer::GetResource(bool multiSampled) const
{
return VtValue((uint8_t*)mResult);
}
bool HdStrelkaRenderBuffer::IsConverged() const
{
return m_isConverged;
}
void HdStrelkaRenderBuffer::SetConverged(bool converged)
{
m_isConverged = converged;
}
void* HdStrelkaRenderBuffer::Map()
{
m_isMapped = true;
return m_bufferMem;
}
bool HdStrelkaRenderBuffer::IsMapped() const
{
return m_isMapped;
}
void HdStrelkaRenderBuffer::Unmap()
{
m_isMapped = false;
}
void HdStrelkaRenderBuffer::Resolve()
{
}
void HdStrelkaRenderBuffer::_Deallocate()
{
free(m_bufferMem);
delete mResult;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 2,264 | C++ | 16.558139 | 120 | 0.671378 |
arhix52/Strelka/src/HdStrelka/Tokens.h | #pragma once
#include <pxr/base/tf/staticTokens.h>
PXR_NAMESPACE_OPEN_SCOPE
#define HD_STRELKA_SETTINGS_TOKENS \
((spp, "spp"))((max_bounces, "max-bounces"))
// mtlx node identifier is given by usdMtlx.
#define HD_STRELKA_NODE_IDENTIFIER_TOKENS \
(mtlx)(mdl)
#define HD_STRELKA_SOURCE_TYPE_TOKENS \
(mtlx)(mdl)
#define HD_STRELKA_DISCOVERY_TYPE_TOKENS \
(mtlx)(mdl)
#define HD_STRELKA_RENDER_CONTEXT_TOKENS \
(mtlx)(mdl)
#define HD_STRELKA_NODE_CONTEXT_TOKENS \
(mtlx)(mdl)
#define HD_STRELKA_NODE_METADATA_TOKENS \
(subIdentifier)
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaSettingsTokens, HD_STRELKA_SETTINGS_TOKENS);
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaNodeIdentifiers, HD_STRELKA_NODE_IDENTIFIER_TOKENS);
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaSourceTypes, HD_STRELKA_SOURCE_TYPE_TOKENS);
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaDiscoveryTypes, HD_STRELKA_DISCOVERY_TYPE_TOKENS);
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaRenderContexts, HD_STRELKA_RENDER_CONTEXT_TOKENS);
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaNodeContexts, HD_STRELKA_NODE_CONTEXT_TOKENS);
TF_DECLARE_PUBLIC_TOKENS(HdStrelkaNodeMetadata, HD_STRELKA_NODE_METADATA_TOKENS);
PXR_NAMESPACE_CLOSE_SCOPE
| 1,175 | C | 29.947368 | 86 | 0.771064 |
arhix52/Strelka/src/HdStrelka/Camera.h | #pragma once
#include <pxr/imaging/hd/camera.h>
#include <scene/scene.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaCamera final : public HdCamera
{
public:
HdStrelkaCamera(const SdfPath& id, oka::Scene& scene);
~HdStrelkaCamera() override;
public:
float GetVFov() const;
uint32_t GetCameraIndex() const;
public:
void Sync(HdSceneDelegate* sceneDelegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits) override;
HdDirtyBits GetInitialDirtyBitsMask() const override;
private:
oka::Camera _ConstructStrelkaCamera();
float m_vfov;
oka::Scene& mScene;
uint32_t mCameraIndex = -1;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 687 | C | 17.594594 | 58 | 0.697234 |
arhix52/Strelka/src/HdStrelka/MdlDiscoveryPlugin.cpp | #include "MdlDiscoveryPlugin.h"
#include <pxr/base/tf/staticTokens.h>
//#include "Tokens.h"
PXR_NAMESPACE_OPEN_SCOPE
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(_tokens,
(mdl)
);
// clang-format on
NDR_REGISTER_DISCOVERY_PLUGIN(HdStrelkaMdlDiscoveryPlugin);
NdrNodeDiscoveryResultVec HdStrelkaMdlDiscoveryPlugin::DiscoverNodes(const Context& ctx)
{
NdrNodeDiscoveryResultVec result;
NdrNodeDiscoveryResult mdlNode(
/* identifier */ _tokens->mdl,
/* version */ NdrVersion(1),
/* name */ _tokens->mdl,
/* family */ TfToken(),
/* discoveryType */ _tokens->mdl,
/* sourceType */ _tokens->mdl,
/* uri */ std::string(),
/* resolvedUri */ std::string());
result.push_back(mdlNode);
return result;
}
const NdrStringVec& HdStrelkaMdlDiscoveryPlugin::GetSearchURIs() const
{
static const NdrStringVec s_searchURIs;
return s_searchURIs;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 996 | C++ | 23.317073 | 88 | 0.646586 |
arhix52/Strelka/src/HdStrelka/Material.cpp | #include "Material.h"
#include <pxr/base/gf/vec2f.h>
#include <pxr/usd/sdr/registry.h>
#include <pxr/usdImaging/usdImaging/tokens.h>
#include <log.h>
PXR_NAMESPACE_OPEN_SCOPE
HdStrelkaMaterial::HdStrelkaMaterial(const SdfPath& id, const MaterialNetworkTranslator& translator)
: HdMaterial(id), m_translator(translator)
{
}
HdStrelkaMaterial::~HdStrelkaMaterial() = default;
HdDirtyBits HdStrelkaMaterial::GetInitialDirtyBitsMask() const
{
// return DirtyBits::DirtyParams;
return DirtyBits::AllDirty;
}
void HdStrelkaMaterial::Sync(HdSceneDelegate* sceneDelegate, HdRenderParam* renderParam, HdDirtyBits* dirtyBits)
{
TF_UNUSED(renderParam);
const bool pullMaterial = (*dirtyBits & DirtyBits::DirtyParams) != 0u;
*dirtyBits = DirtyBits::Clean;
if (!pullMaterial)
{
return;
}
const SdfPath& id = GetId();
const std::string& name = id.GetString();
STRELKA_INFO("Hydra Material: {}", name.c_str());
const VtValue& resource = sceneDelegate->GetMaterialResource(id);
if (!resource.IsHolding<HdMaterialNetworkMap>())
{
return;
}
auto networkMap = resource.GetWithDefault<HdMaterialNetworkMap>();
HdMaterialNetwork& surfaceNetwork = networkMap.map[HdMaterialTerminalTokens->surface];
bool isUsdPreviewSurface = false;
HdMaterialNode* previewSurfaceNode = nullptr;
// store material parameters
uint32_t nodeIdx = 0;
for (auto& node : surfaceNetwork.nodes)
{
STRELKA_DEBUG("Node #{}: {}", nodeIdx, node.path.GetText());
if (node.identifier == UsdImagingTokens->UsdPreviewSurface)
{
previewSurfaceNode = &node;
isUsdPreviewSurface = true;
}
for (const auto& params : node.parameters)
{
const std::string& name = params.first.GetString();
const TfType type = params.second.GetType();
STRELKA_DEBUG("Node name: {}\tParam name: {}\t{}", node.path.GetName(), name.c_str(),
params.second.GetTypeName().c_str());
if (type.IsA<GfVec3f>())
{
oka::MaterialManager::Param param;
param.name = params.first;
param.type = oka::MaterialManager::Param::Type::eFloat3;
GfVec3f val = params.second.Get<GfVec3f>();
param.value.resize(sizeof(val));
memcpy(param.value.data(), &val, sizeof(val));
mMaterialParams.push_back(param);
}
else if (type.IsA<GfVec4f>())
{
oka::MaterialManager::Param param;
param.name = params.first;
param.type = oka::MaterialManager::Param::Type::eFloat4;
GfVec4f val = params.second.Get<GfVec4f>();
param.value.resize(sizeof(val));
memcpy(param.value.data(), &val, sizeof(val));
mMaterialParams.push_back(param);
}
else if (type.IsA<float>())
{
oka::MaterialManager::Param param;
param.name = params.first;
param.type = oka::MaterialManager::Param::Type::eFloat;
float val = params.second.Get<float>();
param.value.resize(sizeof(val));
memcpy(param.value.data(), &val, sizeof(val));
mMaterialParams.push_back(param);
}
else if (type.IsA<int>())
{
oka::MaterialManager::Param param;
param.name = params.first;
param.type = oka::MaterialManager::Param::Type::eInt;
int val = params.second.Get<int>();
param.value.resize(sizeof(val));
memcpy(param.value.data(), &val, sizeof(val));
mMaterialParams.push_back(param);
}
else if (type.IsA<bool>())
{
oka::MaterialManager::Param param;
param.name = params.first;
param.type = oka::MaterialManager::Param::Type::eBool;
bool val = params.second.Get<bool>();
param.value.resize(sizeof(val));
memcpy(param.value.data(), &val, sizeof(val));
mMaterialParams.push_back(param);
}
else if (type.IsA<SdfAssetPath>())
{
oka::MaterialManager::Param param;
param.name = node.path.GetName() + "_" + std::string(params.first);
param.type = oka::MaterialManager::Param::Type::eTexture;
const SdfAssetPath val = params.second.Get<SdfAssetPath>();
// STRELKA_DEBUG("path: {}", val.GetAssetPath().c_str());
STRELKA_DEBUG("path: {}", val.GetResolvedPath().c_str());
// std::string texPath = val.GetAssetPath();
std::string texPath = val.GetResolvedPath();
if (!texPath.empty())
{
param.value.resize(texPath.size());
memcpy(param.value.data(), texPath.data(), texPath.size());
mMaterialParams.push_back(param);
}
}
else if (type.IsA<GfVec2f>())
{
oka::MaterialManager::Param param;
param.name = params.first;
param.type = oka::MaterialManager::Param::Type::eFloat2;
GfVec2f val = params.second.Get<GfVec2f>();
param.value.resize(sizeof(val));
memcpy(param.value.data(), &val, sizeof(val));
mMaterialParams.push_back(param);
}
else if (type.IsA<TfToken>())
{
const TfToken val = params.second.Get<TfToken>();
STRELKA_DEBUG("TfToken: {}", val.GetText());
}
else if (type.IsA<std::string>())
{
const std::string val = params.second.Get<std::string>();
STRELKA_DEBUG("String: {}", val.c_str());
}
else
{
STRELKA_ERROR("Unknown parameter type!\n");
}
}
nodeIdx++;
}
bool isVolume = false;
const HdMaterialNetwork2 network = HdConvertToHdMaterialNetwork2(networkMap, &isVolume);
if (isVolume)
{
STRELKA_ERROR("Volume %s unsupported", id.GetText());
return;
}
if (isUsdPreviewSurface)
{
mMaterialXCode = m_translator.ParseNetwork(id, network);
// STRELKA_DEBUG("MaterialX code:\n {}\n", mMaterialXCode.c_str());
}
else
{
// MDL
const bool res = MaterialNetworkTranslator::ParseMdlNetwork(network, mMdlFileUri, mMdlSubIdentifier);
if (!res)
{
STRELKA_ERROR("Failed to translate material, replace to default!");
mMdlFileUri = "default.mdl";
mMdlSubIdentifier = "default_material";
}
mIsMdl = true;
}
}
const std::string& HdStrelkaMaterial::GetStrelkaMaterial() const
{
return mMaterialXCode;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 7,130 | C++ | 35.015151 | 112 | 0.551192 |
arhix52/Strelka/src/HdStrelka/Camera.cpp | #include "Camera.h"
#include <pxr/imaging/hd/sceneDelegate.h>
#include <pxr/base/gf/vec4d.h>
#include <pxr/base/gf/camera.h>
#include <cmath>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/compatibility.hpp>
#include <glm/gtx/matrix_decompose.hpp>
PXR_NAMESPACE_OPEN_SCOPE
HdStrelkaCamera::HdStrelkaCamera(const SdfPath& id, oka::Scene& scene) : HdCamera(id), mScene(scene), m_vfov(M_PI_2)
{
const std::string& name = id.GetString();
oka::Camera okaCamera;
okaCamera.name = name;
mCameraIndex = mScene.addCamera(okaCamera);
}
HdStrelkaCamera::~HdStrelkaCamera()
{
}
float HdStrelkaCamera::GetVFov() const
{
return m_vfov;
}
uint32_t HdStrelkaCamera::GetCameraIndex() const
{
return mCameraIndex;
}
void HdStrelkaCamera::Sync(HdSceneDelegate* sceneDelegate, HdRenderParam* renderParam, HdDirtyBits* dirtyBits)
{
HdDirtyBits dirtyBitsCopy = *dirtyBits;
HdCamera::Sync(sceneDelegate, renderParam, &dirtyBitsCopy);
if (*dirtyBits & DirtyBits::DirtyParams)
{
// See https://wiki.panotools.org/Field_of_View
float aperture = _verticalAperture * GfCamera::APERTURE_UNIT;
float focalLength = _focalLength * GfCamera::FOCAL_LENGTH_UNIT;
float vfov = 2.0f * std::atan(aperture / (2.0f * focalLength));
m_vfov = vfov;
oka::Camera cam = _ConstructStrelkaCamera();
mScene.updateCamera(cam, mCameraIndex);
}
*dirtyBits = DirtyBits::Clean;
}
HdDirtyBits HdStrelkaCamera::GetInitialDirtyBitsMask() const
{
return DirtyBits::DirtyParams | DirtyBits::DirtyTransform;
}
oka::Camera HdStrelkaCamera::_ConstructStrelkaCamera()
{
oka::Camera strelkaCamera;
GfMatrix4d perspMatrix = ComputeProjectionMatrix();
GfMatrix4d absInvViewMatrix = GetTransform();
GfMatrix4d relViewMatrix = absInvViewMatrix; //*m_rootMatrix;
glm::float4x4 xform;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
xform[i][j] = (float)relViewMatrix[i][j];
}
}
glm::float4x4 persp;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
persp[i][j] = (float)perspMatrix[i][j];
}
}
{
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(xform, scale, rotation, translation, skew, perspective);
rotation = glm::conjugate(rotation);
strelkaCamera.position = translation * scale;
strelkaCamera.mOrientation = rotation;
}
strelkaCamera.matrices.perspective = persp;
strelkaCamera.matrices.invPerspective = glm::inverse(persp);
strelkaCamera.fov = glm::degrees(GetVFov());
const std::string& name = GetId().GetString();
strelkaCamera.name = name;
return strelkaCamera;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 2,967 | C++ | 26.229358 | 116 | 0.658915 |
arhix52/Strelka/src/HdStrelka/RenderPass.cpp | #include "RenderPass.h"
#include "Camera.h"
#include "Instancer.h"
#include "Material.h"
#include "Mesh.h"
#include "BasisCurves.h"
#include "Light.h"
#include "RenderBuffer.h"
#include "Tokens.h"
#include <pxr/base/gf/matrix3d.h>
#include <pxr/base/gf/quatd.h>
#include <pxr/imaging/hd/renderDelegate.h>
#include <pxr/imaging/hd/renderPassState.h>
#include <pxr/imaging/hd/rprim.h>
#include <pxr/imaging/hd/basisCurves.h>
#include <log.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/compatibility.hpp>
PXR_NAMESPACE_OPEN_SCOPE
HdStrelkaRenderPass::HdStrelkaRenderPass(HdRenderIndex* index,
const HdRprimCollection& collection,
const HdRenderSettingsMap& settings,
oka::Render* renderer,
oka::Scene* scene)
: HdRenderPass(index, collection),
m_settings(settings),
m_isConverged(false),
m_lastSceneStateVersion(UINT32_MAX),
m_lastRenderSettingsVersion(UINT32_MAX),
mRenderer(renderer),
mScene(scene)
{
}
HdStrelkaRenderPass::~HdStrelkaRenderPass()
{
}
bool HdStrelkaRenderPass::IsConverged() const
{
return m_isConverged;
}
// valid range of coordinates [-1; 1]
uint32_t packNormal(const glm::float3& normal)
{
uint32_t packed = (uint32_t)((normal.x + 1.0f) / 2.0f * 511.99999f);
packed += (uint32_t)((normal.y + 1.0f) / 2.0f * 511.99999f) << 10;
packed += (uint32_t)((normal.z + 1.0f) / 2.0f * 511.99999f) << 20;
return packed;
}
// valid range of coordinates [-10; 10]
uint32_t packUV(const glm::float2& uv)
{
int32_t packed = (uint32_t)((uv.x + 10.0f) / 20.0f * 16383.99999f);
packed += (uint32_t)((uv.y + 10.0f) / 20.0f * 16383.99999f) << 16;
return packed;
}
void HdStrelkaRenderPass::_BakeMeshInstance(const HdStrelkaMesh* mesh, GfMatrix4d transform, uint32_t materialIndex)
{
const GfMatrix4d normalMatrix = transform.GetInverse().GetTranspose();
const std::vector<GfVec3f>& meshPoints = mesh->GetPoints();
const std::vector<GfVec3f>& meshNormals = mesh->GetNormals();
const std::vector<GfVec3f>& meshTangents = mesh->GetTangents();
const std::vector<GfVec3i>& meshFaces = mesh->GetFaces();
const std::vector<GfVec2f>& meshUVs = mesh->GetUVs();
TF_VERIFY(meshPoints.size() == meshNormals.size());
const size_t vertexCount = meshPoints.size();
std::vector<oka::Scene::Vertex> vertices(vertexCount);
std::vector<uint32_t> indices(meshFaces.size() * 3);
for (size_t j = 0; j < meshFaces.size(); ++j)
{
const GfVec3i& vertexIndices = meshFaces[j];
indices[j * 3 + 0] = vertexIndices[0];
indices[j * 3 + 1] = vertexIndices[1];
indices[j * 3 + 2] = vertexIndices[2];
}
for (size_t j = 0; j < vertexCount; ++j)
{
const GfVec3f& point = meshPoints[j];
const GfVec3f& normal = meshNormals[j];
const GfVec3f& tangent = meshTangents[j];
oka::Scene::Vertex& vertex = vertices[j];
vertex.pos[0] = point[0];
vertex.pos[1] = point[1];
vertex.pos[2] = point[2];
const glm::float3 glmNormal = glm::float3(normal[0], normal[1], normal[2]);
vertex.normal = packNormal(glmNormal);
const glm::float3 glmTangent = glm::float3(tangent[0], tangent[1], tangent[2]);
vertex.tangent = packNormal(glmTangent);
// Texture coord
if (!meshUVs.empty())
{
const GfVec2f& uv = meshUVs[j];
const glm::float2 glmUV = glm::float2(uv[0], 1.0f - uv[1]); // Flip v coordinate
vertex.uv = packUV(glmUV);
}
}
glm::float4x4 glmTransform;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
glmTransform[i][j] = (float)transform[i][j];
}
}
uint32_t meshId = mScene->createMesh(vertices, indices);
assert(meshId != -1);
uint32_t instId = mScene->createInstance(oka::Instance::Type::eMesh, meshId, materialIndex, glmTransform);
assert(instId != -1);
}
void HdStrelkaRenderPass::_BakeMeshes(HdRenderIndex* renderIndex, GfMatrix4d rootTransform)
{
TfHashMap<SdfPath, uint32_t, SdfPath::Hash> materialMapping;
materialMapping[SdfPath::EmptyPath()] = 0;
auto getOrCreateMaterial = [&](const SdfPath& materialId) {
uint32_t materialIndex = 0;
if (materialMapping.find(materialId) != materialMapping.end())
{
materialIndex = materialMapping[materialId];
}
else
{
HdSprim* sprim = renderIndex->GetSprim(HdPrimTypeTokens->material, materialId);
if (!sprim)
{
STRELKA_ERROR("Cannot retrive material!");
return 0u;
}
HdStrelkaMaterial* material = dynamic_cast<HdStrelkaMaterial*>(sprim);
if (material->isMdl())
{
const std::string& fileUri = material->getFileUri();
const std::string& name = material->getSubIdentifier();
oka::Scene::MaterialDescription materialDesc;
materialDesc.file = fileUri;
materialDesc.name = name;
materialDesc.type = oka::Scene::MaterialDescription::Type::eMdl;
materialDesc.params = material->getParams();
materialIndex = mScene->addMaterial(materialDesc);
}
else
{
const std::string& code = material->GetStrelkaMaterial();
const std::string& name = material->getSubIdentifier();
oka::Scene::MaterialDescription materialDesc;
materialDesc.name = name;
materialDesc.code = code;
materialDesc.type = oka::Scene::MaterialDescription::Type::eMaterialX;
materialDesc.params = material->getParams();
materialIndex = mScene->addMaterial(materialDesc);
}
materialMapping[materialId] = materialIndex;
}
return materialIndex;
};
for (const auto& rprimId : renderIndex->GetRprimIds())
{
const HdRprim* rprim = renderIndex->GetRprim(rprimId);
if (dynamic_cast<const HdMesh*>(rprim))
{
const HdStrelkaMesh* mesh = dynamic_cast<const HdStrelkaMesh*>(rprim);
if (!mesh->IsVisible())
{
// TODO: add UI/setting control here
continue;
}
const TfToken renderTag = mesh->GetRenderTag();
if ((renderTag != "geometry") && (renderTag != "render"))
{
// skip all proxy meshes
continue;
}
VtMatrix4dArray transforms;
const SdfPath& instancerId = mesh->GetInstancerId();
if (instancerId.IsEmpty())
{
transforms.resize(1);
transforms[0] = GfMatrix4d(1.0);
}
else
{
HdInstancer* boxedInstancer = renderIndex->GetInstancer(instancerId);
HdStrelkaInstancer* instancer = dynamic_cast<HdStrelkaInstancer*>(boxedInstancer);
const SdfPath& meshId = mesh->GetId();
transforms = instancer->ComputeInstanceTransforms(meshId);
}
const SdfPath& materialId = mesh->GetMaterialId();
const std::string& materialName = materialId.GetString();
STRELKA_INFO("Hydra: Mesh: {0} \t Material: {1}", mesh->getName(), materialName.c_str());
uint32_t materialIndex = 0;
if (materialId.IsEmpty())
{
GfVec3f color(1.0f);
if (mesh->HasColor())
{
color = mesh->GetColor();
}
// materialName += "_color";
const std::string& fileUri = "default.mdl";
const std::string& name = "default_material";
oka::Scene::MaterialDescription material;
material.file = fileUri;
material.name = name;
material.type = oka::Scene::MaterialDescription::Type::eMdl;
material.color = glm::float3(color[0], color[1], color[2]);
material.hasColor = true;
oka::MaterialManager::Param colorParam = {};
colorParam.name = "diffuse_color";
colorParam.type = oka::MaterialManager::Param::Type::eFloat3;
colorParam.value.resize(sizeof(float) * 3);
memcpy(colorParam.value.data(), glm::value_ptr(material.color), sizeof(float) * 3);
material.params.push_back(colorParam);
materialIndex = mScene->addMaterial(material);
}
else
{
materialIndex = getOrCreateMaterial(materialId);
}
const GfMatrix4d& prototypeTransform = mesh->GetPrototypeTransform();
for (size_t i = 0; i < transforms.size(); i++)
{
const GfMatrix4d transform = prototypeTransform * transforms[i]; // *rootTransform;
// GfMatrix4d transform = GfMatrix4d(1.0);
_BakeMeshInstance(mesh, transform, materialIndex);
}
}
else if (dynamic_cast<const HdBasisCurves*>(rprim))
{
const HdStrelkaBasisCurves* curve = dynamic_cast<const HdStrelkaBasisCurves*>(rprim);
const std::vector<glm::float3>& points = curve->GetPoints();
const std::vector<float>& widths = curve->GetWidths();
const std::vector<uint32_t>& vertexCounts = curve->GetVertexCounts();
const SdfPath& materialId = curve->GetMaterialId();
const std::string& materialName = materialId.GetString();
STRELKA_INFO("Hydra: Curve: {0} \t Material: {1}", curve->getName(), materialName.c_str());
const uint32_t materialIndex = getOrCreateMaterial(materialId);
const GfMatrix4d& prototypeTransform = curve->GetPrototypeTransform();
glm::float4x4 glmTransform;
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
glmTransform[i][j] = (float)prototypeTransform[i][j];
}
}
uint32_t curveId = mScene->createCurve(oka::Curve::Type::eCubic, vertexCounts, points, widths);
mScene->createInstance(oka::Instance::Type::eCurve, curveId, materialIndex, glmTransform, -1);
}
}
STRELKA_INFO("Meshes: {}", mScene->getMeshes().size());
STRELKA_INFO("Instances: {}", mScene->getInstances().size());
STRELKA_INFO("Materials: {}", mScene->getMaterials().size());
STRELKA_INFO("Curves: {}", mScene->getCurves().size());
}
void HdStrelkaRenderPass::_Execute(const HdRenderPassStateSharedPtr& renderPassState, const TfTokenVector& renderTags)
{
TF_UNUSED(renderTags);
HD_TRACE_FUNCTION();
HF_MALLOC_TAG_FUNCTION();
m_isConverged = false;
const auto* camera = dynamic_cast<const HdStrelkaCamera*>(renderPassState->GetCamera());
if (!camera)
{
return;
}
const HdRenderPassAovBindingVector& aovBindings = renderPassState->GetAovBindings();
if (aovBindings.empty())
{
return;
}
const HdRenderPassAovBinding* colorAovBinding = nullptr;
for (const HdRenderPassAovBinding& aovBinding : aovBindings)
{
if (aovBinding.aovName != HdAovTokens->color)
{
HdStrelkaRenderBuffer* renderBuffer = dynamic_cast<HdStrelkaRenderBuffer*>(aovBinding.renderBuffer);
renderBuffer->SetConverged(true);
continue;
}
colorAovBinding = &aovBinding;
}
if (!colorAovBinding)
{
return;
}
HdRenderIndex* renderIndex = GetRenderIndex();
HdChangeTracker& changeTracker = renderIndex->GetChangeTracker();
HdRenderDelegate* renderDelegate = renderIndex->GetRenderDelegate();
HdStrelkaRenderBuffer* renderBuffer = dynamic_cast<HdStrelkaRenderBuffer*>(colorAovBinding->renderBuffer);
uint32_t sceneStateVersion = changeTracker.GetSceneStateVersion();
uint32_t renderSettingsStateVersion = renderDelegate->GetRenderSettingsVersion();
bool sceneChanged = (sceneStateVersion != m_lastSceneStateVersion);
bool renderSettingsChanged = (renderSettingsStateVersion != m_lastRenderSettingsVersion);
// if (!sceneChanged && !renderSettingsChanged)
//{
// renderBuffer->SetConverged(true);
// return;
//}
oka::Buffer* outputImage = renderBuffer->GetResource(false).UncheckedGet<oka::Buffer*>();
renderBuffer->SetConverged(false);
m_lastSceneStateVersion = sceneStateVersion;
m_lastRenderSettingsVersion = renderSettingsStateVersion;
// Transform scene into camera space to increase floating point precision.
GfMatrix4d viewMatrix = camera->GetTransform().GetInverse();
static int counter = 0;
if (counter == 0)
{
++counter;
_BakeMeshes(renderIndex, viewMatrix);
m_rootMatrix = viewMatrix;
mRenderer->setScene(mScene);
const uint32_t camIndex = camera->GetCameraIndex();
// mRenderer->setActiveCameraIndex(camIndex);
oka::Scene::UniformLightDesc desc{};
desc.color = glm::float3(1.0f);
desc.height = 0.4f;
desc.width = 0.4f;
desc.position = glm::float3(0, 1.1, 0.67);
desc.orientation = glm::float3(179.68, 29.77, -89.97);
desc.intensity = 160.0f;
static const TfTokenVector lightTypes = { HdPrimTypeTokens->domeLight, HdPrimTypeTokens->simpleLight,
HdPrimTypeTokens->sphereLight, HdPrimTypeTokens->rectLight,
HdPrimTypeTokens->diskLight, HdPrimTypeTokens->cylinderLight,
HdPrimTypeTokens->distantLight };
size_t count = 0;
// TF_FOR_ALL(it, lightTypes)
{
// TODO: refactor this to more generic code, templates?
if (renderIndex->IsSprimTypeSupported(HdPrimTypeTokens->rectLight))
{
SdfPathVector sprimPaths =
renderIndex->GetSprimSubtree(HdPrimTypeTokens->rectLight, SdfPath::AbsoluteRootPath());
for (int lightIdx = 0; lightIdx < sprimPaths.size(); ++lightIdx)
{
HdSprim* sprim = renderIndex->GetSprim(HdPrimTypeTokens->rectLight, sprimPaths[lightIdx]);
HdStrelkaLight* light = dynamic_cast<HdStrelkaLight*>(sprim);
mScene->createLight(light->getLightDesc());
}
}
if (renderIndex->IsSprimTypeSupported(HdPrimTypeTokens->diskLight))
{
SdfPathVector sprimPaths =
renderIndex->GetSprimSubtree(HdPrimTypeTokens->diskLight, SdfPath::AbsoluteRootPath());
for (int lightIdx = 0; lightIdx < sprimPaths.size(); ++lightIdx)
{
HdSprim* sprim = renderIndex->GetSprim(HdPrimTypeTokens->diskLight, sprimPaths[lightIdx]);
HdStrelkaLight* light = dynamic_cast<HdStrelkaLight*>(sprim);
mScene->createLight(light->getLightDesc());
}
}
if (renderIndex->IsSprimTypeSupported(HdPrimTypeTokens->sphereLight))
{
SdfPathVector sprimPaths =
renderIndex->GetSprimSubtree(HdPrimTypeTokens->sphereLight, SdfPath::AbsoluteRootPath());
for (int lightIdx = 0; lightIdx < sprimPaths.size(); ++lightIdx)
{
HdSprim* sprim = renderIndex->GetSprim(HdPrimTypeTokens->sphereLight, sprimPaths[lightIdx]);
HdStrelkaLight* light = dynamic_cast<HdStrelkaLight*>(sprim);
mScene->createLight(light->getLightDesc());
}
}
if (renderIndex->IsSprimTypeSupported(HdPrimTypeTokens->distantLight))
{
SdfPathVector sprimPaths =
renderIndex->GetSprimSubtree(HdPrimTypeTokens->distantLight, SdfPath::AbsoluteRootPath());
for (int lightIdx = 0; lightIdx < sprimPaths.size(); ++lightIdx)
{
HdSprim* sprim = renderIndex->GetSprim(HdPrimTypeTokens->distantLight, sprimPaths[lightIdx]);
HdStrelkaLight* light = dynamic_cast<HdStrelkaLight*>(sprim);
mScene->createLight(light->getLightDesc());
}
}
}
}
// mScene.createLight(desc);
float* img_data = (float*)renderBuffer->Map();
mRenderer->render(outputImage);
renderBuffer->Unmap();
// renderBuffer->SetConverged(true);
m_isConverged = true;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 17,099 | C++ | 37 | 118 | 0.587578 |
arhix52/Strelka/src/HdStrelka/MaterialNetworkTranslator.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <pxr/usd/sdf/path.h>
#include <string>
#include <MaterialXCore/Document.h>
#include <memory>
PXR_NAMESPACE_OPEN_SCOPE
struct HdMaterialNetwork2;
class MaterialNetworkTranslator
{
public:
MaterialNetworkTranslator(const std::string& mtlxLibPath);
std::string ParseNetwork(const SdfPath& id, const HdMaterialNetwork2& network) const;
static bool ParseMdlNetwork(const HdMaterialNetwork2& network, std::string& fileUri, std::string& subIdentifier);
private:
MaterialX::DocumentPtr CreateMaterialXDocumentFromNetwork(const SdfPath& id, const HdMaterialNetwork2& network) const;
void patchMaterialNetwork(HdMaterialNetwork2& network) const;
private:
MaterialX::DocumentPtr m_nodeLib;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 1,568 | C | 32.382978 | 122 | 0.714286 |
arhix52/Strelka/src/HdStrelka/Mesh.cpp | #include "Mesh.h"
#include <pxr/imaging/hd/instancer.h>
#include <pxr/imaging/hd/meshUtil.h>
#include <pxr/imaging/hd/smoothNormals.h>
#include <pxr/imaging/hd/vertexAdjacency.h>
#include <log.h>
PXR_NAMESPACE_OPEN_SCOPE
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(_tokens,
(st)
);
// clang-format on
HdStrelkaMesh::HdStrelkaMesh(const SdfPath& id, oka::Scene* scene)
: HdMesh(id), mPrototypeTransform(1.0), mColor(0.0, 0.0, 0.0), mHasColor(false), mScene(scene)
{
}
HdStrelkaMesh::~HdStrelkaMesh() = default;
void HdStrelkaMesh::Sync(HdSceneDelegate* sceneDelegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits,
const TfToken& reprToken)
{
TF_UNUSED(renderParam);
TF_UNUSED(reprToken);
HD_TRACE_FUNCTION();
HF_MALLOC_TAG_FUNCTION();
HdRenderIndex& renderIndex = sceneDelegate->GetRenderIndex();
if ((*dirtyBits & HdChangeTracker::DirtyInstancer) | (*dirtyBits & HdChangeTracker::DirtyInstanceIndex))
{
HdDirtyBits dirtyBitsCopy = *dirtyBits;
_UpdateInstancer(sceneDelegate, &dirtyBitsCopy);
const SdfPath& instancerId = GetInstancerId();
HdInstancer::_SyncInstancerAndParents(renderIndex, instancerId);
}
const SdfPath& id = GetId();
mName = id.GetText();
if (*dirtyBits & HdChangeTracker::DirtyMaterialId)
{
const SdfPath& materialId = sceneDelegate->GetMaterialId(id);
SetMaterialId(materialId);
}
if (*dirtyBits & HdChangeTracker::DirtyTransform)
{
mPrototypeTransform = sceneDelegate->GetTransform(id);
}
const bool updateGeometry = (*dirtyBits & HdChangeTracker::DirtyPoints) |
(*dirtyBits & HdChangeTracker::DirtyNormals) |
(*dirtyBits & HdChangeTracker::DirtyTopology);
*dirtyBits = HdChangeTracker::Clean;
if (!updateGeometry)
{
return;
}
mFaces.clear();
mPoints.clear();
mNormals.clear();
_UpdateGeometry(sceneDelegate);
}
// valid range of coordinates [-1; 1]
static uint32_t packNormal(const glm::float3& normal)
{
uint32_t packed = (uint32_t)((normal.x + 1.0f) / 2.0f * 511.99999f);
packed += (uint32_t)((normal.y + 1.0f) / 2.0f * 511.99999f) << 10;
packed += (uint32_t)((normal.z + 1.0f) / 2.0f * 511.99999f) << 20;
return packed;
}
void HdStrelkaMesh::_ConvertMesh()
{
const std::vector<GfVec3f>& meshPoints = GetPoints();
const std::vector<GfVec3f>& meshNormals = GetNormals();
const std::vector<GfVec3i>& meshFaces = GetFaces();
TF_VERIFY(meshPoints.size() == meshNormals.size());
const size_t vertexCount = meshPoints.size();
std::vector<oka::Scene::Vertex> vertices(vertexCount);
std::vector<uint32_t> indices(meshFaces.size() * 3);
for (size_t j = 0; j < meshFaces.size(); ++j)
{
const GfVec3i& vertexIndices = meshFaces[j];
indices[j * 3 + 0] = vertexIndices[0];
indices[j * 3 + 1] = vertexIndices[1];
indices[j * 3 + 2] = vertexIndices[2];
}
for (size_t j = 0; j < vertexCount; ++j)
{
const GfVec3f& point = meshPoints[j];
const GfVec3f& normal = meshNormals[j];
oka::Scene::Vertex& vertex = vertices[j];
vertex.pos[0] = point[0];
vertex.pos[1] = point[1];
vertex.pos[2] = point[2];
const glm::float3 glmNormal = glm::float3(normal[0], normal[1], normal[2]);
vertex.normal = packNormal(glmNormal);
}
mStrelkaMeshId = mScene->createMesh(vertices, indices);
assert(mStrelkaMeshId != -1);
}
void HdStrelkaMesh::_UpdateGeometry(HdSceneDelegate* sceneDelegate)
{
const HdMeshTopology& topology = GetMeshTopology(sceneDelegate);
const SdfPath& id = GetId();
const HdMeshUtil meshUtil(&topology, id);
VtVec3iArray indices;
VtIntArray primitiveParams;
meshUtil.ComputeTriangleIndices(&indices, &primitiveParams);
VtVec3fArray points;
VtVec3fArray normals;
VtVec2fArray uvs;
bool indexedNormals;
bool indexedUVs;
_PullPrimvars(sceneDelegate, points, normals, uvs, indexedNormals, indexedUVs, mColor, mHasColor);
const bool hasUVs = !uvs.empty();
for (int i = 0; i < indices.size(); i++)
{
GfVec3i newFaceIndices(i * 3 + 0, i * 3 + 1, i * 3 + 2);
mFaces.push_back(newFaceIndices);
const GfVec3i& faceIndices = indices[i];
mPoints.push_back(points[faceIndices[0]]);
mPoints.push_back(points[faceIndices[1]]);
mPoints.push_back(points[faceIndices[2]]);
auto computeTangent = [](const GfVec3f& normal) {
GfVec3f c1 = GfCross(normal, GfVec3f(1.0f, 0.0f, 0.0f));
GfVec3f c2 = GfCross(normal, GfVec3f(0.0f, 1.0f, 0.0f));
GfVec3f tangent;
if (c1.GetLengthSq() > c2.GetLengthSq())
{
tangent = c1;
}
else
{
tangent = c2;
}
GfNormalize(&tangent);
return tangent;
};
mNormals.push_back(normals[indexedNormals ? faceIndices[0] : newFaceIndices[0]]);
mTangents.push_back(computeTangent(normals[indexedNormals ? faceIndices[0] : newFaceIndices[0]]));
mNormals.push_back(normals[indexedNormals ? faceIndices[1] : newFaceIndices[1]]);
mTangents.push_back(computeTangent(normals[indexedNormals ? faceIndices[1] : newFaceIndices[1]]));
mNormals.push_back(normals[indexedNormals ? faceIndices[2] : newFaceIndices[2]]);
mTangents.push_back(computeTangent(normals[indexedNormals ? faceIndices[2] : newFaceIndices[2]]));
if (hasUVs)
{
mUvs.push_back(uvs[indexedUVs ? faceIndices[0] : newFaceIndices[0]]);
mUvs.push_back(uvs[indexedUVs ? faceIndices[1] : newFaceIndices[1]]);
mUvs.push_back(uvs[indexedUVs ? faceIndices[2] : newFaceIndices[2]]);
}
}
}
bool HdStrelkaMesh::_FindPrimvar(HdSceneDelegate* sceneDelegate,
const TfToken& primvarName,
HdInterpolation& interpolation) const
{
const HdInterpolation interpolations[] = {
HdInterpolation::HdInterpolationVertex, HdInterpolation::HdInterpolationFaceVarying,
HdInterpolation::HdInterpolationConstant, HdInterpolation::HdInterpolationUniform,
HdInterpolation::HdInterpolationVarying, HdInterpolation::HdInterpolationInstance
};
for (const HdInterpolation& currInteroplation : interpolations)
{
const auto& primvarDescs = GetPrimvarDescriptors(sceneDelegate, currInteroplation);
for (const HdPrimvarDescriptor& primvar : primvarDescs)
{
if (primvar.name == primvarName)
{
interpolation = currInteroplation;
return true;
}
}
}
return false;
}
void HdStrelkaMesh::_PullPrimvars(HdSceneDelegate* sceneDelegate,
VtVec3fArray& points,
VtVec3fArray& normals,
VtVec2fArray& uvs,
bool& indexedNormals,
bool& indexedUVs,
GfVec3f& color,
bool& hasColor) const
{
const SdfPath& id = GetId();
// Handle points.
HdInterpolation pointInterpolation;
const bool foundPoints = _FindPrimvar(sceneDelegate, HdTokens->points, pointInterpolation);
if (!foundPoints)
{
TF_RUNTIME_ERROR("Points primvar not found!");
return;
}
else if (pointInterpolation != HdInterpolation::HdInterpolationVertex)
{
TF_RUNTIME_ERROR("Points primvar is not vertex-interpolated!");
return;
}
const VtValue boxedPoints = sceneDelegate->Get(id, HdTokens->points);
points = boxedPoints.Get<VtVec3fArray>();
// Handle color.
HdInterpolation colorInterpolation;
const bool foundColor = _FindPrimvar(sceneDelegate, HdTokens->displayColor, colorInterpolation);
if (foundColor && colorInterpolation == HdInterpolation::HdInterpolationConstant)
{
const VtValue boxedColors = sceneDelegate->Get(id, HdTokens->displayColor);
const VtVec3fArray& colors = boxedColors.Get<VtVec3fArray>();
color = colors[0];
hasColor = true;
}
const HdMeshTopology topology = GetMeshTopology(sceneDelegate);
// Handle normals.
HdInterpolation normalInterpolation;
const bool foundNormals = _FindPrimvar(sceneDelegate, HdTokens->normals, normalInterpolation);
if (foundNormals && normalInterpolation == HdInterpolation::HdInterpolationVertex)
{
const VtValue boxedNormals = sceneDelegate->Get(id, HdTokens->normals);
normals = boxedNormals.Get<VtVec3fArray>();
indexedNormals = true;
}
if (foundNormals && normalInterpolation == HdInterpolation::HdInterpolationFaceVarying)
{
const VtValue boxedFvNormals = sceneDelegate->Get(id, HdTokens->normals);
const VtVec3fArray& fvNormals = boxedFvNormals.Get<VtVec3fArray>();
const HdMeshUtil meshUtil(&topology, id);
VtValue boxedTriangulatedNormals;
if (!meshUtil.ComputeTriangulatedFaceVaryingPrimvar(
fvNormals.cdata(), fvNormals.size(), HdTypeFloatVec3, &boxedTriangulatedNormals))
{
TF_CODING_ERROR("Unable to triangulate face-varying normals of %s", id.GetText());
}
normals = boxedTriangulatedNormals.Get<VtVec3fArray>();
indexedNormals = false;
}
else
{
Hd_VertexAdjacency adjacency;
adjacency.BuildAdjacencyTable(&topology);
normals = Hd_SmoothNormals::ComputeSmoothNormals(&adjacency, points.size(), points.cdata());
indexedNormals = true;
}
// Handle texture coords
HdInterpolation textureCoordInterpolation;
const bool foundTextureCoord = _FindPrimvar(sceneDelegate, _tokens->st, textureCoordInterpolation);
if (foundTextureCoord && textureCoordInterpolation == HdInterpolationVertex)
{
uvs = sceneDelegate->Get(id, _tokens->st).Get<VtVec2fArray>();
indexedUVs = true;
}
if (foundTextureCoord && textureCoordInterpolation == HdInterpolation::HdInterpolationFaceVarying)
{
const VtValue boxedUVs = sceneDelegate->Get(id, _tokens->st);
const VtVec2fArray& fvUVs = boxedUVs.Get<VtVec2fArray>();
const HdMeshUtil meshUtil(&topology, id);
VtValue boxedTriangulatedUVS;
if (!meshUtil.ComputeTriangulatedFaceVaryingPrimvar(
fvUVs.cdata(), fvUVs.size(), HdTypeFloatVec2, &boxedTriangulatedUVS))
{
TF_CODING_ERROR("Unable to triangulate face-varying UVs of %s", id.GetText());
}
uvs = boxedTriangulatedUVS.Get<VtVec2fArray>();
indexedUVs = false;
}
}
const TfTokenVector& HdStrelkaMesh::GetBuiltinPrimvarNames() const
{
return BUILTIN_PRIMVAR_NAMES;
}
const std::vector<GfVec3f>& HdStrelkaMesh::GetPoints() const
{
return mPoints;
}
const std::vector<GfVec3f>& HdStrelkaMesh::GetNormals() const
{
return mNormals;
}
const std::vector<GfVec3f>& HdStrelkaMesh::GetTangents() const
{
return mTangents;
}
const std::vector<GfVec3i>& HdStrelkaMesh::GetFaces() const
{
return mFaces;
}
const std::vector<GfVec2f>& HdStrelkaMesh::GetUVs() const
{
return mUvs;
}
const GfMatrix4d& HdStrelkaMesh::GetPrototypeTransform() const
{
return mPrototypeTransform;
}
const GfVec3f& HdStrelkaMesh::GetColor() const
{
return mColor;
}
bool HdStrelkaMesh::HasColor() const
{
return mHasColor;
}
const char* HdStrelkaMesh::getName() const
{
return mName.c_str();
}
HdDirtyBits HdStrelkaMesh::GetInitialDirtyBitsMask() const
{
return HdChangeTracker::DirtyPoints | HdChangeTracker::DirtyNormals | HdChangeTracker::DirtyTopology |
HdChangeTracker::DirtyInstancer | HdChangeTracker::DirtyInstanceIndex | HdChangeTracker::DirtyTransform |
HdChangeTracker::DirtyMaterialId | HdChangeTracker::DirtyPrimvar;
}
HdDirtyBits HdStrelkaMesh::_PropagateDirtyBits(HdDirtyBits bits) const
{
return bits;
}
void HdStrelkaMesh::_InitRepr(const TfToken& reprName, HdDirtyBits* dirtyBits)
{
TF_UNUSED(reprName);
TF_UNUSED(dirtyBits);
}
PXR_NAMESPACE_CLOSE_SCOPE
| 12,415 | C++ | 32.109333 | 116 | 0.648731 |
arhix52/Strelka/src/HdStrelka/Instancer.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <pxr/imaging/hd/instancer.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaInstancer final : public HdInstancer
{
public:
HdStrelkaInstancer(HdSceneDelegate* delegate,
const SdfPath& id);
~HdStrelkaInstancer() override;
public:
VtMatrix4dArray ComputeInstanceTransforms(const SdfPath& prototypeId);
void Sync(HdSceneDelegate* sceneDelegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits) override;
private:
TfHashMap<TfToken, VtValue, TfToken::HashFunctor> m_primvarMap;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 1,403 | C | 32.428571 | 106 | 0.676408 |
arhix52/Strelka/src/HdStrelka/Light.h | #pragma once
#include "pxr/pxr.h"
#include <pxr/imaging/hd/light.h>
#include <pxr/imaging/hd/sceneDelegate.h>
#include <scene/scene.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaLight final : public HdLight
{
public:
HF_MALLOC_TAG_NEW("new HdStrelkaLight");
HdStrelkaLight(const SdfPath& id, TfToken const& lightType);
~HdStrelkaLight() override;
public:
void Sync(HdSceneDelegate* delegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits) override;
HdDirtyBits GetInitialDirtyBitsMask() const override;
oka::Scene::UniformLightDesc getLightDesc();
private:
TfToken mLightType;
oka::Scene::UniformLightDesc mLightDesc;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 720 | C | 19.599999 | 64 | 0.719444 |
arhix52/Strelka/src/HdStrelka/MdlParserPlugin.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <pxr/usd/ndr/parserPlugin.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaMdlParserPlugin final : public NdrParserPlugin
{
public:
NdrNodeUniquePtr Parse(const NdrNodeDiscoveryResult& discoveryResult) override;
const NdrTokenVec& GetDiscoveryTypes() const override;
const TfToken& GetSourceType() const override;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 1,174 | C | 34.60606 | 106 | 0.695911 |
arhix52/Strelka/src/HdStrelka/MaterialNetworkTranslator.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "MaterialNetworkTranslator.h"
#include <pxr/imaging/hd/material.h>
#include <pxr/usd/sdr/registry.h>
#include <pxr/imaging/hdMtlx/hdMtlx.h>
#include <pxr/imaging/hd/tokens.h>
#include <MaterialXCore/Document.h>
#include <MaterialXCore/Library.h>
#include <MaterialXCore/Material.h>
#include <MaterialXCore/Definition.h>
#include <MaterialXFormat/File.h>
#include <MaterialXFormat/Util.h>
#include "Tokens.h"
using std::string;
namespace mx = MaterialX;
PXR_NAMESPACE_OPEN_SCOPE
// clang-format off
TF_DEFINE_PRIVATE_TOKENS(
_tokens,
// USD node types
(UsdPreviewSurface)
(UsdUVTexture)
(UsdTransform2d)
(UsdPrimvarReader_float)
(UsdPrimvarReader_float2)
(UsdPrimvarReader_float3)
(UsdPrimvarReader_float4)
(UsdPrimvarReader_int)
(UsdPrimvarReader_string)
(UsdPrimvarReader_normal)
(UsdPrimvarReader_point)
(UsdPrimvarReader_vector)
(UsdPrimvarReader_matrix)
// MaterialX USD node type equivalents
(ND_UsdPreviewSurface_surfaceshader)
(ND_UsdUVTexture)
(ND_UsdPrimvarReader_integer)
(ND_UsdPrimvarReader_boolean)
(ND_UsdPrimvarReader_string)
(ND_UsdPrimvarReader_float)
(ND_UsdPrimvarReader_vector2)
(ND_UsdPrimvarReader_vector3)
(ND_UsdPrimvarReader_vector4)
(ND_UsdTransform2d)
(ND_UsdPrimvarReader_matrix44)
(mdl)
(subIdentifier)
(ND_convert_color3_vector3)
(diffuse_color_constant)
(normal)
(rgb)
(in)
(out)
);
// clang-format on
bool _ConvertNodesToMaterialXNodes(const HdMaterialNetwork2& network, HdMaterialNetwork2& mtlxNetwork)
{
mtlxNetwork = network;
for (auto& node : mtlxNetwork.nodes)
{
TfToken& nodeTypeId = node.second.nodeTypeId;
SdrRegistry& sdrRegistry = SdrRegistry::GetInstance();
if (sdrRegistry.GetShaderNodeByIdentifierAndType(nodeTypeId, HdStrelkaDiscoveryTypes->mtlx))
{
continue;
}
if (nodeTypeId == _tokens->UsdPreviewSurface)
{
nodeTypeId = _tokens->ND_UsdPreviewSurface_surfaceshader;
}
else if (nodeTypeId == _tokens->UsdUVTexture)
{
nodeTypeId = _tokens->ND_UsdUVTexture;
}
else if (nodeTypeId == _tokens->UsdTransform2d)
{
nodeTypeId = _tokens->ND_UsdTransform2d;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_float)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_float;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_float2)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_vector2;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_float3)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_vector3;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_float4)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_vector4;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_int)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_integer;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_string)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_string;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_normal)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_vector3;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_point)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_vector3;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_vector)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_vector3;
}
else if (nodeTypeId == _tokens->UsdPrimvarReader_matrix)
{
nodeTypeId = _tokens->ND_UsdPrimvarReader_matrix44;
}
else
{
TF_WARN("Unable to translate material node of type %s to MaterialX counterpart", nodeTypeId.GetText());
return false;
}
}
return true;
}
bool GetMaterialNetworkSurfaceTerminal(const HdMaterialNetwork2& network2,
HdMaterialNode2& surfaceTerminal,
SdfPath& terminalPath)
{
const auto& connectionIt = network2.terminals.find(HdMaterialTerminalTokens->surface);
if (connectionIt == network2.terminals.end())
{
return false;
}
const HdMaterialConnection2& connection = connectionIt->second;
terminalPath = connection.upstreamNode;
const auto& nodeIt = network2.nodes.find(terminalPath);
if (nodeIt == network2.nodes.end())
{
return false;
}
surfaceTerminal = nodeIt->second;
return true;
}
MaterialNetworkTranslator::MaterialNetworkTranslator(const std::string& mtlxLibPath)
{
m_nodeLib = mx::createDocument();
const mx::FilePathVec libFolders; // All directories if left empty.
const mx::FileSearchPath folderSearchPath(mtlxLibPath);
mx::loadLibraries(libFolders, folderSearchPath, m_nodeLib);
}
std::string MaterialNetworkTranslator::ParseNetwork(const SdfPath& id, const HdMaterialNetwork2& network) const
{
HdMaterialNetwork2 mtlxNetwork;
if (!_ConvertNodesToMaterialXNodes(network, mtlxNetwork))
{
return "";
}
patchMaterialNetwork(mtlxNetwork);
const mx::DocumentPtr doc = CreateMaterialXDocumentFromNetwork(id, mtlxNetwork);
if (!doc)
{
return "";
}
mx::string docStr = mx::writeToXmlString(doc);
return docStr;
}
bool MaterialNetworkTranslator::ParseMdlNetwork(const HdMaterialNetwork2& network,
std::string& fileUri,
std::string& subIdentifier)
{
if (network.nodes.size() == 1)
{
const HdMaterialNode2& node = network.nodes.begin()->second;
SdrRegistry& sdrRegistry = SdrRegistry::GetInstance();
SdrShaderNodeConstPtr sdrNode = sdrRegistry.GetShaderNodeByIdentifier(node.nodeTypeId);
if ((sdrNode == nullptr) || sdrNode->GetContext() != _tokens->mdl)
{
return false;
}
const NdrTokenMap& metadata = sdrNode->GetMetadata();
const auto& subIdentifierIt = metadata.find(_tokens->subIdentifier);
TF_DEV_AXIOM(subIdentifierIt != metadata.end());
subIdentifier = (*subIdentifierIt).second;
fileUri = sdrNode->GetResolvedImplementationURI();
return true;
}
TF_RUNTIME_ERROR("Unsupported multi-node MDL material!");
return false;
}
mx::DocumentPtr MaterialNetworkTranslator::CreateMaterialXDocumentFromNetwork(const SdfPath& id,
const HdMaterialNetwork2& network) const
{
HdMaterialNode2 surfaceTerminal;
SdfPath terminalPath;
if (!GetMaterialNetworkSurfaceTerminal(network, surfaceTerminal, terminalPath))
{
TF_WARN("Unable to find surface terminal for material network");
return nullptr;
}
HdMtlxTexturePrimvarData mxHdData;
return HdMtlxCreateMtlxDocumentFromHdNetwork(network, surfaceTerminal, terminalPath, id, m_nodeLib, &mxHdData);
}
void MaterialNetworkTranslator::patchMaterialNetwork(HdMaterialNetwork2& network) const
{
for (auto& pathNodePair : network.nodes)
{
HdMaterialNode2& node = pathNodePair.second;
if (node.nodeTypeId != _tokens->ND_UsdPreviewSurface_surfaceshader)
{
continue;
}
auto& inputs = node.inputConnections;
const auto patchColor3Vector3InputConnection = [&inputs, &network](const TfToken& inputName) {
auto inputIt = inputs.find(inputName);
if (inputIt == inputs.end())
{
return;
}
auto& connections = inputIt->second;
for (HdMaterialConnection2& connection : connections)
{
if (connection.upstreamOutputName != _tokens->rgb)
{
continue;
}
SdfPath upstreamNodePath = connection.upstreamNode;
SdfPath convertNodePath = upstreamNodePath;
for (int i = 0; network.nodes.count(convertNodePath) > 0; i++)
{
const std::string convertNodeName = "convert" + std::to_string(i);
convertNodePath = upstreamNodePath.AppendElementString(convertNodeName);
}
HdMaterialNode2 convertNode;
convertNode.nodeTypeId = _tokens->ND_convert_color3_vector3;
convertNode.inputConnections[_tokens->in] = { { upstreamNodePath, _tokens->rgb } };
network.nodes[convertNodePath] = convertNode;
connection.upstreamNode = convertNodePath;
connection.upstreamOutputName = _tokens->out;
}
};
patchColor3Vector3InputConnection(_tokens->normal);
}
}
PXR_NAMESPACE_CLOSE_SCOPE
| 9,749 | C++ | 30.758958 | 118 | 0.634014 |
arhix52/Strelka/src/HdStrelka/Mesh.h | #pragma once
#include <pxr/pxr.h>
#include <pxr/imaging/hd/mesh.h>
#include <scene/scene.h>
#include <pxr/base/gf/vec2f.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaMesh final : public HdMesh
{
public:
HF_MALLOC_TAG_NEW("new HdStrelkaMesh");
HdStrelkaMesh(const SdfPath& id, oka::Scene* scene);
~HdStrelkaMesh() override;
void Sync(HdSceneDelegate* delegate,
HdRenderParam* renderParam,
HdDirtyBits* dirtyBits,
const TfToken& reprToken) override;
HdDirtyBits GetInitialDirtyBitsMask() const override;
const TfTokenVector& GetBuiltinPrimvarNames() const override;
const std::vector<GfVec3f>& GetPoints() const;
const std::vector<GfVec3f>& GetNormals() const;
const std::vector<GfVec3f>& GetTangents() const;
const std::vector<GfVec3i>& GetFaces() const;
const std::vector<GfVec2f>& GetUVs() const;
const GfMatrix4d& GetPrototypeTransform() const;
const GfVec3f& GetColor() const;
bool HasColor() const;
const char* getName() const;
protected:
HdDirtyBits _PropagateDirtyBits(HdDirtyBits bits) const override;
void _InitRepr(const TfToken& reprName, HdDirtyBits* dirtyBits) override;
private:
void _ConvertMesh();
void _UpdateGeometry(HdSceneDelegate* sceneDelegate);
bool _FindPrimvar(HdSceneDelegate* sceneDelegate, const TfToken& primvarName, HdInterpolation& interpolation) const;
void _PullPrimvars(HdSceneDelegate* sceneDelegate,
VtVec3fArray& points,
VtVec3fArray& normals,
VtVec2fArray& uvs,
bool& indexedNormals,
bool& indexedUVs,
GfVec3f& color,
bool& hasColor) const;
const TfTokenVector BUILTIN_PRIMVAR_NAMES = { HdTokens->points, HdTokens->normals };
GfMatrix4d mPrototypeTransform;
std::vector<GfVec3f> mPoints;
std::vector<GfVec3f> mNormals;
std::vector<GfVec3f> mTangents;
std::vector<GfVec2f> mUvs;
std::vector<GfVec3i> mFaces;
GfVec3f mColor;
bool mHasColor;
oka::Scene* mScene;
std::string mName;
uint32_t mStrelkaMeshId;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 2,224 | C | 26.8125 | 120 | 0.665018 |
arhix52/Strelka/src/HdStrelka/RenderBuffer.h | #pragma once
#include <pxr/imaging/hd/renderBuffer.h>
#include <pxr/pxr.h>
#include <render/common.h>
#include <render/buffer.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaRenderBuffer final : public HdRenderBuffer
{
public:
HdStrelkaRenderBuffer(const SdfPath& id, oka::SharedContext* ctx);
~HdStrelkaRenderBuffer() override;
public:
bool Allocate(const GfVec3i& dimensions, HdFormat format, bool multiSamples) override;
public:
unsigned int GetWidth() const override;
unsigned int GetHeight() const override;
unsigned int GetDepth() const override;
HdFormat GetFormat() const override;
bool IsMultiSampled() const override;
VtValue GetResource(bool multiSampled) const override;
public:
bool IsConverged() const override;
void SetConverged(bool converged);
public:
void* Map() override;
bool IsMapped() const override;
void Unmap() override;
void Resolve() override;
protected:
void _Deallocate() override;
private:
// oka::Image* mResult = nullptr;
oka::SharedContext* mCtx = nullptr;
oka::Buffer* mResult = nullptr;
void* m_bufferMem = nullptr;
uint32_t m_width;
uint32_t m_height;
HdFormat m_format;
bool m_isMultiSampled;
bool m_isMapped;
bool m_isConverged;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 1,317 | C | 18.969697 | 90 | 0.709188 |
arhix52/Strelka/src/HdStrelka/RenderPass.h | #pragma once
#include <pxr/imaging/hd/renderDelegate.h>
#include <pxr/imaging/hd/renderPass.h>
#include <pxr/pxr.h>
#include <scene/camera.h>
#include <scene/scene.h>
#include <render/render.h>
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaCamera;
class HdStrelkaMesh;
class HdStrelkaRenderPass final : public HdRenderPass
{
public:
HdStrelkaRenderPass(HdRenderIndex* index,
const HdRprimCollection& collection,
const HdRenderSettingsMap& settings,
oka::Render* renderer,
oka::Scene* scene);
~HdStrelkaRenderPass() override;
bool IsConverged() const override;
protected:
void _Execute(const HdRenderPassStateSharedPtr& renderPassState,
const TfTokenVector& renderTags) override;
private:
void _BakeMeshInstance(const HdStrelkaMesh* mesh,
GfMatrix4d transform,
uint32_t materialIndex);
void _BakeMeshes(HdRenderIndex* renderIndex,
GfMatrix4d rootTransform);
const HdRenderSettingsMap& m_settings;
bool m_isConverged;
uint32_t m_lastSceneStateVersion;
uint32_t m_lastRenderSettingsVersion;
GfMatrix4d m_rootMatrix;
oka::Scene* mScene;
// ptr to global render
oka::Render* mRenderer;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 1,350 | C | 24.490566 | 68 | 0.664444 |
arhix52/Strelka/src/HdStrelka/RendererPlugin.cpp | #include "RendererPlugin.h"
#include "RenderDelegate.h"
#include <pxr/imaging/hd/rendererPluginRegistry.h>
#include <pxr/base/plug/plugin.h>
#include "pxr/base/plug/thisPlugin.h"
#include <log.h>
PXR_NAMESPACE_OPEN_SCOPE
TF_REGISTRY_FUNCTION(TfType)
{
HdRendererPluginRegistry::Define<HdStrelkaRendererPlugin>();
}
HdStrelkaRendererPlugin::HdStrelkaRendererPlugin()
{
const PlugPluginPtr plugin = PLUG_THIS_PLUGIN;
const std::string& resourcePath = plugin->GetResourcePath();
STRELKA_INFO("Resource path: {}", resourcePath.c_str());
const std::string shaderPath = resourcePath + "/shaders";
const std::string mtlxmdlPath = resourcePath + "/mtlxmdl";
const std::string mtlxlibPath = resourcePath + "/mtlxlib";
// m_translator = std::make_unique<MaterialNetworkTranslator>(mtlxlibPath);
const char* envUSDPath = std::getenv("USD_DIR");
if (!envUSDPath)
{
STRELKA_FATAL("Please, set USD_DIR variable\n");
assert(0);
m_isSupported = false;
}
else
{
const std::string USDPath(envUSDPath);
m_translator = std::make_unique<MaterialNetworkTranslator>(USDPath + "/libraries");
m_isSupported = true;
}
}
HdStrelkaRendererPlugin::~HdStrelkaRendererPlugin()
{
}
HdRenderDelegate* HdStrelkaRendererPlugin::CreateRenderDelegate()
{
HdRenderSettingsMap settingsMap = {};
return new HdStrelkaRenderDelegate(settingsMap, *m_translator);
}
HdRenderDelegate* HdStrelkaRendererPlugin::CreateRenderDelegate(const HdRenderSettingsMap& settingsMap)
{
return new HdStrelkaRenderDelegate(settingsMap, *m_translator);
}
void HdStrelkaRendererPlugin::DeleteRenderDelegate(HdRenderDelegate* renderDelegate)
{
delete renderDelegate;
}
bool HdStrelkaRendererPlugin::IsSupported(bool gpuEnabled) const
{
return m_isSupported;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 1,865 | C++ | 25.657142 | 103 | 0.730831 |
arhix52/Strelka/src/materialmanager/mdlMaterialCompiler.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "mdlMaterialCompiler.h"
#include <mi/mdl_sdk.h>
#include <atomic>
#include <cassert>
#include <iostream>
namespace oka
{
std::string _makeModuleName(const std::string& identifier)
{
return "::" + identifier;
}
MdlMaterialCompiler::MdlMaterialCompiler(MdlRuntime& runtime)
{
mLogger = mi::base::Handle<MdlLogger>(runtime.getLogger());
mDatabase = mi::base::Handle<mi::neuraylib::IDatabase>(runtime.getDatabase());
mTransaction = mi::base::Handle<mi::neuraylib::ITransaction>(runtime.getTransaction());
mFactory = mi::base::Handle<mi::neuraylib::IMdl_factory>(runtime.getFactory());
mImpExpApi = mi::base::Handle<mi::neuraylib::IMdl_impexp_api>(runtime.getImpExpApi());
}
bool MdlMaterialCompiler::createModule(const std::string& identifier,
std::string& moduleName)
{
mi::base::Handle<mi::neuraylib::IMdl_execution_context> context(mFactory->create_execution_context());
moduleName = _makeModuleName(identifier);
mi::Sint32 result = mImpExpApi->load_module(mTransaction.get(), moduleName.c_str(), context.get());
mLogger->flushContextMessages(context.get());
return result == 0 || result == 1;
}
bool MdlMaterialCompiler::createMaterialInstace(const char* moduleName, const char* identifier, mi::base::Handle<mi::neuraylib::IFunction_call>& matInstance)
{
mi::base::Handle<mi::neuraylib::IMdl_execution_context> context(mFactory->create_execution_context());
mi::base::Handle<const mi::IString> moduleDbName(mFactory->get_db_module_name(moduleName));
mi::base::Handle<const mi::neuraylib::IModule> module(mTransaction->access<mi::neuraylib::IModule>(moduleDbName->get_c_str()));
assert(module);
std::string materialDbName = std::string(moduleDbName->get_c_str()) + "::" + identifier;
mi::base::Handle<const mi::IArray> funcs(module->get_function_overloads(materialDbName.c_str(), (const mi::neuraylib::IExpression_list*)nullptr));
if (funcs->get_length() == 0)
{
std::string errorMsg = std::string("Material with identifier ") + identifier + " not found in MDL module\n";
mLogger->message(mi::base::MESSAGE_SEVERITY_ERROR, errorMsg.c_str());
return false;
}
if (funcs->get_length() > 1)
{
std::string errorMsg = std::string("Ambigious material identifier ") + identifier + " for MDL module\n";
mLogger->message(mi::base::MESSAGE_SEVERITY_ERROR, errorMsg.c_str());
return false;
}
mi::base::Handle<const mi::IString> exactMaterialDbName(funcs->get_element<mi::IString>(0));
// get material definition from database
mi::base::Handle<const mi::neuraylib::IFunction_definition> matDefinition(mTransaction->access<mi::neuraylib::IFunction_definition>(exactMaterialDbName->get_c_str()));
if (!matDefinition)
{
return false;
}
mi::Sint32 result;
// instantiate material with default parameters and store in database
matInstance = matDefinition->create_function_call(nullptr, &result);
if (result != 0 || !matInstance)
{
return false;
}
return true;
}
bool MdlMaterialCompiler::compileMaterial(mi::base::Handle<mi::neuraylib::IFunction_call>& instance, mi::base::Handle<mi::neuraylib::ICompiled_material>& compiledMaterial)
{
if (!instance)
{
// TODO: log error
return false;
}
mi::base::Handle<mi::neuraylib::IMdl_execution_context> context(mFactory->create_execution_context());
// performance optimizations available only in class compilation mode
// (all parameters are folded in instance mode)
context->set_option("fold_all_bool_parameters", true);
// context->set_option("fold_all_enum_parameters", true);
context->set_option("ignore_noinline", true);
context->set_option("fold_ternary_on_df", true);
auto flags = mi::neuraylib::IMaterial_instance::CLASS_COMPILATION;
// auto flags = mi::neuraylib::IMaterial_instance::DEFAULT_OPTIONS;
mi::base::Handle<mi::neuraylib::IMaterial_instance> material_instance2(
instance->get_interface<mi::neuraylib::IMaterial_instance>());
compiledMaterial = mi::base::Handle<mi::neuraylib::ICompiled_material>(material_instance2->create_compiled_material(flags, context.get()));
mLogger->flushContextMessages(context.get());
return true;
}
mi::base::Handle<mi::neuraylib::IMdl_factory>& MdlMaterialCompiler::getFactory()
{
return mFactory;
}
mi::base::Handle<mi::neuraylib::ITransaction>& MdlMaterialCompiler::getTransaction()
{
return mTransaction;
}
} // namespace oka
| 5,372 | C++ | 40.976562 | 171 | 0.687826 |
arhix52/Strelka/src/materialmanager/mdlNeurayLoader.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "mdlNeurayLoader.h"
#include <mi/mdl_sdk.h>
#ifdef MI_PLATFORM_WINDOWS
# include <mi/base/miwindows.h>
#else
# include <dlfcn.h>
#endif
#include "iostream"
#include <string>
namespace oka
{
MdlNeurayLoader::MdlNeurayLoader()
: mDsoHandle(nullptr), mNeuray(nullptr)
{
}
MdlNeurayLoader::~MdlNeurayLoader()
{
if (mNeuray)
{
mNeuray->shutdown();
mNeuray.reset();
}
if (mDsoHandle)
{
unloadDso();
}
}
bool MdlNeurayLoader::init(const char* resourcePath, const char* imagePluginPath)
{
if (!loadDso(resourcePath))
{
return false;
}
if (!loadNeuray())
{
return false;
}
if (!loadPlugin(imagePluginPath))
{
return false;
}
return mNeuray->start() == 0;
}
mi::base::Handle<mi::neuraylib::INeuray> MdlNeurayLoader::getNeuray() const
{
return mNeuray;
}
bool MdlNeurayLoader::loadPlugin(const char* imagePluginPath)
{
// init plugin for texture support
mi::base::Handle<mi::neuraylib::INeuray> neuray(getNeuray());
mi::base::Handle<mi::neuraylib::IPlugin_configuration> configPl(neuray->get_api_component<mi::neuraylib::IPlugin_configuration>());
if (configPl->load_plugin_library(imagePluginPath)) // This function can only be called before the MDL SDK has been started.
{
std::cout << "Plugin file path not found, translation not possible" << std::endl;
return false;
}
return true;
}
bool MdlNeurayLoader::loadDso(const char* resourcePath)
{
std::string dsoFilename = std::string(resourcePath) + std::string("/libmdl_sdk" MI_BASE_DLL_FILE_EXT);
#ifdef MI_PLATFORM_WINDOWS
HMODULE handle = LoadLibraryA(dsoFilename.c_str());
if (!handle)
{
LPTSTR buffer = NULL;
LPCTSTR message = TEXT("unknown failure");
DWORD error_code = GetLastError();
if (FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
0, error_code,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&buffer, 0, 0))
{
message = buffer;
}
fprintf(stderr, "Failed to load library (%u): %s", error_code, message);
if (buffer)
{
LocalFree(buffer);
}
return false;
}
#else
void* handle = dlopen(dsoFilename.c_str(), RTLD_LAZY);
if (!handle)
{
fprintf(stderr, "%s\n", dlerror());
return false;
}
#endif
mDsoHandle = handle;
return true;
}
bool MdlNeurayLoader::loadNeuray()
{
#ifdef MI_PLATFORM_WINDOWS
void* symbol = GetProcAddress(reinterpret_cast<HMODULE>(mDsoHandle), "mi_factory");
if (!symbol)
{
LPTSTR buffer = NULL;
LPCTSTR message = TEXT("unknown failure");
DWORD error_code = GetLastError();
if (FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
0, error_code,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&buffer, 0, 0))
{
message = buffer;
}
fprintf(stderr, "GetProcAddress error (%u): %s", error_code, message);
if (buffer)
{
LocalFree(buffer);
}
return false;
}
#else
void* symbol = dlsym(mDsoHandle, "mi_factory");
if (!symbol)
{
fprintf(stderr, "%s\n", dlerror());
return false;
}
#endif
mNeuray = mi::base::Handle<mi::neuraylib::INeuray>(mi::neuraylib::mi_factory<mi::neuraylib::INeuray>(symbol));
if (mNeuray.is_valid_interface())
{
return true;
}
mi::base::Handle<mi::neuraylib::IVersion> version(mi::neuraylib::mi_factory<mi::neuraylib::IVersion>(symbol));
if (!version)
{
fprintf(stderr, "Error: Incompatible library.\n");
}
else
{
fprintf(stderr, "Error: Library version %s does not match header version %s.\n", version->get_product_version(), MI_NEURAYLIB_PRODUCT_VERSION_STRING);
}
return false;
}
void MdlNeurayLoader::unloadDso()
{
#ifdef MI_PLATFORM_WINDOWS
if (FreeLibrary(reinterpret_cast<HMODULE>(mDsoHandle)))
{
return;
}
LPTSTR buffer = 0;
LPCTSTR message = TEXT("unknown failure");
DWORD error_code = GetLastError();
if (FormatMessage(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM |
FORMAT_MESSAGE_IGNORE_INSERTS,
0, error_code,
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPTSTR)&buffer, 0, 0))
{
message = buffer;
}
fprintf(stderr, "Failed to unload library (%u): %s", error_code, message);
if (buffer)
{
LocalFree(buffer);
}
#else
if (dlclose(mDsoHandle) != 0)
{
printf("%s\n", dlerror());
}
#endif
}
} // namespace oka
| 5,771 | C++ | 27.019417 | 158 | 0.601109 |
arhix52/Strelka/src/materialmanager/materialmanager.cpp | #include "materialmanager.h"
#include "materials.h"
#include <mi/mdl_sdk.h>
#include "mdlPtxCodeGen.h"
#include "mdlLogger.h"
#include "mdlMaterialCompiler.h"
#include "mdlNeurayLoader.h"
#include "mdlRuntime.h"
#include "mtlxMdlCodeGen.h"
#include <filesystem>
#include <fstream>
#include <iostream>
#include <unordered_map>
#include <log.h>
namespace fs = std::filesystem;
namespace oka
{
struct MaterialManager::Module
{
std::string moduleName;
std::string identifier;
};
struct MaterialManager::MaterialInstance
{
mi::base::Handle<mi::neuraylib::IFunction_call> instance;
};
struct MaterialManager::CompiledMaterial
{
mi::base::Handle<mi::neuraylib::ICompiled_material> compiledMaterial;
std::string name;
};
struct MaterialManager::TargetCode
{
struct InternalMaterial
{
mi::base::Handle<const mi::neuraylib::ITarget_code> targetCode;
std::string codePtx;
CompiledMaterial* compiledMaterial;
mi::base::Uuid hash;
uint32_t hash32;
uint32_t functionNum;
bool isUnique = false;
mi::base::Handle<mi::neuraylib::ITarget_argument_block> arg_block;
mi::Size argument_block_layout_index = -1;
uint32_t arg_block_offset = -1; // offset for arg block in argBlockData
uint32_t ro_offset = -1;
};
std::vector<InternalMaterial> internalMaterials;
std::unordered_map<uint32_t, uint32_t> uidToInternalIndex;
std::unordered_map<CompiledMaterial*, uint32_t> ptrToInternalIndex;
std::vector<Mdl_resource_info> resourceInfo;
std::vector<oka::MdlPtxCodeGen::InternalMaterialInfo> internalsInfo;
std::vector<const mi::neuraylib::ICompiled_material*> compiledMaterials;
bool isInitialized = false;
// MDL data for GPU buffers
std::vector<MdlMaterial> mdlMaterials;
std::vector<uint8_t> argBlockData;
std::vector<uint8_t> roData;
};
struct MaterialManager::TextureDescription
{
std::string dbName;
mi::base::Handle<const mi::neuraylib::IType_texture> textureType;
};
class Resource_callback : public mi::base::Interface_implement<mi::neuraylib::ITarget_resource_callback>
{
public:
/// Constructor.
Resource_callback(mi::base::Handle<mi::neuraylib::ITransaction>& transaction,
const mi::base::Handle<const mi::neuraylib::ITarget_code>& target_code)
: m_transaction(transaction), m_target_code(target_code)
{
}
/// Destructor.
virtual ~Resource_callback() = default;
/// Returns a resource index for the given resource value usable by the target code
/// resource handler for the corresponding resource type.
///
/// \param resource the resource value
///
/// \returns a resource index or 0 if no resource index can be returned
mi::Uint32 get_resource_index(mi::neuraylib::IValue_resource const* resource) override
{
// check whether we already know the resource index
auto it = m_resource_cache.find(resource);
if (it != m_resource_cache.end())
return it->second;
const char* filePath = resource->get_file_path();
// handle resources already known by the target code
mi::Uint32 res_idx = m_target_code->get_known_resource_index(m_transaction.get(), resource);
if (res_idx > 0)
{
// only accept body resources
switch (resource->get_kind())
{
case mi::neuraylib::IValue::VK_TEXTURE:
if (res_idx < m_target_code->get_texture_count())
return res_idx;
break;
case mi::neuraylib::IValue::VK_LIGHT_PROFILE:
if (res_idx < m_target_code->get_light_profile_count())
return res_idx;
break;
case mi::neuraylib::IValue::VK_BSDF_MEASUREMENT:
if (res_idx < m_target_code->get_bsdf_measurement_count())
return res_idx;
break;
default:
return 0u; // invalid kind
}
}
// invalid (or empty) resource
const char* name = resource->get_value();
if (!name)
{
return 0;
}
switch (resource->get_kind())
{
case mi::neuraylib::IValue::VK_TEXTURE: {
mi::base::Handle<mi::neuraylib::IValue_texture const> val_texture(
resource->get_interface<mi::neuraylib::IValue_texture const>());
if (!val_texture)
return 0u; // unknown resource
mi::base::Handle<const mi::neuraylib::IType_texture> texture_type(val_texture->get_type());
mi::neuraylib::ITarget_code::Texture_shape shape =
mi::neuraylib::ITarget_code::Texture_shape(texture_type->get_shape());
// m_compile_result.textures.emplace_back(resource->get_value(), shape);
// res_idx = m_compile_result.textures.size() - 1;
break;
}
case mi::neuraylib::IValue::VK_LIGHT_PROFILE:
// m_compile_result.light_profiles.emplace_back(resource->get_value());
// res_idx = m_compile_result.light_profiles.size() - 1;
break;
case mi::neuraylib::IValue::VK_BSDF_MEASUREMENT:
// m_compile_result.bsdf_measurements.emplace_back(resource->get_value());
// res_idx = m_compile_result.bsdf_measurements.size() - 1;
break;
default:
return 0u; // invalid kind
}
m_resource_cache[resource] = res_idx;
return res_idx;
}
/// Returns a string identifier for the given string value usable by the target code.
///
/// The value 0 is always the "not known string".
///
/// \param s the string value
mi::Uint32 get_string_index(mi::neuraylib::IValue_string const* s) override
{
char const* str_val = s->get_value();
if (str_val == nullptr)
return 0u;
for (mi::Size i = 0, n = m_target_code->get_string_constant_count(); i < n; ++i)
{
if (strcmp(m_target_code->get_string_constant(i), str_val) == 0)
return mi::Uint32(i);
}
// string not known by code
return 0u;
}
private:
mi::base::Handle<mi::neuraylib::ITransaction> m_transaction;
mi::base::Handle<const mi::neuraylib::ITarget_code> m_target_code;
std::unordered_map<mi::neuraylib::IValue_resource const*, mi::Uint32> m_resource_cache;
};
class MaterialManager::Context
{
public:
Context()
{
configurePaths();
};
~Context(){};
// paths is array of resource pathes + mdl path
bool addMdlSearchPath(const char* paths[], uint32_t numPaths)
{
mRuntime = std::make_unique<oka::MdlRuntime>();
if (!mRuntime->init(paths, numPaths, mPathso.c_str(), mImagePluginPath.c_str()))
{
return false;
}
mMtlxCodeGen = std::make_unique<oka::MtlxMdlCodeGen>(mtlxLibPath.generic_string().c_str(), mRuntime.get());
mMatCompiler = std::make_unique<oka::MdlMaterialCompiler>(*mRuntime);
mTransaction = mi::base::Handle<mi::neuraylib::ITransaction>(mRuntime->getTransaction());
mNeuray = mRuntime->getNeuray();
mCodeGen = std::make_unique<MdlPtxCodeGen>();
mCodeGen->init(*mRuntime);
std::vector<char> data;
{
const fs::path cwdPath = fs::current_path();
const fs::path precompiledPath = cwdPath / "optix/shaders/OptixRender_radiance_closest_hit.bc";
std::ifstream file(precompiledPath.c_str(), std::ios::in | std::ios::binary);
if (!file.is_open())
{
STRELKA_FATAL("Cannot open precompiled closest hit file.\n");
return false;
}
file.seekg(0, std::ios::end);
data.resize(file.tellg());
file.seekg(0, std::ios::beg);
file.read(data.data(), data.size());
}
if (!mCodeGen->setOptionBinary("llvm_renderer_module", data.data(), data.size()))
{
STRELKA_ERROR("Unable to set binary options!");
return false;
}
return true;
}
Module* createMtlxModule(const char* mtlSrc)
{
assert(mMtlxCodeGen);
std::unique_ptr<Module> module = std::make_unique<Module>();
bool res = mMtlxCodeGen->translate(mtlSrc, mMdlSrc, module->identifier);
if (res)
{
std::string mtlxFile = "./data/materials/mtlx/" + module->identifier + ".mtlx";
std::string mdlFile = "./data/materials/mtlx/" + module->identifier + ".mdl";
auto dumpToFile = [](const std::string& fileName, const std::string& content) {
std::ofstream material(fileName.c_str());
if (!material.is_open())
{
STRELKA_ERROR("can not create file: {}", fileName.c_str());
return;
}
material << content;
material.close();
return;
};
dumpToFile(mtlxFile, mtlSrc);
dumpToFile(mdlFile, mMdlSrc);
if (!mMatCompiler->createModule(module->identifier, module->moduleName))
{
STRELKA_ERROR("failed to create MDL module: {} identifier: {}", module->moduleName.c_str(),
module->identifier.c_str());
return nullptr;
}
return module.release();
}
else
{
STRELKA_ERROR("failed to translate MaterialX -> MDL");
return nullptr;
}
};
Module* createModule(const char* file)
{
std::unique_ptr<Module> module = std::make_unique<Module>();
const fs::path materialFile = file;
module->identifier = materialFile.stem().string();
if (!mMatCompiler->createModule(module->identifier, module->moduleName))
{
return nullptr;
}
return module.release();
};
void destroyModule(Module* module)
{
assert(module);
delete module;
};
MaterialInstance* createMaterialInstance(MaterialManager::Module* module, const char* materialName)
{
assert(module);
assert(materialName);
std::unique_ptr<MaterialInstance> material = std::make_unique<MaterialInstance>();
if (strcmp(materialName, "") == 0) // mtlx
{
materialName = module->identifier.c_str();
}
if (!mMatCompiler->createMaterialInstace(module->moduleName.c_str(), materialName, material->instance))
{
return nullptr;
}
return material.release();
}
void destroyMaterialInstance(MaterialInstance* matInst)
{
assert(matInst);
delete matInst;
}
void dumpParams(const TargetCode* targetCode, uint32_t materialIdx, CompiledMaterial* material)
{
assert(targetCode);
assert(targetCode->isInitialized);
assert(material);
const uint32_t internalIndex = materialIdx;// targetCode->ptrToInternalIndex.at(material);
const mi::Size argLayoutIndex = targetCode->internalMaterials[internalIndex].argument_block_layout_index;
mi::base::Handle<const mi::neuraylib::ITarget_value_layout> arg_layout(
targetCode->internalMaterials[internalIndex].targetCode->get_argument_block_layout(argLayoutIndex));
if (targetCode->internalMaterials[internalIndex].arg_block == nullptr)
{
STRELKA_ERROR("Material : {} has no arg block!\n", material->name.c_str());
return;
}
char* baseArgBlockData = targetCode->internalMaterials[internalIndex].arg_block->get_data();
const mi::Size argBlockOffset = targetCode->internalMaterials[internalIndex].arg_block_offset;
const mi::Size paramCount = material->compiledMaterial->get_parameter_count();
STRELKA_DEBUG("Material name: {0}\t param count: {1}", material->name.c_str(), paramCount);
for (int pi = 0; pi < paramCount; ++pi)
{
const char* name = material->compiledMaterial->get_parameter_name(pi);
STRELKA_DEBUG("# {0}: Param name: {1}", pi, name);
mi::neuraylib::Target_value_layout_state valLayoutState = arg_layout->get_nested_state(pi);
mi::neuraylib::IValue::Kind kind;
mi::Size arg_size;
const mi::Size offsetInArgBlock = arg_layout->get_layout(kind, arg_size, valLayoutState);
STRELKA_DEBUG("\t offset = {0} \t size = {1}", offsetInArgBlock, arg_size);
// char* data = baseArgBlockData + offsetInArgBlock;
const uint8_t* data = targetCode->argBlockData.data() + argBlockOffset + offsetInArgBlock;
switch (kind)
{
case mi::neuraylib::IValue::Kind::VK_FLOAT: {
float val = *((float*)data);
STRELKA_DEBUG("\t type float");
STRELKA_DEBUG("\t val = {}", val);
break;
}
case mi::neuraylib::IValue::Kind::VK_INT: {
int val = *((int*)data);
STRELKA_DEBUG("\t type int");
STRELKA_DEBUG("\t val = {}", val);
break;
}
case mi::neuraylib::IValue::Kind::VK_BOOL: {
bool val = *((bool*)data);
STRELKA_DEBUG("\t type bool");
STRELKA_DEBUG("\t val = {}", val);
break;
}
case mi::neuraylib::IValue::Kind::VK_COLOR: {
float* val = (float*)data;
STRELKA_DEBUG("\t type color");
STRELKA_DEBUG("\t val = ({}, {}, {})", val[0], val[1], val[2]);
break;
}
case mi::neuraylib::IValue::Kind::VK_TEXTURE: {
STRELKA_DEBUG("\t type texture");
int val = *((int*)data);
STRELKA_DEBUG("\t val = {}", val);
break;
}
default:
break;
}
// uint8_t* dst = targetCode->argBlockData.data() + argBlockOffset + offsetInArgBlock;
// memcpy(dst, param.value.data(), param.value.size());
// isParamFound = true;
}
}
bool setParam(TargetCode* targetCode, uint32_t materialIdx, CompiledMaterial* material, const Param& param)
{
assert(targetCode);
assert(targetCode->isInitialized);
assert(material);
bool isParamFound = false;
for (int pi = 0; pi < material->compiledMaterial->get_parameter_count(); ++pi)
{
if (!strcmp(material->compiledMaterial->get_parameter_name(pi), param.name.c_str()))
{
const uint32_t internalIndex = materialIdx; //targetCode->ptrToInternalIndex[material];
const mi::Size argLayoutIndex = targetCode->internalMaterials[internalIndex].argument_block_layout_index;
mi::base::Handle<const mi::neuraylib::ITarget_value_layout> arg_layout(
targetCode->internalMaterials[internalIndex].targetCode->get_argument_block_layout(argLayoutIndex));
mi::neuraylib::Target_value_layout_state valLayoutState = arg_layout->get_nested_state(pi);
mi::neuraylib::IValue::Kind kind;
mi::Size arg_size;
const mi::Size offsetInArgBlock = arg_layout->get_layout(kind, arg_size, valLayoutState);
assert(arg_size == param.value.size()); // TODO: should match, otherwise error
const mi::Size argBlockOffset = targetCode->internalMaterials[internalIndex].arg_block_offset;
uint8_t* dst = targetCode->argBlockData.data() + argBlockOffset + offsetInArgBlock;
memcpy(dst, param.value.data(), param.value.size());
isParamFound = true;
break;
}
}
return isParamFound;
}
TextureDescription* createTextureDescription(const char* name, const char* gammaMode)
{
assert(name);
float gamma = 1.0;
const char* texGamma = "";
if (strcmp(gammaMode, "srgb") == 0)
{
gamma = 2.2f;
texGamma = "_srgb";
}
else if (strcmp(gammaMode, "linear") == 0)
{
gamma = 1.0f;
texGamma = "_linear";
}
std::string textureDbName = std::string(name) + std::string(texGamma);
mi::base::Handle<const mi::neuraylib::ITexture> texAccess = mi::base::Handle<const mi::neuraylib::ITexture>(
mMatCompiler->getTransaction()->access<mi::neuraylib::ITexture>(textureDbName.c_str()));
// check if it is in DB
if (!texAccess.is_valid_interface())
{
// Load it
mi::base::Handle<mi::neuraylib::ITexture> tex(
mMatCompiler->getTransaction()->create<mi::neuraylib::ITexture>("Texture"));
mi::base::Handle<mi::neuraylib::IImage> image(
mMatCompiler->getTransaction()->create<mi::neuraylib::IImage>("Image"));
if (image->reset_file(name) != 0)
{
// TODO: report error could not find texture!
return nullptr;
}
std::string imageName = textureDbName + std::string("_image");
mMatCompiler->getTransaction()->store(image.get(), imageName.c_str());
tex->set_image(imageName.c_str());
tex->set_gamma(gamma);
mMatCompiler->getTransaction()->store(tex.get(), textureDbName.c_str());
}
mi::base::Handle<mi::neuraylib::IType_factory> typeFactory(
mMatCompiler->getFactory()->create_type_factory(mMatCompiler->getTransaction().get()));
// TODO: texture could be 1D, 3D
mi::base::Handle<const mi::neuraylib::IType_texture> textureType(
typeFactory->create_texture(mi::neuraylib::IType_texture::TS_2D));
TextureDescription* texDesc = new TextureDescription;
texDesc->dbName = textureDbName;
texDesc->textureType = textureType;
return texDesc;
}
const char* getTextureDbName(TextureDescription* texDesc)
{
return texDesc->dbName.c_str();
}
CompiledMaterial* compileMaterial(MaterialInstance* matInstance)
{
assert(matInstance);
std::unique_ptr<CompiledMaterial> material = std::make_unique<CompiledMaterial>();
if (!mMatCompiler->compileMaterial(matInstance->instance, material->compiledMaterial))
{
return nullptr;
}
material->name = matInstance->instance->get_function_definition();
return material.release();
};
void destroyCompiledMaterial(CompiledMaterial* materials)
{
assert(materials);
delete materials;
}
const char* getName(CompiledMaterial* compMaterial)
{
return compMaterial->name.c_str();
}
TargetCode* generateTargetCode(CompiledMaterial** materials, const uint32_t numMaterials)
{
TargetCode* targetCode = new TargetCode;
std::unordered_map<uint32_t, uint32_t> uidToFunctionNum;
std::vector<TargetCode::InternalMaterial>& internalMaterials = targetCode->internalMaterials;
internalMaterials.resize(numMaterials);
std::vector<const mi::neuraylib::ICompiled_material*> materialsToCompile;
for (int i = 0; i < numMaterials; ++i)
{
internalMaterials[i].compiledMaterial = materials[i];
internalMaterials[i].hash = materials[i]->compiledMaterial->get_hash();
internalMaterials[i].hash32 = uuid_hash32(internalMaterials[i].hash);
uint32_t functionNum = -1;
bool isUnique = false;
if (uidToFunctionNum.find(internalMaterials[i].hash32) != uidToFunctionNum.end())
{
functionNum = uidToFunctionNum[internalMaterials[i].hash32];
}
else
{
functionNum = uidToFunctionNum.size();
uidToFunctionNum[internalMaterials[i].hash32] = functionNum;
isUnique = true;
materialsToCompile.push_back(internalMaterials[i].compiledMaterial->compiledMaterial.get());
// log output
STRELKA_DEBUG("Material to compile: {}", getName(internalMaterials[i].compiledMaterial));
}
internalMaterials[i].isUnique = isUnique;
internalMaterials[i].functionNum = functionNum;
targetCode->uidToInternalIndex[internalMaterials[i].hash32] = i;
targetCode->ptrToInternalIndex[materials[i]] = i;
}
const uint32_t numMaterialsToCompile = materialsToCompile.size();
STRELKA_INFO("Num Materials to compile: {}", numMaterialsToCompile);
std::vector<oka::MaterialManager::TargetCode::InternalMaterial> compiledInternalMaterials(numMaterialsToCompile);
for (int i = 0; i < numMaterialsToCompile; ++i)
{
oka::MdlPtxCodeGen::InternalMaterialInfo internalsInfo;
compiledInternalMaterials[i].targetCode =
mCodeGen->translate(materialsToCompile[i], compiledInternalMaterials[i].codePtx, internalsInfo);
compiledInternalMaterials[i].argument_block_layout_index = internalsInfo.argument_block_index;
}
targetCode->mdlMaterials.resize(numMaterials);
for (uint32_t i = 0; i < numMaterials; ++i)
{
const uint32_t compiledOrder = internalMaterials[i].functionNum;
assert(compiledOrder < numMaterialsToCompile);
internalMaterials[i].argument_block_layout_index = compiledInternalMaterials[compiledOrder].argument_block_layout_index;
internalMaterials[i].targetCode = compiledInternalMaterials[compiledOrder].targetCode;
internalMaterials[i].codePtx = compiledInternalMaterials[compiledOrder].codePtx;
targetCode->mdlMaterials[i].functionId = compiledOrder;
}
targetCode->argBlockData = loadArgBlocks(targetCode);
targetCode->roData = loadROData(targetCode);
// uint32_t texCount = targetCode->targetCode->get_texture_count();
// if (texCount > 0)
// {
// targetCode->resourceInfo.resize(texCount);
// for (uint32_t i = 0; i < texCount; ++i)
// {
// targetCode->resourceInfo[i].gpu_resource_array_start = i;
// const char* texUrl = targetCode->targetCode->get_texture_url(i);
// const int texBody = targetCode->targetCode->get_body_texture_count();
// const char* texName = getTextureName(targetCode, i);
// // const float* data = getTextureData(targetCode, i);
// // uint32_t width = getTextureWidth(targetCode, i);
// // uint32_t height = getTextureHeight(targetCode, i);
// // const char* type = getTextureType(targetCode, i);
// printf("Material texture name: %s\n", texName);
// }
// }
// else
//{
// targetCode->resourceInfo.resize(1);
// }
targetCode->isInitialized = true;
return targetCode;
};
int registerResource(TargetCode* targetCode, int index)
{
Mdl_resource_info ri{ 0 };
ri.gpu_resource_array_start = index;
targetCode->resourceInfo.push_back(ri);
return (int)targetCode->resourceInfo.size(); // resource id 0 is reserved for invalid, but we store resources
// from 0 internally
}
const char* getShaderCode(const TargetCode* targetCode, uint32_t materialIdx)
{
const uint32_t compiledOrder = targetCode->internalMaterials[materialIdx].functionNum;
return targetCode->internalMaterials[compiledOrder].codePtx.c_str();
}
uint32_t getArgBlockOffset(const TargetCode* targetCode, uint32_t materialId)
{
return targetCode->internalMaterials[materialId].arg_block_offset;
}
uint32_t getReadOnlyBlockOffset(const TargetCode* targetCode, uint32_t materialId)
{
return targetCode->internalMaterials[materialId].ro_offset;
}
uint32_t getReadOnlyBlockSize(const TargetCode* shaderCode)
{
return shaderCode->roData.size();
}
const uint8_t* getReadOnlyBlockData(const TargetCode* targetCode)
{
return targetCode->roData.data();
}
uint32_t getArgBufferSize(const TargetCode* shaderCode)
{
return shaderCode->argBlockData.size();
}
const uint8_t* getArgBufferData(const TargetCode* targetCode)
{
return targetCode->argBlockData.data();
}
uint32_t getResourceInfoSize(const TargetCode* targetCode)
{
return targetCode->resourceInfo.size() * sizeof(Mdl_resource_info);
}
const uint8_t* getResourceInfoData(const TargetCode* targetCode)
{
return reinterpret_cast<const uint8_t*>(targetCode->resourceInfo.data());
}
uint32_t getMdlMaterialSize(const TargetCode* targetCode)
{
return targetCode->mdlMaterials.size() * sizeof(MdlMaterial);
}
const uint8_t* getMdlMaterialData(const TargetCode* targetCode)
{
return reinterpret_cast<const uint8_t*>(targetCode->mdlMaterials.data());
}
uint32_t getTextureCount(const TargetCode* targetCode, uint32_t materialId)
{
return targetCode->internalMaterials[materialId].targetCode->get_texture_count();
}
const char* getTextureName(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
assert(index); // index == 0 is invalid
return targetCode->internalMaterials[materialId].targetCode->get_texture(index);
}
const float* getTextureData(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
// assert(index); // index == 0 is invalid
assert(mTransaction);
auto cachedCanvas = m_indexToCanvas.find(index);
if (cachedCanvas == m_indexToCanvas.end())
{
mi::base::Handle<mi::neuraylib::IImage_api> image_api(mNeuray->get_api_component<mi::neuraylib::IImage_api>());
mi::base::Handle<const mi::neuraylib::ITexture> texture(mTransaction->access<mi::neuraylib::ITexture>(
targetCode->internalMaterials[materialId].targetCode->get_texture(index)));
mi::base::Handle<const mi::neuraylib::IImage> image(
mTransaction->access<mi::neuraylib::IImage>(texture->get_image()));
mi::base::Handle<const mi::neuraylib::ICanvas> canvas(image->get_canvas(0, 0, 0));
char const* image_type = image->get_type(0, 0);
// if (canvas->get_tiles_size_x() != 1 || canvas->get_tiles_size_y() != 1)
// {
// mLogger->message(mi::base::MESSAGE_SEVERITY_ERROR, "The example does not support tiled images!");
// return nullptr;
// }
if (texture->get_effective_gamma(0, 0) != 1.0f)
{
// Copy/convert to float4 canvas and adjust gamma from "effective gamma" to 1.
mi::base::Handle<mi::neuraylib::ICanvas> gamma_canvas(image_api->convert(canvas.get(), "Color"));
gamma_canvas->set_gamma(texture->get_effective_gamma(0, 0));
image_api->adjust_gamma(gamma_canvas.get(), 1.0f);
canvas = gamma_canvas;
}
else if (strcmp(image_type, "Color") != 0 && strcmp(image_type, "Float32<4>") != 0)
{
// Convert to expected format
canvas = image_api->convert(canvas.get(), "Color");
}
m_indexToCanvas[index] = canvas;
cachedCanvas = m_indexToCanvas.find(index);
}
mi::Float32 const* data = nullptr;
mi::neuraylib::ITarget_code::Texture_shape texture_shape =
targetCode->internalMaterials[materialId].targetCode->get_texture_shape(index);
if (texture_shape == mi::neuraylib::ITarget_code::Texture_shape_2d)
{
mi::base::Handle<const mi::neuraylib::ITile> tile(cachedCanvas->second->get_tile());
data = static_cast<mi::Float32 const*>(tile->get_data());
}
return data;
}
const char* getTextureType(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
// assert(index); // index == 0 is invalid
mi::base::Handle<const mi::neuraylib::ITexture> texture(mTransaction->access<mi::neuraylib::ITexture>(
targetCode->internalMaterials[materialId].targetCode->get_texture(index)));
mi::base::Handle<const mi::neuraylib::IImage> image(
mTransaction->access<mi::neuraylib::IImage>(texture->get_image()));
char const* imageType = image->get_type(0, 0);
return imageType;
}
uint32_t getTextureWidth(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
// assert(index); // index == 0 is invalid
mi::base::Handle<const mi::neuraylib::ITexture> texture(mTransaction->access<mi::neuraylib::ITexture>(
targetCode->internalMaterials[materialId].targetCode->get_texture(index)));
mi::base::Handle<const mi::neuraylib::IImage> image(
mTransaction->access<mi::neuraylib::IImage>(texture->get_image()));
mi::base::Handle<const mi::neuraylib::ICanvas> canvas(image->get_canvas(0, 0, 0));
mi::Uint32 texWidth = canvas->get_resolution_x();
return texWidth;
}
uint32_t getTextureHeight(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
// assert(index); // index == 0 is invalid
mi::base::Handle<const mi::neuraylib::ITexture> texture(mTransaction->access<mi::neuraylib::ITexture>(
targetCode->internalMaterials[materialId].targetCode->get_texture(index)));
mi::base::Handle<const mi::neuraylib::IImage> image(
mTransaction->access<mi::neuraylib::IImage>(texture->get_image()));
mi::base::Handle<const mi::neuraylib::ICanvas> canvas(image->get_canvas(0, 0, 0));
mi::Uint32 texHeight = canvas->get_resolution_y();
return texHeight;
}
uint32_t getTextureBytesPerTexel(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
// assert(index); // index == 0 is invalid
mi::base::Handle<mi::neuraylib::IImage_api> image_api(mNeuray->get_api_component<mi::neuraylib::IImage_api>());
mi::base::Handle<const mi::neuraylib::ITexture> texture(mTransaction->access<mi::neuraylib::ITexture>(
targetCode->internalMaterials[materialId].targetCode->get_texture(index)));
mi::base::Handle<const mi::neuraylib::IImage> image(
mTransaction->access<mi::neuraylib::IImage>(texture->get_image()));
char const* imageType = image->get_type(0, 0);
int cpp = image_api->get_components_per_pixel(imageType);
int bpc = image_api->get_bytes_per_component(imageType);
int bpp = cpp * bpc;
return bpp;
}
private:
std::string mImagePluginPath;
std::string mPathso;
std::string mMdlSrc;
fs::path mtlxLibPath;
std::unordered_map<uint32_t, mi::base::Handle<const mi::neuraylib::ICanvas>> m_indexToCanvas;
void configurePaths()
{
using namespace std;
const fs::path cwd = fs::current_path();
#ifdef MI_PLATFORM_WINDOWS
mPathso = cwd.string();
mImagePluginPath = cwd.string() + "/nv_openimageio.dll";
#else
mPathso = cwd.string();
mImagePluginPath = cwd.string() + "/nv_openimageio.so";
#endif
}
std::unique_ptr<oka::MdlPtxCodeGen> mCodeGen = nullptr;
std::unique_ptr<oka::MdlMaterialCompiler> mMatCompiler = nullptr;
std::unique_ptr<oka::MdlRuntime> mRuntime = nullptr;
std::unique_ptr<oka::MtlxMdlCodeGen> mMtlxCodeGen = nullptr;
mi::base::Handle<mi::neuraylib::ITransaction> mTransaction;
mi::base::Handle<oka::MdlLogger> mLogger;
mi::base::Handle<mi::neuraylib::INeuray> mNeuray;
std::vector<uint8_t> loadArgBlocks(TargetCode* targetCode);
std::vector<uint8_t> loadROData(TargetCode* targetCode);
};
MaterialManager::MaterialManager()
{
mContext = std::make_unique<Context>();
}
MaterialManager::~MaterialManager()
{
mContext.reset(nullptr);
};
bool MaterialManager::addMdlSearchPath(const char* paths[], uint32_t numPaths)
{
return mContext->addMdlSearchPath(paths, numPaths);
}
MaterialManager::Module* MaterialManager::createModule(const char* file)
{
return mContext->createModule(file);
}
MaterialManager::Module* MaterialManager::createMtlxModule(const char* file)
{
return mContext->createMtlxModule(file);
}
void MaterialManager::destroyModule(MaterialManager::Module* module)
{
return mContext->destroyModule(module);
}
MaterialManager::MaterialInstance* MaterialManager::createMaterialInstance(MaterialManager::Module* module,
const char* materialName)
{
return mContext->createMaterialInstance(module, materialName);
}
void MaterialManager::destroyMaterialInstance(MaterialManager::MaterialInstance* matInst)
{
return mContext->destroyMaterialInstance(matInst);
}
MaterialManager::TextureDescription* MaterialManager::createTextureDescription(const char* name, const char* gamma)
{
return mContext->createTextureDescription(name, gamma);
}
const char* MaterialManager::getTextureDbName(TextureDescription* texDesc)
{
return mContext->getTextureDbName(texDesc);
}
void MaterialManager::dumpParams(const TargetCode* targetCode, uint32_t materialIdx, CompiledMaterial* material)
{
return mContext->dumpParams(targetCode, materialIdx, material);
}
bool MaterialManager::setParam(TargetCode* targetCode, uint32_t materialIdx, CompiledMaterial* material, const Param& param)
{
return mContext->setParam(targetCode, materialIdx, material, param);
}
MaterialManager::CompiledMaterial* MaterialManager::compileMaterial(MaterialManager::MaterialInstance* matInstance)
{
return mContext->compileMaterial(matInstance);
}
void MaterialManager::destroyCompiledMaterial(MaterialManager::CompiledMaterial* material)
{
return mContext->destroyCompiledMaterial(material);
}
const char* MaterialManager::getName(CompiledMaterial* compMaterial)
{
return mContext->getName(compMaterial);
}
MaterialManager::TargetCode* MaterialManager::generateTargetCode(CompiledMaterial** materials, uint32_t numMaterials)
{
return mContext->generateTargetCode(materials, numMaterials);
}
const char* MaterialManager::getShaderCode(const TargetCode* targetCode, uint32_t materialId) // get shader code
{
return mContext->getShaderCode(targetCode, materialId);
}
uint32_t MaterialManager::getReadOnlyBlockSize(const TargetCode* targetCode)
{
return mContext->getReadOnlyBlockSize(targetCode);
}
const uint8_t* MaterialManager::getReadOnlyBlockData(const TargetCode* targetCode)
{
return mContext->getReadOnlyBlockData(targetCode);
}
uint32_t MaterialManager::getArgBufferSize(const TargetCode* targetCode)
{
return mContext->getArgBufferSize(targetCode);
}
const uint8_t* MaterialManager::getArgBufferData(const TargetCode* targetCode)
{
return mContext->getArgBufferData(targetCode);
}
uint32_t MaterialManager::getArgBlockOffset(const TargetCode* targetCode, uint32_t materialId)
{
return mContext->getArgBlockOffset(targetCode, materialId);
}
uint32_t MaterialManager::getReadOnlyOffset(const TargetCode* targetCode, uint32_t materialId)
{
return mContext->getArgBlockOffset(targetCode, materialId);
}
uint32_t MaterialManager::getResourceInfoSize(const TargetCode* targetCode)
{
return mContext->getResourceInfoSize(targetCode);
}
const uint8_t* MaterialManager::getResourceInfoData(const TargetCode* targetCode)
{
return mContext->getResourceInfoData(targetCode);
}
int MaterialManager::registerResource(TargetCode* targetCode, int index)
{
return mContext->registerResource(targetCode, index);
}
uint32_t MaterialManager::getMdlMaterialSize(const TargetCode* targetCode)
{
return mContext->getMdlMaterialSize(targetCode);
}
const uint8_t* MaterialManager::getMdlMaterialData(const TargetCode* targetCode)
{
return mContext->getMdlMaterialData(targetCode);
}
uint32_t MaterialManager::getTextureCount(const TargetCode* targetCode, uint32_t materialId)
{
return mContext->getTextureCount(targetCode, materialId);
}
const char* MaterialManager::getTextureName(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
return mContext->getTextureName(targetCode, materialId, index);
}
const float* MaterialManager::getTextureData(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
return mContext->getTextureData(targetCode, materialId, index);
}
const char* MaterialManager::getTextureType(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
return mContext->getTextureType(targetCode, materialId, index);
}
uint32_t MaterialManager::getTextureWidth(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
return mContext->getTextureWidth(targetCode, materialId, index);
}
uint32_t MaterialManager::getTextureHeight(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
return mContext->getTextureHeight(targetCode, materialId, index);
}
uint32_t MaterialManager::getTextureBytesPerTexel(const TargetCode* targetCode, uint32_t materialId, uint32_t index)
{
return mContext->getTextureBytesPerTexel(targetCode, materialId, index);
}
inline size_t round_to_power_of_two(size_t value, size_t power_of_two_factor)
{
return (value + (power_of_two_factor - 1)) & ~(power_of_two_factor - 1);
}
std::vector<uint8_t> MaterialManager::Context::loadArgBlocks(TargetCode* targetCode)
{
std::vector<uint8_t> res;
for (int i = 0; i < targetCode->internalMaterials.size(); ++i)
{
mi::base::Handle<const mi::neuraylib::ITarget_code>& mdlTargetCode = targetCode->internalMaterials[i].targetCode;
mi::base::Handle<Resource_callback> callback(new Resource_callback(mTransaction, mdlTargetCode));
// const uint32_t compiledIndex = targetCode->internalMaterials[i].functionNum;
const mi::Size argLayoutIndex = targetCode->internalMaterials[i].argument_block_layout_index;
const mi::Size layoutCount = mdlTargetCode->get_argument_layout_count();
if (argLayoutIndex != static_cast<mi::Size>(-1) && argLayoutIndex < layoutCount)
{
mi::neuraylib::ICompiled_material* compiledMaterial =
targetCode->internalMaterials[i].compiledMaterial->compiledMaterial.get();
targetCode->internalMaterials[i].arg_block =
mdlTargetCode->create_argument_block(argLayoutIndex, compiledMaterial, callback.get());
if (!targetCode->internalMaterials[i].arg_block)
{
std::cerr << ("Failed to create material argument block: ") << std::endl;
res.resize(4);
return res;
}
// create a buffer to provide those parameters to the shader
// align to 4 bytes and pow of two
const size_t buffer_size = round_to_power_of_two(targetCode->internalMaterials[i].arg_block->get_size(), 4);
std::vector<uint8_t> argBlockData = std::vector<uint8_t>(buffer_size, 0);
memcpy(argBlockData.data(), targetCode->internalMaterials[i].arg_block->get_data(),
targetCode->internalMaterials[i].arg_block->get_size());
// set offset in common arg block buffer
targetCode->internalMaterials[i].arg_block_offset = (uint32_t)res.size();
targetCode->mdlMaterials[i].arg_block_offset = (int)res.size();
res.insert(res.end(), argBlockData.begin(), argBlockData.end());
}
}
if (res.empty())
{
res.resize(4);
}
return res;
}
std::vector<uint8_t> MaterialManager::Context::loadROData(TargetCode* targetCode)
{
std::vector<uint8_t> roData;
for (int i = 0; i < targetCode->internalMaterials.size(); ++i)
{
const size_t segCount = targetCode->internalMaterials[i].targetCode->get_ro_data_segment_count();
targetCode->internalMaterials[i].ro_offset = roData.size();
for (size_t s = 0; s < segCount; ++s)
{
const char* data = targetCode->internalMaterials[i].targetCode->get_ro_data_segment_data(s);
size_t dataSize = targetCode->internalMaterials[i].targetCode->get_ro_data_segment_size(s);
const char* name = targetCode->internalMaterials[i].targetCode->get_ro_data_segment_name(s);
std::cerr << "MDL segment [" << s << "] name : " << name << std::endl;
if (dataSize != 0)
{
roData.insert(roData.end(), data, data + dataSize);
}
}
}
if (roData.empty())
{
roData.resize(4);
}
return roData;
}
} // namespace oka
| 41,296 | C++ | 37.096863 | 132 | 0.627809 |
arhix52/Strelka/src/materialmanager/mdlPtxCodeGen.cpp | #include "mdlPtxCodeGen.h"
#include "materials.h"
#include <mi/mdl_sdk.h>
#include <cassert>
#include <sstream>
#include <log.h>
namespace oka
{
const char* SCATTERING_FUNC_NAME = "mdl_bsdf_scattering";
const char* EMISSION_FUNC_NAME = "mdl_edf_emission";
const char* EMISSION_INTENSITY_FUNC_NAME = "mdl_edf_emission_intensity";
const char* MATERIAL_STATE_NAME = "Shading_state_material";
bool MdlPtxCodeGen::init(MdlRuntime& runtime)
{
mi::base::Handle<mi::neuraylib::IMdl_backend_api> backendApi(runtime.getBackendApi());
mBackend = mi::base::Handle<mi::neuraylib::IMdl_backend>(
backendApi->get_backend(mi::neuraylib::IMdl_backend_api::MB_CUDA_PTX));
if (!mBackend.is_valid_interface())
{
mLogger->message(mi::base::MESSAGE_SEVERITY_FATAL, "CUDA backend not supported by MDL runtime");
return false;
}
// 75 - Turing
// 86 - Ampere
// 89 - Ada
if (mBackend->set_option("sm_version", "75") != 0)
{
mLogger->message(mi::base::MESSAGE_SEVERITY_FATAL, "ERROR: Setting PTX option sm_version failed");
return false;
}
if (mBackend->set_option("num_texture_spaces", "2") != 0)
{
mLogger->message(mi::base::MESSAGE_SEVERITY_FATAL, "ERROR: Setting PTX option num_texture_spaces failed");
return false;
}
if (mBackend->set_option("num_texture_results", "16") != 0)
{
mLogger->message(mi::base::MESSAGE_SEVERITY_FATAL, "ERROR: Setting PTX option num_texture_results failed");
return false;
}
if (mBackend->set_option("tex_lookup_call_mode", "direct_call") != 0)
{
mLogger->message(mi::base::MESSAGE_SEVERITY_FATAL, "ERROR: Setting PTX option tex_lookup_call_mode failed");
return false;
}
mLogger = mi::base::Handle<MdlLogger>(runtime.getLogger());
mLoader = std::move(runtime.mLoader);
mi::base::Handle<mi::neuraylib::IMdl_factory> factory(runtime.getFactory());
mContext = mi::base::Handle<mi::neuraylib::IMdl_execution_context>(factory->create_execution_context());
mDatabase = mi::base::Handle<mi::neuraylib::IDatabase>(runtime.getDatabase());
mTransaction = mi::base::Handle<mi::neuraylib::ITransaction>(runtime.getTransaction());
return true;
}
mi::base::Handle<const mi::neuraylib::ITarget_code> MdlPtxCodeGen::translate(
const mi::neuraylib::ICompiled_material* material, std::string& ptxSrc, InternalMaterialInfo& internalsInfo)
{
assert(material);
mi::base::Handle<mi::neuraylib::ILink_unit> linkUnit(mBackend->create_link_unit(mTransaction.get(), mContext.get()));
mLogger->flushContextMessages(mContext.get());
if (!linkUnit)
{
throw "Failed to create link unit";
}
mi::Size argBlockIndex;
if (!appendMaterialToLinkUnit(0, material, linkUnit.get(), argBlockIndex))
{
throw "Failed to append material to the link unit";
}
internalsInfo.argument_block_index = argBlockIndex;
mi::base::Handle<const mi::neuraylib::ITarget_code> targetCode(
mBackend->translate_link_unit(linkUnit.get(), mContext.get()));
mLogger->flushContextMessages(mContext.get());
if (!targetCode)
{
throw "No target code";
}
ptxSrc = targetCode->get_code();
return targetCode;
}
mi::base::Handle<const mi::neuraylib::ITarget_code> MdlPtxCodeGen::translate(
const std::vector<const mi::neuraylib::ICompiled_material*>& materials,
std::string& ptxSrc,
std::vector<InternalMaterialInfo>& internalsInfo)
{
mi::base::Handle<mi::neuraylib::ILink_unit> linkUnit(mBackend->create_link_unit(mTransaction.get(), mContext.get()));
mLogger->flushContextMessages(mContext.get());
if (!linkUnit)
{
throw "Failed to create link unit";
}
uint32_t materialCount = materials.size();
internalsInfo.resize(materialCount);
mi::Size argBlockIndex;
for (uint32_t i = 0; i < materialCount; i++)
{
const mi::neuraylib::ICompiled_material* material = materials.at(i);
assert(material);
if (!appendMaterialToLinkUnit(i, material, linkUnit.get(), argBlockIndex))
{
throw "Failed to append material to the link unit";
}
internalsInfo[i].argument_block_index = argBlockIndex;
}
mi::base::Handle<const mi::neuraylib::ITarget_code> targetCode(
mBackend->translate_link_unit(linkUnit.get(), mContext.get()));
mLogger->flushContextMessages(mContext.get());
if (!targetCode)
{
throw "No target code";
}
ptxSrc = targetCode->get_code();
return targetCode;
}
bool MdlPtxCodeGen::appendMaterialToLinkUnit(uint32_t idx,
const mi::neuraylib::ICompiled_material* compiledMaterial,
mi::neuraylib::ILink_unit* linkUnit,
mi::Size& argBlockIndex)
{
std::string idxStr = std::to_string(idx);
auto scatteringFuncName = std::string("mdlcode");
auto emissionFuncName = std::string(EMISSION_FUNC_NAME) + "_" + idxStr;
auto emissionIntensityFuncName = std::string(EMISSION_INTENSITY_FUNC_NAME) + "_" + idxStr;
// Here we need to detect if current material for hair, if so, replace name in function description
mi::base::Handle<mi::neuraylib::IExpression const> hairExpr(compiledMaterial->lookup_sub_expression("hair"));
bool isHair = false;
if (hairExpr != nullptr)
{
if (hairExpr->get_kind() != mi::neuraylib::IExpression::EK_CONSTANT)
{
isHair = true;
}
}
std::vector<mi::neuraylib::Target_function_description> genFunctions;
genFunctions.push_back(mi::neuraylib::Target_function_description( isHair ? "hair" : "surface.scattering", scatteringFuncName.c_str()));
genFunctions.push_back(
mi::neuraylib::Target_function_description("surface.emission.emission", emissionFuncName.c_str()));
genFunctions.push_back(
mi::neuraylib::Target_function_description("surface.emission.intensity", emissionIntensityFuncName.c_str()));
mi::Sint32 result =
linkUnit->add_material(compiledMaterial, genFunctions.data(), genFunctions.size(), mContext.get());
mLogger->flushContextMessages(mContext.get());
if (result == 0)
{
argBlockIndex = genFunctions[0].argument_block_index;
}
return result == 0;
}
bool MdlPtxCodeGen::setOptionBinary(const char* name, const char* data, size_t size)
{
if (mBackend->set_option_binary(name, data, size) != 0)
{
return false;
}
// limit functions for which PTX code is generated to the entry functions
if (mBackend->set_option("visible_functions", "__closesthit__radiance") != 0)
{
STRELKA_ERROR("Setting PTX option visible_functions failed");
return false;
}
return true;
}
} // namespace oka
| 6,873 | C++ | 35.178947 | 140 | 0.657064 |
arhix52/Strelka/src/materialmanager/mtlxMdlCodeGen.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "mtlxMdlCodeGen.h"
#include <MaterialXCore/Definition.h>
#include <MaterialXCore/Document.h>
#include <MaterialXCore/Library.h>
#include <MaterialXCore/Material.h>
#include <MaterialXFormat/File.h>
#include <MaterialXFormat/Util.h>
#include <MaterialXGenMdl/MdlShaderGenerator.h>
#include <MaterialXGenShader/DefaultColorManagementSystem.h>
#include <MaterialXGenShader/GenContext.h>
#include <MaterialXGenShader/GenOptions.h>
#include <MaterialXGenShader/Library.h>
#include <MaterialXGenShader/Shader.h>
#include <MaterialXGenShader/Util.h>
#include <unordered_set>
#include <log.h>
namespace mx = MaterialX;
namespace oka
{
class MdlStringResolver;
using MdlStringResolverPtr = std::shared_ptr<MdlStringResolver>;
// Original source from https://github.com/NVIDIA/MDL-SDK/blob/190249748ddfe75b133b9da9028cc6272928c1b5/examples/mdl_sdk/dxr/mdl_d3d12/materialx/mdl_generator.cpp#L53
class MdlStringResolver : public mx::StringResolver
{
public:
/// Create a new string resolver.
static MdlStringResolverPtr create()
{
return MdlStringResolverPtr(new MdlStringResolver());
}
~MdlStringResolver() = default;
void initialize(mx::DocumentPtr document, mi::neuraylib::IMdl_configuration* config)
{
// remove duplicates and keep order by using a set
auto less = [](const mx::FilePath& lhs, const mx::FilePath& rhs) { return lhs.asString() < rhs.asString(); };
std::set<mx::FilePath, decltype(less)> mtlx_paths(less);
m_mtlx_document_paths.clear();
m_mdl_search_paths.clear();
// use the source search paths as base
mx::FilePath p = mx::FilePath(document->getSourceUri()).getParentPath().getNormalized();
mtlx_paths.insert(p);
m_mtlx_document_paths.append(p);
for (auto sp : mx::getSourceSearchPath(document))
{
sp = sp.getNormalized();
if(sp.exists() && mtlx_paths.insert(sp).second)
m_mtlx_document_paths.append(sp);
}
// add all search paths known to MDL
for (size_t i = 0, n = config->get_mdl_paths_length(); i < n; i++)
{
mi::base::Handle<const mi::IString> sp_istring(config->get_mdl_path(i));
p = mx::FilePath(sp_istring->get_c_str()).getNormalized();
if (p.exists() && mtlx_paths.insert(p).second)
m_mtlx_document_paths.append(p);
// keep a list of MDL search paths for resource resolution
m_mdl_search_paths.append(p);
}
}
std::string resolve(const std::string& str, const std::string& type) const override
{
mx::FilePath normalizedPath = mx::FilePath(str).getNormalized();
// in case the path is absolute we need to find a proper search path to put the file in
if (normalizedPath.isAbsolute())
{
// find the highest priority search path that is a prefix of the resource path
for (const auto& sp : m_mdl_search_paths)
{
if (sp.size() > normalizedPath.size())
continue;
bool isParent = true;
for (size_t i = 0; i < sp.size(); ++i)
{
if (sp[i] != normalizedPath[i])
{
isParent = false;
break;
}
}
if (!isParent)
continue;
// found a search path that is a prefix of the resource
std::string resource_path =
normalizedPath.asString(mx::FilePath::FormatPosix).substr(
sp.asString(mx::FilePath::FormatPosix).size());
if (resource_path[0] != '/')
resource_path = "/" + resource_path;
return resource_path;
}
}
STRELKA_ERROR("MaterialX resource can not be accessed through an MDL search path. \n Dropping the resource from the Material. Resource Path: {} ", normalizedPath.asString());
// drop the resource by returning the empty string.
// alternatively, the resource could be copied into an MDL search path,
// maybe even only temporary.
return "";
}
// Get the MaterialX paths used to load the current document as well the current MDL search
// paths in order to resolve resources by the MaterialX SDK.
const mx::FileSearchPath& get_search_paths() const { return m_mtlx_document_paths; }
private:
// List of paths from which MaterialX can locate resources.
// This includes the document folder and the search paths used to load the document.
mx::FileSearchPath m_mtlx_document_paths;
// List of MDL search paths from which we can locate resources.
// This is only a subset of the MaterialX document paths and needs to be extended by using the
// `--mdl_path` option when starting the application if needed.
mx::FileSearchPath m_mdl_search_paths;
};
MtlxMdlCodeGen::MtlxMdlCodeGen(const char* mtlxlibPath, MdlRuntime* mdlRuntime)
: mMtlxlibPath(mtlxlibPath),
mMdlRuntime(mdlRuntime)
{
// Init shadergen.
mShaderGen = mx::MdlShaderGenerator::create();
std::string target = mShaderGen->getTarget();
// MaterialX libs.
mStdLib = mx::createDocument();
mx::FilePathVec libFolders;
mx::loadLibraries(libFolders, mMtlxlibPath, mStdLib);
// Color management.
mx::DefaultColorManagementSystemPtr colorSystem = mx::DefaultColorManagementSystem::create(target);
colorSystem->loadLibrary(mStdLib);
mShaderGen->setColorManagementSystem(colorSystem);
// Unit management.
mx::UnitSystemPtr unitSystem = mx::UnitSystem::create(target);
unitSystem->loadLibrary(mStdLib);
mx::UnitConverterRegistryPtr unitRegistry = mx::UnitConverterRegistry::create();
mx::UnitTypeDefPtr distanceTypeDef = mStdLib->getUnitTypeDef("distance");
unitRegistry->addUnitConverter(distanceTypeDef, mx::LinearUnitConverter::create(distanceTypeDef));
mx::UnitTypeDefPtr angleTypeDef = mStdLib->getUnitTypeDef("angle");
unitRegistry->addUnitConverter(angleTypeDef, mx::LinearUnitConverter::create(angleTypeDef));
unitSystem->setUnitConverterRegistry(unitRegistry);
mShaderGen->setUnitSystem(unitSystem);
}
mx::TypedElementPtr _FindSurfaceShaderElement(mx::DocumentPtr doc)
{
// Find renderable element.
std::vector<mx::TypedElementPtr> renderableElements;
mx::findRenderableElements(doc, renderableElements);
if (renderableElements.size() != 1)
{
return nullptr;
}
// Extract surface shader node.
mx::TypedElementPtr renderableElement = renderableElements.at(0);
mx::NodePtr node = renderableElement->asA<mx::Node>();
if (node && node->getType() == mx::MATERIAL_TYPE_STRING)
{
auto shaderNodes = mx::getShaderNodes(node, mx::SURFACE_SHADER_TYPE_STRING);
if (!shaderNodes.empty())
{
renderableElement = *shaderNodes.begin();
}
}
mx::ElementPtr surfaceElement = doc->getDescendant(renderableElement->getNamePath());
if (!surfaceElement)
{
return nullptr;
}
return surfaceElement->asA<mx::TypedElement>();
}
bool MtlxMdlCodeGen::translate(const char* mtlxSrc, std::string& mdlSrc, std::string& subIdentifier)
{
// Don't cache the context because it is thread-local.
mx::GenContext context(mShaderGen);
context.registerSourceCodeSearchPath(mMtlxlibPath);
mx::GenOptions& contextOptions = context.getOptions();
contextOptions.targetDistanceUnit = "meter";
mx::ShaderPtr shader = nullptr;
try
{
mx::DocumentPtr doc = mx::createDocument();
doc->importLibrary(mStdLib);
mx::readFromXmlString(doc, mtlxSrc); // originally from string
auto custom_resolver = MdlStringResolver::create();
custom_resolver->initialize(doc, mMdlRuntime->getConfig().get());
mx::flattenFilenames(doc, custom_resolver->get_search_paths(), custom_resolver);
mx::TypedElementPtr element = _FindSurfaceShaderElement(doc);
if (!element)
{
return false;
}
subIdentifier = element->getName();
shader = mShaderGen->generate(subIdentifier, element, context);
}
catch (const std::exception& ex)
{
STRELKA_ERROR("Exception generating MDL code: {}", ex.what());
}
if (!shader)
{
return false;
}
mx::ShaderStage pixelStage = shader->getStage(mx::Stage::PIXEL);
mdlSrc = pixelStage.getSourceCode();
return true;
}
} // namespace oka
| 9,457 | C++ | 35.517374 | 182 | 0.64936 |
arhix52/Strelka/src/materialmanager/mdlRuntime.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "mdlRuntime.h"
#include <mi/mdl_sdk.h>
#include <vector>
namespace oka
{
MdlRuntime::MdlRuntime()
{
}
MdlRuntime::~MdlRuntime()
{
if (mTransaction)
{
mTransaction->commit();
}
}
bool MdlRuntime::init(const char* paths[], uint32_t numPaths, const char* neurayPath, const char* imagePluginPath)
{
mLoader = std::make_unique<MdlNeurayLoader>();
if (!mLoader->init(neurayPath, imagePluginPath))
{
return false;
}
mi::base::Handle<mi::neuraylib::INeuray> neuray(mLoader->getNeuray());
mConfig = neuray->get_api_component<mi::neuraylib::IMdl_configuration>();
mi::base::Handle<mi::neuraylib::ILogging_configuration> logging_conf(
neuray->get_api_component<mi::neuraylib::ILogging_configuration>());
mLogger = mi::base::Handle<MdlLogger>(new MdlLogger());
logging_conf->set_receiving_logger(mLogger.get());
for (uint32_t i = 0; i < numPaths; i++)
{
if (mConfig->add_mdl_path(paths[i]) != 0 || mConfig->add_resource_path(paths[i]) != 0)
{
mLogger->message(mi::base::MESSAGE_SEVERITY_FATAL, "MDL file path not found, translation not possible");
return false;
}
}
mDatabase = mi::base::Handle<mi::neuraylib::IDatabase>(neuray->get_api_component<mi::neuraylib::IDatabase>());
mi::base::Handle<mi::neuraylib::IScope> scope(mDatabase->get_global_scope());
mTransaction = mi::base::Handle<mi::neuraylib::ITransaction>(scope->create_transaction());
mFactory = mi::base::Handle<mi::neuraylib::IMdl_factory>(neuray->get_api_component<mi::neuraylib::IMdl_factory>());
mImpExpApi = mi::base::Handle<mi::neuraylib::IMdl_impexp_api>(neuray->get_api_component<mi::neuraylib::IMdl_impexp_api>());
mBackendApi = mi::base::Handle<mi::neuraylib::IMdl_backend_api>(neuray->get_api_component<mi::neuraylib::IMdl_backend_api>());
return true;
}
mi::base::Handle<mi::neuraylib::IMdl_configuration> MdlRuntime::getConfig()
{
return mConfig;
}
mi::base::Handle<mi::neuraylib::INeuray> MdlRuntime::getNeuray()
{
return mLoader->getNeuray();
}
mi::base::Handle<MdlLogger> MdlRuntime::getLogger()
{
return mLogger;
}
mi::base::Handle<mi::neuraylib::IDatabase> MdlRuntime::getDatabase()
{
return mDatabase;
}
mi::base::Handle<mi::neuraylib::ITransaction> MdlRuntime::getTransaction()
{
return mTransaction;
}
mi::base::Handle<mi::neuraylib::IMdl_factory> MdlRuntime::getFactory()
{
return mFactory;
}
mi::base::Handle<mi::neuraylib::IMdl_impexp_api> MdlRuntime::getImpExpApi()
{
return mImpExpApi;
}
mi::base::Handle<mi::neuraylib::IMdl_backend_api> MdlRuntime::getBackendApi()
{
return mBackendApi;
}
} // namespace oka
| 3,511 | C++ | 30.639639 | 130 | 0.668755 |
arhix52/Strelka/src/materialmanager/mdlLogger.cpp | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#include "mdlLogger.h"
#include <log.h>
namespace oka
{
const char* _miMessageSeverityToCStr(mi::base::Message_severity severity)
{
switch (severity)
{
case mi::base::MESSAGE_SEVERITY_FATAL:
return "fatal";
case mi::base::MESSAGE_SEVERITY_ERROR:
return "error";
case mi::base::MESSAGE_SEVERITY_WARNING:
return "warning";
case mi::base::MESSAGE_SEVERITY_INFO:
return "info";
case mi::base::MESSAGE_SEVERITY_VERBOSE:
return "verbose";
case mi::base::MESSAGE_SEVERITY_DEBUG:
return "debug";
default:
break;
}
return "";
}
const char* _miMessageKindToCStr(mi::neuraylib::IMessage::Kind kind)
{
switch (kind)
{
case mi::neuraylib::IMessage::MSG_INTEGRATION:
return "MDL SDK";
case mi::neuraylib::IMessage::MSG_IMP_EXP:
return "Importer/Exporter";
case mi::neuraylib::IMessage::MSG_COMILER_BACKEND:
return "Compiler Backend";
case mi::neuraylib::IMessage::MSG_COMILER_CORE:
return "Compiler Core";
case mi::neuraylib::IMessage::MSG_COMPILER_ARCHIVE_TOOL:
return "Compiler Archive Tool";
case mi::neuraylib::IMessage::MSG_COMPILER_DAG:
return "Compiler DAG generator";
default:
break;
}
return "";
}
void MdlLogger::message(mi::base::Message_severity level,
const char* moduleCategory,
const mi::base::Message_details& details,
const char* message)
{
#ifdef NDEBUG
const mi::base::Message_severity minLogLevel = mi::base::MESSAGE_SEVERITY_WARNING;
#else
const mi::base::Message_severity minLogLevel = mi::base::MESSAGE_SEVERITY_VERBOSE;
#endif
if (level <= minLogLevel)
{
// const char* s_severity = _miMessageSeverityToCStr(level);
// FILE* os = (level <= mi::base::MESSAGE_SEVERITY_ERROR) ? stderr : stdout;
// fprintf(os, "[%s] (%s) %s\n", s_severity, moduleCategory, message);
switch (level)
{
case mi::base::MESSAGE_SEVERITY_FATAL:
STRELKA_FATAL("MDL: ({0}) {1}", moduleCategory, message);
break;
case mi::base::MESSAGE_SEVERITY_ERROR:
STRELKA_ERROR("MDL: ({0}) {1}", moduleCategory, message);
break;
case mi::base::MESSAGE_SEVERITY_WARNING:
STRELKA_WARNING("MDL: ({0}) {1}", moduleCategory, message);
break;
case mi::base::MESSAGE_SEVERITY_INFO:
STRELKA_INFO("MDL: ({0}) {1}", moduleCategory, message);
break;
case mi::base::MESSAGE_SEVERITY_VERBOSE:
STRELKA_TRACE("MDL: ({0}) {1}", moduleCategory, message);
break;
case mi::base::MESSAGE_SEVERITY_DEBUG:
STRELKA_DEBUG("MDL: ({0}) {1}", moduleCategory, message);
break;
default:
break;
}
}
}
void MdlLogger::message(mi::base::Message_severity level, const char* moduleCategory, const char* message)
{
this->message(level, moduleCategory, mi::base::Message_details{}, message);
}
void MdlLogger::message(mi::base::Message_severity level, const char* message)
{
const char* MODULE_CATEGORY = "shadergen";
this->message(level, MODULE_CATEGORY, message);
}
void MdlLogger::flushContextMessages(mi::neuraylib::IMdl_execution_context* context)
{
for (mi::Size i = 0, n = context->get_messages_count(); i < n; ++i)
{
mi::base::Handle<const mi::neuraylib::IMessage> message(context->get_message(i));
const char* s_msg = message->get_string();
const char* s_kind = _miMessageKindToCStr(message->get_kind());
this->message(message->get_severity(), s_kind, s_msg);
}
context->clear_messages();
}
} // namespace oka
| 4,575 | C++ | 34.2 | 106 | 0.615519 |
arhix52/Strelka/src/render/render.cpp | #include "render.h"
#ifdef __APPLE__
# include "metal/MetalRender.h"
#else
# include "optix/OptixRender.h"
#endif
using namespace oka;
Render* RenderFactory::createRender(const RenderType type)
{
#ifdef __APPLE__
if (type == RenderType::eMetal)
{
return new MetalRender();
}
// unsupported
return nullptr;
#else
if (type == RenderType::eOptiX)
{
return new OptiXRender();
}
return nullptr;
#endif
}
| 459 | C++ | 16.037036 | 58 | 0.627451 |
arhix52/Strelka/src/render/optix/RandomSampler.h | #pragma once
#include <stdint.h>
// source:
// https://github.com/mmp/pbrt-v4/blob/5acc5e46cf4b5c3382babd6a3b93b87f54d79b0a/src/pbrt/util/float.h#L46C1-L47C1
static constexpr float FloatOneMinusEpsilon = 0x1.fffffep-1;
__device__ const unsigned int primeNumbers[32] = {
2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53,
59, 61, 67, 71, 73, 79, 83, 89, 97, 101, 103, 107, 109, 113, 127, 131,
};
enum struct SampleDimension : uint32_t
{
ePixelX,
ePixelY,
eLightId,
eLightPointX,
eLightPointY,
eBSDF0,
eBSDF1,
eBSDF2,
eBSDF3,
eRussianRoulette,
eNUM_DIMENSIONS
};
struct SamplerState
{
uint32_t seed;
uint32_t sampleIdx;
uint32_t depth;
};
#define MAX_BOUNCES 128
// Based on: https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/
__device__ inline unsigned int pcg_hash(unsigned int seed)
{
unsigned int state = seed * 747796405u + 2891336453u;
unsigned int word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// __device__ inline unsigned hash_combine(unsigned a, unsigned b)
// {
// return a ^ (b + 0x9e3779b9 + (a << 6) + (a >> 2));
// }
__device__ __inline__ uint32_t hash_combine(uint32_t seed, uint32_t v)
{
return seed ^ (v + (seed << 6) + (seed >> 2));
}
__device__ inline unsigned int hash_with(unsigned int seed, unsigned int hash)
{
// Wang hash
seed = (seed ^ 61u) ^ hash;
seed += seed << 3;
seed ^= seed >> 4;
seed *= 0x27d4eb2du;
return seed;
}
// Generate random unsigned int in [0, 2^24)
static __host__ __device__ __inline__ unsigned int lcg(unsigned int& prev)
{
const unsigned int LCG_A = 1664525u;
const unsigned int LCG_C = 1013904223u;
prev = (LCG_A * prev + LCG_C);
return prev & 0x00FFFFFF;
}
// jenkins hash
static __device__ unsigned int jenkins_hash(unsigned int a)
{
a = (a + 0x7ED55D16) + (a << 12);
a = (a ^ 0xC761C23C) ^ (a >> 19);
a = (a + 0x165667B1) + (a << 5);
a = (a + 0xD3A2646C) ^ (a << 9);
a = (a + 0xFD7046C5) + (a << 3);
a = (a ^ 0xB55A4F09) ^ (a >> 16);
return a;
}
__device__ __inline__ uint32_t hash(uint32_t x)
{
// finalizer from murmurhash3
x ^= x >> 16;
x *= 0x85ebca6bu;
x ^= x >> 13;
x *= 0xc2b2ae35u;
x ^= x >> 16;
return x;
}
static __device__ float halton(uint32_t index, uint32_t base)
{
const float s = 1.0f / float(base);
unsigned int i = index;
float result = 0.0f;
float f = s;
while (i)
{
const unsigned int digit = i % base;
result += f * float(digit);
i = (i - digit) / base;
f *= s;
}
return clamp(result, 0.0f, FloatOneMinusEpsilon);
}
// source https://fgiesen.wordpress.com/2009/12/13/decoding-morton-codes/
// "Insert" a 0 bit after each of the 16 low bits of x
__device__ __inline__ uint32_t Part1By1(uint32_t x)
{
x &= 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210
x = (x ^ (x << 8)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210
x = (x ^ (x << 4)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210
x = (x ^ (x << 2)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10
x = (x ^ (x << 1)) & 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0
return x;
}
__device__ __inline__ uint32_t EncodeMorton2(uint32_t x, uint32_t y)
{
return (Part1By1(y) << 1) + Part1By1(x);
}
static __device__ SamplerState initSampler(uint32_t pixelX, uint32_t pixelY, uint32_t linearPixelIndex, uint32_t pixelSampleIndex, uint32_t maxSampleCount, uint32_t seed)
{
SamplerState sampler{};
sampler.seed = seed;
// sampler.sampleIdx = pixelSampleIndex + linearPixelIndex * maxSampleCount;
sampler.sampleIdx = EncodeMorton2(pixelX, pixelY) * maxSampleCount + pixelSampleIndex;
return sampler;
}
__device__ const uint32_t sb_matrix[5][32] = {
0x80000000, 0x40000000, 0x20000000, 0x10000000, 0x08000000, 0x04000000, 0x02000000, 0x01000000,
0x00800000, 0x00400000, 0x00200000, 0x00100000, 0x00080000, 0x00040000, 0x00020000, 0x00010000,
0x00008000, 0x00004000, 0x00002000, 0x00001000, 0x00000800, 0x00000400, 0x00000200, 0x00000100,
0x00000080, 0x00000040, 0x00000020, 0x00000010, 0x00000008, 0x00000004, 0x00000002, 0x00000001,
0x80000000, 0xc0000000, 0xa0000000, 0xf0000000, 0x88000000, 0xcc000000, 0xaa000000, 0xff000000,
0x80800000, 0xc0c00000, 0xa0a00000, 0xf0f00000, 0x88880000, 0xcccc0000, 0xaaaa0000, 0xffff0000,
0x80008000, 0xc000c000, 0xa000a000, 0xf000f000, 0x88008800, 0xcc00cc00, 0xaa00aa00, 0xff00ff00,
0x80808080, 0xc0c0c0c0, 0xa0a0a0a0, 0xf0f0f0f0, 0x88888888, 0xcccccccc, 0xaaaaaaaa, 0xffffffff,
0x80000000, 0xc0000000, 0x60000000, 0x90000000, 0xe8000000, 0x5c000000, 0x8e000000, 0xc5000000,
0x68800000, 0x9cc00000, 0xee600000, 0x55900000, 0x80680000, 0xc09c0000, 0x60ee0000, 0x90550000,
0xe8808000, 0x5cc0c000, 0x8e606000, 0xc5909000, 0x6868e800, 0x9c9c5c00, 0xeeee8e00, 0x5555c500,
0x8000e880, 0xc0005cc0, 0x60008e60, 0x9000c590, 0xe8006868, 0x5c009c9c, 0x8e00eeee, 0xc5005555,
0x80000000, 0xc0000000, 0x20000000, 0x50000000, 0xf8000000, 0x74000000, 0xa2000000, 0x93000000,
0xd8800000, 0x25400000, 0x59e00000, 0xe6d00000, 0x78080000, 0xb40c0000, 0x82020000, 0xc3050000,
0x208f8000, 0x51474000, 0xfbea2000, 0x75d93000, 0xa0858800, 0x914e5400, 0xdbe79e00, 0x25db6d00,
0x58800080, 0xe54000c0, 0x79e00020, 0xb6d00050, 0x800800f8, 0xc00c0074, 0x200200a2, 0x50050093,
0x80000000, 0x40000000, 0x20000000, 0xb0000000, 0xf8000000, 0xdc000000, 0x7a000000, 0x9d000000,
0x5a800000, 0x2fc00000, 0xa1600000, 0xf0b00000, 0xda880000, 0x6fc40000, 0x81620000, 0x40bb0000,
0x22878000, 0xb3c9c000, 0xfb65a000, 0xddb2d000, 0x78022800, 0x9c0b3c00, 0x5a0fb600, 0x2d0ddb00,
0xa2878080, 0xf3c9c040, 0xdb65a020, 0x6db2d0b0, 0x800228f8, 0x400b3cdc, 0x200fb67a, 0xb00ddb9d,
};
__device__ __inline__ uint32_t sobol_uint(uint32_t index, uint32_t dim)
{
uint32_t X = 0;
for (int bit = 0; bit < 32; bit++)
{
int mask = (index >> bit) & 1;
X ^= mask * sb_matrix[dim][bit];
}
return X;
}
__device__ __inline__ float sobol(uint32_t index, uint32_t dim)
{
return min(sobol_uint(index, dim) * 0x1p-32f, FloatOneMinusEpsilon);
}
__device__ __inline__ uint32_t laine_karras_permutation(uint32_t value, uint32_t seed)
{
value += seed;
value ^= value * 0x6c50b47cu;
value ^= value * 0xb82f1e52u;
value ^= value * 0xc7afe638u;
value ^= value * 0x8d22f6e6u;
return value;
}
__device__ __inline__ uint32_t ReverseBits(uint32_t value)
{
#ifdef __CUDACC__
return __brev(value);
#else
value = (((value & 0xaaaaaaaa) >> 1) | ((value & 0x55555555) << 1));
value = (((value & 0xcccccccc) >> 2) | ((value & 0x33333333) << 2));
value = (((value & 0xf0f0f0f0) >> 4) | ((value & 0x0f0f0f0f) << 4));
value = (((value & 0xff00ff00) >> 8) | ((value & 0x00ff00ff) << 8));
return ((value >> 16) | (value << 16));
#endif
}
__device__ __inline__ uint32_t nested_uniform_scramble(uint32_t value, uint32_t seed)
{
value = ReverseBits(value);
value = laine_karras_permutation(value, seed);
value = ReverseBits(value);
return value;
}
__device__ __inline__ float sobol_scramble(uint32_t index, uint32_t dim, uint32_t seed)
{
seed = hash(seed);
index = nested_uniform_scramble(index, seed);
uint32_t result = nested_uniform_scramble(sobol_uint(index, dim), hash_combine(seed, dim));
return min(result * 0x1p-32f, FloatOneMinusEpsilon);
}
template <SampleDimension Dim>
__device__ __inline__ float random(SamplerState& state)
{
const uint32_t dimension = (uint32_t(Dim) + state.depth * uint32_t(SampleDimension::eNUM_DIMENSIONS)) % 5;
return sobol_scramble(state.sampleIdx, dimension, state.seed + state.depth);
}
| 7,854 | C | 33.603524 | 170 | 0.650751 |
arhix52/Strelka/src/render/optix/OptixBuffer.h | #pragma once
#include "buffer.h"
#include <stdint.h>
#include <vector>
namespace oka
{
class OptixBuffer : public Buffer
{
public:
OptixBuffer(void* devicePtr, BufferFormat format, uint32_t width, uint32_t height);
virtual ~OptixBuffer();
void resize(uint32_t width, uint32_t height) override;
void* map() override;
void unmap() override;
void* getNativePtr()
{
return mDeviceData;
}
protected:
void* mDeviceData = nullptr;
uint32_t mDeviceIndex = 0;
};
} // namespace oka
| 529 | C | 15.5625 | 87 | 0.667297 |
arhix52/Strelka/src/render/optix/OptixRenderParams.h | #pragma once
#include <optix_types.h>
#include <vector_types.h>
#include <sutil/Matrix.h>
#include "RandomSampler.h"
#include "Lights.h"
#define GEOMETRY_MASK_TRIANGLE 1
#define GEOMETRY_MASK_CURVE 2
#define GEOMETRY_MASK_LIGHT 4
#define GEOMETRY_MASK_GEOMETRY (GEOMETRY_MASK_TRIANGLE | GEOMETRY_MASK_CURVE)
#define RAY_MASK_PRIMARY (GEOMETRY_MASK_GEOMETRY | GEOMETRY_MASK_LIGHT)
#define RAY_MASK_SHADOW GEOMETRY_MASK_GEOMETRY
#define RAY_MASK_SECONDARY GEOMETRY_MASK_GEOMETRY
struct Vertex
{
float3 position;
uint32_t tangent;
uint32_t normal;
uint32_t uv;
float pad0;
float pad1;
};
struct SceneData
{
Vertex* vb;
uint32_t* ib;
UniformLight* lights;
uint32_t numLights;
};
struct Params
{
uint32_t subframe_index;
uint32_t samples_per_launch;
uint32_t maxSampleCount;
float4* image;
float4* accum;
float4* diffuse;
uint16_t* diffuseCounter;
float4* specular;
uint16_t* specularCounter;
uint32_t image_width;
uint32_t image_height;
uint32_t max_depth;
uint32_t rectLightSamplingMethod;
float3 exposure;
float clipToView[16];
float viewToWorld[16];
OptixTraversableHandle handle;
SceneData scene;
bool enableAccumulation;
// developers settings:
uint32_t debug;
float shadowRayTmin;
float materialRayTmin;
};
enum class EventType: uint8_t
{
eUndef,
eAbsorb,
eDiffuse,
eSpecular,
eLast,
};
struct PerRayData
{
SamplerState sampler;
uint32_t linearPixelIndex;
uint32_t sampleIndex;
uint32_t depth; // bounce
float3 radiance;
float3 throughput;
float3 origin;
float3 dir;
bool inside;
bool specularBounce;
float lastBsdfPdf;
EventType firstEventType;
};
enum RayType
{
RAY_TYPE_RADIANCE = 0,
RAY_TYPE_OCCLUSION = 1,
RAY_TYPE_COUNT
};
struct RayGenData
{
// No data needed
};
struct MissData
{
float3 bg_color;
};
struct HitGroupData
{
int32_t indexOffset;
int32_t indexCount;
int32_t vertexOffset;
int32_t lightId; // only for lights. -1 for others
CUdeviceptr argData;
CUdeviceptr roData;
CUdeviceptr resHandler;
float4 world_to_object[4] = {};
float4 object_to_world[4] = {};
};
| 2,254 | C | 17.185484 | 77 | 0.681012 |
arhix52/Strelka/src/render/optix/texture_support_cuda.h | /******************************************************************************
* Copyright 2022 NVIDIA Corporation. All rights reserved.
*****************************************************************************/
// examples/mdl_sdk/shared/texture_support_cuda.h
//
// This file contains the implementations and the vtables of the texture access functions.
#ifndef TEXTURE_SUPPORT_CUDA_H
#define TEXTURE_SUPPORT_CUDA_H
#include <cuda.h>
#include <cuda_runtime.h>
#include <math.h>
#include <mi/neuraylib/target_code_types.h>
#define USE_SMOOTHERSTEP_FILTER
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#define M_ONE_OVER_PI 0.318309886183790671538
typedef mi::neuraylib::tct_deriv_float tct_deriv_float;
typedef mi::neuraylib::tct_deriv_float2 tct_deriv_float2;
typedef mi::neuraylib::tct_deriv_arr_float_2 tct_deriv_arr_float_2;
typedef mi::neuraylib::tct_deriv_arr_float_3 tct_deriv_arr_float_3;
typedef mi::neuraylib::tct_deriv_arr_float_4 tct_deriv_arr_float_4;
typedef mi::neuraylib::Shading_state_material_with_derivs Shading_state_material_with_derivs;
typedef mi::neuraylib::Shading_state_material Shading_state_material;
typedef mi::neuraylib::Texture_handler_base Texture_handler_base;
typedef mi::neuraylib::Tex_wrap_mode Tex_wrap_mode;
typedef mi::neuraylib::Mbsdf_part Mbsdf_part;
// Custom structure representing an MDL texture, containing filtered and unfiltered CUDA texture
// objects and the size of the texture.
struct Texture
{
explicit Texture()
: filtered_object(0)
, unfiltered_object(0)
, size(make_uint3(0, 0, 0))
, inv_size(make_float3(0.0f, 0.0f, 0.0f))
{}
explicit Texture(
cudaTextureObject_t filtered_object,
cudaTextureObject_t unfiltered_object,
uint3 size)
: filtered_object(filtered_object)
, unfiltered_object(unfiltered_object)
, size(size)
, inv_size(make_float3(1.0f / size.x, 1.0f / size.y, 1.0f / size.z))
{}
cudaTextureObject_t filtered_object; // uses filter mode cudaFilterModeLinear
cudaTextureObject_t unfiltered_object; // uses filter mode cudaFilterModePoint
uint3 size; // size of the texture, needed for texel access
float3 inv_size; // the inverse values of the size of the texture
};
// Custom structure representing an MDL BSDF measurement.
struct Mbsdf
{
unsigned has_data[2]; // true if there is a measurement for this part
cudaTextureObject_t eval_data[2]; // uses filter mode cudaFilterModeLinear
float max_albedo[2]; // max albedo used to limit the multiplier
float* sample_data[2]; // CDFs for sampling a BSDF measurement
float* albedo_data[2]; // max albedo for each theta (isotropic)
uint2 angular_resolution[2]; // size of the dataset, needed for texel access
float2 inv_angular_resolution[2]; // the inverse values of the size of the dataset
unsigned num_channels[2]; // number of color channels (1 or 3)
};
// Structure representing a Light Profile
struct Lightprofile
{
explicit Lightprofile()
: angular_resolution(make_uint2(0, 0))
, inv_angular_resolution(make_float2(0.0f, 0.0f))
, theta_phi_start(make_float2(0.0f, 0.0f))
, theta_phi_delta(make_float2(0.0f, 0.0f))
, theta_phi_inv_delta(make_float2(0.0f, 0.0f))
, candela_multiplier(0.0f)
, total_power(0.0f)
, eval_data(0)
{
}
uint2 angular_resolution; // angular resolution of the grid
float2 inv_angular_resolution; // inverse angular resolution of the grid
float2 theta_phi_start; // start of the grid
float2 theta_phi_delta; // angular step size
float2 theta_phi_inv_delta; // inverse step size
float candela_multiplier; // factor to rescale the normalized data
float total_power;
cudaTextureObject_t eval_data; // normalized data sampled on grid
float* cdf_data; // CDFs for sampling a light profile
};
// The texture handler structure required by the MDL SDK with custom additional fields.
struct Texture_handler : Texture_handler_base {
// additional data for the texture access functions can be provided here
size_t num_textures; // the number of textures used by the material
// (without the invalid texture)
Texture const *textures; // the textures used by the material
// (without the invalid texture)
size_t num_mbsdfs; // the number of mbsdfs used by the material
// (without the invalid mbsdf)
Mbsdf const *mbsdfs; // the mbsdfs used by the material
// (without the invalid mbsdf)
size_t num_lightprofiles; // number of elements in the lightprofiles field
// (without the invalid light profile)
Lightprofile const *lightprofiles; // a device pointer to a list of mbsdfs objects, if used
// (without the invalid light profile)
};
// The texture handler structure required by the MDL SDK with custom additional fields.
struct Texture_handler_deriv : mi::neuraylib::Texture_handler_deriv_base {
// additional data for the texture access functions can be provided here
size_t num_textures; // the number of textures used by the material
// (without the invalid texture)
Texture const *textures; // the textures used by the material
// (without the invalid texture)
size_t num_mbsdfs; // the number of mbsdfs used by the material
// (without the invalid texture)
Mbsdf const *mbsdfs; // the mbsdfs used by the material
// (without the invalid texture)
size_t num_lightprofiles; // number of elements in the lightprofiles field
// (without the invalid light profile)
Lightprofile const *lightprofiles; // a device pointer to a list of mbsdfs objects, if used
// (without the invalid light profile)
};
#if defined(__CUDACC__)
// Stores a float4 in a float[4] array.
__device__ inline void store_result4(float res[4], const float4 &v)
{
res[0] = v.x;
res[1] = v.y;
res[2] = v.z;
res[3] = v.w;
}
// Stores a float in all elements of a float[4] array.
__device__ inline void store_result4(float res[4], float s)
{
res[0] = res[1] = res[2] = res[3] = s;
}
// Stores the given float values in a float[4] array.
__device__ inline void store_result4(
float res[4], float v0, float v1, float v2, float v3)
{
res[0] = v0;
res[1] = v1;
res[2] = v2;
res[3] = v3;
}
// Stores a float3 in a float[3] array.
__device__ inline void store_result3(float res[3], float3 const&v)
{
res[0] = v.x;
res[1] = v.y;
res[2] = v.z;
}
// Stores a float4 in a float[3] array, ignoring v.w.
__device__ inline void store_result3(float res[3], const float4 &v)
{
res[0] = v.x;
res[1] = v.y;
res[2] = v.z;
}
// Stores a float in all elements of a float[3] array.
__device__ inline void store_result3(float res[3], float s)
{
res[0] = res[1] = res[2] = s;
}
// Stores the given float values in a float[3] array.
__device__ inline void store_result3(float res[3], float v0, float v1, float v2)
{
res[0] = v0;
res[1] = v1;
res[2] = v2;
}
// Stores the luminance if a given float[3] in a float.
__device__ inline void store_result1(float* res, float3 const& v)
{
// store luminance
*res = 0.212671 * v.x + 0.715160 * v.y + 0.072169 * v.z;
}
// Stores the luminance if a given float[3] in a float.
__device__ inline void store_result1(float* res, float v0, float v1, float v2)
{
// store luminance
*res = 0.212671 * v0 + 0.715160 * v1 + 0.072169 * v2;
}
// Stores a given float in a float
__device__ inline void store_result1(float* res, float s)
{
*res = s;
}
// ------------------------------------------------------------------------------------------------
// Textures
// ------------------------------------------------------------------------------------------------
// Applies wrapping and cropping to the given coordinate.
// Note: This macro returns if wrap mode is clip and the coordinate is out of range.
#define WRAP_AND_CROP_OR_RETURN_BLACK(val, inv_dim, wrap_mode, crop_vals, store_res_func) \
do { \
if ( (wrap_mode) == mi::neuraylib::TEX_WRAP_REPEAT && \
(crop_vals)[0] == 0.0f && (crop_vals)[1] == 1.0f ) { \
/* Do nothing, use texture sampler default behavior */ \
} \
else \
{ \
if ( (wrap_mode) == mi::neuraylib::TEX_WRAP_REPEAT ) \
val = val - floorf(val); \
else { \
if ( (wrap_mode) == mi::neuraylib::TEX_WRAP_CLIP && (val < 0.0f || val >= 1.0f) ) { \
store_res_func(result, 0.0f); \
return; \
} \
else if ( (wrap_mode) == mi::neuraylib::TEX_WRAP_MIRRORED_REPEAT ) { \
float floored_val = floorf(val); \
if ( (int(floored_val) & 1) != 0 ) \
val = 1.0f - (val - floored_val); \
else \
val = val - floored_val; \
} \
float inv_hdim = 0.5f * (inv_dim); \
val = fminf(fmaxf(val, inv_hdim), 1.f - inv_hdim); \
} \
val = val * ((crop_vals)[1] - (crop_vals)[0]) + (crop_vals)[0]; \
} \
} while ( 0 )
#ifdef USE_SMOOTHERSTEP_FILTER
// Modify texture coordinates to get better texture filtering,
// see http://www.iquilezles.org/www/articles/texture/texture.htm
#define APPLY_SMOOTHERSTEP_FILTER() \
do { \
u = u * tex.size.x + 0.5f; \
v = v * tex.size.y + 0.5f; \
\
float u_i = floorf(u), v_i = floorf(v); \
float u_f = u - u_i; \
float v_f = v - v_i; \
u_f = u_f * u_f * u_f * (u_f * (u_f * 6.f - 15.f) + 10.f); \
v_f = v_f * v_f * v_f * (v_f * (v_f * 6.f - 15.f) + 10.f); \
u = u_i + u_f; \
v = v_i + v_f; \
\
u = (u - 0.5f) * tex.inv_size.x; \
v = (v - 0.5f) * tex.inv_size.y; \
} while ( 0 )
#else
#define APPLY_SMOOTHERSTEP_FILTER()
#endif
// Implementation of tex::lookup_float4() for a texture_2d texture.
extern "C" __device__ void tex_lookup_float4_2d(
float result[4],
Texture_handler_base const *self_base,
unsigned texture_idx,
float const coord[2],
Tex_wrap_mode const wrap_u,
Tex_wrap_mode const wrap_v,
float const crop_u[2],
float const crop_v[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result4(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
float u = coord[0], v = coord[1];
WRAP_AND_CROP_OR_RETURN_BLACK(u, tex.inv_size.x, wrap_u, crop_u, store_result4);
WRAP_AND_CROP_OR_RETURN_BLACK(v, tex.inv_size.y, wrap_v, crop_v, store_result4);
APPLY_SMOOTHERSTEP_FILTER();
store_result4(result, tex2D<float4>(tex.filtered_object, u, v));
}
// Implementation of tex::lookup_float4() for a texture_2d texture.
extern "C" __device__ void tex_lookup_deriv_float4_2d(
float result[4],
Texture_handler_base const *self_base,
unsigned texture_idx,
tct_deriv_float2 const *coord,
Tex_wrap_mode const wrap_u,
Tex_wrap_mode const wrap_v,
float const crop_u[2],
float const crop_v[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result4(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
float u = coord->val.x, v = coord->val.y;
WRAP_AND_CROP_OR_RETURN_BLACK(u, tex.inv_size.x, wrap_u, crop_u, store_result4);
WRAP_AND_CROP_OR_RETURN_BLACK(v, tex.inv_size.y, wrap_v, crop_v, store_result4);
APPLY_SMOOTHERSTEP_FILTER();
store_result4(result, tex2DGrad<float4>(tex.filtered_object, u, v, coord->dx, coord->dy));
}
// Implementation of tex::lookup_float3() for a texture_2d texture.
extern "C" __device__ void tex_lookup_float3_2d(
float result[3],
Texture_handler_base const *self_base,
unsigned texture_idx,
float const coord[2],
Tex_wrap_mode const wrap_u,
Tex_wrap_mode const wrap_v,
float const crop_u[2],
float const crop_v[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result3(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
float u = coord[0], v = coord[1];
WRAP_AND_CROP_OR_RETURN_BLACK(u, tex.inv_size.x, wrap_u, crop_u, store_result3);
WRAP_AND_CROP_OR_RETURN_BLACK(v, tex.inv_size.y, wrap_v, crop_v, store_result3);
APPLY_SMOOTHERSTEP_FILTER();
store_result3(result, tex2D<float4>(tex.filtered_object, u, v));
}
// Implementation of tex::lookup_float3() for a texture_2d texture.
extern "C" __device__ void tex_lookup_deriv_float3_2d(
float result[3],
Texture_handler_base const *self_base,
unsigned texture_idx,
tct_deriv_float2 const *coord,
Tex_wrap_mode const wrap_u,
Tex_wrap_mode const wrap_v,
float const crop_u[2],
float const crop_v[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result3(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
float u = coord->val.x, v = coord->val.y;
WRAP_AND_CROP_OR_RETURN_BLACK(u, tex.inv_size.x, wrap_u, crop_u, store_result3);
WRAP_AND_CROP_OR_RETURN_BLACK(v, tex.inv_size.y, wrap_v, crop_v, store_result3);
APPLY_SMOOTHERSTEP_FILTER();
store_result3(result, tex2DGrad<float4>(tex.filtered_object, u, v, coord->dx, coord->dy));
}
// Implementation of tex::texel_float4() for a texture_2d texture.
// Note: uvtile and/or animated textures are not supported
extern "C" __device__ void tex_texel_float4_2d(
float result[4],
Texture_handler_base const *self_base,
unsigned texture_idx,
int const coord[2],
int const /*uv_tile*/[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result4(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
store_result4(result, tex2D<float4>(
tex.unfiltered_object,
float(coord[0]) * tex.inv_size.x,
float(coord[1]) * tex.inv_size.y));
}
// Implementation of tex::lookup_float4() for a texture_3d texture.
extern "C" __device__ void tex_lookup_float4_3d(
float result[4],
Texture_handler_base const *self_base,
unsigned texture_idx,
float const coord[3],
Tex_wrap_mode wrap_u,
Tex_wrap_mode wrap_v,
Tex_wrap_mode wrap_w,
float const crop_u[2],
float const crop_v[2],
float const crop_w[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result4(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
float u = coord[0], v = coord[1], w = coord[2];
WRAP_AND_CROP_OR_RETURN_BLACK(u, tex.inv_size.x, wrap_u, crop_u, store_result4);
WRAP_AND_CROP_OR_RETURN_BLACK(v, tex.inv_size.y, wrap_v, crop_v, store_result4);
WRAP_AND_CROP_OR_RETURN_BLACK(w, tex.inv_size.z, wrap_w, crop_w, store_result4);
store_result4(result, tex3D<float4>(tex.filtered_object, u, v, w));
}
// Implementation of tex::lookup_float3() for a texture_3d texture.
extern "C" __device__ void tex_lookup_float3_3d(
float result[3],
Texture_handler_base const *self_base,
unsigned texture_idx,
float const coord[3],
Tex_wrap_mode wrap_u,
Tex_wrap_mode wrap_v,
Tex_wrap_mode wrap_w,
float const crop_u[2],
float const crop_v[2],
float const crop_w[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result3(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
float u = coord[0], v = coord[1], w = coord[2];
WRAP_AND_CROP_OR_RETURN_BLACK(u, tex.inv_size.x, wrap_u, crop_u, store_result3);
WRAP_AND_CROP_OR_RETURN_BLACK(v, tex.inv_size.y, wrap_v, crop_v, store_result3);
WRAP_AND_CROP_OR_RETURN_BLACK(w, tex.inv_size.z, wrap_w, crop_w, store_result3);
store_result3(result, tex3D<float4>(tex.filtered_object, u, v, w));
}
// Implementation of tex::texel_float4() for a texture_3d texture.
extern "C" __device__ void tex_texel_float4_3d(
float result[4],
Texture_handler_base const *self_base,
unsigned texture_idx,
const int coord[3],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result4(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
store_result4(result, tex3D<float4>(
tex.unfiltered_object,
float(coord[0]) * tex.inv_size.x,
float(coord[1]) * tex.inv_size.y,
float(coord[2]) * tex.inv_size.z));
}
// Implementation of tex::lookup_float4() for a texture_cube texture.
extern "C" __device__ void tex_lookup_float4_cube(
float result[4],
Texture_handler_base const *self_base,
unsigned texture_idx,
float const coord[3])
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result4(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
store_result4(result, texCubemap<float4>(tex.filtered_object, coord[0], coord[1], coord[2]));
}
// Implementation of tex::lookup_float3() for a texture_cube texture.
extern "C" __device__ void tex_lookup_float3_cube(
float result[3],
Texture_handler_base const *self_base,
unsigned texture_idx,
float const coord[3])
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
store_result3(result, 0.0f);
return;
}
Texture const &tex = self->textures[texture_idx - 1];
store_result3(result, texCubemap<float4>(tex.filtered_object, coord[0], coord[1], coord[2]));
}
// Implementation of resolution_2d function needed by generated code.
// Note: uvtile and/or animated textures are not supported
extern "C" __device__ void tex_resolution_2d(
int result[2],
Texture_handler_base const *self_base,
unsigned texture_idx,
int const /*uv_tile*/[2],
float /*frame*/)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if ( texture_idx == 0 || texture_idx - 1 >= self->num_textures ) {
// invalid texture returns zero
result[0] = 0;
result[1] = 0;
return;
}
Texture const &tex = self->textures[texture_idx - 1];
result[0] = tex.size.x;
result[1] = tex.size.y;
}
// Implementation of resolution_3d function needed by generated code.
extern "C" __device__ void tex_resolution_3d(
int result[3],
Texture_handler_base const *self_base,
unsigned texture_idx,
float /*frame*/)
{
Texture_handler const* self = static_cast<Texture_handler const*>(self_base);
if (texture_idx == 0 || texture_idx - 1 >= self->num_textures) {
// invalid texture returns zero
result[0] = 0;
result[1] = 0;
result[2] = 0;
}
Texture const& tex = self->textures[texture_idx - 1];
result[0] = tex.size.x;
result[1] = tex.size.y;
result[2] = tex.size.z;
}
// Implementation of texture_isvalid().
extern "C" __device__ bool tex_texture_isvalid(
Texture_handler_base const *self_base,
unsigned texture_idx)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
return texture_idx != 0 && texture_idx - 1 < self->num_textures;
}
// Implementation of frame function needed by generated code.
extern "C" __device__ void tex_frame(
int result[2],
Texture_handler_base const *self_base,
unsigned texture_idx)
{
Texture_handler const* self = static_cast<Texture_handler const*>(self_base);
if (texture_idx == 0 || texture_idx - 1 >= self->num_textures) {
// invalid texture returns zero
result[0] = 0;
result[1] = 0;
}
// Texture const& tex = self->textures[texture_idx - 1];
result[0] = 0;
result[1] = 0;
}
// ------------------------------------------------------------------------------------------------
// Light Profiles
// ------------------------------------------------------------------------------------------------
// Implementation of light_profile_power() for a light profile.
extern "C" __device__ float df_light_profile_power(
Texture_handler_base const *self_base,
unsigned light_profile_idx)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (light_profile_idx == 0 || light_profile_idx - 1 >= self->num_lightprofiles)
return 0.0f; // invalid light profile returns zero
const Lightprofile& lp = self->lightprofiles[light_profile_idx - 1];
return lp.total_power;
}
// Implementation of light_profile_maximum() for a light profile.
extern "C" __device__ float df_light_profile_maximum(
Texture_handler_base const *self_base,
unsigned light_profile_idx)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (light_profile_idx == 0 || light_profile_idx - 1 >= self->num_lightprofiles)
return 0.0f; // invalid light profile returns zero
const Lightprofile& lp = self->lightprofiles[light_profile_idx - 1];
return lp.candela_multiplier;
}
// Implementation of light_profile_isvalid() for a light profile.
extern "C" __device__ bool df_light_profile_isvalid(
Texture_handler_base const *self_base,
unsigned light_profile_idx)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
return light_profile_idx != 0 && light_profile_idx - 1 < self->num_lightprofiles;
}
// binary search through CDF
__device__ inline unsigned sample_cdf(
const float* cdf,
unsigned cdf_size,
float xi)
{
unsigned li = 0;
unsigned ri = cdf_size - 1;
unsigned m = (li + ri) / 2;
while (ri > li)
{
if (xi < cdf[m])
ri = m;
else
li = m + 1;
m = (li + ri) / 2;
}
return m;
}
// Implementation of df::light_profile_evaluate() for a light profile.
extern "C" __device__ float df_light_profile_evaluate(
Texture_handler_base const *self_base,
unsigned light_profile_idx,
float const theta_phi[2])
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (light_profile_idx == 0 || light_profile_idx - 1 >= self->num_lightprofiles)
return 0.0f; // invalid light profile returns zero
const Lightprofile& lp = self->lightprofiles[light_profile_idx - 1];
// map theta to 0..1 range
float u = (theta_phi[0] - lp.theta_phi_start.x) *
lp.theta_phi_inv_delta.x * lp.inv_angular_resolution.x;
// converting input phi from -pi..pi to 0..2pi
float phi = (theta_phi[1] > 0.0f) ? theta_phi[1] : (float(2.0 * M_PI) + theta_phi[1]);
// floorf wraps phi range into 0..2pi
phi = phi - lp.theta_phi_start.y -
floorf((phi - lp.theta_phi_start.y) * float(0.5 / M_PI)) * float(2.0 * M_PI);
// (phi < 0.0f) is no problem, this is handle by the (black) border
// since it implies lp.theta_phi_start.y > 0 (and we really have "no data" below that)
float v = phi * lp.theta_phi_inv_delta.y * lp.inv_angular_resolution.y;
// half pixel offset
// see https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#linear-filtering
u += 0.5f * lp.inv_angular_resolution.x;
v += 0.5f * lp.inv_angular_resolution.y;
// wrap_mode: border black would be an alternative (but it produces artifacts at low res)
if (u < 0.0f || u > 1.0f || v < 0.0f || v > 1.0f) return 0.0f;
return tex2D<float>(lp.eval_data, u, v) * lp.candela_multiplier;
}
// Implementation of df::light_profile_sample() for a light profile.
extern "C" __device__ void df_light_profile_sample(
float result[3], // output: theta, phi, pdf
Texture_handler_base const *self_base,
unsigned light_profile_idx,
float const xi[3]) // uniform random values
{
result[0] = -1.0f; // negative theta means no emission
result[1] = -1.0f;
result[2] = 0.0f;
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (light_profile_idx == 0 || light_profile_idx - 1 >= self->num_lightprofiles)
return; // invalid light profile returns zero
const Lightprofile& lp = self->lightprofiles[light_profile_idx - 1];
uint2 res = lp.angular_resolution;
// sample theta_out
//-------------------------------------------
float xi0 = xi[0];
const float* cdf_data_theta = lp.cdf_data; // CDF theta
unsigned idx_theta = sample_cdf(cdf_data_theta, res.x - 1, xi0); // binary search
float prob_theta = cdf_data_theta[idx_theta];
if (idx_theta > 0)
{
const float tmp = cdf_data_theta[idx_theta - 1];
prob_theta -= tmp;
xi0 -= tmp;
}
xi0 /= prob_theta; // rescale for re-usage
// sample phi_out
//-------------------------------------------
float xi1 = xi[1];
const float* cdf_data_phi = cdf_data_theta + (res.x - 1) // CDF theta block
+ (idx_theta * (res.y - 1)); // selected CDF for phi
const unsigned idx_phi = sample_cdf(cdf_data_phi, res.y - 1, xi1); // binary search
float prob_phi = cdf_data_phi[idx_phi];
if (idx_phi > 0)
{
const float tmp = cdf_data_phi[idx_phi - 1];
prob_phi -= tmp;
xi1 -= tmp;
}
xi1 /= prob_phi; // rescale for re-usage
// compute theta and phi
//-------------------------------------------
// sample uniformly within the patch (grid cell)
const float2 start = lp.theta_phi_start;
const float2 delta = lp.theta_phi_delta;
const float cos_theta_0 = cosf(start.x + float(idx_theta) * delta.x);
const float cos_theta_1 = cosf(start.x + float(idx_theta + 1u) * delta.x);
// n = \int_{\theta_0}^{\theta_1} \sin{\theta} \delta \theta
// = 1 / (\cos{\theta_0} - \cos{\theta_1})
//
// \xi = n * \int_{\theta_0}^{\theta_1} \sin{\theta} \delta \theta
// => \cos{\theta} = (1 - \xi) \cos{\theta_0} + \xi \cos{\theta_1}
const float cos_theta = (1.0f - xi1) * cos_theta_0 + xi1 * cos_theta_1;
result[0] = acosf(cos_theta);
result[1] = start.y + (float(idx_phi) + xi0) * delta.y;
// align phi
if (result[1] > float(2.0 * M_PI)) result[1] -= float(2.0 * M_PI); // wrap
if (result[1] > float(1.0 * M_PI)) result[1] = float(-2.0 * M_PI) + result[1]; // to [-pi, pi]
// compute pdf
//-------------------------------------------
result[2] = prob_theta * prob_phi / (delta.y * (cos_theta_0 - cos_theta_1));
}
// Implementation of df::light_profile_pdf() for a light profile.
extern "C" __device__ float df_light_profile_pdf(
Texture_handler_base const *self_base,
unsigned light_profile_idx,
float const theta_phi[2])
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (light_profile_idx == 0 || light_profile_idx - 1 >= self->num_lightprofiles)
return 0.0f; // invalid light profile returns zero
const Lightprofile& lp = self->lightprofiles[light_profile_idx - 1];
// CDF data
const uint2 res = lp.angular_resolution;
const float* cdf_data_theta = lp.cdf_data;
// map theta to 0..1 range
const float theta = theta_phi[0] - lp.theta_phi_start.x;
const int idx_theta = int(theta * lp.theta_phi_inv_delta.x);
// converting input phi from -pi..pi to 0..2pi
float phi = (theta_phi[1] > 0.0f) ? theta_phi[1] : (float(2.0 * M_PI) + theta_phi[1]);
// floorf wraps phi range into 0..2pi
phi = phi - lp.theta_phi_start.y -
floorf((phi - lp.theta_phi_start.y) * float(0.5 / M_PI)) * float(2.0 * M_PI);
// (phi < 0.0f) is no problem, this is handle by the (black) border
// since it implies lp.theta_phi_start.y > 0 (and we really have "no data" below that)
const int idx_phi = int(phi * lp.theta_phi_inv_delta.y);
// wrap_mode: border black would be an alternative (but it produces artifacts at low res)
if (idx_theta < 0 || idx_theta > (res.x - 2) || idx_phi < 0 || idx_phi >(res.x - 2))
return 0.0f;
// get probability for theta
//-------------------------------------------
float prob_theta = cdf_data_theta[idx_theta];
if (idx_theta > 0)
{
const float tmp = cdf_data_theta[idx_theta - 1];
prob_theta -= tmp;
}
// get probability for phi
//-------------------------------------------
const float* cdf_data_phi = cdf_data_theta
+ (res.x - 1) // CDF theta block
+ (idx_theta * (res.y - 1)); // selected CDF for phi
float prob_phi = cdf_data_phi[idx_phi];
if (idx_phi > 0)
{
const float tmp = cdf_data_phi[idx_phi - 1];
prob_phi -= tmp;
}
// compute probability to select a position in the sphere patch
const float2 start = lp.theta_phi_start;
const float2 delta = lp.theta_phi_delta;
const float cos_theta_0 = cos(start.x + float(idx_theta) * delta.x);
const float cos_theta_1 = cos(start.x + float(idx_theta + 1u) * delta.x);
return prob_theta * prob_phi / (delta.y * (cos_theta_0 - cos_theta_1));
}
// ------------------------------------------------------------------------------------------------
// BSDF Measurements
// ------------------------------------------------------------------------------------------------
// Implementation of bsdf_measurement_isvalid() for an MBSDF.
extern "C" __device__ bool df_bsdf_measurement_isvalid(
Texture_handler_base const *self_base,
unsigned bsdf_measurement_index)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
return bsdf_measurement_index != 0 && bsdf_measurement_index - 1 < self->num_mbsdfs;
}
// Implementation of df::bsdf_measurement_resolution() function needed by generated code,
// which retrieves the angular and chromatic resolution of the given MBSDF.
// The returned triple consists of: number of equi-spaced steps of theta_i and theta_o,
// number of equi-spaced steps of phi, and number of color channels (1 or 3).
extern "C" __device__ void df_bsdf_measurement_resolution(
unsigned result[3],
Texture_handler_base const *self_base,
unsigned bsdf_measurement_index,
Mbsdf_part part)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (bsdf_measurement_index == 0 || bsdf_measurement_index - 1 >= self->num_mbsdfs)
{
// invalid MBSDF returns zero
result[0] = 0;
result[1] = 0;
result[2] = 0;
return;
}
Mbsdf const &bm = self->mbsdfs[bsdf_measurement_index - 1];
const unsigned part_index = static_cast<unsigned>(part);
// check for the part
if (bm.has_data[part_index] == 0)
{
result[0] = 0;
result[1] = 0;
result[2] = 0;
return;
}
// pass out the information
result[0] = bm.angular_resolution[part_index].x;
result[1] = bm.angular_resolution[part_index].y;
result[2] = bm.num_channels[part_index];
}
__device__ inline float3 bsdf_compute_uvw(const float theta_phi_in[2],
const float theta_phi_out[2])
{
// assuming each phi is between -pi and pi
float u = theta_phi_out[1] - theta_phi_in[1];
if (u < 0.0) u += float(2.0 * M_PI);
if (u > float(1.0 * M_PI)) u = float(2.0 * M_PI) - u;
u *= M_ONE_OVER_PI;
const float v = theta_phi_out[0] * float(2.0 / M_PI);
const float w = theta_phi_in[0] * float(2.0 / M_PI);
return make_float3(u, v, w);
}
template<typename T>
__device__ inline T bsdf_measurement_lookup(const cudaTextureObject_t& eval_volume,
const float theta_phi_in[2],
const float theta_phi_out[2])
{
// 3D volume on the GPU (phi_delta x theta_out x theta_in)
const float3 uvw = bsdf_compute_uvw(theta_phi_in, theta_phi_out);
return tex3D<T>(eval_volume, uvw.x, uvw.y, uvw.z);
}
// Implementation of df::bsdf_measurement_evaluate() for an MBSDF.
extern "C" __device__ void df_bsdf_measurement_evaluate(
float result[3],
Texture_handler_base const *self_base,
unsigned bsdf_measurement_index,
float const theta_phi_in[2],
float const theta_phi_out[2],
Mbsdf_part part)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (bsdf_measurement_index == 0 || bsdf_measurement_index - 1 >= self->num_mbsdfs)
{
// invalid MBSDF returns zero
store_result3(result, 0.0f);
return;
}
const Mbsdf& bm = self->mbsdfs[bsdf_measurement_index - 1];
const unsigned part_index = static_cast<unsigned>(part);
// check for the parta
if (bm.has_data[part_index] == 0)
{
store_result3(result, 0.0f);
return;
}
// handle channels
if (bm.num_channels[part_index] == 3)
{
const float4 sample = bsdf_measurement_lookup<float4>(
bm.eval_data[part_index], theta_phi_in, theta_phi_out);
store_result3(result, sample.x, sample.y, sample.z);
}
else
{
const float sample = bsdf_measurement_lookup<float>(
bm.eval_data[part_index], theta_phi_in, theta_phi_out);
store_result3(result, sample);
}
}
// Implementation of df::bsdf_measurement_sample() for an MBSDF.
extern "C" __device__ void df_bsdf_measurement_sample(
float result[3], // output: theta, phi, pdf
Texture_handler_base const *self_base,
unsigned bsdf_measurement_index,
float const theta_phi_out[2],
float const xi[3], // uniform random values
Mbsdf_part part)
{
result[0] = -1.0f; // negative theta means absorption
result[1] = -1.0f;
result[2] = 0.0f;
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (bsdf_measurement_index == 0 || bsdf_measurement_index - 1 >= self->num_mbsdfs)
return; // invalid MBSDFs returns zero
const Mbsdf& bm = self->mbsdfs[bsdf_measurement_index - 1];
unsigned part_index = static_cast<unsigned>(part);
if (bm.has_data[part_index] == 0)
return; // check for the part
// CDF data
uint2 res = bm.angular_resolution[part_index];
const float* sample_data = bm.sample_data[part_index];
// compute the theta_in index (flipping input and output, BSDFs are symmetric)
unsigned idx_theta_in = unsigned(theta_phi_out[0] * M_ONE_OVER_PI * 2.0f * float(res.x));
idx_theta_in = min(idx_theta_in, res.x - 1);
// sample theta_out
//-------------------------------------------
float xi0 = xi[0];
const float* cdf_theta = sample_data + idx_theta_in * res.x;
unsigned idx_theta_out = sample_cdf(cdf_theta, res.x, xi0); // binary search
float prob_theta = cdf_theta[idx_theta_out];
if (idx_theta_out > 0)
{
const float tmp = cdf_theta[idx_theta_out - 1];
prob_theta -= tmp;
xi0 -= tmp;
}
xi0 /= prob_theta; // rescale for re-usage
// sample phi_out
//-------------------------------------------
float xi1 = xi[1];
const float* cdf_phi = sample_data +
(res.x * res.x) + // CDF theta block
(idx_theta_in * res.x + idx_theta_out) * res.y; // selected CDF phi
// select which half-circle to choose with probability 0.5
const bool flip = (xi1 > 0.5f);
if (flip)
xi1 = 1.0f - xi1;
xi1 *= 2.0f;
unsigned idx_phi_out = sample_cdf(cdf_phi, res.y, xi1); // binary search
float prob_phi = cdf_phi[idx_phi_out];
if (idx_phi_out > 0)
{
const float tmp = cdf_phi[idx_phi_out - 1];
prob_phi -= tmp;
xi1 -= tmp;
}
xi1 /= prob_phi; // rescale for re-usage
// compute theta and phi out
//-------------------------------------------
const float2 inv_res = bm.inv_angular_resolution[part_index];
const float s_theta = float(0.5 * M_PI) * inv_res.x;
const float s_phi = float(1.0 * M_PI) * inv_res.y;
const float cos_theta_0 = cosf(float(idx_theta_out) * s_theta);
const float cos_theta_1 = cosf(float(idx_theta_out + 1u) * s_theta);
const float cos_theta = cos_theta_0 * (1.0f - xi1) + cos_theta_1 * xi1;
result[0] = acosf(cos_theta);
result[1] = (float(idx_phi_out) + xi0) * s_phi;
if (flip)
result[1] = float(2.0 * M_PI) - result[1]; // phi \in [0, 2pi]
// align phi
result[1] += (theta_phi_out[1] > 0) ? theta_phi_out[1] : (float(2.0 * M_PI) + theta_phi_out[1]);
if (result[1] > float(2.0 * M_PI)) result[1] -= float(2.0 * M_PI);
if (result[1] > float(1.0 * M_PI)) result[1] = float(-2.0 * M_PI) + result[1]; // to [-pi, pi]
// compute pdf
//-------------------------------------------
result[2] = prob_theta * prob_phi * 0.5f
/ (s_phi * (cos_theta_0 - cos_theta_1));
}
// Implementation of df::bsdf_measurement_pdf() for an MBSDF.
extern "C" __device__ float df_bsdf_measurement_pdf(
Texture_handler_base const *self_base,
unsigned bsdf_measurement_index,
float const theta_phi_in[2],
float const theta_phi_out[2],
Mbsdf_part part)
{
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (bsdf_measurement_index == 0 || bsdf_measurement_index - 1 >= self->num_mbsdfs)
return 0.0f; // invalid MBSDF returns zero
const Mbsdf& bm = self->mbsdfs[bsdf_measurement_index - 1];
unsigned part_index = static_cast<unsigned>(part);
// check for the part
if (bm.has_data[part_index] == 0)
return 0.0f;
// CDF data and resolution
const float* sample_data = bm.sample_data[part_index];
uint2 res = bm.angular_resolution[part_index];
// compute indices in the CDF data
float3 uvw = bsdf_compute_uvw(theta_phi_in, theta_phi_out); // phi_delta, theta_out, theta_in
unsigned idx_theta_in = unsigned(theta_phi_in[0] * M_ONE_OVER_PI * 2.0f * float(res.x));
unsigned idx_theta_out = unsigned(theta_phi_out[0] * M_ONE_OVER_PI * 2.0f * float(res.x));
unsigned idx_phi_out = unsigned(uvw.x * float(res.y));
idx_theta_in = min(idx_theta_in, res.x - 1);
idx_theta_out = min(idx_theta_out, res.x - 1);
idx_phi_out = min(idx_phi_out, res.y - 1);
// get probability to select theta_out
const float* cdf_theta = sample_data + idx_theta_in * res.x;
float prob_theta = cdf_theta[idx_theta_out];
if (idx_theta_out > 0)
{
const float tmp = cdf_theta[idx_theta_out - 1];
prob_theta -= tmp;
}
// get probability to select phi_out
const float* cdf_phi = sample_data +
(res.x * res.x) + // CDF theta block
(idx_theta_in * res.x + idx_theta_out) * res.y; // selected CDF phi
float prob_phi = cdf_phi[idx_phi_out];
if (idx_phi_out > 0)
{
const float tmp = cdf_phi[idx_phi_out - 1];
prob_phi -= tmp;
}
// compute probability to select a position in the sphere patch
float2 inv_res = bm.inv_angular_resolution[part_index];
const float s_theta = float(0.5 * M_PI) * inv_res.x;
const float s_phi = float(1.0 * M_PI) * inv_res.y;
const float cos_theta_0 = cosf(float(idx_theta_out) * s_theta);
const float cos_theta_1 = cosf(float(idx_theta_out + 1u) * s_theta);
return prob_theta * prob_phi * 0.5f
/ (s_phi * (cos_theta_0 - cos_theta_1));
}
__device__ inline void df_bsdf_measurement_albedo(
float result[2], // output: max (in case of color) albedo
// for the selected direction ([0]) and
// global ([1])
Texture_handler const *self,
unsigned bsdf_measurement_index,
float const theta_phi[2],
Mbsdf_part part)
{
const Mbsdf& bm = self->mbsdfs[bsdf_measurement_index - 1];
const unsigned part_index = static_cast<unsigned>(part);
// check for the part
if (bm.has_data[part_index] == 0)
return;
const uint2 res = bm.angular_resolution[part_index];
unsigned idx_theta = unsigned(theta_phi[0] * float(2.0 / M_PI) * float(res.x));
idx_theta = min(idx_theta, res.x - 1u);
result[0] = bm.albedo_data[part_index][idx_theta];
result[1] = bm.max_albedo[part_index];
}
// Implementation of df::bsdf_measurement_albedos() for an MBSDF.
extern "C" __device__ void df_bsdf_measurement_albedos(
float result[4], // output: [0] albedo refl. for theta_phi
// [1] max albedo refl. global
// [2] albedo trans. for theta_phi
// [3] max albedo trans. global
Texture_handler_base const *self_base,
unsigned bsdf_measurement_index,
float const theta_phi[2])
{
result[0] = 0.0f;
result[1] = 0.0f;
result[2] = 0.0f;
result[3] = 0.0f;
Texture_handler const *self = static_cast<Texture_handler const *>(self_base);
if (bsdf_measurement_index == 0 || bsdf_measurement_index - 1 >= self->num_mbsdfs)
return; // invalid MBSDF returns zero
df_bsdf_measurement_albedo(
&result[0],
self,
bsdf_measurement_index,
theta_phi,
mi::neuraylib::MBSDF_DATA_REFLECTION);
df_bsdf_measurement_albedo(
&result[2],
self,
bsdf_measurement_index,
theta_phi,
mi::neuraylib::MBSDF_DATA_TRANSMISSION);
}
// ------------------------------------------------------------------------------------------------
// Normal adaption (dummy functions)
//
// Can be enabled via backend option "use_renderer_adapt_normal".
// ------------------------------------------------------------------------------------------------
#ifndef TEX_SUPPORT_NO_DUMMY_ADAPTNORMAL
// Implementation of adapt_normal().
extern "C" __device__ void adapt_normal(
float result[3],
Texture_handler_base const *self_base,
Shading_state_material *state,
float const normal[3])
{
// just return original normal
result[0] = normal[0];
result[1] = normal[1];
result[2] = normal[2];
}
#endif // TEX_SUPPORT_NO_DUMMY_ADAPTNORMAL
// ------------------------------------------------------------------------------------------------
// Scene data (dummy functions)
// ------------------------------------------------------------------------------------------------
#ifndef TEX_SUPPORT_NO_DUMMY_SCENEDATA
// Implementation of scene_data_isvalid().
extern "C" __device__ bool scene_data_isvalid(
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id)
{
return false;
}
// Implementation of scene_data_lookup_float4().
extern "C" __device__ void scene_data_lookup_float4(
float result[4],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
float const default_value[4],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
result[2] = default_value[2];
result[3] = default_value[3];
}
// Implementation of scene_data_lookup_float3().
extern "C" __device__ void scene_data_lookup_float3(
float result[3],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
float const default_value[3],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
result[2] = default_value[2];
}
// Implementation of scene_data_lookup_color().
extern "C" __device__ void scene_data_lookup_color(
float result[3],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
float const default_value[3],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
result[2] = default_value[2];
}
// Implementation of scene_data_lookup_float2().
extern "C" __device__ void scene_data_lookup_float2(
float result[2],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
float const default_value[2],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
}
// Implementation of scene_data_lookup_float().
extern "C" __device__ float scene_data_lookup_float(
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
float const default_value,
bool uniform_lookup)
{
// just return default value
return default_value;
}
// Implementation of scene_data_lookup_int4().
extern "C" __device__ void scene_data_lookup_int4(
int result[4],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
int const default_value[4],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
result[2] = default_value[2];
result[3] = default_value[3];
}
// Implementation of scene_data_lookup_int3().
extern "C" __device__ void scene_data_lookup_int3(
int result[3],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
int const default_value[3],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
result[2] = default_value[2];
}
// Implementation of scene_data_lookup_int2().
extern "C" __device__ void scene_data_lookup_int2(
int result[2],
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
int const default_value[2],
bool uniform_lookup)
{
// just return default value
result[0] = default_value[0];
result[1] = default_value[1];
}
// Implementation of scene_data_lookup_int().
extern "C" __device__ int scene_data_lookup_int(
Texture_handler_base const *self_base,
Shading_state_material *state,
unsigned scene_data_id,
int default_value,
bool uniform_lookup)
{
// just return default value
return default_value;
}
// Implementation of scene_data_lookup_float4() with derivatives.
extern "C" __device__ void scene_data_lookup_deriv_float4(
tct_deriv_arr_float_4 *result,
Texture_handler_base const *self_base,
Shading_state_material_with_derivs *state,
unsigned scene_data_id,
tct_deriv_arr_float_4 const *default_value,
bool uniform_lookup)
{
// just return default value
*result = *default_value;
}
// Implementation of scene_data_lookup_float3() with derivatives.
extern "C" __device__ void scene_data_lookup_deriv_float3(
tct_deriv_arr_float_3 *result,
Texture_handler_base const *self_base,
Shading_state_material_with_derivs *state,
unsigned scene_data_id,
tct_deriv_arr_float_3 const *default_value,
bool uniform_lookup)
{
// just return default value
*result = *default_value;
}
// Implementation of scene_data_lookup_color() with derivatives.
extern "C" __device__ void scene_data_lookup_deriv_color(
tct_deriv_arr_float_3 *result,
Texture_handler_base const *self_base,
Shading_state_material_with_derivs *state,
unsigned scene_data_id,
tct_deriv_arr_float_3 const *default_value,
bool uniform_lookup)
{
// just return default value
*result = *default_value;
}
// Implementation of scene_data_lookup_float2() with derivatives.
extern "C" __device__ void scene_data_lookup_deriv_float2(
tct_deriv_arr_float_2 *result,
Texture_handler_base const *self_base,
Shading_state_material_with_derivs *state,
unsigned scene_data_id,
tct_deriv_arr_float_2 const *default_value,
bool uniform_lookup)
{
// just return default value
*result = *default_value;
}
// Implementation of scene_data_lookup_float() with derivatives.
extern "C" __device__ void scene_data_lookup_deriv_float(
tct_deriv_float *result,
Texture_handler_base const *self_base,
Shading_state_material_with_derivs *state,
unsigned scene_data_id,
tct_deriv_float const *default_value,
bool uniform_lookup)
{
// just return default value
*result = *default_value;
}
#endif // TEX_SUPPORT_NO_DUMMY_SCENEDATA
// ------------------------------------------------------------------------------------------------
// Vtables
// ------------------------------------------------------------------------------------------------
#ifndef TEX_SUPPORT_NO_VTABLES
// The vtable containing all texture access handlers required by the generated code
// in "vtable" mode.
__device__ mi::neuraylib::Texture_handler_vtable tex_vtable = {
tex_lookup_float4_2d,
tex_lookup_float3_2d,
tex_texel_float4_2d,
tex_lookup_float4_3d,
tex_lookup_float3_3d,
tex_texel_float4_3d,
tex_lookup_float4_cube,
tex_lookup_float3_cube,
tex_resolution_2d,
tex_resolution_3d,
tex_texture_isvalid,
tex_frame,
df_light_profile_power,
df_light_profile_maximum,
df_light_profile_isvalid,
df_light_profile_evaluate,
df_light_profile_sample,
df_light_profile_pdf,
df_bsdf_measurement_isvalid,
df_bsdf_measurement_resolution,
df_bsdf_measurement_evaluate,
df_bsdf_measurement_sample,
df_bsdf_measurement_pdf,
df_bsdf_measurement_albedos,
adapt_normal,
scene_data_isvalid,
scene_data_lookup_float,
scene_data_lookup_float2,
scene_data_lookup_float3,
scene_data_lookup_float4,
scene_data_lookup_int,
scene_data_lookup_int2,
scene_data_lookup_int3,
scene_data_lookup_int4,
scene_data_lookup_color,
};
// The vtable containing all texture access handlers required by the generated code
// in "vtable" mode with derivatives.
__device__ mi::neuraylib::Texture_handler_deriv_vtable tex_deriv_vtable = {
tex_lookup_deriv_float4_2d,
tex_lookup_deriv_float3_2d,
tex_texel_float4_2d,
tex_lookup_float4_3d,
tex_lookup_float3_3d,
tex_texel_float4_3d,
tex_lookup_float4_cube,
tex_lookup_float3_cube,
tex_resolution_2d,
tex_resolution_3d,
tex_texture_isvalid,
tex_frame,
df_light_profile_power,
df_light_profile_maximum,
df_light_profile_isvalid,
df_light_profile_evaluate,
df_light_profile_sample,
df_light_profile_pdf,
df_bsdf_measurement_isvalid,
df_bsdf_measurement_resolution,
df_bsdf_measurement_evaluate,
df_bsdf_measurement_sample,
df_bsdf_measurement_pdf,
df_bsdf_measurement_albedos,
adapt_normal,
scene_data_isvalid,
scene_data_lookup_float,
scene_data_lookup_float2,
scene_data_lookup_float3,
scene_data_lookup_float4,
scene_data_lookup_int,
scene_data_lookup_int2,
scene_data_lookup_int3,
scene_data_lookup_int4,
scene_data_lookup_color,
scene_data_lookup_deriv_float,
scene_data_lookup_deriv_float2,
scene_data_lookup_deriv_float3,
scene_data_lookup_deriv_float4,
scene_data_lookup_deriv_color,
};
#endif // TEX_SUPPORT_NO_VTABLES
#endif // __CUDACC__
#endif // TEXTURE_SUPPORT_CUDA_H
| 60,296 | C | 37.602433 | 100 | 0.532191 |
arhix52/Strelka/src/render/optix/OptixRender.h | #pragma once
#include "render.h"
#include <optix.h>
#include "OptixRenderParams.h"
#include <iostream>
#include <iomanip>
#include <scene/scene.h>
#include "common.h"
#include "buffer.h"
#include <materialmanager.h>
struct Texture;
namespace oka
{
enum RayType
{
RAY_TYPE_RADIANCE = 0,
RAY_TYPE_OCCLUSION = 1,
RAY_TYPE_COUNT
};
struct PathTracerState
{
OptixDeviceContext context = 0;
OptixTraversableHandle ias_handle;
CUdeviceptr d_instances = 0;
OptixTraversableHandle gas_handle = 0; // Traversable handle for triangle AS
CUdeviceptr d_gas_output_buffer = 0; // Triangle AS memory
CUdeviceptr d_vertices = 0;
OptixModuleCompileOptions module_compile_options = {};
OptixModule ptx_module = 0;
OptixPipelineCompileOptions pipeline_compile_options = {};
OptixPipeline pipeline = 0;
OptixModule m_catromCurveModule = 0;
OptixProgramGroup raygen_prog_group = 0;
OptixProgramGroup radiance_miss_group = 0;
OptixProgramGroup occlusion_miss_group = 0;
OptixProgramGroup radiance_default_hit_group = 0;
std::vector<OptixProgramGroup> radiance_hit_groups;
OptixProgramGroup occlusion_hit_group = 0;
OptixProgramGroup light_hit_group = 0;
CUstream stream = 0;
Params params = {};
Params prevParams = {};
CUdeviceptr d_params = 0;
OptixShaderBindingTable sbt = {};
};
class OptiXRender : public Render
{
private:
struct Mesh
{
OptixTraversableHandle gas_handle = 0;
CUdeviceptr d_gas_output_buffer = 0;
};
struct Curve
{
OptixTraversableHandle gas_handle = 0;
CUdeviceptr d_gas_output_buffer = 0;
};
struct Instance
{
OptixInstance instance;
};
// optix material
struct Material
{
OptixProgramGroup programGroup;
CUdeviceptr d_argData = 0;
size_t d_argDataSize = 0;
CUdeviceptr d_roData = 0;
size_t d_roSize = 0;
CUdeviceptr d_textureHandler;
};
struct View
{
oka::Camera::Matrices mCamMatrices;
};
View mPrevView;
PathTracerState mState;
bool mEnableValidation;
Mesh* createMesh(const oka::Mesh& mesh);
Curve* createCurve(const oka::Curve& curve);
bool compactAccel(CUdeviceptr& buffer, OptixTraversableHandle& handle, CUdeviceptr result, size_t outputSizeInBytes);
std::vector<Mesh*> mOptixMeshes;
std::vector<Curve*> mOptixCurves;
CUdeviceptr d_vb = 0;
CUdeviceptr d_ib = 0;
CUdeviceptr d_lights = 0;
CUdeviceptr d_points = 0;
CUdeviceptr d_widths = 0;
CUdeviceptr d_materialRoData = 0;
CUdeviceptr d_materialArgData = 0;
CUdeviceptr d_texturesHandler = 0;
CUdeviceptr d_texturesData = 0;
CUdeviceptr d_param = 0;
void createVertexBuffer();
void createIndexBuffer();
// curve utils
void createPointsBuffer();
void createWidthsBuffer();
void createLightBuffer();
Texture loadTextureFromFile(const std::string& fileName);
bool createOptixMaterials();
Material& getMaterial(int id);
MaterialManager mMaterialManager;
std::vector<Material> mMaterials;
void updatePathtracerParams(const uint32_t width, const uint32_t height);
public:
OptiXRender(/* args */);
~OptiXRender();
void init() override;
void render(Buffer* output_buffer) override;
Buffer* createBuffer(const BufferDesc& desc) override;
void createContext();
void createAccelerationStructure();
void createModule();
void createProgramGroups();
void createPipeline();
void createSbt();
OptixProgramGroup createRadianceClosestHitProgramGroup(PathTracerState& state,
char const* module_code,
size_t module_size);
};
} // namespace oka
| 3,873 | C | 22.621951 | 121 | 0.661245 |
arhix52/Strelka/src/render/optix/OptixBuffer.cpp | #include "OptixBuffer.h"
#include <cuda.h>
#include <cuda_runtime_api.h>
using namespace oka;
oka::OptixBuffer::OptixBuffer(void* devicePtr, BufferFormat format, uint32_t width, uint32_t height)
{
mDeviceData = devicePtr;
mFormat = format;
mWidth = width;
mHeight = height;
}
oka::OptixBuffer::~OptixBuffer()
{
// TODO:
if (mDeviceData)
{
cudaFree(mDeviceData);
}
}
void oka::OptixBuffer::resize(uint32_t width, uint32_t height)
{
if (mDeviceData)
{
cudaFree(mDeviceData);
}
mWidth = width;
mHeight = height;
const size_t bufferSize = mWidth * mHeight * getElementSize();
cudaMalloc(reinterpret_cast<void**>(&mDeviceData), bufferSize);
}
void* oka::OptixBuffer::map()
{
const size_t bufferSize = mWidth * mHeight * getElementSize();
mHostData.resize(bufferSize);
cudaMemcpy(static_cast<void*>(mHostData.data()), mDeviceData, bufferSize, cudaMemcpyDeviceToHost);
return nullptr;
}
void oka::OptixBuffer::unmap()
{
}
| 1,014 | C++ | 20.145833 | 102 | 0.670611 |
arhix52/Strelka/src/render/optix/OptixRender.cpp | #include "OptixRender.h"
#include "OptixBuffer.h"
#include <optix_function_table_definition.h>
#include <optix_stubs.h>
#include <optix_stack_size.h>
#include <glm/glm.hpp>
#include <glm/mat4x3.hpp>
#include <glm/gtx/compatibility.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/matrix_major_storage.hpp>
#include <glm/ext/matrix_relational.hpp>
#define STB_IMAGE_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <vector_types.h>
#include <vector_functions.h>
#include <sutil/vec_math_adv.h>
#include "texture_support_cuda.h"
#include <filesystem>
#include <array>
#include <string>
#include <sstream>
#include <fstream>
#include <log.h>
#include "postprocessing/Tonemappers.h"
#include "Camera.h"
static void context_log_cb(unsigned int level, const char* tag, const char* message, void* /*cbdata */)
{
switch (level)
{
case 1:
STRELKA_FATAL("OptiX [{0}]: {1}", tag, message);
break;
case 2:
STRELKA_ERROR("OptiX [{0}]: {1}", tag, message);
break;
case 3:
STRELKA_WARNING("OptiX [{0}]: {1}", tag, message);
break;
case 4:
STRELKA_INFO("OptiX [{0}]: {1}", tag, message);
break;
default:
break;
}
}
static inline void optixCheck(OptixResult res, const char* call, const char* file, unsigned int line)
{
if (res != OPTIX_SUCCESS)
{
STRELKA_ERROR("OptiX call {0} failed: {1}:{2}", call, file, line);
assert(0);
}
}
static inline void optixCheckLog(OptixResult res,
const char* log,
size_t sizeof_log,
size_t sizeof_log_returned,
const char* call,
const char* file,
unsigned int line)
{
if (res != OPTIX_SUCCESS)
{
STRELKA_FATAL("OptiX call {0} failed: {1}:{2} : {3}", call, file, line, log);
assert(0);
}
}
inline void cudaCheck(cudaError_t error, const char* call, const char* file, unsigned int line)
{
if (error != cudaSuccess)
{
STRELKA_FATAL("CUDA call ({0}) failed with error: {1} {2}:{3}", call, cudaGetErrorString(error), file, line);
assert(0);
}
}
inline void cudaSyncCheck(const char* file, unsigned int line)
{
cudaDeviceSynchronize();
cudaError_t error = cudaGetLastError();
if (error != cudaSuccess)
{
STRELKA_FATAL("CUDA error on synchronize with error {0} , {1}:{2}", cudaGetErrorString(error), file, line);
assert(0);
}
}
//------------------------------------------------------------------------------
//
// OptiX error-checking
//
//------------------------------------------------------------------------------
#define OPTIX_CHECK(call) optixCheck(call, #call, __FILE__, __LINE__)
#define OPTIX_CHECK_LOG(call) optixCheckLog(call, log, sizeof(log), sizeof_log, #call, __FILE__, __LINE__)
#define CUDA_CHECK(call) cudaCheck(call, #call, __FILE__, __LINE__)
#define CUDA_SYNC_CHECK() cudaSyncCheck(__FILE__, __LINE__)
using namespace oka;
namespace fs = std::filesystem;
template <typename T>
struct SbtRecord
{
__align__(OPTIX_SBT_RECORD_ALIGNMENT) char header[OPTIX_SBT_RECORD_HEADER_SIZE];
T data;
};
typedef SbtRecord<RayGenData> RayGenSbtRecord;
typedef SbtRecord<MissData> MissSbtRecord;
typedef SbtRecord<HitGroupData> HitGroupSbtRecord;
void configureCamera(::Camera& cam, const uint32_t width, const uint32_t height)
{
cam.setEye({ 0.0f, 0.0f, 2.0f });
cam.setLookat({ 0.0f, 0.0f, 0.0f });
cam.setUp({ 0.0f, 1.0f, 3.0f });
cam.setFovY(45.0f);
cam.setAspectRatio((float)width / (float)height);
}
static bool readSourceFile(std::string& str, const fs::path& filename)
{
// Try to open file
std::ifstream file(filename.c_str(), std::ios::binary);
if (file.good())
{
// Found usable source file
std::vector<unsigned char> buffer = std::vector<unsigned char>(std::istreambuf_iterator<char>(file), {});
str.assign(buffer.begin(), buffer.end());
return true;
}
return false;
}
OptiXRender::OptiXRender(/* args */)
{
}
OptiXRender::~OptiXRender()
{
}
void OptiXRender::createContext()
{
// Initialize CUDA
CUDA_CHECK(cudaFree(0));
CUstream stream;
CUDA_CHECK(cudaStreamCreate(&stream));
mState.stream = stream;
OptixDeviceContext context;
CUcontext cu_ctx = 0; // zero means take the current context
OPTIX_CHECK(optixInit());
OptixDeviceContextOptions options = {};
options.logCallbackFunction = &context_log_cb;
options.logCallbackLevel = 4;
if (mEnableValidation)
{
options.validationMode = OPTIX_DEVICE_CONTEXT_VALIDATION_MODE_ALL;
}
else
{
options.validationMode = OPTIX_DEVICE_CONTEXT_VALIDATION_MODE_OFF;
}
OPTIX_CHECK(optixDeviceContextCreate(cu_ctx, &options, &context));
mState.context = context;
}
bool OptiXRender::compactAccel(CUdeviceptr& buffer,
OptixTraversableHandle& handle,
CUdeviceptr result,
size_t outputSizeInBytes)
{
bool flag = false;
size_t compacted_size;
CUDA_CHECK(cudaMemcpy(&compacted_size, (void*)result, sizeof(size_t), cudaMemcpyDeviceToHost));
CUdeviceptr compactedOutputBuffer;
if (compacted_size < outputSizeInBytes)
{
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&compactedOutputBuffer), compacted_size));
// use handle as input and output
OPTIX_CHECK(optixAccelCompact(mState.context, 0, handle, compactedOutputBuffer, compacted_size, &handle));
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(buffer)));
buffer = compactedOutputBuffer;
flag = true;
}
return flag;
}
OptiXRender::Curve* OptiXRender::createCurve(const oka::Curve& curve)
{
Curve* rcurve = new Curve();
OptixAccelBuildOptions accel_options = {};
accel_options.buildFlags = OPTIX_BUILD_FLAG_ALLOW_COMPACTION | OPTIX_BUILD_FLAG_ALLOW_RANDOM_VERTEX_ACCESS |
OPTIX_BUILD_FLAG_PREFER_FAST_TRACE;
accel_options.operation = OPTIX_BUILD_OPERATION_BUILD;
const uint32_t pointsCount = mScene->getCurvesPoint().size(); // total points count in points buffer
const int degree = 3;
// each oka::Curves could contains many curves
const uint32_t numCurves = curve.mVertexCountsCount;
std::vector<int> segmentIndices;
uint32_t offsetInsideCurveArray = 0;
for (int curveIndex = 0; curveIndex < numCurves; ++curveIndex)
{
const std::vector<uint32_t>& vertexCounts = mScene->getCurvesVertexCounts();
const uint32_t numControlPoints = vertexCounts[curve.mVertexCountsStart + curveIndex];
const int segmentsCount = numControlPoints - degree;
for (int i = 0; i < segmentsCount; ++i)
{
int index = curve.mPointsStart + offsetInsideCurveArray + i;
segmentIndices.push_back(index);
}
offsetInsideCurveArray += numControlPoints;
}
const size_t segmentIndicesSize = sizeof(int) * segmentIndices.size();
CUdeviceptr d_segmentIndices = 0;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_segmentIndices), segmentIndicesSize));
CUDA_CHECK(cudaMemcpy(
reinterpret_cast<void*>(d_segmentIndices), segmentIndices.data(), segmentIndicesSize, cudaMemcpyHostToDevice));
// Curve build input.
OptixBuildInput curve_input = {};
curve_input.type = OPTIX_BUILD_INPUT_TYPE_CURVES;
switch (degree)
{
case 1:
curve_input.curveArray.curveType = OPTIX_PRIMITIVE_TYPE_ROUND_LINEAR;
break;
case 2:
curve_input.curveArray.curveType = OPTIX_PRIMITIVE_TYPE_ROUND_QUADRATIC_BSPLINE;
break;
case 3:
curve_input.curveArray.curveType = OPTIX_PRIMITIVE_TYPE_ROUND_CUBIC_BSPLINE;
break;
}
curve_input.curveArray.numPrimitives = segmentIndices.size();
curve_input.curveArray.vertexBuffers = &d_points;
curve_input.curveArray.numVertices = pointsCount;
curve_input.curveArray.vertexStrideInBytes = sizeof(glm::float3);
curve_input.curveArray.widthBuffers = &d_widths;
curve_input.curveArray.widthStrideInBytes = sizeof(float);
curve_input.curveArray.normalBuffers = 0;
curve_input.curveArray.normalStrideInBytes = 0;
curve_input.curveArray.indexBuffer = d_segmentIndices;
curve_input.curveArray.indexStrideInBytes = sizeof(int);
curve_input.curveArray.flag = OPTIX_GEOMETRY_FLAG_NONE;
curve_input.curveArray.primitiveIndexOffset = 0;
// curve_input.curveArray.endcapFlags = OPTIX_CURVE_ENDCAP_ON;
OptixAccelBufferSizes gas_buffer_sizes;
OPTIX_CHECK(optixAccelComputeMemoryUsage(mState.context, &accel_options, &curve_input,
1, // Number of build inputs
&gas_buffer_sizes));
CUdeviceptr d_temp_buffer_gas;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_temp_buffer_gas), gas_buffer_sizes.tempSizeInBytes));
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&rcurve->d_gas_output_buffer), gas_buffer_sizes.outputSizeInBytes));
CUdeviceptr compactedSizeBuffer;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>((&compactedSizeBuffer)), sizeof(uint64_t)));
OptixAccelEmitDesc property = {};
property.type = OPTIX_PROPERTY_TYPE_COMPACTED_SIZE;
property.result = compactedSizeBuffer;
OPTIX_CHECK(optixAccelBuild(mState.context, 0, // CUDA stream
&accel_options, &curve_input,
1, // num build inputs
d_temp_buffer_gas, gas_buffer_sizes.tempSizeInBytes, rcurve->d_gas_output_buffer,
gas_buffer_sizes.outputSizeInBytes, &rcurve->gas_handle,
&property, // emitted property list
1)); // num emitted properties
compactAccel(rcurve->d_gas_output_buffer, rcurve->gas_handle, property.result, gas_buffer_sizes.outputSizeInBytes);
// We can now free the scratch space buffer used during build and the vertex
// inputs, since they are not needed by our trivial shading method
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_temp_buffer_gas)));
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_segmentIndices)));
return rcurve;
}
OptiXRender::Mesh* OptiXRender::createMesh(const oka::Mesh& mesh)
{
OptixTraversableHandle gas_handle;
CUdeviceptr d_gas_output_buffer;
{
// Use default options for simplicity. In a real use case we would want to
// enable compaction, etc
OptixAccelBuildOptions accel_options = {};
accel_options.buildFlags = OPTIX_BUILD_FLAG_ALLOW_COMPACTION | OPTIX_BUILD_FLAG_PREFER_FAST_TRACE;
accel_options.operation = OPTIX_BUILD_OPERATION_BUILD;
// std::vector<oka::Scene::Vertex>& vertices = mScene->getVertices();
// std::vector<uint32_t>& indices = mScene->getIndices();
const CUdeviceptr verticesDataStart = d_vb + mesh.mVbOffset * sizeof(oka::Scene::Vertex);
CUdeviceptr indicesDataStart = d_ib + mesh.mIndex * sizeof(uint32_t);
// Our build input is a simple list of non-indexed triangle vertices
const uint32_t triangle_input_flags[1] = { OPTIX_GEOMETRY_FLAG_NONE };
OptixBuildInput triangle_input = {};
triangle_input.type = OPTIX_BUILD_INPUT_TYPE_TRIANGLES;
triangle_input.triangleArray.vertexFormat = OPTIX_VERTEX_FORMAT_FLOAT3;
triangle_input.triangleArray.numVertices = mesh.mVertexCount;
triangle_input.triangleArray.vertexBuffers = &verticesDataStart;
triangle_input.triangleArray.vertexStrideInBytes = sizeof(oka::Scene::Vertex);
triangle_input.triangleArray.indexBuffer = indicesDataStart;
triangle_input.triangleArray.indexFormat = OptixIndicesFormat::OPTIX_INDICES_FORMAT_UNSIGNED_INT3;
triangle_input.triangleArray.indexStrideInBytes = sizeof(uint32_t) * 3;
triangle_input.triangleArray.numIndexTriplets = mesh.mCount / 3;
// triangle_input.triangleArray.
triangle_input.triangleArray.flags = triangle_input_flags;
triangle_input.triangleArray.numSbtRecords = 1;
OptixAccelBufferSizes gas_buffer_sizes;
OPTIX_CHECK(optixAccelComputeMemoryUsage(mState.context, &accel_options, &triangle_input,
1, // Number of build inputs
&gas_buffer_sizes));
CUdeviceptr d_temp_buffer_gas;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_temp_buffer_gas), gas_buffer_sizes.tempSizeInBytes));
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_gas_output_buffer), gas_buffer_sizes.outputSizeInBytes));
CUdeviceptr compactedSizeBuffer;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>((&compactedSizeBuffer)), sizeof(uint64_t)));
OptixAccelEmitDesc property = {};
property.type = OPTIX_PROPERTY_TYPE_COMPACTED_SIZE;
property.result = compactedSizeBuffer;
OPTIX_CHECK(optixAccelBuild(mState.context,
0, // CUDA stream
&accel_options, &triangle_input,
1, // num build inputs
d_temp_buffer_gas, gas_buffer_sizes.tempSizeInBytes, d_gas_output_buffer,
gas_buffer_sizes.outputSizeInBytes, &gas_handle,
&property, // emitted property list
1 // num emitted properties
));
compactAccel(d_gas_output_buffer, gas_handle, property.result, gas_buffer_sizes.outputSizeInBytes);
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_temp_buffer_gas)));
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(compactedSizeBuffer)));
}
Mesh* rmesh = new Mesh();
rmesh->d_gas_output_buffer = d_gas_output_buffer;
rmesh->gas_handle = gas_handle;
return rmesh;
}
void OptiXRender::createAccelerationStructure()
{
const std::vector<oka::Mesh>& meshes = mScene->getMeshes();
const std::vector<oka::Curve>& curves = mScene->getCurves();
const std::vector<oka::Instance>& instances = mScene->getInstances();
if (meshes.empty() && curves.empty())
{
return;
}
// TODO: add proper clear and free resources
mOptixMeshes.clear();
for (int i = 0; i < meshes.size(); ++i)
{
Mesh* m = createMesh(meshes[i]);
mOptixMeshes.push_back(m);
}
mOptixCurves.clear();
for (int i = 0; i < curves.size(); ++i)
{
Curve* c = createCurve(curves[i]);
mOptixCurves.push_back(c);
}
std::vector<OptixInstance> optixInstances;
glm::mat3x4 identity = glm::identity<glm::mat3x4>();
for (int i = 0; i < instances.size(); ++i)
{
OptixInstance oi = {};
const oka::Instance& curr = instances[i];
if (curr.type == oka::Instance::Type::eMesh)
{
oi.traversableHandle = mOptixMeshes[curr.mMeshId]->gas_handle;
oi.visibilityMask = GEOMETRY_MASK_TRIANGLE;
}
else if (curr.type == oka::Instance::Type::eCurve)
{
oi.traversableHandle = mOptixCurves[curr.mCurveId]->gas_handle;
oi.visibilityMask = GEOMETRY_MASK_CURVE;
}
else if (curr.type == oka::Instance::Type::eLight)
{
oi.traversableHandle = mOptixMeshes[curr.mMeshId]->gas_handle;
oi.visibilityMask = GEOMETRY_MASK_LIGHT;
}
else
{
assert(0);
}
// fill common instance data
memcpy(oi.transform, glm::value_ptr(glm::float3x4(glm::rowMajor4(curr.transform))), sizeof(float) * 12);
oi.sbtOffset = static_cast<unsigned int>(i * RAY_TYPE_COUNT);
optixInstances.push_back(oi);
}
size_t instances_size_in_bytes = sizeof(OptixInstance) * optixInstances.size();
CUDA_CHECK(cudaMalloc((void**)&mState.d_instances, instances_size_in_bytes));
CUDA_CHECK(
cudaMemcpy((void*)mState.d_instances, optixInstances.data(), instances_size_in_bytes, cudaMemcpyHostToDevice));
OptixBuildInput ias_instance_input = {};
ias_instance_input.type = OPTIX_BUILD_INPUT_TYPE_INSTANCES;
ias_instance_input.instanceArray.instances = mState.d_instances;
ias_instance_input.instanceArray.numInstances = static_cast<int>(optixInstances.size());
OptixAccelBuildOptions ias_accel_options = {};
ias_accel_options.buildFlags = OPTIX_BUILD_FLAG_ALLOW_COMPACTION | OPTIX_BUILD_FLAG_PREFER_FAST_TRACE;
ias_accel_options.motionOptions.numKeys = 1;
ias_accel_options.operation = OPTIX_BUILD_OPERATION_BUILD;
OptixAccelBufferSizes ias_buffer_sizes;
OPTIX_CHECK(
optixAccelComputeMemoryUsage(mState.context, &ias_accel_options, &ias_instance_input, 1, &ias_buffer_sizes));
// non-compacted output
CUdeviceptr d_buffer_temp_output_ias_and_compacted_size;
auto roundUp = [](size_t x, size_t y) { return ((x + y - 1) / y) * y; };
size_t compactedSizeOffset = roundUp(ias_buffer_sizes.outputSizeInBytes, 8ull);
CUDA_CHECK(
cudaMalloc(reinterpret_cast<void**>(&d_buffer_temp_output_ias_and_compacted_size), compactedSizeOffset + 8));
CUdeviceptr d_ias_temp_buffer;
// bool needIASTempBuffer = ias_buffer_sizes.tempSizeInBytes > state.temp_buffer_size;
// if( needIASTempBuffer )
{
CUDA_CHECK(cudaMalloc((void**)&d_ias_temp_buffer, ias_buffer_sizes.tempSizeInBytes));
}
// else
// {
// d_ias_temp_buffer = state.d_temp_buffer;
// }
CUdeviceptr compactedSizeBuffer;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>((&compactedSizeBuffer)), sizeof(uint64_t)));
OptixAccelEmitDesc property = {};
property.type = OPTIX_PROPERTY_TYPE_COMPACTED_SIZE;
property.result = compactedSizeBuffer;
OPTIX_CHECK(optixAccelBuild(mState.context, 0, &ias_accel_options, &ias_instance_input, 1, d_ias_temp_buffer,
ias_buffer_sizes.tempSizeInBytes, d_buffer_temp_output_ias_and_compacted_size,
ias_buffer_sizes.outputSizeInBytes, &mState.ias_handle, &property, 1));
compactAccel(d_buffer_temp_output_ias_and_compacted_size, mState.ias_handle, property.result,
ias_buffer_sizes.outputSizeInBytes);
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(compactedSizeBuffer)));
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_ias_temp_buffer)));
}
void OptiXRender::createModule()
{
OptixModule module = nullptr;
OptixPipelineCompileOptions pipeline_compile_options = {};
OptixModuleCompileOptions module_compile_options = {};
{
if (mEnableValidation)
{
module_compile_options.optLevel = OPTIX_COMPILE_OPTIMIZATION_LEVEL_0;
module_compile_options.debugLevel = OPTIX_COMPILE_DEBUG_LEVEL_FULL;
}
else
{
module_compile_options.optLevel = OPTIX_COMPILE_OPTIMIZATION_DEFAULT;
module_compile_options.debugLevel = OPTIX_COMPILE_DEBUG_LEVEL_NONE;
}
pipeline_compile_options.usesMotionBlur = false;
pipeline_compile_options.traversableGraphFlags = OPTIX_TRAVERSABLE_GRAPH_FLAG_ALLOW_SINGLE_LEVEL_INSTANCING;
pipeline_compile_options.numPayloadValues = 2;
pipeline_compile_options.numAttributeValues = 2;
if (mEnableValidation) // Enables debug exceptions during optix launches. This may incur
// significant performance cost and should only be done during
// development.
pipeline_compile_options.exceptionFlags =
OPTIX_EXCEPTION_FLAG_USER | OPTIX_EXCEPTION_FLAG_TRACE_DEPTH | OPTIX_EXCEPTION_FLAG_STACK_OVERFLOW;
else
{
pipeline_compile_options.exceptionFlags = OPTIX_EXCEPTION_FLAG_NONE;
}
pipeline_compile_options.pipelineLaunchParamsVariableName = "params";
pipeline_compile_options.usesPrimitiveTypeFlags =
OPTIX_PRIMITIVE_TYPE_FLAGS_TRIANGLE | OPTIX_PRIMITIVE_TYPE_FLAGS_ROUND_CUBIC_BSPLINE;
size_t inputSize = 0;
std::string optixSource;
const fs::path cwdPath = fs::current_path();
const fs::path precompiledOptixPath = cwdPath / "optix/render_generated_OptixRender.cu.optixir";
readSourceFile(optixSource, precompiledOptixPath);
const char* input = optixSource.c_str();
inputSize = optixSource.size();
char log[2048]; // For error reporting from OptiX creation functions
size_t sizeof_log = sizeof(log);
OPTIX_CHECK_LOG(optixModuleCreate(mState.context, &module_compile_options, &pipeline_compile_options,
input, inputSize, log, &sizeof_log, &module));
}
mState.ptx_module = module;
mState.pipeline_compile_options = pipeline_compile_options;
mState.module_compile_options = module_compile_options;
// hair modules
OptixBuiltinISOptions builtinISOptions = {};
builtinISOptions.buildFlags = OPTIX_BUILD_FLAG_NONE;
// builtinISOptions.curveEndcapFlags = OPTIX_CURVE_ENDCAP_ON;
builtinISOptions.builtinISModuleType = OPTIX_PRIMITIVE_TYPE_ROUND_CUBIC_BSPLINE;
OPTIX_CHECK(optixBuiltinISModuleGet(mState.context, &mState.module_compile_options, &mState.pipeline_compile_options,
&builtinISOptions, &mState.m_catromCurveModule));
}
OptixProgramGroup OptiXRender::createRadianceClosestHitProgramGroup(PathTracerState& state,
char const* module_code,
size_t module_size)
{
char log[2048];
size_t sizeof_log = sizeof(log);
OptixModule mat_module = nullptr;
OPTIX_CHECK_LOG(optixModuleCreate(state.context, &state.module_compile_options, &state.pipeline_compile_options,
module_code, module_size, log, &sizeof_log, &mat_module));
OptixProgramGroupOptions program_group_options = {};
OptixProgramGroupDesc hit_prog_group_desc = {};
hit_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_HITGROUP;
hit_prog_group_desc.hitgroup.moduleCH = mat_module;
hit_prog_group_desc.hitgroup.entryFunctionNameCH = "__closesthit__radiance";
hit_prog_group_desc.hitgroup.moduleIS = mState.m_catromCurveModule;
hit_prog_group_desc.hitgroup.entryFunctionNameIS = 0; // automatically supplied for built-in module
sizeof_log = sizeof(log);
OptixProgramGroup ch_hit_group = nullptr;
OPTIX_CHECK_LOG(optixProgramGroupCreate(state.context, &hit_prog_group_desc,
/*numProgramGroups=*/1, &program_group_options, log, &sizeof_log,
&ch_hit_group));
return ch_hit_group;
}
void OptiXRender::createProgramGroups()
{
OptixProgramGroupOptions program_group_options = {}; // Initialize to zeros
OptixProgramGroupDesc raygen_prog_group_desc = {}; //
raygen_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_RAYGEN;
raygen_prog_group_desc.raygen.module = mState.ptx_module;
raygen_prog_group_desc.raygen.entryFunctionName = "__raygen__rg";
char log[2048]; // For error reporting from OptiX creation functions
size_t sizeof_log = sizeof(log);
OPTIX_CHECK_LOG(optixProgramGroupCreate(mState.context, &raygen_prog_group_desc,
1, // num program groups
&program_group_options, log, &sizeof_log, &mState.raygen_prog_group));
OptixProgramGroupDesc miss_prog_group_desc = {};
miss_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_MISS;
miss_prog_group_desc.miss.module = mState.ptx_module;
miss_prog_group_desc.miss.entryFunctionName = "__miss__ms";
sizeof_log = sizeof(log);
OPTIX_CHECK_LOG(optixProgramGroupCreate(mState.context, &miss_prog_group_desc,
1, // num program groups
&program_group_options, log, &sizeof_log, &mState.radiance_miss_group));
memset(&miss_prog_group_desc, 0, sizeof(OptixProgramGroupDesc));
miss_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_MISS;
miss_prog_group_desc.miss.module = nullptr; // NULL miss program for occlusion rays
miss_prog_group_desc.miss.entryFunctionName = nullptr;
sizeof_log = sizeof(log);
OPTIX_CHECK_LOG(optixProgramGroupCreate(mState.context, &miss_prog_group_desc,
1, // num program groups
&program_group_options, log, &sizeof_log, &mState.occlusion_miss_group));
OptixProgramGroupDesc hit_prog_group_desc = {};
hit_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_HITGROUP;
hit_prog_group_desc.hitgroup.moduleCH = mState.ptx_module;
hit_prog_group_desc.hitgroup.entryFunctionNameCH = "__closesthit__ch";
sizeof_log = sizeof(log);
OptixProgramGroup radiance_hit_group;
OPTIX_CHECK_LOG(optixProgramGroupCreate(mState.context, &hit_prog_group_desc,
1, // num program groups
&program_group_options, log, &sizeof_log, &radiance_hit_group));
mState.radiance_default_hit_group = radiance_hit_group;
OptixProgramGroupDesc light_hit_prog_group_desc = {};
light_hit_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_HITGROUP;
light_hit_prog_group_desc.hitgroup.moduleCH = mState.ptx_module;
light_hit_prog_group_desc.hitgroup.entryFunctionNameCH = "__closesthit__light";
sizeof_log = sizeof(log);
OptixProgramGroup light_hit_group;
OPTIX_CHECK_LOG(optixProgramGroupCreate(mState.context, &light_hit_prog_group_desc,
1, // num program groups
&program_group_options, log, &sizeof_log, &light_hit_group));
mState.light_hit_group = light_hit_group;
memset(&hit_prog_group_desc, 0, sizeof(OptixProgramGroupDesc));
hit_prog_group_desc.kind = OPTIX_PROGRAM_GROUP_KIND_HITGROUP;
hit_prog_group_desc.hitgroup.moduleCH = mState.ptx_module;
hit_prog_group_desc.hitgroup.entryFunctionNameCH = "__closesthit__occlusion";
hit_prog_group_desc.hitgroup.moduleIS = mState.m_catromCurveModule;
hit_prog_group_desc.hitgroup.entryFunctionNameIS = 0; // automatically supplied for built-in module
sizeof_log = sizeof(log);
OPTIX_CHECK(optixProgramGroupCreate(mState.context, &hit_prog_group_desc,
1, // num program groups
&program_group_options, log, &sizeof_log, &mState.occlusion_hit_group));
}
void OptiXRender::createPipeline()
{
OptixPipeline pipeline = nullptr;
{
const uint32_t max_trace_depth = 2;
std::vector<OptixProgramGroup> program_groups = {};
program_groups.push_back(mState.raygen_prog_group);
program_groups.push_back(mState.radiance_miss_group);
program_groups.push_back(mState.radiance_default_hit_group);
program_groups.push_back(mState.occlusion_miss_group);
program_groups.push_back(mState.occlusion_hit_group);
program_groups.push_back(mState.light_hit_group);
for (auto& m : mMaterials)
{
program_groups.push_back(m.programGroup);
}
OptixPipelineLinkOptions pipeline_link_options = {};
pipeline_link_options.maxTraceDepth = max_trace_depth;
// if (mEnableValidation)
// {
// pipeline_link_options.debugLevel = OPTIX_COMPILE_DEBUG_LEVEL_FULL;
// }
// else
// {
// pipeline_link_options.debugLevel = OPTIX_COMPILE_DEBUG_LEVEL_NONE;
// }
char log[2048]; // For error reporting from OptiX creation functions
size_t sizeof_log = sizeof(log);
OPTIX_CHECK_LOG(optixPipelineCreate(mState.context, &mState.pipeline_compile_options, &pipeline_link_options,
program_groups.data(), program_groups.size(), log, &sizeof_log, &pipeline));
OptixStackSizes stack_sizes = {};
for (auto& prog_group : program_groups)
{
OPTIX_CHECK(optixUtilAccumulateStackSizes(prog_group, &stack_sizes, pipeline));
}
uint32_t direct_callable_stack_size_from_traversal;
uint32_t direct_callable_stack_size_from_state;
uint32_t continuation_stack_size;
OPTIX_CHECK(optixUtilComputeStackSizes(&stack_sizes, max_trace_depth,
0, // maxCCDepth
0, // maxDCDepth
&direct_callable_stack_size_from_traversal,
&direct_callable_stack_size_from_state, &continuation_stack_size));
OPTIX_CHECK(optixPipelineSetStackSize(pipeline, direct_callable_stack_size_from_traversal,
direct_callable_stack_size_from_state, continuation_stack_size,
2 // maxTraversableDepth
));
}
mState.pipeline = pipeline;
}
void OptiXRender::createSbt()
{
OptixShaderBindingTable sbt = {};
{
CUdeviceptr raygen_record;
const size_t raygen_record_size = sizeof(RayGenSbtRecord);
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&raygen_record), raygen_record_size));
RayGenSbtRecord rg_sbt;
OPTIX_CHECK(optixSbtRecordPackHeader(mState.raygen_prog_group, &rg_sbt));
CUDA_CHECK(
cudaMemcpy(reinterpret_cast<void*>(raygen_record), &rg_sbt, raygen_record_size, cudaMemcpyHostToDevice));
CUdeviceptr miss_record;
const uint32_t miss_record_count = RAY_TYPE_COUNT;
size_t miss_record_size = sizeof(MissSbtRecord) * miss_record_count;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&miss_record), miss_record_size));
std::vector<MissSbtRecord> missGroupDataCpu(miss_record_count);
MissSbtRecord& ms_sbt = missGroupDataCpu[RAY_TYPE_RADIANCE];
// ms_sbt.data.bg_color = { 0.5f, 0.5f, 0.5f };
ms_sbt.data.bg_color = { 0.0f, 0.0f, 0.0f };
OPTIX_CHECK(optixSbtRecordPackHeader(mState.radiance_miss_group, &ms_sbt));
MissSbtRecord& ms_sbt_occlusion = missGroupDataCpu[RAY_TYPE_OCCLUSION];
ms_sbt_occlusion.data = { 0.0f, 0.0f, 0.0f };
OPTIX_CHECK(optixSbtRecordPackHeader(mState.occlusion_miss_group, &ms_sbt_occlusion));
CUDA_CHECK(cudaMemcpy(
reinterpret_cast<void*>(miss_record), missGroupDataCpu.data(), miss_record_size, cudaMemcpyHostToDevice));
uint32_t hitGroupRecordCount = RAY_TYPE_COUNT;
CUdeviceptr hitgroup_record = 0;
size_t hitgroup_record_size = hitGroupRecordCount * sizeof(HitGroupSbtRecord);
const std::vector<oka::Instance>& instances = mScene->getInstances();
std::vector<HitGroupSbtRecord> hitGroupDataCpu(hitGroupRecordCount); // default sbt record
if (!instances.empty())
{
const std::vector<oka::Mesh>& meshes = mScene->getMeshes();
hitGroupRecordCount = instances.size() * RAY_TYPE_COUNT;
hitgroup_record_size = sizeof(HitGroupSbtRecord) * hitGroupRecordCount;
hitGroupDataCpu.resize(hitGroupRecordCount);
for (int i = 0; i < instances.size(); ++i)
{
const oka::Instance& instance = instances[i];
int hg_index = i * RAY_TYPE_COUNT + RAY_TYPE_RADIANCE;
HitGroupSbtRecord& hg_sbt = hitGroupDataCpu[hg_index];
// replace unknown material on default
const int materialIdx = instance.mMaterialId == -1 ? 0 : instance.mMaterialId;
const Material& mat = getMaterial(materialIdx);
if (instance.type == oka::Instance::Type::eLight)
{
hg_sbt.data.lightId = instance.mLightId;
const OptixProgramGroup& lightPg = mState.light_hit_group;
OPTIX_CHECK(optixSbtRecordPackHeader(lightPg, &hg_sbt));
}
else
{
const OptixProgramGroup& hitMaterial = mat.programGroup;
OPTIX_CHECK(optixSbtRecordPackHeader(hitMaterial, &hg_sbt));
}
// write all needed data for instances
hg_sbt.data.argData = mat.d_argData;
hg_sbt.data.roData = mat.d_roData;
hg_sbt.data.resHandler = mat.d_textureHandler;
if (instance.type == oka::Instance::Type::eMesh)
{
const oka::Mesh& mesh = meshes[instance.mMeshId];
hg_sbt.data.indexCount = mesh.mCount;
hg_sbt.data.indexOffset = mesh.mIndex;
hg_sbt.data.vertexOffset = mesh.mVbOffset;
hg_sbt.data.lightId = -1;
}
memcpy(hg_sbt.data.object_to_world, glm::value_ptr(glm::float4x4(glm::rowMajor4(instance.transform))),
sizeof(float4) * 4);
glm::mat4 world_to_object = glm::inverse(instance.transform);
memcpy(hg_sbt.data.world_to_object, glm::value_ptr(glm::float4x4(glm::rowMajor4(world_to_object))),
sizeof(float4) * 4);
// write data for visibility ray
hg_index = i * RAY_TYPE_COUNT + RAY_TYPE_OCCLUSION;
HitGroupSbtRecord& hg_sbt_occlusion = hitGroupDataCpu[hg_index];
OPTIX_CHECK(optixSbtRecordPackHeader(mState.occlusion_hit_group, &hg_sbt_occlusion));
}
}
else
{
// stub record
HitGroupSbtRecord& hg_sbt = hitGroupDataCpu[RAY_TYPE_RADIANCE];
OPTIX_CHECK(optixSbtRecordPackHeader(mState.radiance_default_hit_group, &hg_sbt));
HitGroupSbtRecord& hg_sbt_occlusion = hitGroupDataCpu[RAY_TYPE_OCCLUSION];
OPTIX_CHECK(optixSbtRecordPackHeader(mState.occlusion_hit_group, &hg_sbt_occlusion));
}
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&hitgroup_record), hitgroup_record_size));
CUDA_CHECK(cudaMemcpy(reinterpret_cast<void*>(hitgroup_record), hitGroupDataCpu.data(), hitgroup_record_size,
cudaMemcpyHostToDevice));
sbt.raygenRecord = raygen_record;
sbt.missRecordBase = miss_record;
sbt.missRecordStrideInBytes = sizeof(MissSbtRecord);
sbt.missRecordCount = RAY_TYPE_COUNT;
sbt.hitgroupRecordBase = hitgroup_record;
sbt.hitgroupRecordStrideInBytes = sizeof(HitGroupSbtRecord);
sbt.hitgroupRecordCount = hitGroupRecordCount;
}
mState.sbt = sbt;
}
void OptiXRender::updatePathtracerParams(const uint32_t width, const uint32_t height)
{
bool needRealloc = false;
if (mState.params.image_width != width || mState.params.image_height != height)
{
// new dimensions!
needRealloc = true;
// reset rendering
getSharedContext().mSubframeIndex = 0;
}
mState.params.image_width = width;
mState.params.image_height = height;
if (needRealloc)
{
getSharedContext().mSettingsManager->setAs<bool>("render/pt/isResized", true);
if (mState.params.accum)
{
CUDA_CHECK(cudaFree((void*)mState.params.accum));
}
if (mState.params.diffuse)
{
CUDA_CHECK(cudaFree((void*)mState.params.diffuse));
}
if (mState.params.specular)
{
CUDA_CHECK(cudaFree((void*)mState.params.specular));
}
if (mState.d_params)
{
CUDA_CHECK(cudaFree((void*)mState.d_params));
}
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&mState.d_params), sizeof(Params)));
const size_t frameSize = mState.params.image_width * mState.params.image_height;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&mState.params.accum), frameSize * sizeof(float4)));
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&mState.params.diffuse), frameSize * sizeof(float4)));
CUDA_CHECK(cudaMemset(mState.params.diffuse, 0, frameSize * sizeof(float4)));
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&mState.params.diffuseCounter), frameSize * sizeof(uint16_t)));
CUDA_CHECK(cudaMemset(mState.params.diffuseCounter, 0, frameSize * sizeof(uint16_t)));
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&mState.params.specular), frameSize * sizeof(float4)));
CUDA_CHECK(cudaMemset(mState.params.specular, 0, frameSize * sizeof(float4)));
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&mState.params.specularCounter), frameSize * sizeof(uint16_t)));
CUDA_CHECK(cudaMemset(mState.params.specularCounter, 0, frameSize * sizeof(uint16_t)));
}
}
void OptiXRender::render(Buffer* output)
{
if (getSharedContext().mFrameNumber == 0)
{
createOptixMaterials();
createPipeline();
createVertexBuffer();
createIndexBuffer();
// upload all curve data
createPointsBuffer();
createWidthsBuffer();
createAccelerationStructure();
createSbt();
createLightBuffer();
}
const uint32_t width = output->width();
const uint32_t height = output->height();
updatePathtracerParams(width, height);
oka::Camera& camera = mScene->getCamera(0);
camera.updateAspectRatio(width / (float)height);
camera.updateViewMatrix();
View currView = {};
currView.mCamMatrices = camera.matrices;
if (glm::any(glm::notEqual(currView.mCamMatrices.perspective, mPrevView.mCamMatrices.perspective)) ||
glm::any(glm::notEqual(currView.mCamMatrices.view, mPrevView.mCamMatrices.view)))
{
// need reset
getSharedContext().mSubframeIndex = 0;
}
SettingsManager& settings = *getSharedContext().mSettingsManager;
bool settingsChanged = false;
static uint32_t rectLightSamplingMethodPrev = 0;
const uint32_t rectLightSamplingMethod = settings.getAs<uint32_t>("render/pt/rectLightSamplingMethod");
settingsChanged = (rectLightSamplingMethodPrev != rectLightSamplingMethod);
rectLightSamplingMethodPrev = rectLightSamplingMethod;
static bool enableAccumulationPrev = 0;
bool enableAccumulation = settings.getAs<bool>("render/pt/enableAcc");
settingsChanged |= (enableAccumulationPrev != enableAccumulation);
enableAccumulationPrev = enableAccumulation;
static uint32_t sspTotalPrev = 0;
const uint32_t sspTotal = settings.getAs<uint32_t>("render/pt/sppTotal");
settingsChanged |= (sspTotalPrev > sspTotal); // reset only if new spp less than already accumulated
sspTotalPrev = sspTotal;
const float gamma = settings.getAs<float>("render/post/gamma");
const ToneMapperType tonemapperType = (ToneMapperType)settings.getAs<uint32_t>("render/pt/tonemapperType");
if (settingsChanged)
{
getSharedContext().mSubframeIndex = 0;
}
Params& params = mState.params;
params.scene.vb = (Vertex*)d_vb;
params.scene.ib = (uint32_t*)d_ib;
params.scene.lights = (UniformLight*)d_lights;
params.scene.numLights = mScene->getLights().size();
params.image = (float4*)((OptixBuffer*)output)->getNativePtr();
params.samples_per_launch = settings.getAs<uint32_t>("render/pt/spp");
params.handle = mState.ias_handle;
params.max_depth = settings.getAs<uint32_t>("render/pt/depth");
params.rectLightSamplingMethod = settings.getAs<uint32_t>("render/pt/rectLightSamplingMethod");
params.enableAccumulation = settings.getAs<bool>("render/pt/enableAcc");
params.debug = settings.getAs<uint32_t>("render/pt/debug");
params.shadowRayTmin = settings.getAs<float>("render/pt/dev/shadowRayTmin");
params.materialRayTmin = settings.getAs<float>("render/pt/dev/materialRayTmin");
memcpy(params.viewToWorld, glm::value_ptr(glm::transpose(glm::inverse(camera.matrices.view))), sizeof(params.viewToWorld));
memcpy(params.clipToView, glm::value_ptr(glm::transpose(camera.matrices.invPerspective)), sizeof(params.clipToView));
params.subframe_index = getSharedContext().mSubframeIndex;
// Photometric Units from iray documentation
// Controls the sensitivity of the “camera film” and is expressed as an index; the ISO number of the film, also
// known as “film speed.” The higher this value, the greater the exposure. If this is set to a non-zero value,
// “Photographic” mode is enabled. If this is set to 0, “Arbitrary” mode is enabled, and all color scaling is then
// strictly defined by the value of cm^2 Factor.
float filmIso = settings.getAs<float>("render/post/tonemapper/filmIso");
// The candela per meter square factor
float cm2_factor = settings.getAs<float>("render/post/tonemapper/cm2_factor");
// The fractional aperture number; e.g., 11 means aperture “f/11.” It adjusts the size of the opening of the “camera
// iris” and is expressed as a ratio. The higher this value, the lower the exposure.
float fStop = settings.getAs<float>("render/post/tonemapper/fStop");
// Controls the duration, in fractions of a second, that the “shutter” is open; e.g., the value 100 means that the
// “shutter” is open for 1/100th of a second. The higher this value, the greater the exposure
float shutterSpeed = settings.getAs<float>("render/post/tonemapper/shutterSpeed");
// Specifies the main color temperature of the light sources; the color that will be mapped to “white” on output,
// e.g., an incoming color of this hue/saturation will be mapped to grayscale, but its intensity will remain
// unchanged. This is similar to white balance controls on digital cameras.
float3 whitePoint { 1.0f, 1.0f, 1.0f };
float3 exposureValue = all(whitePoint) ? 1.0f / whitePoint : make_float3(1.0f);
const float lum = dot(exposureValue, make_float3(0.299f, 0.587f, 0.114f));
if (filmIso > 0.0f)
{
// See https://www.nayuki.io/page/the-photographic-exposure-equation
exposureValue *= cm2_factor * filmIso / (shutterSpeed * fStop * fStop) / 100.0f;
}
else
{
exposureValue *= cm2_factor;
}
exposureValue /= lum;
params.exposure = exposureValue;
const uint32_t totalSpp = settings.getAs<uint32_t>("render/pt/sppTotal");
const uint32_t samplesPerLaunch = settings.getAs<uint32_t>("render/pt/spp");
const int32_t leftSpp = totalSpp - getSharedContext().mSubframeIndex;
// if accumulation is off then launch selected samples per pixel
uint32_t samplesThisLaunch =
enableAccumulation ? std::min((int32_t)samplesPerLaunch, leftSpp) : samplesPerLaunch;
if (params.debug == 1)
{
samplesThisLaunch = 1;
enableAccumulation = false;
}
params.samples_per_launch = samplesThisLaunch;
params.enableAccumulation = enableAccumulation;
params.maxSampleCount = totalSpp;
CUDA_CHECK(cudaMemcpy(reinterpret_cast<void*>(mState.d_params), ¶ms, sizeof(params), cudaMemcpyHostToDevice));
if (samplesThisLaunch != 0)
{
OPTIX_CHECK(optixLaunch(
mState.pipeline, mState.stream, mState.d_params, sizeof(Params), &mState.sbt, width, height, /*depth=*/1));
CUDA_SYNC_CHECK();
if (enableAccumulation)
{
getSharedContext().mSubframeIndex += samplesThisLaunch;
}
else
{
getSharedContext().mSubframeIndex = 0;
}
}
else
{
// just copy latest accumulated raw radiance to destination
if (params.debug == 0)
{
CUDA_CHECK(cudaMemcpy(params.image, params.accum,
mState.params.image_width * mState.params.image_height * sizeof(float4),
cudaMemcpyDeviceToDevice));
}
if (params.debug == 2)
{
CUDA_CHECK(cudaMemcpy(params.image, params.diffuse,
mState.params.image_width * mState.params.image_height * sizeof(float4),
cudaMemcpyDeviceToDevice));
}
if (params.debug == 3)
{
CUDA_CHECK(cudaMemcpy(params.image, params.specular,
mState.params.image_width * mState.params.image_height * sizeof(float4),
cudaMemcpyDeviceToDevice));
}
}
if (params.debug != 1)
{
// do not run post processing for debug output
tonemap(tonemapperType, exposureValue, gamma, params.image, width, height);
}
output->unmap();
getSharedContext().mFrameNumber++;
mPrevView = currView;
mState.prevParams = mState.params;
}
void OptiXRender::init()
{
// TODO: move USD_DIR to settings
const char* envUSDPath = std::getenv("USD_DIR");
mEnableValidation = getSharedContext().mSettingsManager->getAs<bool>("render/enableValidation");
fs::path usdMdlLibPath;
if (envUSDPath)
{
usdMdlLibPath = (fs::path(envUSDPath) / fs::path("libraries/mdl/")).make_preferred();
}
const fs::path cwdPath = fs::current_path();
STRELKA_DEBUG("cwdPath: {}", cwdPath.string().c_str());
const fs::path mtlxPath = (cwdPath / fs::path("data/materials/mtlx")).make_preferred();
STRELKA_DEBUG("mtlxPath: {}", mtlxPath.string().c_str());
const fs::path mdlPath = (cwdPath / fs::path("data/materials/mdl")).make_preferred();
const std::string usdMdlLibPathStr = usdMdlLibPath.string();
const std::string mtlxPathStr = mtlxPath.string().c_str();
const std::string mdlPathStr = mdlPath.string().c_str();
const char* paths[] = { usdMdlLibPathStr.c_str(), mtlxPathStr.c_str(), mdlPathStr.c_str() };
bool res = mMaterialManager.addMdlSearchPath(paths, sizeof(paths) / sizeof(char*));
if (!res)
{
STRELKA_FATAL("Wrong mdl paths configuration!");
assert(0);
return;
}
// default material
{
oka::Scene::MaterialDescription defaultMaterial{};
defaultMaterial.file = "default.mdl";
defaultMaterial.name = "default_material";
defaultMaterial.type = oka::Scene::MaterialDescription::Type::eMdl;
mScene->addMaterial(defaultMaterial);
}
createContext();
// createAccelerationStructure();
createModule();
createProgramGroups();
createPipeline();
// createSbt();
}
Buffer* OptiXRender::createBuffer(const BufferDesc& desc)
{
const size_t size = desc.height * desc.width * Buffer::getElementSize(desc.format);
assert(size != 0);
void* devicePtr = nullptr;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&devicePtr), size));
OptixBuffer* res = new OptixBuffer(devicePtr, desc.format, desc.width, desc.height);
return res;
}
void OptiXRender::createPointsBuffer()
{
const std::vector<glm::float3>& points = mScene->getCurvesPoint();
std::vector<float3> data(points.size());
for (int i = 0; i < points.size(); ++i)
{
data[i] = make_float3(points[i].x, points[i].y, points[i].z);
}
const size_t size = data.size() * sizeof(float3);
if (d_points)
{
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_points)));
}
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_points), size));
CUDA_CHECK(cudaMemcpy(reinterpret_cast<void*>(d_points), data.data(), size, cudaMemcpyHostToDevice));
}
void OptiXRender::createWidthsBuffer()
{
const std::vector<float>& data = mScene->getCurvesWidths();
const size_t size = data.size() * sizeof(float);
if (d_widths)
{
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_widths)));
}
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_widths), size));
CUDA_CHECK(cudaMemcpy(reinterpret_cast<void*>(d_widths), data.data(), size, cudaMemcpyHostToDevice));
}
void OptiXRender::createVertexBuffer()
{
const std::vector<oka::Scene::Vertex>& vertices = mScene->getVertices();
const size_t vbsize = vertices.size() * sizeof(oka::Scene::Vertex);
if (d_vb)
{
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_vb)));
}
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_vb), vbsize));
CUDA_CHECK(cudaMemcpy(reinterpret_cast<void*>(d_vb), vertices.data(), vbsize, cudaMemcpyHostToDevice));
}
void OptiXRender::createIndexBuffer()
{
const std::vector<uint32_t>& indices = mScene->getIndices();
const size_t ibsize = indices.size() * sizeof(uint32_t);
if (d_ib)
{
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_ib)));
}
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_ib), ibsize));
CUDA_CHECK(cudaMemcpy(reinterpret_cast<void*>(d_ib), indices.data(), ibsize, cudaMemcpyHostToDevice));
}
void OptiXRender::createLightBuffer()
{
const std::vector<Scene::Light>& lightDescs = mScene->getLights();
const size_t lightBufferSize = lightDescs.size() * sizeof(Scene::Light);
if (d_lights)
{
CUDA_CHECK(cudaFree(reinterpret_cast<void*>(d_lights)));
}
if (lightBufferSize)
{
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_lights), lightBufferSize));
CUDA_CHECK(
cudaMemcpy(reinterpret_cast<void*>(d_lights), lightDescs.data(), lightBufferSize, cudaMemcpyHostToDevice));
}
}
Texture OptiXRender::loadTextureFromFile(const std::string& fileName)
{
int texWidth, texHeight, texChannels;
stbi_uc* data = stbi_load(fileName.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
if (!data)
{
STRELKA_ERROR("Unable to load texture from file: {}", fileName.c_str());
return Texture();
}
// convert to float4 format
// TODO: add compression here:
// std::vector<float> floatData(texWidth * texHeight * 4);
// for (int i = 0; i < texHeight; ++i)
// {
// for (int j = 0; j < texWidth; ++j)
// {
// const size_t linearPixelIndex = (i * texWidth + j) * 4;
// auto remapToFloat = [](const unsigned char v)
// {
// return float(v) / 255.0f;
// };
// floatData[linearPixelIndex + 0] = remapToFloat(data[linearPixelIndex + 0]);
// floatData[linearPixelIndex + 1] = remapToFloat(data[linearPixelIndex + 1]);
// floatData[linearPixelIndex + 2] = remapToFloat(data[linearPixelIndex + 2]);
// floatData[linearPixelIndex + 3] = remapToFloat(data[linearPixelIndex + 3]);
// }
// }
const void* dataPtr = data;
cudaChannelFormatDesc channel_desc = cudaCreateChannelDesc<uchar4>();
cudaResourceDesc res_desc{};
memset(&res_desc, 0, sizeof(res_desc));
cudaArray_t device_tex_array;
CUDA_CHECK(cudaMallocArray(&device_tex_array, &channel_desc, texWidth, texHeight));
CUDA_CHECK(cudaMemcpy2DToArray(device_tex_array, 0, 0, dataPtr, texWidth * sizeof(char) * 4,
texWidth * sizeof(char) * 4, texHeight, cudaMemcpyHostToDevice));
res_desc.resType = cudaResourceTypeArray;
res_desc.res.array.array = device_tex_array;
// Create filtered texture object
cudaTextureDesc tex_desc;
memset(&tex_desc, 0, sizeof(tex_desc));
cudaTextureAddressMode addr_mode = cudaAddressModeWrap;
tex_desc.addressMode[0] = addr_mode;
tex_desc.addressMode[1] = addr_mode;
tex_desc.addressMode[2] = addr_mode;
tex_desc.filterMode = cudaFilterModeLinear;
tex_desc.readMode = cudaReadModeNormalizedFloat;
tex_desc.normalizedCoords = 1;
if (res_desc.resType == cudaResourceTypeMipmappedArray)
{
tex_desc.mipmapFilterMode = cudaFilterModeLinear;
tex_desc.maxAnisotropy = 16;
tex_desc.minMipmapLevelClamp = 0.f;
tex_desc.maxMipmapLevelClamp = 1000.f; // default value in OpenGL
}
cudaTextureObject_t tex_obj = 0;
CUDA_CHECK(cudaCreateTextureObject(&tex_obj, &res_desc, &tex_desc, nullptr));
// Create unfiltered texture object if necessary (cube textures have no texel functions)
cudaTextureObject_t tex_obj_unfilt = 0;
// if (texture_shape != mi::neuraylib::ITarget_code::Texture_shape_cube)
{
// Use a black border for access outside of the texture
tex_desc.addressMode[0] = cudaAddressModeBorder;
tex_desc.addressMode[1] = cudaAddressModeBorder;
tex_desc.addressMode[2] = cudaAddressModeBorder;
tex_desc.filterMode = cudaFilterModePoint;
CUDA_CHECK(cudaCreateTextureObject(&tex_obj_unfilt, &res_desc, &tex_desc, nullptr));
}
return Texture(tex_obj, tex_obj_unfilt, make_uint3(texWidth, texHeight, 1));
}
bool OptiXRender::createOptixMaterials()
{
std::unordered_map<std::string, MaterialManager::Module*> mNameToModule;
std::unordered_map<std::string, MaterialManager::MaterialInstance*> mNameToInstance;
std::unordered_map<std::string, MaterialManager::CompiledMaterial*> mNameToCompiled;
std::unordered_map<std::string, MaterialManager::TargetCode*> mNameToTargetCode;
std::vector<MaterialManager::CompiledMaterial*> compiledMaterials;
MaterialManager::TargetCode* targetCode;
std::vector<Scene::MaterialDescription>& matDescs = mScene->getMaterials();
for (uint32_t i = 0; i < matDescs.size(); ++i)
{
oka::Scene::MaterialDescription& currMatDesc = matDescs[i];
if (currMatDesc.type == oka::Scene::MaterialDescription::Type::eMdl)
{
if (auto it = mNameToCompiled.find(currMatDesc.name); it != mNameToCompiled.end())
{
compiledMaterials.emplace_back(it->second);
continue;
}
MaterialManager::Module* mdlModule = nullptr;
if (mNameToModule.find(currMatDesc.file) != mNameToModule.end())
{
mdlModule = mNameToModule[currMatDesc.file];
}
else
{
mdlModule = mMaterialManager.createModule(currMatDesc.file.c_str());
if (mdlModule == nullptr)
{
STRELKA_ERROR("Unable to load MDL file: {}, Force replaced to default.mdl", currMatDesc.file.c_str());
mdlModule = mNameToModule["default.mdl"];
}
mNameToModule[currMatDesc.file] = mdlModule;
}
assert(mdlModule);
MaterialManager::MaterialInstance* materialInst = nullptr;
if (mNameToInstance.find(currMatDesc.name) != mNameToInstance.end())
{
materialInst = mNameToInstance[currMatDesc.name];
}
else
{
materialInst = mMaterialManager.createMaterialInstance(mdlModule, currMatDesc.name.c_str());
mNameToInstance[currMatDesc.name] = materialInst;
}
assert(materialInst);
MaterialManager::CompiledMaterial* materialComp = nullptr;
{
materialComp = mMaterialManager.compileMaterial(materialInst);
mNameToCompiled[currMatDesc.name] = materialComp;
}
assert(materialComp);
compiledMaterials.push_back(materialComp);
}
else
{
MaterialManager::Module* mdlModule = mMaterialManager.createMtlxModule(currMatDesc.code.c_str());
assert(mdlModule);
MaterialManager::MaterialInstance* materialInst = mMaterialManager.createMaterialInstance(mdlModule, "");
assert(materialInst);
MaterialManager::CompiledMaterial* materialComp = mMaterialManager.compileMaterial(materialInst);
assert(materialComp);
compiledMaterials.push_back(materialComp);
// MaterialManager::TargetCode* mdlTargetCode = mMaterialManager.generateTargetCode(&materialComp, 1);
// assert(mdlTargetCode);
// mNameToTargetCode[currMatDesc.name] = mdlTargetCode;
// targetCodes.push_back(mdlTargetCode);
}
}
targetCode = mMaterialManager.generateTargetCode(compiledMaterials.data(), compiledMaterials.size());
std::vector<Texture> materialTextures;
const auto searchPath = getSharedContext().mSettingsManager->getAs<std::string>("resource/searchPath");
fs::path resourcePath = fs::path(getSharedContext().mSettingsManager->getAs<std::string>("resource/searchPath"));
for (uint32_t i = 0; i < matDescs.size(); ++i)
{
for (const auto& param : matDescs[i].params)
{
bool res = false;
if (param.type == MaterialManager::Param::Type::eTexture)
{
std::string texPath(param.value.size(), 0);
memcpy(texPath.data(), param.value.data(), param.value.size());
// int texId = getTexManager()->loadTextureMdl(texPath);
fs::path fullTextureFilePath = resourcePath / texPath;
::Texture tex = loadTextureFromFile(fullTextureFilePath.string());
materialTextures.push_back(tex);
int texId = 0;
int resId = mMaterialManager.registerResource(targetCode, texId);
assert(resId > 0);
MaterialManager::Param newParam;
newParam.name = param.name;
newParam.type = MaterialManager::Param::Type::eInt;
newParam.value.resize(sizeof(resId));
memcpy(newParam.value.data(), &resId, sizeof(resId));
res = mMaterialManager.setParam(targetCode, i, compiledMaterials[i], newParam);
}
else
{
res = mMaterialManager.setParam(targetCode, i, compiledMaterials[i], param);
}
if (!res)
{
STRELKA_ERROR(
"Unable to set parameter: {0} for material: {1}", param.name.c_str(), matDescs[i].name.c_str());
// assert(0);
}
}
mMaterialManager.dumpParams(targetCode, i, compiledMaterials[i]);
}
const uint8_t* argData = mMaterialManager.getArgBufferData(targetCode);
const size_t argDataSize = mMaterialManager.getArgBufferSize(targetCode);
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_materialArgData), argDataSize));
CUDA_CHECK(cudaMemcpy((void*)d_materialArgData, argData, argDataSize, cudaMemcpyHostToDevice));
const uint8_t* roData = mMaterialManager.getReadOnlyBlockData(targetCode);
const size_t roDataSize = mMaterialManager.getReadOnlyBlockSize(targetCode);
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_materialRoData), roDataSize));
CUDA_CHECK(cudaMemcpy((void*)d_materialRoData, roData, roDataSize, cudaMemcpyHostToDevice));
const size_t texturesBuffSize = sizeof(Texture) * materialTextures.size();
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_texturesData), texturesBuffSize));
CUDA_CHECK(cudaMemcpy((void*)d_texturesData, materialTextures.data(), texturesBuffSize, cudaMemcpyHostToDevice));
Texture_handler resourceHandler;
resourceHandler.num_textures = materialTextures.size();
resourceHandler.textures = (const Texture*)d_texturesData;
CUDA_CHECK(cudaMalloc(reinterpret_cast<void**>(&d_texturesHandler), sizeof(Texture_handler)));
CUDA_CHECK(cudaMemcpy((void*)d_texturesHandler, &resourceHandler, sizeof(Texture_handler), cudaMemcpyHostToDevice));
std::unordered_map<MaterialManager::CompiledMaterial*, OptixProgramGroup> compiledToOptixPG;
for (int i = 0; i < compiledMaterials.size(); ++i)
{
if (compiledToOptixPG.find(compiledMaterials[i]) == compiledToOptixPG.end())
{
const char* codeData = mMaterialManager.getShaderCode(targetCode, i);
assert(codeData);
const size_t codeSize = strlen(codeData);
assert(codeSize);
OptixProgramGroup pg = createRadianceClosestHitProgramGroup(mState, codeData, codeSize);
compiledToOptixPG[compiledMaterials[i]] = pg;
}
Material optixMaterial;
optixMaterial.programGroup = compiledToOptixPG[compiledMaterials[i]];
optixMaterial.d_argData = d_materialArgData + mMaterialManager.getArgBlockOffset(targetCode, i);
optixMaterial.d_argDataSize = argDataSize;
optixMaterial.d_roData = d_materialRoData + mMaterialManager.getReadOnlyOffset(targetCode, i);
optixMaterial.d_roSize = roDataSize;
optixMaterial.d_textureHandler = d_texturesHandler;
mMaterials.push_back(optixMaterial);
}
return true;
}
OptiXRender::Material& OptiXRender::getMaterial(int id)
{
assert(id < mMaterials.size());
return mMaterials[id];
}
| 61,289 | C++ | 41.5625 | 127 | 0.640066 |
arhix52/Strelka/src/render/optix/postprocessing/Utils.h | #pragma once
#include <sutil/vec_math.h>
// utility function for accumulation and HDR <=> LDR
__device__ __inline__ float3 tonemap(float3 color, const float3 exposure)
{
color *= exposure;
return color / (color + 1.0f);
}
__device__ __inline__ float3 inverseTonemap(const float3 color, const float3 exposure)
{
return color / (exposure - color * exposure);
}
| 373 | C | 23.933332 | 86 | 0.683646 |
arhix52/Strelka/src/render/optix/postprocessing/Tonemappers.h | #pragma once
#include <sutil/vec_math.h>
#include <stdint.h>
enum class ToneMapperType : uint32_t
{
eNone = 0,
eReinhard,
eACES,
eFilmic,
};
extern "C" void tonemap(const ToneMapperType type,
const float3 exposure,
const float gamma,
float4* image,
const uint32_t width,
const uint32_t height);
| 433 | C | 21.842104 | 50 | 0.512702 |
arhix52/Strelka/src/render/metal/MetalBuffer.h | #pragma once
#include "buffer.h"
#include <Metal/Metal.hpp>
namespace oka
{
class MetalBuffer : public Buffer
{
public:
MetalBuffer(MTL::Buffer* buff, BufferFormat format, uint32_t width, uint32_t height);
~MetalBuffer() override;
void resize(uint32_t width, uint32_t height) override;
void* map() override;
void unmap() override;
MTL::Buffer* getNativePtr()
{
return mBuffer;
}
void* getHostPointer() override
{
return map();
}
size_t getHostDataSize() override
{
return mBuffer->length();
}
protected:
MTL::Buffer* mBuffer;
};
} // namespace oka | 640 | C | 15.868421 | 89 | 0.63125 |
arhix52/Strelka/src/render/metal/MetalBuffer.cpp |
#include "MetalBuffer.h"
using namespace oka;
oka::MetalBuffer::MetalBuffer(MTL::Buffer* buff, BufferFormat format, uint32_t width, uint32_t height) : mBuffer(buff)
{
mFormat = format;
mWidth = width;
mHeight = height;
}
oka::MetalBuffer::~MetalBuffer()
{
mBuffer->release();
}
void oka::MetalBuffer::resize(uint32_t width, uint32_t height)
{
}
void* oka::MetalBuffer::map()
{
return mBuffer->contents();
}
void oka::MetalBuffer::unmap()
{
}
| 470 | C++ | 14.193548 | 118 | 0.676596 |
arhix52/Strelka/src/render/metal/MetalRender.cpp | #define NS_PRIVATE_IMPLEMENTATION
#define MTL_PRIVATE_IMPLEMENTATION
#define MTK_PRIVATE_IMPLEMENTATION
#include <Metal/Metal.hpp>
#include "MetalRender.h"
#include "MetalBuffer.h"
#include <cassert>
#include <filesystem>
#include <glm/glm.hpp>
#include <glm/mat4x3.hpp>
#include <glm/gtx/compatibility.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/matrix_major_storage.hpp>
#include <glm/ext/matrix_relational.hpp>
#define STB_IMAGE_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#include <log.h>
#include <simd/simd.h>
#include "shaders/ShaderTypes.h"
using namespace oka;
namespace fs = std::filesystem;
MetalRender::MetalRender(/* args */) = default;
MetalRender::~MetalRender() = default;
void MetalRender::init()
{
mDevice = MTL::CreateSystemDefaultDevice();
mCommandQueue = mDevice->newCommandQueue();
buildComputePipeline();
buildTonemapperPipeline();
}
MTL::Texture* MetalRender::loadTextureFromFile(const std::string& fileName)
{
int texWidth = 0;
int texHeight = 0;
int texChannels = 0;
stbi_uc* data = stbi_load(fileName.c_str(), &texWidth, &texHeight, &texChannels, STBI_rgb_alpha);
if (data == nullptr)
{
STRELKA_ERROR("Unable to load texture from file: {}", fileName.c_str());
return nullptr;
}
MTL::TextureDescriptor* pTextureDesc = MTL::TextureDescriptor::alloc()->init();
pTextureDesc->setWidth(texWidth);
pTextureDesc->setHeight(texHeight);
pTextureDesc->setPixelFormat(MTL::PixelFormatRGBA8Unorm);
pTextureDesc->setTextureType(MTL::TextureType2D);
pTextureDesc->setStorageMode(MTL::StorageModeManaged);
pTextureDesc->setUsage(MTL::ResourceUsageSample | MTL::ResourceUsageRead);
MTL::Texture* pTexture = mDevice->newTexture(pTextureDesc);
const MTL::Region region = MTL::Region::Make3D(0, 0, 0, texWidth, texHeight, 1);
pTexture->replaceRegion(region, 0, data, 4ull * texWidth);
pTextureDesc->release();
return pTexture;
}
void MetalRender::createMetalMaterials()
{
using simd::float3;
const std::vector<Scene::MaterialDescription>& matDescs = mScene->getMaterials();
std::vector<Material> gpuMaterials;
const fs::path resourcePath = getSharedContext().mSettingsManager->getAs<std::string>("resource/searchPath");
for (const Scene::MaterialDescription& currMatDesc : matDescs)
{
Material material = {};
material.diffuse = { 1.0f, 1.0f, 1.0f };
for (const auto& param : currMatDesc.params)
{
if (param.name == "diffuse_color" || param.name == "diffuseColor" || param.name == "diffuse_color_constant")
{
memcpy(&material.diffuse, param.value.data(), sizeof(float) * 3);
}
if (param.type == MaterialManager::Param::Type::eTexture)
{
std::string texPath(param.value.size(), 0);
memcpy(texPath.data(), param.value.data(), param.value.size());
const fs::path fullTextureFilePath = resourcePath / texPath;
if (param.name == "diffuse_texture")
{
MTL::Texture* diffuseTex = loadTextureFromFile(fullTextureFilePath.string());
mMaterialTextures.push_back(diffuseTex);
material.diffuseTexture = diffuseTex->gpuResourceID();
}
if (param.name == "normalmap_texture")
{
MTL::Texture* normalTex = loadTextureFromFile(fullTextureFilePath.string());
mMaterialTextures.push_back(normalTex);
material.normalTexture = normalTex->gpuResourceID();
}
}
}
gpuMaterials.push_back(material);
}
const size_t materialsDataSize = sizeof(Material) * gpuMaterials.size();
mMaterialBuffer = mDevice->newBuffer(materialsDataSize, MTL::ResourceStorageModeManaged);
memcpy(mMaterialBuffer->contents(), gpuMaterials.data(), materialsDataSize);
mMaterialBuffer->didModifyRange(NS::Range::Make(0, mMaterialBuffer->length()));
}
void MetalRender::render(Buffer* output)
{
using simd::float3;
using simd::float4;
using simd::float4x4;
NS::AutoreleasePool* pPool = NS::AutoreleasePool::alloc()->init();
if (getSharedContext().mFrameNumber == 0)
{
buildBuffers();
createMetalMaterials();
createAccelerationStructures();
// create accum buffer, we don't need cpu access, make it device only
mAccumulationBuffer = mDevice->newBuffer(
output->width() * output->height() * output->getElementSize(), MTL::ResourceStorageModePrivate);
}
mFrameIndex = (mFrameIndex + 1) % kMaxFramesInFlight;
// Update camera state:
const uint32_t width = output->width();
const uint32_t height = output->height();
oka::Camera& camera = mScene->getCamera(1);
camera.updateAspectRatio(width / (float)height);
camera.updateViewMatrix();
View currView = {};
currView.mCamMatrices = camera.matrices;
if (glm::any(glm::notEqual(currView.mCamMatrices.perspective, mPrevView.mCamMatrices.perspective)) ||
glm::any(glm::notEqual(currView.mCamMatrices.view, mPrevView.mCamMatrices.view)))
{
// need reset
getSharedContext().mSubframeIndex = 0;
}
SettingsManager& settings = *getSharedContext().mSettingsManager;
MTL::Buffer* pUniformBuffer = mUniformBuffers[mFrameIndex];
MTL::Buffer* pUniformTMBuffer = mUniformTMBuffers[mFrameIndex];
Uniforms* pUniformData = reinterpret_cast<Uniforms*>(pUniformBuffer->contents());
UniformsTonemap* pUniformTonemap = reinterpret_cast<UniformsTonemap*>(pUniformTMBuffer->contents());
pUniformData->frameIndex = mFrameIndex;
pUniformData->subframeIndex = getSharedContext().mSubframeIndex;
pUniformData->height = height;
pUniformData->width = width;
pUniformData->numLights = mScene->getLightsDesc().size();
pUniformData->samples_per_launch = settings.getAs<uint32_t>("render/pt/spp");
pUniformData->enableAccumulation = (uint32_t)settings.getAs<bool>("render/pt/enableAcc");
pUniformData->missColor = float3(0.0f);
pUniformData->maxDepth = settings.getAs<uint32_t>("render/pt/depth");
pUniformData->debug = settings.getAs<uint32_t>("render/pt/debug");
pUniformTonemap->width = width;
pUniformTonemap->height = height;
pUniformTonemap->tonemapperType = settings.getAs<uint32_t>("render/pt/tonemapperType");
pUniformTonemap->gamma = settings.getAs<float>("render/post/gamma");
bool settingsChanged = false;
static uint32_t rectLightSamplingMethodPrev = 0;
pUniformData->rectLightSamplingMethod = settings.getAs<uint32_t>("render/pt/rectLightSamplingMethod");
settingsChanged = (rectLightSamplingMethodPrev != pUniformData->rectLightSamplingMethod);
rectLightSamplingMethodPrev = pUniformData->rectLightSamplingMethod;
static bool enableAccumulationPrev = false;
const bool enableAccumulation = settings.getAs<bool>("render/pt/enableAcc");
settingsChanged |= (enableAccumulationPrev != enableAccumulation);
enableAccumulationPrev = enableAccumulation;
static uint32_t sspTotalPrev = 0;
const uint32_t sspTotal = settings.getAs<uint32_t>("render/pt/sppTotal");
settingsChanged |= (sspTotalPrev > sspTotal); // reset only if new spp less than already accumulated
sspTotalPrev = sspTotal;
if (settingsChanged)
{
getSharedContext().mSubframeIndex = 0;
}
glm::float4x4 invView = glm::inverse(camera.matrices.view);
for (int column = 0; column < 4; column++)
{
for (int row = 0; row < 4; row++)
{
pUniformData->viewToWorld.columns[column][row] = invView[column][row];
}
}
for (int column = 0; column < 4; column++)
{
for (int row = 0; row < 4; row++)
{
pUniformData->clipToView.columns[column][row] = camera.matrices.invPerspective[column][row];
}
}
pUniformData->subframeIndex = getSharedContext().mSubframeIndex;
// Photometric Units from iray documentation
// Controls the sensitivity of the “camera film” and is expressed as an index; the ISO number of the film, also
// known as “film speed.” The higher this value, the greater the exposure. If this is set to a non-zero value,
// “Photographic” mode is enabled. If this is set to 0, “Arbitrary” mode is enabled, and all color scaling is then
// strictly defined by the value of cm^2 Factor.
float filmIso = settings.getAs<float>("render/post/tonemapper/filmIso");
// The candela per meter square factor
float cm2_factor = settings.getAs<float>("render/post/tonemapper/cm2_factor");
// The fractional aperture number; e.g., 11 means aperture “f/11.” It adjusts the size of the opening of the “camera
// iris” and is expressed as a ratio. The higher this value, the lower the exposure.
float fStop = settings.getAs<float>("render/post/tonemapper/fStop");
// Controls the duration, in fractions of a second, that the “shutter” is open; e.g., the value 100 means that the
// “shutter” is open for 1/100th of a second. The higher this value, the greater the exposure
float shutterSpeed = settings.getAs<float>("render/post/tonemapper/shutterSpeed");
// Specifies the main color temperature of the light sources; the color that will be mapped to “white” on output,
// e.g., an incoming color of this hue/saturation will be mapped to grayscale, but its intensity will remain
// unchanged. This is similar to white balance controls on digital cameras.
float3 whitePoint{ 1.0f, 1.0f, 1.0f };
auto all = [](float3 v) { return v.x > 0.0f && v.y > 0.0f && v.z > 0.0f; };
float3 exposureValue = all(whitePoint) ? 1.0f / whitePoint : float3(1.0f);
const float lum = simd::dot(exposureValue, float3{ 0.299f, 0.587f, 0.114f });
if (filmIso > 0.0f)
{
// See https://www.nayuki.io/page/the-photographic-exposure-equation
exposureValue *= cm2_factor * filmIso / (shutterSpeed * fStop * fStop) / 100.0f;
}
else
{
exposureValue *= cm2_factor;
}
exposureValue /= lum;
pUniformTonemap->exposureValue = exposureValue;
pUniformData->exposureValue = exposureValue; // need for proper accumulation
const uint32_t totalSpp = settings.getAs<uint32_t>("render/pt/sppTotal");
const uint32_t samplesPerLaunch = settings.getAs<uint32_t>("render/pt/spp");
const int32_t leftSpp = totalSpp - getSharedContext().mSubframeIndex;
// if accumulation is off then launch selected samples per pixel
const uint32_t samplesThisLaunch =
enableAccumulation ? std::min((int32_t)samplesPerLaunch, leftSpp) : samplesPerLaunch;
if (samplesThisLaunch != 0)
{
pUniformData->samples_per_launch = samplesThisLaunch;
pUniformBuffer->didModifyRange(NS::Range::Make(0, sizeof(Uniforms)));
pUniformTMBuffer->didModifyRange(NS::Range::Make(0, sizeof(UniformsTonemap)));
MTL::CommandBuffer* pCmd = mCommandQueue->commandBuffer();
MTL::ComputeCommandEncoder* pComputeEncoder = pCmd->computeCommandEncoder();
pComputeEncoder->useResource(mMaterialBuffer, MTL::ResourceUsageRead);
pComputeEncoder->useResource(mLightBuffer, MTL::ResourceUsageRead);
pComputeEncoder->useResource(mInstanceAccelerationStructure, MTL::ResourceUsageRead);
for (const MTL::AccelerationStructure* primitiveAccel : mPrimitiveAccelerationStructures)
{
pComputeEncoder->useResource(primitiveAccel, MTL::ResourceUsageRead);
}
for (auto& materialTexture : mMaterialTextures)
{
pComputeEncoder->useResource(materialTexture, MTL::ResourceUsageRead);
}
pComputeEncoder->useResource(((MetalBuffer*)output)->getNativePtr(), MTL::ResourceUsageWrite);
pComputeEncoder->setComputePipelineState(mPathTracingPSO);
pComputeEncoder->setBuffer(pUniformBuffer, 0, 0);
pComputeEncoder->setBuffer(mInstanceBuffer, 0, 1);
pComputeEncoder->setAccelerationStructure(mInstanceAccelerationStructure, 2);
pComputeEncoder->setBuffer(mLightBuffer, 0, 3);
pComputeEncoder->setBuffer(mMaterialBuffer, 0, 4);
// Output
pComputeEncoder->setBuffer(((MetalBuffer*)output)->getNativePtr(), 0, 5);
pComputeEncoder->setBuffer(mAccumulationBuffer, 0, 6);
{
const MTL::Size gridSize = MTL::Size(width, height, 1);
const NS::UInteger threadGroupSize = mPathTracingPSO->maxTotalThreadsPerThreadgroup();
const MTL::Size threadgroupSize(threadGroupSize, 1, 1);
pComputeEncoder->dispatchThreads(gridSize, threadgroupSize);
}
// Disable tonemapping for debug output
if (pUniformData->debug == 0)
{
pComputeEncoder->setComputePipelineState(mTonemapperPSO);
pComputeEncoder->useResource(
((MetalBuffer*)output)->getNativePtr(), MTL::ResourceUsageRead | MTL::ResourceUsageWrite);
pComputeEncoder->setBuffer(pUniformTMBuffer, 0, 0);
pComputeEncoder->setBuffer(((MetalBuffer*)output)->getNativePtr(), 0, 1);
{
const MTL::Size gridSize = MTL::Size(width, height, 1);
const NS::UInteger threadGroupSize = mTonemapperPSO->maxTotalThreadsPerThreadgroup();
const MTL::Size threadgroupSize(threadGroupSize, 1, 1);
pComputeEncoder->dispatchThreads(gridSize, threadgroupSize);
}
}
pComputeEncoder->endEncoding();
pCmd->commit();
pCmd->waitUntilCompleted();
if (enableAccumulation)
{
getSharedContext().mSubframeIndex += samplesThisLaunch;
}
else
{
getSharedContext().mSubframeIndex = 0;
}
}
else
{
MTL::CommandBuffer* pCmd = mCommandQueue->commandBuffer();
MTL::BlitCommandEncoder* pBlitEncoder = pCmd->blitCommandEncoder();
pBlitEncoder->copyFromBuffer(
mAccumulationBuffer, 0, ((MetalBuffer*)output)->getNativePtr(), 0, width * height * sizeof(float4));
pBlitEncoder->endEncoding();
// Disable tonemapping for debug output
if (pUniformData->debug == 0)
{
MTL::ComputeCommandEncoder* pComputeEncoder = pCmd->computeCommandEncoder();
pComputeEncoder->setComputePipelineState(mTonemapperPSO);
pComputeEncoder->useResource(
((MetalBuffer*)output)->getNativePtr(), MTL::ResourceUsageRead | MTL::ResourceUsageWrite);
pComputeEncoder->setBuffer(pUniformTMBuffer, 0, 0);
pComputeEncoder->setBuffer(((MetalBuffer*)output)->getNativePtr(), 0, 1);
{
const MTL::Size gridSize = MTL::Size(width, height, 1);
const NS::UInteger threadGroupSize = mTonemapperPSO->maxTotalThreadsPerThreadgroup();
const MTL::Size threadgroupSize(threadGroupSize, 1, 1);
pComputeEncoder->dispatchThreads(gridSize, threadgroupSize);
}
pComputeEncoder->endEncoding();
}
pCmd->commit();
pCmd->waitUntilCompleted();
}
pPool->release();
mPrevView = currView;
getSharedContext().mFrameNumber++;
}
Buffer* MetalRender::createBuffer(const BufferDesc& desc)
{
assert(mDevice);
const size_t size = desc.height * desc.width * Buffer::getElementSize(desc.format);
assert(size != 0);
MTL::Buffer* buff = mDevice->newBuffer(size, MTL::ResourceStorageModeManaged);
assert(buff);
MetalBuffer* res = new MetalBuffer(buff, desc.format, desc.width, desc.height);
assert(res);
return res;
}
void MetalRender::buildComputePipeline()
{
NS::Error* pError = nullptr;
MTL::Library* pComputeLibrary =
mDevice->newLibrary(NS::String::string("./metal/shaders/pathtrace.metallib", NS::UTF8StringEncoding), &pError);
if (!pComputeLibrary)
{
STRELKA_FATAL("{}", pError->localizedDescription()->utf8String());
assert(false);
}
MTL::Function* pPathTraceFn =
pComputeLibrary->newFunction(NS::String::string("raytracingKernel", NS::UTF8StringEncoding));
mPathTracingPSO = mDevice->newComputePipelineState(pPathTraceFn, &pError);
if (!mPathTracingPSO)
{
STRELKA_FATAL("{}", pError->localizedDescription()->utf8String());
assert(false);
}
pPathTraceFn->release();
pComputeLibrary->release();
}
void MetalRender::buildTonemapperPipeline()
{
NS::Error* pError = nullptr;
MTL::Library* pComputeLibrary =
mDevice->newLibrary(NS::String::string("./metal/shaders/tonemapper.metallib", NS::UTF8StringEncoding), &pError);
if (!pComputeLibrary)
{
STRELKA_FATAL("{}", pError->localizedDescription()->utf8String());
assert(false);
}
MTL::Function* pTonemapperFn =
pComputeLibrary->newFunction(NS::String::string("toneMappingComputeShader", NS::UTF8StringEncoding));
mTonemapperPSO = mDevice->newComputePipelineState(pTonemapperFn, &pError);
if (!mTonemapperPSO)
{
STRELKA_FATAL("{}", pError->localizedDescription()->utf8String());
assert(false);
}
pTonemapperFn->release();
pComputeLibrary->release();
}
void MetalRender::buildBuffers()
{
const std::vector<Scene::Vertex>& vertices = mScene->getVertices();
const std::vector<uint32_t>& indices = mScene->getIndices();
const std::vector<Scene::Light>& lightDescs = mScene->getLights();
static_assert(sizeof(Scene::Light) == sizeof(UniformLight));
const size_t lightBufferSize = sizeof(Scene::Light) * lightDescs.size();
const size_t vertexDataSize = sizeof(Scene::Vertex) * vertices.size();
const size_t indexDataSize = sizeof(uint32_t) * indices.size();
MTL::Buffer* pLightBuffer = mDevice->newBuffer(lightBufferSize, MTL::ResourceStorageModeManaged);
MTL::Buffer* pVertexBuffer = mDevice->newBuffer(vertexDataSize, MTL::ResourceStorageModeManaged);
MTL::Buffer* pIndexBuffer = mDevice->newBuffer(indexDataSize, MTL::ResourceStorageModeManaged);
mLightBuffer = pLightBuffer;
mVertexBuffer = pVertexBuffer;
mIndexBuffer = pIndexBuffer;
memcpy(mLightBuffer->contents(), lightDescs.data(), lightBufferSize);
memcpy(mVertexBuffer->contents(), vertices.data(), vertexDataSize);
memcpy(mIndexBuffer->contents(), indices.data(), indexDataSize);
mLightBuffer->didModifyRange(NS::Range::Make(0, mLightBuffer->length()));
mVertexBuffer->didModifyRange(NS::Range::Make(0, mVertexBuffer->length()));
mIndexBuffer->didModifyRange(NS::Range::Make(0, mIndexBuffer->length()));
for (MTL::Buffer*& uniformBuffer : mUniformBuffers)
{
uniformBuffer = mDevice->newBuffer(sizeof(Uniforms), MTL::ResourceStorageModeManaged);
}
for (MTL::Buffer*& uniformBuffer : mUniformTMBuffers)
{
uniformBuffer = mDevice->newBuffer(sizeof(UniformsTonemap), MTL::ResourceStorageModeManaged);
}
}
MTL::AccelerationStructure* MetalRender::createAccelerationStructure(MTL::AccelerationStructureDescriptor* descriptor)
{
NS::AutoreleasePool* pPool = NS::AutoreleasePool::alloc()->init();
// Query for the sizes needed to store and build the acceleration structure.
const MTL::AccelerationStructureSizes accelSizes = mDevice->accelerationStructureSizes(descriptor);
// Allocate an acceleration structure large enough for this descriptor. This doesn't actually
// build the acceleration structure, it just allocates memory.
MTL::AccelerationStructure* accelerationStructure =
mDevice->newAccelerationStructure(accelSizes.accelerationStructureSize);
// Allocate scratch space Metal uses to build the acceleration structure.
// Use MTLResourceStorageModePrivate for best performance because the sample
// doesn't need access to the buffer's contents.
MTL::Buffer* scratchBuffer = mDevice->newBuffer(accelSizes.buildScratchBufferSize, MTL::ResourceStorageModePrivate);
// Create a command buffer to perform the acceleration structure build.
MTL::CommandBuffer* commandBuffer = mCommandQueue->commandBuffer();
// Create an acceleration structure command encoder.
MTL::AccelerationStructureCommandEncoder* commandEncoder = commandBuffer->accelerationStructureCommandEncoder();
// Allocate a buffer for Metal to write the compacted accelerated structure's size into.
MTL::Buffer* compactedSizeBuffer = mDevice->newBuffer(sizeof(uint32_t), MTL::ResourceStorageModeShared);
// Schedule the actual acceleration structure build.
commandEncoder->buildAccelerationStructure(accelerationStructure, descriptor, scratchBuffer, 0UL);
// Compute and write the compacted acceleration structure size into the buffer. You
// need to already have a built accelerated structure because Metal determines the compacted
// size based on the final size of the acceleration structure. Compacting an acceleration
// structure can potentially reclaim significant amounts of memory because Metal must
// create the initial structure using a conservative approach.
commandEncoder->writeCompactedAccelerationStructureSize(accelerationStructure, compactedSizeBuffer, 0UL);
// End encoding and commit the command buffer so the GPU can start building the
// acceleration structure.
commandEncoder->endEncoding();
commandBuffer->commit();
// The sample waits for Metal to finish executing the command buffer so that it can
// read back the compacted size.
// Note: Don't wait for Metal to finish executing the command buffer if you aren't compacting
// the acceleration structure because doing so requires CPU/GPU synchronization. You don't have
// to compact acceleration structures, but it's helpful when creating large static acceleration
// structures, such as static scene geometry. Avoid compacting acceleration structures that
// you rebuild every frame because the synchronization cost may be significant.
commandBuffer->waitUntilCompleted();
const uint32_t compactedSize = *(uint32_t*)compactedSizeBuffer->contents();
// commandBuffer->release();
// commandEncoder->release();
// Allocate a smaller acceleration structure based on the returned size.
MTL::AccelerationStructure* compactedAccelerationStructure = mDevice->newAccelerationStructure(compactedSize);
// Create another command buffer and encoder.
commandBuffer = mCommandQueue->commandBuffer();
commandEncoder = commandBuffer->accelerationStructureCommandEncoder();
// Encode the command to copy and compact the acceleration structure into the
// smaller acceleration structure.
commandEncoder->copyAndCompactAccelerationStructure(accelerationStructure, compactedAccelerationStructure);
// End encoding and commit the command buffer. You don't need to wait for Metal to finish
// executing this command buffer as long as you synchronize any ray-intersection work
// to run after this command buffer completes. The sample relies on Metal's default
// dependency tracking on resources to automatically synchronize access to the new
// compacted acceleration structure.
commandEncoder->endEncoding();
commandBuffer->commit();
// commandEncoder->release();
// commandBuffer->release();
accelerationStructure->release();
scratchBuffer->release();
compactedSizeBuffer->release();
pPool->release();
return compactedAccelerationStructure->retain();
}
constexpr simd_float4x4 makeIdentity()
{
using simd::float4;
return (simd_float4x4){ (float4){ 1.f, 0.f, 0.f, 0.f }, (float4){ 0.f, 1.f, 0.f, 0.f },
(float4){ 0.f, 0.f, 1.f, 0.f }, (float4){ 0.f, 0.f, 0.f, 1.f } };
}
MetalRender::Mesh* MetalRender::createMesh(const oka::Mesh& mesh)
{
MetalRender::Mesh* result = new MetalRender::Mesh();
const uint32_t triangleCount = mesh.mCount / 3;
const std::vector<Scene::Vertex>& vertices = mScene->getVertices();
const std::vector<uint32_t>& indices = mScene->getIndices();
std::vector<Triangle> triangleData(triangleCount);
for (int i = 0; i < triangleCount; ++i)
{
Triangle& curr = triangleData[i];
const uint32_t i0 = indices[mesh.mIndex + i * 3 + 0];
const uint32_t i1 = indices[mesh.mIndex + i * 3 + 1];
const uint32_t i2 = indices[mesh.mIndex + i * 3 + 2];
// Positions
using simd::float3;
curr.positions[0] = { vertices[mesh.mVbOffset + i0].pos.x, vertices[mesh.mVbOffset + i0].pos.y,
vertices[mesh.mVbOffset + i0].pos.z };
curr.positions[1] = { vertices[mesh.mVbOffset + i1].pos.x, vertices[mesh.mVbOffset + i1].pos.y,
vertices[mesh.mVbOffset + i1].pos.z };
curr.positions[2] = { vertices[mesh.mVbOffset + i2].pos.x, vertices[mesh.mVbOffset + i2].pos.y,
vertices[mesh.mVbOffset + i2].pos.z };
// Normals
curr.normals[0] = vertices[mesh.mVbOffset + i0].normal;
curr.normals[1] = vertices[mesh.mVbOffset + i1].normal;
curr.normals[2] = vertices[mesh.mVbOffset + i2].normal;
// Tangents
curr.tangent[0] = vertices[mesh.mVbOffset + i0].tangent;
curr.tangent[1] = vertices[mesh.mVbOffset + i1].tangent;
curr.tangent[2] = vertices[mesh.mVbOffset + i2].tangent;
// UVs
curr.uv[0] = vertices[mesh.mVbOffset + i0].uv;
curr.uv[1] = vertices[mesh.mVbOffset + i1].uv;
curr.uv[2] = vertices[mesh.mVbOffset + i2].uv;
}
MTL::Buffer* perPrimitiveBuffer =
mDevice->newBuffer(triangleData.size() * sizeof(Triangle), MTL::ResourceStorageModeManaged);
memcpy(perPrimitiveBuffer->contents(), triangleData.data(), sizeof(Triangle) * triangleData.size());
perPrimitiveBuffer->didModifyRange(NS::Range(0, perPrimitiveBuffer->length()));
MTL::AccelerationStructureTriangleGeometryDescriptor* geomDescriptor =
MTL::AccelerationStructureTriangleGeometryDescriptor::alloc()->init();
geomDescriptor->setVertexBuffer(mVertexBuffer);
geomDescriptor->setVertexBufferOffset(mesh.mVbOffset * sizeof(Scene::Vertex));
geomDescriptor->setVertexStride(sizeof(Scene::Vertex));
geomDescriptor->setIndexBuffer(mIndexBuffer);
geomDescriptor->setIndexBufferOffset(mesh.mIndex * sizeof(uint32_t));
geomDescriptor->setIndexType(MTL::IndexTypeUInt32);
geomDescriptor->setTriangleCount(triangleCount);
// Setup per primitive data
geomDescriptor->setPrimitiveDataBuffer(perPrimitiveBuffer);
geomDescriptor->setPrimitiveDataBufferOffset(0);
geomDescriptor->setPrimitiveDataElementSize(sizeof(Triangle));
geomDescriptor->setPrimitiveDataStride(sizeof(Triangle));
const NS::Array* geomDescriptors = NS::Array::array((const NS::Object* const*)&geomDescriptor, 1UL);
MTL::PrimitiveAccelerationStructureDescriptor* primDescriptor =
MTL::PrimitiveAccelerationStructureDescriptor::alloc()->init();
primDescriptor->setGeometryDescriptors(geomDescriptors);
result->mGas = createAccelerationStructure(primDescriptor);
primDescriptor->release();
geomDescriptor->release();
perPrimitiveBuffer->release();
return result;
}
void MetalRender::createAccelerationStructures()
{
NS::AutoreleasePool* pPool = NS::AutoreleasePool::alloc()->init();
const std::vector<oka::Mesh>& meshes = mScene->getMeshes();
const std::vector<oka::Curve>& curves = mScene->getCurves();
const std::vector<oka::Instance>& instances = mScene->getInstances();
if (meshes.empty() && curves.empty())
{
return;
}
for (const oka::Mesh& currMesh : meshes)
{
MetalRender::Mesh* metalMesh = createMesh(currMesh);
mMetalMeshes.push_back(metalMesh);
mPrimitiveAccelerationStructures.push_back(metalMesh->mGas);
}
mInstanceBuffer = mDevice->newBuffer(
sizeof(MTL::AccelerationStructureUserIDInstanceDescriptor) * instances.size(), MTL::ResourceStorageModeManaged);
MTL::AccelerationStructureUserIDInstanceDescriptor* instanceDescriptors =
(MTL::AccelerationStructureUserIDInstanceDescriptor*)mInstanceBuffer->contents();
for (int i = 0; i < instances.size(); ++i)
{
const Instance& curr = instances[i];
instanceDescriptors[i].accelerationStructureIndex = curr.mMeshId;
instanceDescriptors[i].options = MTL::AccelerationStructureInstanceOptionOpaque;
instanceDescriptors[i].intersectionFunctionTableOffset = 0;
instanceDescriptors[i].userID = curr.type == Instance::Type::eLight ? curr.mLightId : curr.mMaterialId;
instanceDescriptors[i].mask = curr.type == Instance::Type::eLight ? GEOMETRY_MASK_LIGHT : GEOMETRY_MASK_TRIANGLE;
for (int column = 0; column < 4; column++)
{
for (int row = 0; row < 3; row++)
{
instanceDescriptors[i].transformationMatrix.columns[column][row] = curr.transform[column][row];
}
}
}
mInstanceBuffer->didModifyRange(NS::Range::Make(0, mInstanceBuffer->length()));
const NS::Array* instancedAccelerationStructures = NS::Array::array(
(const NS::Object* const*)mPrimitiveAccelerationStructures.data(), mPrimitiveAccelerationStructures.size());
MTL::InstanceAccelerationStructureDescriptor* accelDescriptor =
MTL::InstanceAccelerationStructureDescriptor::descriptor();
accelDescriptor->setInstancedAccelerationStructures(instancedAccelerationStructures);
accelDescriptor->setInstanceCount(instances.size());
accelDescriptor->setInstanceDescriptorBuffer(mInstanceBuffer);
accelDescriptor->setInstanceDescriptorType(MTL::AccelerationStructureInstanceDescriptorTypeUserID);
mInstanceAccelerationStructure = createAccelerationStructure(accelDescriptor);
pPool->release();
}
| 30,059 | C++ | 43.932735 | 121 | 0.69144 |
arhix52/Strelka/src/render/metal/MetalRender.h | #pragma once
#include "render.h"
#include <Metal/Metal.hpp>
#include <MetalKit/MetalKit.hpp>
namespace oka
{
static constexpr size_t kMaxFramesInFlight = 3;
class MetalRender : public Render
{
public:
MetalRender(/* args */);
~MetalRender() override;
void init() override;
void render(Buffer* output) override;
Buffer* createBuffer(const BufferDesc& desc) override;
void* getNativeDevicePtr() override
{
return mDevice;
}
private:
struct Mesh
{
MTL::AccelerationStructure* mGas;
};
Mesh* createMesh(const oka::Mesh& mesh);
struct View
{
oka::Camera::Matrices mCamMatrices;
};
View mPrevView;
MTL::Device* mDevice;
MTL::CommandQueue* mCommandQueue;
MTL::Library* mShaderLibrary;
MTL::ComputePipelineState* mPathTracingPSO;
MTL::ComputePipelineState* mTonemapperPSO;
MTL::Buffer* mAccumulationBuffer;
MTL::Buffer* mLightBuffer;
MTL::Buffer* mVertexBuffer;
MTL::Buffer* mUniformBuffers[kMaxFramesInFlight];
MTL::Buffer* mUniformTMBuffers[kMaxFramesInFlight];
MTL::Buffer* mIndexBuffer;
uint32_t mTriangleCount;
std::vector<MetalRender::Mesh*> mMetalMeshes;
std::vector<MTL::AccelerationStructure*> mPrimitiveAccelerationStructures;
MTL::AccelerationStructure* mInstanceAccelerationStructure;
MTL::Buffer* mInstanceBuffer;
MTL::Buffer* mMaterialBuffer;
std::vector<MTL::Texture*> mMaterialTextures;
uint32_t mFrameIndex;
void buildComputePipeline();
void buildTonemapperPipeline();
void buildBuffers();
MTL::Texture* loadTextureFromFile(const std::string& fileName);
void createMetalMaterials();
MTL::AccelerationStructure* createAccelerationStructure(MTL::AccelerationStructureDescriptor* descriptor);
void createAccelerationStructures();
};
} // namespace oka
| 1,873 | C | 24.324324 | 110 | 0.710091 |
arhix52/Strelka/src/render/metal/shaders/random.h | #pragma once
#include <simd/simd.h>
using namespace metal;
float uintToFloat(uint x)
{
return as_type<float>(0x3f800000 | (x >> 9)) - 1.f;
}
enum class SampleDimension : uint32_t
{
ePixelX,
ePixelY,
eLightId,
eLightPointX,
eLightPointY,
eBSDF0,
eBSDF1,
eBSDF2,
eBSDF3,
eRussianRoulette,
eNUM_DIMENSIONS
};
struct SamplerState
{
uint32_t seed;
uint32_t sampleIdx;
uint32_t depth;
};
#define MAX_BOUNCES 128
// Based on: https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/
inline unsigned pcg_hash(unsigned seed) {
unsigned state = seed * 747796405u + 2891336453u;
unsigned word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
inline unsigned hash_with(unsigned seed, unsigned hash) {
// Wang hash
seed = (seed ^ 61) ^ hash;
seed += seed << 3;
seed ^= seed >> 4;
seed *= 0x27d4eb2d;
return seed;
}
// jenkins hash
unsigned int hash(unsigned int a)
{
a = (a + 0x7ED55D16) + (a << 12);
a = (a ^ 0xC761C23C) ^ (a >> 19);
a = (a + 0x165667B1) + (a << 5);
a = (a + 0xD3A2646C) ^ (a << 9);
a = (a + 0xFD7046C5) + (a << 3);
a = (a ^ 0xB55A4F09) ^ (a >> 16);
return a;
}
uint32_t hash2(uint32_t x, uint32_t seed)
{
x ^= x * 0x3d20adea;
x += seed;
x *= (seed >> 16) | 1;
x ^= x * 0x05526c56;
x ^= x * 0x53a22864;
return x;
}
uint jenkinsHash(uint x)
{
x += x << 10;
x ^= x >> 6;
x += x << 3;
x ^= x >> 11;
x += x << 15;
return x;
}
constant unsigned int primeNumbers[32] =
{
2, 3, 5, 7, 11, 13, 17, 19, 23, 29,
31, 37, 41, 43, 47, 53, 59, 61, 67, 71,
73, 79, 83, 89, 97, 101, 103, 107, 109, 113,
127, 131
};
float halton(uint32_t index, uint32_t base)
{
const float s = 1.0f / float(base);
unsigned int i = index;
float result = 0.0f;
float f = s;
while (i)
{
const unsigned int digit = i % base;
result += f * float(digit);
i = (i - digit) / base;
f *= s;
}
return clamp(result, 0.0f, 1.0f - 1e-6f); // TODO: 1minusEps
}
static SamplerState initSampler(uint32_t linearPixelIndex, uint32_t pixelSampleIndex, uint32_t seed)
{
SamplerState sampler {};
sampler.seed = hash(linearPixelIndex); //^ 0x736caf6fu;
sampler.sampleIdx = pixelSampleIndex;
sampler.depth = 0;
return sampler;
}
template <SampleDimension Dim>
static float random(thread SamplerState& state)
{
const uint32_t dimension = uint32_t(Dim) + state.depth * uint32_t(SampleDimension::eNUM_DIMENSIONS);
const uint32_t base = primeNumbers[dimension & 31u];
return halton(state.seed + state.sampleIdx, base);
}
uint xorshift(thread uint& rngState)
{
rngState ^= rngState << 13;
rngState ^= rngState >> 17;
rngState ^= rngState << 5;
return rngState;
}
template<unsigned int N>
static __inline__ unsigned int tea( unsigned int val0, unsigned int val1 )
{
unsigned int v0 = val0;
unsigned int v1 = val1;
unsigned int s0 = 0;
for( unsigned int n = 0; n < N; n++ )
{
s0 += 0x9e3779b9;
v0 += ((v1<<4)+0xa341316c)^(v1+s0)^((v1>>5)+0xc8013ea4);
v1 += ((v0<<4)+0xad90777d)^(v0+s0)^((v0>>5)+0x7e95761e);
}
return v0;
}
// Generate random unsigned int in [0, 2^24)
static __inline__ unsigned int lcg(thread unsigned int &prev)
{
const unsigned int LCG_A = 1664525u;
const unsigned int LCG_C = 1013904223u;
prev = (LCG_A * prev + LCG_C);
return prev & 0x00FFFFFF;
}
static __inline__ unsigned int lcg2(thread unsigned int &prev)
{
prev = (prev*8121 + 28411) % 134456;
return prev;
}
// Generate random float in [0, 1)
static __inline__ float rnd(thread unsigned int &prev)
{
return ((float) lcg(prev) / (float) 0x01000000);
}
static __inline__ unsigned int rot_seed( unsigned int seed, unsigned int frame )
{
return seed ^ frame;
}
// Implementetion from Ray Tracing gems
// https://github.com/boksajak/referencePT/blob/master/shaders/PathTracer.hlsl
uint initRNG(uint2 pixelCoords, uint2 resolution, uint frameNumber)
{
uint t = dot(float2(pixelCoords), float2(1, resolution.x));
uint seed = t ^ jenkinsHash(frameNumber);
// uint seed = dot(pixelCoords, uint2(1, resolution.x)) ^ jenkinsHash(frameNumber);
return jenkinsHash(seed);
}
uint owen_scramble_rev(uint x, uint seed)
{
x ^= x * 0x3d20adea;
x += seed;
x *= (seed >> 16) | 1;
x ^= x * 0x05526c56;
x ^= x * 0x53a22864;
return x;
}
| 4,402 | C | 21.695876 | 104 | 0.62199 |
arhix52/Strelka/src/render/metal/shaders/lights.h | #pragma once
#include <metal_stdlib>
#include <simd/simd.h>
#include "ShaderTypes.h"
using namespace metal;
struct LightSampleData
{
float3 pointOnLight;
float pdf;
float3 normal;
float area;
float3 L;
float distToLight;
};
__inline__ float misWeightBalance(const float a, const float b)
{
return 1.0f / ( 1.0f + (b / a) );
}
static float calcLightArea(device const UniformLight& l)
{
float area = 0.0f;
if (l.type == 0) // rectangle area
{
float3 e1 = float3(l.points[1]) - float3(l.points[0]);
float3 e2 = float3(l.points[3]) - float3(l.points[0]);
area = length(cross(e1, e2));
}
else if (l.type == 1) // disc area
{
area = l.points[0].x * l.points[0].x * M_PI_F; // pi * radius^2
}
else if (l.type == 2) // sphere area
{
area = l.points[0].x * l.points[0].x * 4.0f * M_PI_F; // 4 * pi * radius^2
}
return area;
}
static float3 calcLightNormal(device const UniformLight& l, thread const float3& hitPoint)
{
float3 norm = float3(0.0f);
if (l.type == 0)
{
float3 e1 = float3(l.points[1]) - float3(l.points[0]);
float3 e2 = float3(l.points[3]) - float3(l.points[0]);
norm = -normalize(cross(e1, e2));
}
else if (l.type == 1)
{
norm = float3(l.normal);
}
else if (l.type == 2)
{
norm = normalize(hitPoint - float3(l.points[1]));
}
return norm;
}
static void fillLightData(device const UniformLight& l, thread const float3& hitPoint, thread LightSampleData& lightSampleData)
{
lightSampleData.area = calcLightArea(l);
lightSampleData.normal = calcLightNormal(l, hitPoint);
const float3 toLight = lightSampleData.pointOnLight - hitPoint;
const float lenToLight = length(toLight);
lightSampleData.L = toLight / lenToLight;
lightSampleData.distToLight = lenToLight;
}
struct SphQuad
{
float3 o, x, y, z;
float z0, z0sq;
float x0, y0, y0sq; // rectangle coords in ’R’
float x1, y1, y1sq;
float b0, b1, b0sq, k;
float S;
};
// Precomputation of constants for the spherical rectangle Q.
static SphQuad init(device const UniformLight& l, const float3 o)
{
SphQuad squad;
float3 ex = float3(l.points[1]) - float3(l.points[0]);
float3 ey = float3(l.points[3]) - float3(l.points[0]);
float3 s = float3(l.points[0]);
float exl = length(ex);
float eyl = length(ey);
squad.o = o;
squad.x = ex / exl;
squad.y = ey / eyl;
squad.z = cross(squad.x, squad.y);
// compute rectangle coords in local reference system
float3 d = s - o;
squad.z0 = dot(d, squad.z);
// flip ’z’ to make it point against ’Q’
if (squad.z0 > 0.0f)
{
squad.z *= -1.0f;
squad.z0 *= -1.0f;
}
squad.z0sq = squad.z0 * squad.z0;
squad.x0 = dot(d, squad.x);
squad.y0 = dot(d, squad.y);
squad.x1 = squad.x0 + exl;
squad.y1 = squad.y0 + eyl;
squad.y0sq = squad.y0 * squad.y0;
squad.y1sq = squad.y1 * squad.y1;
// create vectors to four vertices
float3 v00 = { squad.x0, squad.y0, squad.z0 };
float3 v01 = { squad.x0, squad.y1, squad.z0 };
float3 v10 = { squad.x1, squad.y0, squad.z0 };
float3 v11 = { squad.x1, squad.y1, squad.z0 };
// compute normals to edges
float3 n0 = normalize(cross(v00, v10));
float3 n1 = normalize(cross(v10, v11));
float3 n2 = normalize(cross(v11, v01));
float3 n3 = normalize(cross(v01, v00));
// compute internal angles (gamma_i)
float g0 = fast::acos(-dot(n0, n1));
float g1 = fast::acos(-dot(n1, n2));
float g2 = fast::acos(-dot(n2, n3));
float g3 = fast::acos(-dot(n3, n0));
// compute predefined constants
squad.b0 = n0.z;
squad.b1 = n2.z;
squad.b0sq = squad.b0 * squad.b0;
const float twoPi = 2.0f * M_PI_F;
squad.k = twoPi - g2 - g3;
// compute solid angle from internal angles
squad.S = g0 + g1 - squad.k;
return squad;
}
static float3 SphQuadSample(const SphQuad squad, const float2 uv)
{
float u = uv.x;
float v = uv.y;
// 1. compute cu
float au = u * squad.S + squad.k;
float fu = (cos(au) * squad.b0 - squad.b1) / sin(au);
float cu = 1 / sqrt(fu * fu + squad.b0sq) * (fu > 0 ? 1 : -1);
cu = clamp(cu, -1.0f, 1.0f); // avoid NaNs
// 2. compute xu
float xu = -(cu * squad.z0) / sqrt(1 - cu * cu);
xu = clamp(xu, squad.x0, squad.x1); // avoid Infs
// 3. compute yv
float d = sqrt(xu * xu + squad.z0sq);
float h0 = squad.y0 / sqrt(d * d + squad.y0sq);
float h1 = squad.y1 / sqrt(d * d + squad.y1sq);
float hv = h0 + v * (h1 - h0);
float hv2 = hv * hv;
float eps = 1e-6f;
float yv = (hv2 < 1.0f - eps) ? (hv * d) / sqrt(1.0f - hv2) : squad.y1;
// 4. transform (xu, yv, z0) to world coords
return (squad.o + xu * squad.x + yv * squad.y + squad.z0 * squad.z);
}
static LightSampleData SampleRectLight(device const UniformLight& l, thread const float2& u, thread const float3& hitPoint)
{
LightSampleData lightSampleData;
float3 e1 = float3(l.points[1]) - float3(l.points[0]);
float3 e2 = float3(l.points[3]) - float3(l.points[0]);
// https://www.arnoldrenderer.com/research/egsr2013_spherical_rectangle.pdf
SphQuad quad = init(l, hitPoint);
if (quad.S <= 0.0f)
{
lightSampleData.pdf = 0.0f;
lightSampleData.pointOnLight = float3(l.points[0]) + e1 * u.x + e2 * u.y;
fillLightData(l, hitPoint, lightSampleData);
return lightSampleData;
}
if (quad.S < 1e-3f)
{
// light too small, use uniform
lightSampleData.pointOnLight = float3(l.points[0]) + e1 * u.x + e2 * u.y;
fillLightData(l, hitPoint, lightSampleData);
lightSampleData.pdf = lightSampleData.distToLight * lightSampleData.distToLight /
(dot(-lightSampleData.L, lightSampleData.normal) * lightSampleData.area);
return lightSampleData;
}
lightSampleData.pointOnLight = SphQuadSample(quad, u);
fillLightData(l, hitPoint, lightSampleData);
lightSampleData.pdf = max(0.0f, 1.0f / quad.S);
return lightSampleData;
}
static __inline__ LightSampleData SampleRectLightUniform(device const UniformLight& l, thread const float2& u, thread const float3& hitPoint)
{
LightSampleData lightSampleData;
// uniform sampling
float3 e1 = float3(l.points[1]) - float3(l.points[0]);
float3 e2 = float3(l.points[3]) - float3(l.points[0]);
lightSampleData.pointOnLight = float3(l.points[0]) + e1 * u.x + e2 * u.y;
fillLightData(l, hitPoint, lightSampleData);
lightSampleData.pdf = lightSampleData.distToLight * lightSampleData.distToLight /
(dot(-lightSampleData.L, lightSampleData.normal) * lightSampleData.area);
return lightSampleData;
}
static __inline__ float getRectLightPdf(device const UniformLight& l, const float3 lightHitPoint, const float3 surfaceHitPoint)
{
LightSampleData lightSampleData {};
lightSampleData.pointOnLight = lightHitPoint;
fillLightData(l, surfaceHitPoint, lightSampleData);
lightSampleData.pdf = lightSampleData.distToLight * lightSampleData.distToLight /
(dot(-lightSampleData.L, lightSampleData.normal) * lightSampleData.area);
return lightSampleData.pdf;
}
static void createCoordinateSystem(thread const float3& N, thread float3& Nt, thread float3& Nb) {
if (fabs(N.x) > fabs(N.y)) {
float invLen = 1.0f / sqrt(N.x * N.x + N.z * N.z);
Nt = float3(-N.z * invLen, 0.0f, N.x * invLen);
} else {
float invLen = 1.0f / sqrt(N.y * N.y + N.z * N.z);
Nt = float3(0.0f, N.z * invLen, -N.y * invLen);
}
Nb = cross(N, Nt);
}
static __inline__ float getDirectLightPdf(float angle)
{
return 1.0f / (2.0f * M_PI_F * (1.0f - cos(angle)));
}
static __inline__ float getSphereLightPdf()
{
return 1.0f / (4.0f * M_PI_F);
}
static float3 SampleCone(float2 uv, float angle, float3 direction, thread float& pdf) {
float phi = 2.0 * M_PI_F * uv.x;
float cosTheta = 1.0 - uv.y * (1.0 - cos(angle));
// Convert spherical coordinates to 3D direction
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
float3 u, v;
createCoordinateSystem(direction, u, v);
float3 sampledDir = normalize(cos(phi) * sinTheta * u + sin(phi) * sinTheta * v + cosTheta * direction);
// Calculate the PDF for the sampled direction
pdf = getDirectLightPdf(angle);
return sampledDir;
}
static __inline__ LightSampleData SampleDistantLight(device const UniformLight& l, const float2 u, const float3 hitPoint)
{
LightSampleData lightSampleData;
float pdf = 0.0f;
float3 coneSample = SampleCone(u, l.halfAngle, -float3(l.normal), pdf);
lightSampleData.area = 0.0f;
lightSampleData.distToLight = 1e9;
lightSampleData.L = coneSample;
lightSampleData.normal = float3(l.normal);
lightSampleData.pdf = pdf;
lightSampleData.pointOnLight = coneSample;
return lightSampleData;
}
static __inline__ LightSampleData SampleSphereLight(device const UniformLight& l, const float2 u, const float3 hitPoint)
{
LightSampleData lightSampleData;
// Generate a random direction on the sphere using solid angle sampling
float cosTheta = 1.0f - 2.0f * u.x; // cosTheta is uniformly distributed between [-1, 1]
float sinTheta = sqrt(1.0f - cosTheta * cosTheta);
float phi = 2.0f * M_PI_F * u.y; // phi is uniformly distributed between [0, 2*pi]
const float radius = l.points[0].x;
// Convert spherical coordinates to Cartesian coordinates
float3 sphereDirection = float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
// Scale the direction by the radius of the sphere and move it to the light position
float3 lightPoint = float3(l.points[1]) + radius * sphereDirection;
// Calculate the direction from the hit point to the sampled point on the light
lightSampleData.L = normalize(lightPoint - hitPoint);
// Calculate the distance to the light
lightSampleData.distToLight = length(lightPoint - hitPoint);
lightSampleData.area = 0.0f;
lightSampleData.normal = sphereDirection;
lightSampleData.pdf = 1.0f / (4.0f * M_PI_F);
lightSampleData.pointOnLight = lightPoint;
return lightSampleData;
}
static __inline__ float getLightPdf(device const UniformLight& l, const float3 lightHitPoint, const float3 surfaceHitPoint)
{
switch (l.type)
{
case 0:
// Rect
return getRectLightPdf(l, lightHitPoint, surfaceHitPoint);
break;
case 2:
// sphere
return getSphereLightPdf();
break;
case 3:
// Distant
return getDirectLightPdf(l.halfAngle);
break;
default:
break;
}
return 0.0f;
}
| 10,860 | C | 30.75731 | 141 | 0.630295 |
arhix52/Strelka/src/render/metal/shaders/tonemappers.h | #pragma once
#include <simd/simd.h>
using namespace metal;
enum class ToneMapperType : uint32_t
{
eNone = 0,
eReinhard,
eACES,
eFilmic,
};
// https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static constant float3x3 ACESInputMat =
{
{0.59719, 0.35458, 0.04823},
{0.07600, 0.90834, 0.01566},
{0.02840, 0.13383, 0.83777}
};
// ODT_SAT => XYZ => D60_2_D65 => sRGB
static constant float3x3 ACESOutputMat =
{
{ 1.60475, -0.53108, -0.07367},
{-0.10208, 1.10813, -0.00605},
{-0.00327, -0.07276, 1.07602}
};
float3 RRTAndODTFit(float3 v)
{
float3 a = v * (v + 0.0245786f) - 0.000090537f;
float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
float3 ACESFitted(float3 color)
{
color = transpose(ACESInputMat) * color;
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = transpose(ACESOutputMat) * color;
// Clamp to [0, 1]
color = saturate(color);
return color;
}
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
float3 ACESFilm(float3 x)
{
float a = 2.51f;
float b = 0.03f;
float c = 2.43f;
float d = 0.59f;
float e = 0.14f;
return saturate((x*(a*x+b))/(x*(c*x+d)+e));
}
// original implementation https://github.com/NVIDIAGameWorks/Falcor/blob/5236495554f57a734cc815522d95ae9a7dfe458a/Source/RenderPasses/ToneMapper/ToneMapping.ps.slang
float calcLuminance(float3 color)
{
return dot(color, float3(0.299, 0.587, 0.114));
}
float3 reinhard(float3 color)
{
float luminance = calcLuminance(color);
// float reinhard = luminance / (luminance + 1);
return color / (luminance + 1.0f);
}
float gammaFloat(const float c, const float gamma)
{
if (isnan(c))
{
return 0.0f;
}
if (c > 1.0f)
{
return 1.0f;
}
else if (c < 0.0f)
{
return 0.0f;
}
else if (c < 0.0031308f)
{
return 12.92f * c;
}
else
{
return 1.055f * pow(c, 1.0f / gamma) - 0.055f;
}
}
float3 srgbGamma(const float3 color, const float gamma)
{
return float3(gammaFloat(color.r, gamma), gammaFloat(color.g, gamma), gammaFloat(color.b, gamma));
}
// utility function for accumulation and HDR <=> LDR
float3 tonemap(float3 color, const float3 exposure)
{
color *= exposure;
return color / (color + 1.0f);
}
float3 inverseTonemap(const float3 color, const float3 exposure)
{
return color / (exposure - color * exposure);
}
| 2,540 | C | 21.289473 | 166 | 0.626378 |
arhix52/Strelka/src/render/metal/shaders/ShaderTypes.h | #ifndef ShaderTypes_h
#define ShaderTypes_h
#include <simd/simd.h>
#ifndef __METAL_VERSION__
#ifdef __cplusplus
#include <Metal/MTLTypes.hpp>
#endif
#endif
#define GEOMETRY_MASK_TRIANGLE 1
#define GEOMETRY_MASK_CURVE 2
#define GEOMETRY_MASK_LIGHT 4
#define GEOMETRY_MASK_GEOMETRY (GEOMETRY_MASK_TRIANGLE | GEOMETRY_MASK_CURVE)
#define RAY_MASK_PRIMARY (GEOMETRY_MASK_GEOMETRY | GEOMETRY_MASK_LIGHT)
#define RAY_MASK_SHADOW GEOMETRY_MASK_GEOMETRY
#define RAY_MASK_SECONDARY GEOMETRY_MASK_GEOMETRY
#ifndef __METAL_VERSION__
struct packed_float3
{
# ifdef __cplusplus
packed_float3() = default;
packed_float3(vector_float3 v) : x(v.x), y(v.y), z(v.z)
{
}
# endif
float x;
float y;
float z;
};
#endif
enum class DebugMode : uint32_t
{
eNone = 0,
eNormal,
};
struct Vertex
{
vector_float3 pos;
uint32_t tangent;
uint32_t normal;
uint32_t uv;
float pad0;
float pad1;
};
struct Uniforms
{
simd::float4x4 viewToWorld;
simd::float4x4 clipToView;
vector_float3 missColor;
uint32_t width;
uint32_t height;
uint32_t frameIndex;
uint32_t subframeIndex;
uint32_t numLights;
uint32_t enableAccumulation;
uint32_t samples_per_launch;
uint32_t maxDepth;
uint32_t rectLightSamplingMethod;
uint32_t tonemapperType; // 0 - "None", "Reinhard", "ACES", "Filmic"
float gamma; // 0 - off
vector_float3 exposureValue;
uint32_t debug;
};
struct UniformsTonemap
{
uint32_t width;
uint32_t height;
uint32_t tonemapperType; // 0 - "None", "Reinhard", "ACES", "Filmic"
float gamma; // 0 - off
vector_float3 exposureValue;
};
struct Triangle
{
vector_float3 positions[3];
uint32_t normals[3];
uint32_t tangent[3];
uint32_t uv[3];
};
// GPU side structure
struct UniformLight
{
vector_float4 points[4];
vector_float4 color;
vector_float4 normal;
int type;
float halfAngle;
float pad0;
float pad1;
};
struct Material
{
simd::float3 diffuse;
#ifdef __METAL_VERSION__
texture2d<float> diffuseTexture;
texture2d<float> normalTexture;
#else
MTL::ResourceID diffuseTexture; // uint64_t - alignment 8
MTL::ResourceID normalTexture;
#endif
};
#endif
| 2,255 | C | 17.491803 | 77 | 0.668736 |
arhix52/Strelka/src/settings/settings.cpp | #include "settings/settings.h"
namespace oka
{
} // namespace oka
| 68 | C++ | 8.857142 | 30 | 0.705882 |
arhix52/Strelka/src/app/main.cpp | #include <display/Display.h>
#include <render/common.h>
#include <render/buffer.h>
#include <render/Render.h>
#include <sceneloader/gltfloader.h>
#include <log.h>
#include <logmanager.h>
#include <cxxopts.hpp>
#include <filesystem>
class CameraController : public oka::InputHandler
{
oka::Camera mCam;
glm::quat mOrientation;
glm::float3 mPosition;
glm::float3 mWorldUp;
glm::float3 mWorldForward;
float rotationSpeed = 0.025f;
float movementSpeed = 1.0f;
double pitch = 0.0;
double yaw = 0.0;
double max_pitch_rate = 5;
double max_yaw_rate = 5;
public:
virtual ~CameraController() = default;
struct
{
bool left = false;
bool right = false;
bool up = false;
bool down = false;
bool forward = false;
bool back = false;
} keys;
struct MouseButtons
{
bool left = false;
bool right = false;
bool middle = false;
} mouseButtons;
glm::float2 mMousePos;
// // local cameras axis
// glm::float3 getFront() const
// {
// return mOrientation.Transform(GfVec3d(0.0, 0.0, -1.0));
// }
// glm::float3 getUp() const
// {
// return mOrientation.Transform(GfVec3d(0.0, 1.0, 0.0));
// }
// glm::float3 getRight() const
// {
// return mOrientation.Transform(GfVec3d(1.0, 0.0, 0.0));
// }
// // global camera axis depending on scene settings
// GfVec3d getWorldUp() const
// {
// return mWorldUp;
// }
// GfVec3d getWorldForward() const
// {
// return mWorldForward;
// }
bool moving()
{
return keys.left || keys.right || keys.up || keys.down || keys.forward || keys.back || mouseButtons.right ||
mouseButtons.left || mouseButtons.middle;
}
void update(double deltaTime, float speed)
{
mCam.rotationSpeed = rotationSpeed;
mCam.movementSpeed = speed;
mCam.update(deltaTime);
// movementSpeed = speed;
// if (moving())
// {
// const float moveSpeed = deltaTime * movementSpeed;
// if (keys.up)
// mPosition += getWorldUp() * moveSpeed;
// if (keys.down)
// mPosition -= getWorldUp() * moveSpeed;
// if (keys.left)
// mPosition -= getRight() * moveSpeed;
// if (keys.right)
// mPosition += getRight() * moveSpeed;
// if (keys.forward)
// mPosition += getFront() * moveSpeed;
// if (keys.back)
// mPosition -= getFront() * moveSpeed;
// updateViewMatrix();
// }
}
// void rotate(double rightAngle, double upAngle)
// {
// GfRotation a(getRight(), upAngle * rotationSpeed);
// GfRotation b(getWorldUp(), rightAngle * rotationSpeed);
// GfRotation c = a * b;
// GfQuatd cq = c.GetQuat();
// cq.Normalize();
// mOrientation = cq * mOrientation;
// mOrientation.Normalize();
// updateViewMatrix();
// }
// void translate(GfVec3d delta)
// {
// // mPosition += mOrientation.Transform(delta);
// // updateViewMatrix();
// mCam.translate()
// }
void updateViewMatrix()
{
// GfMatrix4d view(1.0);
// view.SetRotateOnly(mOrientation);
// view.SetTranslateOnly(mPosition);
// mGfCam.SetTransform(view);
mCam.updateViewMatrix();
}
oka::Camera& getCamera()
{
return mCam;
}
CameraController(oka::Camera& cam, bool isYup)
{
if (isYup)
{
cam.setWorldUp(glm::float3(0.0, 1.0, 0.0));
cam.setWorldForward(glm::float3(0.0, 0.0, -1.0));
}
else
{
cam.setWorldUp(glm::float3(0.0, 0.0, 1.0));
cam.setWorldForward(glm::float3(0.0, 1.0, 0.0));
}
mCam = cam;
// GfMatrix4d xform = mGfCam.GetTransform();
// xform.Orthonormalize();
// mOrientation = xform.ExtractRotationQuat();
// mOrientation.Normalize();
// mPosition = xform.ExtractTranslation();
}
void keyCallback(int key, [[maybe_unused]] int scancode, int action, [[maybe_unused]] int mods) override
{
const bool keyState = ((GLFW_REPEAT == action) || (GLFW_PRESS == action)) ? true : false;
switch (key)
{
case GLFW_KEY_W: {
mCam.keys.forward = keyState;
break;
}
case GLFW_KEY_S: {
mCam.keys.back = keyState;
break;
}
case GLFW_KEY_A: {
mCam.keys.left = keyState;
break;
}
case GLFW_KEY_D: {
mCam.keys.right = keyState;
break;
}
case GLFW_KEY_Q: {
mCam.keys.up = keyState;
break;
}
case GLFW_KEY_E: {
mCam.keys.down = keyState;
break;
}
default:
break;
}
}
void mouseButtonCallback(int button, int action, [[maybe_unused]] int mods) override
{
if (button == GLFW_MOUSE_BUTTON_RIGHT)
{
if (action == GLFW_PRESS)
{
mCam.mouseButtons.right = true;
}
else if (action == GLFW_RELEASE)
{
mCam.mouseButtons.right = false;
}
}
else if (button == GLFW_MOUSE_BUTTON_LEFT)
{
if (action == GLFW_PRESS)
{
mCam.mouseButtons.left = true;
}
else if (action == GLFW_RELEASE)
{
mCam.mouseButtons.left = false;
}
}
}
void handleMouseMoveCallback([[maybe_unused]] double xpos, [[maybe_unused]] double ypos) override
{
const float dx = mCam.mousePos[0] - xpos;
const float dy = mCam.mousePos[1] - ypos;
// ImGuiIO& io = ImGui::GetIO();
// bool handled = io.WantCaptureMouse;
// if (handled)
//{
// camera.mousePos = glm::vec2((float)xpos, (float)ypos);
// return;
//}
if (mCam.mouseButtons.right)
{
mCam.rotate(-dx, -dy);
}
if (mCam.mouseButtons.left)
{
mCam.translate(glm::float3(-0.0, 0.0, -dy * .005 * movementSpeed));
}
if (mCam.mouseButtons.middle)
{
mCam.translate(glm::float3(-dx * 0.01, -dy * 0.01, 0.0f));
}
mCam.mousePos[0] = xpos;
mCam.mousePos[1] = ypos;
}
};
int main(int argc, const char* argv[])
{
const oka::Logmanager loggerManager;
cxxopts::Options options("Strelka -s <Scene path>", "commands");
// clang-format off
options.add_options()
("s, scene", "scene path", cxxopts::value<std::string>()->default_value(""))
("i, iteration", "Iteration to capture", cxxopts::value<int32_t>()->default_value("-1"))
("h, help", "Print usage")("t, spp_total", "spp total", cxxopts::value<int32_t>()->default_value("64"))
("f, spp_subframe", "spp subframe", cxxopts::value<int32_t>()->default_value("1"))
("c, need_screenshot", "Screenshot after spp total", cxxopts::value<bool>()->default_value("false"))
("v, validation", "Enable Validation", cxxopts::value<bool>()->default_value("false"));
// clang-format on
options.parse_positional({ "s" });
auto result = options.parse(argc, argv);
if (result.count("help"))
{
std::cout << options.help() << std::endl;
return 0;
}
// check params
const std::string sceneFile(result["s"].as<std::string>());
if (sceneFile.empty())
{
STRELKA_FATAL("Specify scene file name");
return 1;
}
if (!std::filesystem::exists(sceneFile))
{
STRELKA_FATAL("Specified scene file: {} doesn't exist", sceneFile.c_str());
return -1;
}
const std::filesystem::path sceneFilePath = { sceneFile.c_str() };
const std::string resourceSearchPath = sceneFilePath.parent_path().string();
STRELKA_DEBUG("Resource search path {}", resourceSearchPath);
auto* ctx = new oka::SharedContext();
// Set up rendering context.
uint32_t imageWidth = 1024;
uint32_t imageHeight = 768;
ctx->mSettingsManager = new oka::SettingsManager();
ctx->mSettingsManager->setAs<uint32_t>("render/width", imageWidth);
ctx->mSettingsManager->setAs<uint32_t>("render/height", imageHeight);
ctx->mSettingsManager->setAs<uint32_t>("render/pt/depth", 4);
ctx->mSettingsManager->setAs<uint32_t>("render/pt/sppTotal", result["t"].as<int32_t>());
ctx->mSettingsManager->setAs<uint32_t>("render/pt/spp", result["f"].as<int32_t>());
ctx->mSettingsManager->setAs<uint32_t>("render/pt/iteration", 0);
ctx->mSettingsManager->setAs<uint32_t>("render/pt/stratifiedSamplingType", 0); // 0 - none, 1 - random, 2 -
// stratified sampling, 3 - optimized
// stratified sampling
ctx->mSettingsManager->setAs<uint32_t>("render/pt/tonemapperType", 0); // 0 - reinhard, 1 - aces, 2 - filmic
ctx->mSettingsManager->setAs<uint32_t>("render/pt/debug", 0); // 0 - none, 1 - normals
ctx->mSettingsManager->setAs<float>("render/cameraSpeed", 1.0f);
ctx->mSettingsManager->setAs<float>("render/pt/upscaleFactor", 0.5f);
ctx->mSettingsManager->setAs<bool>("render/pt/enableUpscale", true);
ctx->mSettingsManager->setAs<bool>("render/pt/enableAcc", true);
ctx->mSettingsManager->setAs<bool>("render/pt/enableTonemap", true);
ctx->mSettingsManager->setAs<bool>("render/pt/isResized", false);
ctx->mSettingsManager->setAs<bool>("render/pt/needScreenshot", false);
ctx->mSettingsManager->setAs<bool>("render/pt/screenshotSPP", result["c"].as<bool>());
ctx->mSettingsManager->setAs<uint32_t>("render/pt/rectLightSamplingMethod", 0);
ctx->mSettingsManager->setAs<bool>("render/enableValidation", result["v"].as<bool>());
ctx->mSettingsManager->setAs<std::string>("resource/searchPath", resourceSearchPath);
// Postprocessing settings:
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/filmIso", 100.0f);
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/cm2_factor", 1.0f);
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/fStop", 4.0f);
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/shutterSpeed", 100.0f);
ctx->mSettingsManager->setAs<float>("render/post/gamma", 2.4f); // 0.0f - off
// Dev settings:
ctx->mSettingsManager->setAs<float>("render/pt/dev/shadowRayTmin", 0.0f); // offset to avoid self-collision in light
// sampling
ctx->mSettingsManager->setAs<float>("render/pt/dev/materialRayTmin", 0.0f); // offset to avoid self-collision in
oka::Display* display = oka::DisplayFactory::createDisplay();
display->init(imageWidth, imageHeight, ctx);
oka::RenderType type = oka::RenderType::eOptiX;
oka::Render* render = oka::RenderFactory::createRender(type);
oka::Scene scene;
oka::GltfLoader sceneLoader;
sceneLoader.loadGltf(sceneFilePath.string(), scene);
CameraController cameraController(scene.getCamera(0), true);
oka::Camera camera;
camera.name = "Main";
camera.fov = 45;
camera.position = glm::vec3(0, 0, -10);
camera.mOrientation = glm::quat(glm::vec3(0,0,0));
camera.updateViewMatrix();
scene.addCamera(camera);
render->setScene(&scene);
render->setSharedContext(ctx);
render->init();
ctx->mRender = render;
oka::BufferDesc desc{};
desc.format = oka::BufferFormat::FLOAT4;
desc.width = imageWidth;
desc.height = imageHeight;
oka::Buffer* outputBuffer = ctx->mRender->createBuffer(desc);
display->setInputHandler(&cameraController);
while (!display->windowShouldClose())
{
auto start = std::chrono::high_resolution_clock::now();
display->pollEvents();
static auto prevTime = std::chrono::high_resolution_clock::now();
auto currentTime = std::chrono::high_resolution_clock::now();
const double deltaTime = std::chrono::duration<double, std::milli>(currentTime - prevTime).count() / 1000.0;
const auto cameraSpeed = ctx->mSettingsManager->getAs<float>("render/cameraSpeed");
cameraController.update(deltaTime, cameraSpeed);
prevTime = currentTime;
scene.updateCamera(cameraController.getCamera(), 0);
display->onBeginFrame();
render->render(outputBuffer);
outputBuffer->map();
oka::ImageBuffer outputImage;
outputImage.data = outputBuffer->getHostPointer();
outputImage.dataSize = outputBuffer->getHostDataSize();
outputImage.height = outputBuffer->height();
outputImage.width = outputBuffer->width();
outputImage.pixel_format = oka::BufferFormat::FLOAT4;
display->drawFrame(outputImage); // blit rendered image to swapchain
display->drawUI(); // render ui to swapchain image in window resolution
display->onEndFrame(); // submit command buffer and present
outputBuffer->unmap();
const uint32_t currentSpp = ctx->mSubframeIndex;
auto finish = std::chrono::high_resolution_clock::now();
const double frameTime = std::chrono::duration<double, std::milli>(finish - start).count();
display->setWindowTitle((std::string("Strelka") + " [" + std::to_string(frameTime) + " ms]" + " [" +
std::to_string(currentSpp) + " spp]")
.c_str()); }
display->destroy();
return 0;
}
| 13,969 | C++ | 33.408867 | 120 | 0.573198 |
arhix52/Strelka/src/hdRunner/SimpleRenderTask.h | #pragma once
#include <pxr/pxr.h>
#include <pxr/imaging/hd/task.h>
#include <pxr/imaging/hd/renderPass.h>
#include <pxr/imaging/hd/renderPassState.h>
PXR_NAMESPACE_OPEN_SCOPE
class SimpleRenderTask final : public HdTask
{
public:
SimpleRenderTask(const HdRenderPassSharedPtr& renderPass,
const HdRenderPassStateSharedPtr& renderPassState,
const TfTokenVector& renderTags);
void Sync(HdSceneDelegate* sceneDelegate,
HdTaskContext* taskContext,
HdDirtyBits* dirtyBits) override;
void Prepare(HdTaskContext* taskContext,
HdRenderIndex* renderIndex) override;
void Execute(HdTaskContext* taskContext) override;
const TfTokenVector& GetRenderTags() const override;
private:
HdRenderPassSharedPtr m_renderPass;
HdRenderPassStateSharedPtr m_renderPassState;
TfTokenVector m_renderTags;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 936 | C | 25.771428 | 71 | 0.719017 |
arhix52/Strelka/src/hdRunner/SimpleRenderTask.cpp | #include "SimpleRenderTask.h"
PXR_NAMESPACE_OPEN_SCOPE
SimpleRenderTask::SimpleRenderTask(const HdRenderPassSharedPtr& renderPass,
const HdRenderPassStateSharedPtr& renderPassState,
const TfTokenVector& renderTags)
: HdTask(SdfPath::EmptyPath()), m_renderPass(renderPass), m_renderPassState(renderPassState), m_renderTags(renderTags)
{
}
void SimpleRenderTask::Sync(HdSceneDelegate* sceneDelegate,
HdTaskContext* taskContext,
HdDirtyBits* dirtyBits)
{
TF_UNUSED(sceneDelegate);
TF_UNUSED(taskContext);
m_renderPass->Sync();
*dirtyBits = HdChangeTracker::Clean;
}
void SimpleRenderTask::Prepare(HdTaskContext* taskContext,
HdRenderIndex* renderIndex)
{
TF_UNUSED(taskContext);
const HdResourceRegistrySharedPtr& resourceRegistry = renderIndex->GetResourceRegistry();
m_renderPassState->Prepare(resourceRegistry);
//m_renderPass->Prepare(m_renderTags);
}
void SimpleRenderTask::Execute(HdTaskContext* taskContext)
{
TF_UNUSED(taskContext);
m_renderPass->Execute(m_renderPassState, m_renderTags);
}
const TfTokenVector& SimpleRenderTask::GetRenderTags() const
{
return m_renderTags;
}
PXR_NAMESPACE_CLOSE_SCOPE
| 1,325 | C++ | 26.624999 | 122 | 0.685283 |
arhix52/Strelka/src/hdRunner/main.cpp | #include "SimpleRenderTask.h"
#include <pxr/base/gf/gamma.h>
#include <pxr/base/gf/rotation.h>
#include <pxr/base/tf/stopwatch.h>
#include <pxr/imaging/hd/camera.h>
#include <pxr/imaging/hd/engine.h>
#include <pxr/imaging/hd/pluginRenderDelegateUniqueHandle.h>
#include <pxr/imaging/hd/renderBuffer.h>
#include <pxr/imaging/hd/renderDelegate.h>
#include <pxr/imaging/hd/renderIndex.h>
#include <pxr/imaging/hd/renderPass.h>
#include <pxr/imaging/hd/renderPassState.h>
#include <pxr/imaging/hd/rendererPlugin.h>
#include <pxr/imaging/hd/rendererPluginRegistry.h>
#include <pxr/imaging/hf/pluginDesc.h>
#include <pxr/imaging/hgi/hgi.h>
#include <pxr/imaging/hgi/tokens.h>
#include <pxr/imaging/hio/image.h>
#include <pxr/imaging/hio/imageRegistry.h>
#include <pxr/imaging/hio/types.h>
#include <pxr/pxr.h>
#include <pxr/usd/ar/resolver.h>
#include <pxr/usd/usd/stage.h>
#include <pxr/usd/usdGeom/camera.h>
#include <pxr/usd/usdGeom/metrics.h>
#include <pxr/usdImaging/usdImaging/delegate.h>
#include <render/common.h>
#include <render/buffer.h>
#include <display/Display.h>
#include <log.h>
#include <logmanager.h>
#include <algorithm>
#include <cxxopts.hpp>
#include <iostream>
#include <filesystem>
// #include <cuda_runtime.h>
PXR_NAMESPACE_USING_DIRECTIVE
TF_DEFINE_PRIVATE_TOKENS(_AppTokens, (HdStrelkaDriver)(HdStrelkaRendererPlugin));
HdRendererPluginHandle GetHdStrelkaPlugin()
{
HdRendererPluginRegistry& registry = HdRendererPluginRegistry::GetInstance();
const TfToken& pluginId = _AppTokens->HdStrelkaRendererPlugin;
HdRendererPluginHandle plugin = registry.GetOrCreateRendererPlugin(pluginId);
return plugin;
}
HdCamera* FindCamera(UsdStageRefPtr& stage, HdRenderIndex* renderIndex, SdfPath& cameraPath)
{
UsdPrimRange primRange = stage->TraverseAll();
for (auto prim = primRange.cbegin(); prim != primRange.cend(); prim++)
{
if (!prim->IsA<UsdGeomCamera>())
{
continue;
}
cameraPath = prim->GetPath();
break;
}
auto* camera = (HdCamera*)dynamic_cast<HdCamera*>(renderIndex->GetSprim(HdTokens->camera, cameraPath));
return camera;
}
std::vector<std::pair<HdCamera*, SdfPath>> FindAllCameras(UsdStageRefPtr& stage, HdRenderIndex* renderIndex)
{
UsdPrimRange primRange = stage->TraverseAll();
HdCamera* camera{};
SdfPath cameraPath{};
std::vector<std::pair<HdCamera*, SdfPath>> cameras{};
for (auto prim = primRange.cbegin(); prim != primRange.cend(); prim++)
{
if (!prim->IsA<UsdGeomCamera>())
{
continue;
}
cameraPath = prim->GetPath();
camera = (HdCamera*)dynamic_cast<HdCamera*>(renderIndex->GetSprim(HdTokens->camera, cameraPath));
cameras.emplace_back(camera, cameraPath);
}
return cameras;
}
class CameraController : public oka::InputHandler
{
GfCamera mGfCam;
GfQuatd mOrientation;
GfVec3d mPosition;
GfVec3d mWorldUp;
GfVec3d mWorldForward;
float rotationSpeed = 0.025f;
float movementSpeed = 1.0f;
double pitch = 0.0;
double yaw = 0.0;
double max_pitch_rate = 5;
double max_yaw_rate = 5;
public:
virtual ~CameraController() = default;
struct
{
bool left = false;
bool right = false;
bool up = false;
bool down = false;
bool forward = false;
bool back = false;
} keys;
struct MouseButtons
{
bool left = false;
bool right = false;
bool middle = false;
} mouseButtons;
GfVec2d mMousePos;
// local cameras axis
GfVec3d getFront() const
{
return mOrientation.Transform(GfVec3d(0.0, 0.0, -1.0));
}
GfVec3d getUp() const
{
return mOrientation.Transform(GfVec3d(0.0, 1.0, 0.0));
}
GfVec3d getRight() const
{
return mOrientation.Transform(GfVec3d(1.0, 0.0, 0.0));
}
// global camera axis depending on scene settings
GfVec3d getWorldUp() const
{
return mWorldUp;
}
GfVec3d getWorldForward() const
{
return mWorldForward;
}
bool moving()
{
return keys.left || keys.right || keys.up || keys.down || keys.forward || keys.back || mouseButtons.right ||
mouseButtons.left || mouseButtons.middle;
}
void update(double deltaTime, float speed)
{
movementSpeed = speed;
if (moving())
{
const float moveSpeed = deltaTime * movementSpeed;
if (keys.up)
mPosition += getWorldUp() * moveSpeed;
if (keys.down)
mPosition -= getWorldUp() * moveSpeed;
if (keys.left)
mPosition -= getRight() * moveSpeed;
if (keys.right)
mPosition += getRight() * moveSpeed;
if (keys.forward)
mPosition += getFront() * moveSpeed;
if (keys.back)
mPosition -= getFront() * moveSpeed;
updateViewMatrix();
}
}
void rotate(double rightAngle, double upAngle)
{
GfRotation a(getRight(), upAngle * rotationSpeed);
GfRotation b(getWorldUp(), rightAngle * rotationSpeed);
GfRotation c = a * b;
GfQuatd cq = c.GetQuat();
cq.Normalize();
mOrientation = cq * mOrientation;
mOrientation.Normalize();
updateViewMatrix();
}
void translate(GfVec3d delta)
{
mPosition += mOrientation.Transform(delta);
updateViewMatrix();
}
void updateViewMatrix()
{
GfMatrix4d view(1.0);
view.SetRotateOnly(mOrientation);
view.SetTranslateOnly(mPosition);
mGfCam.SetTransform(view);
}
GfCamera& getCamera()
{
return mGfCam;
}
CameraController(UsdGeomCamera& cam, bool isYup)
{
if (isYup)
{
mWorldUp = GfVec3d(0.0, 1.0, 0.0);
mWorldForward = GfVec3d(0.0, 0.0, -1.0);
}
else
{
mWorldUp = GfVec3d(0.0, 0.0, 1.0);
mWorldForward = GfVec3d(0.0, 1.0, 0.0);
}
mGfCam = cam.GetCamera(0.0);
GfMatrix4d xform = mGfCam.GetTransform();
xform.Orthonormalize();
mOrientation = xform.ExtractRotationQuat();
mOrientation.Normalize();
mPosition = xform.ExtractTranslation();
}
void keyCallback(int key, [[maybe_unused]] int scancode, int action, [[maybe_unused]] int mods) override
{
const bool keyState = ((GLFW_REPEAT == action) || (GLFW_PRESS == action)) ? true : false;
switch (key)
{
case GLFW_KEY_W: {
keys.forward = keyState;
break;
}
case GLFW_KEY_S: {
keys.back = keyState;
break;
}
case GLFW_KEY_A: {
keys.left = keyState;
break;
}
case GLFW_KEY_D: {
keys.right = keyState;
break;
}
case GLFW_KEY_Q: {
keys.up = keyState;
break;
}
case GLFW_KEY_E: {
keys.down = keyState;
break;
}
default:
break;
}
}
void mouseButtonCallback(int button, int action, [[maybe_unused]] int mods) override
{
if (button == GLFW_MOUSE_BUTTON_RIGHT)
{
if (action == GLFW_PRESS)
{
mouseButtons.right = true;
}
else if (action == GLFW_RELEASE)
{
mouseButtons.right = false;
}
}
else if (button == GLFW_MOUSE_BUTTON_LEFT)
{
if (action == GLFW_PRESS)
{
mouseButtons.left = true;
}
else if (action == GLFW_RELEASE)
{
mouseButtons.left = false;
}
}
}
void handleMouseMoveCallback([[maybe_unused]] double xpos, [[maybe_unused]] double ypos) override
{
const float dx = mMousePos[0] - xpos;
const float dy = mMousePos[1] - ypos;
// ImGuiIO& io = ImGui::GetIO();
// bool handled = io.WantCaptureMouse;
// if (handled)
//{
// camera.mousePos = glm::vec2((float)xpos, (float)ypos);
// return;
//}
if (mouseButtons.right)
{
rotate(dx, dy);
}
if (mouseButtons.left)
{
translate(GfVec3d(-0.0, 0.0, -dy * .005 * movementSpeed));
}
if (mouseButtons.middle)
{
translate(GfVec3d(-dx * 0.01, -dy * 0.01, 0.0f));
}
mMousePos[0] = xpos;
mMousePos[1] = ypos;
}
};
class RenderSurfaceController : public oka::ResizeHandler
{
uint32_t imageWidth = 800;
uint32_t imageHeight = 600;
oka::SettingsManager* mSettingsManager = nullptr;
std::array<HdRenderBuffer*, 3> mRenderBuffers;
bool mDirty[3] = { true };
bool mInUse[3] = { false };
public:
RenderSurfaceController(oka::SettingsManager* settingsManager, std::array<HdRenderBuffer*, 3>& renderBuffers)
: mSettingsManager(settingsManager), mRenderBuffers(renderBuffers)
{
imageWidth = mSettingsManager->getAs<uint32_t>("render/width");
imageHeight = mSettingsManager->getAs<uint32_t>("render/height");
}
void framebufferResize(int newWidth, int newHeight)
{
assert(mSettingsManager);
mSettingsManager->setAs<uint32_t>("render/width", newWidth);
mSettingsManager->setAs<uint32_t>("render/height", newHeight);
imageWidth = newWidth;
imageHeight = newHeight;
for (bool& i : mDirty)
{
i = true;
}
// reallocateBuffers();
}
bool isDirty(uint32_t index)
{
return mDirty[index];
}
void acquire(uint32_t index)
{
mInUse[index] = true;
}
void release(uint32_t index)
{
mInUse[index] = false;
}
HdRenderBuffer* getRenderBuffer(uint32_t index)
{
assert(index < 3);
if (mDirty[index] && !mInUse[index])
{
mRenderBuffers[index]->Allocate(GfVec3i(imageWidth, imageHeight, 1), HdFormatFloat32Vec4, false);
mDirty[index] = false;
}
return mRenderBuffers[index];
}
};
void setDefaultCamera(UsdGeomCamera& cam)
{
// y - up, camera looks at (0, 0, 0)
std::vector<float> r0 = { 0, -1, 0, 0 };
std::vector<float> r1 = { 0, 0, 1, 0 };
std::vector<float> r2 = { -1, 0, 0, 0 };
std::vector<float> r3 = { 0, 0, 0, 1 };
GfMatrix4d xform(r0, r1, r2, r3);
GfCamera mGfCam{};
mGfCam.SetTransform(xform);
GfRange1f clippingRange = GfRange1f{ 0.1, 1000 };
mGfCam.SetClippingRange(clippingRange);
mGfCam.SetVerticalAperture(20.25);
mGfCam.SetVerticalApertureOffset(0);
mGfCam.SetHorizontalAperture(36);
mGfCam.SetHorizontalApertureOffset(0);
mGfCam.SetFocalLength(50);
GfCamera::Projection projection = GfCamera::Projection::Perspective;
mGfCam.SetProjection(projection);
cam.SetFromCamera(mGfCam, 0.0);
}
bool saveScreenshot(std::string& outputFilePath, unsigned char* mappedMem, uint32_t imageWidth, uint32_t imageHeight)
{
TF_VERIFY(mappedMem != nullptr);
int pixelCount = imageWidth * imageHeight;
// Write image to file.
TfStopwatch timerWrite;
timerWrite.Start();
HioImageSharedPtr image = HioImage::OpenForWriting(outputFilePath);
if (!image)
{
STRELKA_ERROR("Unable to open output file for writing!");
return false;
}
HioImage::StorageSpec storage;
storage.width = (int)imageWidth;
storage.height = (int)imageHeight;
storage.depth = (int)1;
storage.format = HioFormat::HioFormatFloat32Vec4;
storage.flipped = true;
storage.data = mappedMem;
VtDictionary metadata;
image->Write(storage, metadata);
timerWrite.Stop();
STRELKA_INFO("Wrote image {}", timerWrite.GetSeconds());
return true;
}
int main(int argc, const char* argv[])
{
const oka::Logmanager loggerManager;
// config. options
cxxopts::Options options("Strelka -s <USD Scene path>", "commands");
// clang-format off
options.add_options()
("s, scene", "scene path", cxxopts::value<std::string>()->default_value(""))
("i, iteration", "Iteration to capture", cxxopts::value<int32_t>()->default_value("-1"))
("h, help", "Print usage")("t, spp_total", "spp total", cxxopts::value<int32_t>()->default_value("64"))
("f, spp_subframe", "spp subframe", cxxopts::value<int32_t>()->default_value("1"))
("c, need_screenshot", "Screenshot after spp total", cxxopts::value<bool>()->default_value("false"))
("v, validation", "Enable Validation", cxxopts::value<bool>()->default_value("false"));
// clang-format on
options.parse_positional({ "s" });
auto result = options.parse(argc, argv);
if (result.count("help"))
{
std::cout << options.help() << std::endl;
return 0;
}
// check params
const std::string usdFile(result["s"].as<std::string>());
if (usdFile.empty())
{
STRELKA_FATAL("Specify usd file name");
return 1;
}
if (!std::filesystem::exists(usdFile))
{
STRELKA_FATAL("Specified usd file: {} doesn't exist", usdFile.c_str());
return -1;
}
const std::filesystem::path usdFilePath = { usdFile.c_str() };
const std::string resourceSearchPath = usdFilePath.parent_path().string();
STRELKA_DEBUG("Resource path {}", resourceSearchPath);
const int32_t iterationToCapture(result["i"].as<int32_t>());
// Init plugin.
const HdRendererPluginHandle pluginHandle = GetHdStrelkaPlugin();
if (!pluginHandle)
{
STRELKA_FATAL("HdStrelka plugin not found!");
return EXIT_FAILURE;
}
if (!pluginHandle->IsSupported())
{
STRELKA_FATAL("HdStrelka plugin is not supported!");
return EXIT_FAILURE;
}
HdDriverVector drivers;
// Set up rendering context.
uint32_t imageWidth = 1024;
uint32_t imageHeight = 768;
auto* ctx = new oka::SharedContext(); // &display.getSharedContext();
ctx->mSettingsManager = new oka::SettingsManager();
ctx->mSettingsManager->setAs<uint32_t>("render/width", imageWidth);
ctx->mSettingsManager->setAs<uint32_t>("render/height", imageHeight);
ctx->mSettingsManager->setAs<uint32_t>("render/pt/depth", 4);
ctx->mSettingsManager->setAs<uint32_t>("render/pt/sppTotal", result["t"].as<int32_t>());
ctx->mSettingsManager->setAs<uint32_t>("render/pt/spp", result["f"].as<int32_t>());
ctx->mSettingsManager->setAs<uint32_t>("render/pt/iteration", 0);
ctx->mSettingsManager->setAs<uint32_t>("render/pt/stratifiedSamplingType", 0); // 0 - none, 1 - random, 2 -
// stratified sampling, 3 - optimized
// stratified sampling
ctx->mSettingsManager->setAs<uint32_t>("render/pt/tonemapperType", 0); // 0 - reinhard, 1 - aces, 2 - filmic
ctx->mSettingsManager->setAs<uint32_t>("render/pt/debug", 0); // 0 - none, 1 - normals
ctx->mSettingsManager->setAs<float>("render/cameraSpeed", 1.0f);
ctx->mSettingsManager->setAs<float>("render/pt/upscaleFactor", 0.5f);
ctx->mSettingsManager->setAs<bool>("render/pt/enableUpscale", true);
ctx->mSettingsManager->setAs<bool>("render/pt/enableAcc", true);
ctx->mSettingsManager->setAs<bool>("render/pt/enableTonemap", true);
ctx->mSettingsManager->setAs<bool>("render/pt/isResized", false);
ctx->mSettingsManager->setAs<bool>("render/pt/needScreenshot", false);
ctx->mSettingsManager->setAs<bool>("render/pt/screenshotSPP", result["c"].as<bool>());
ctx->mSettingsManager->setAs<uint32_t>("render/pt/rectLightSamplingMethod", 0);
ctx->mSettingsManager->setAs<bool>("render/enableValidation", result["v"].as<bool>());
ctx->mSettingsManager->setAs<std::string>("resource/searchPath", resourceSearchPath);
// Postprocessing settings:
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/filmIso", 100.0f);
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/cm2_factor", 1.0f);
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/fStop", 4.0f);
ctx->mSettingsManager->setAs<float>("render/post/tonemapper/shutterSpeed", 100.0f);
ctx->mSettingsManager->setAs<float>("render/post/gamma", 2.4f); // 0.0f - off
// Dev settings:
ctx->mSettingsManager->setAs<float>("render/pt/dev/shadowRayTmin", 0.0f); // offset to avoid self-collision in light
// sampling
ctx->mSettingsManager->setAs<float>("render/pt/dev/materialRayTmin", 0.0f); // offset to avoid self-collision in
// bsdf sampling
HdDriver driver;
driver.name = _AppTokens->HdStrelkaDriver;
driver.driver = VtValue(ctx);
drivers.push_back(&driver);
HdRenderDelegate* renderDelegate = pluginHandle->CreateRenderDelegate();
TF_VERIFY(renderDelegate);
renderDelegate->SetDrivers(drivers);
oka::Display* display = oka::DisplayFactory::createDisplay();
display->init(imageWidth, imageHeight, ctx);
// Handle cmdline args.
// Load scene.
TfStopwatch timerLoad;
timerLoad.Start();
// ArGetResolver().ConfigureResolverForAsset(settings.sceneFilePath);
const std::string& usdPath = usdFile;
UsdStageRefPtr stage = UsdStage::Open(usdPath);
timerLoad.Stop();
if (!stage)
{
STRELKA_FATAL("Unable to open USD stage file.");
return EXIT_FAILURE;
}
STRELKA_INFO("USD scene loaded {}", timerLoad.GetSeconds());
// Print the up-axis
const TfToken upAxis = UsdGeomGetStageUpAxis(stage);
STRELKA_INFO("Stage up-axis: {}", (std::string)upAxis);
// Print the stage's linear units, or "meters per unit"
STRELKA_INFO("Meters per unit: {}", UsdGeomGetStageMetersPerUnit(stage));
HdRenderIndex* renderIndex = HdRenderIndex::New(renderDelegate, HdDriverVector());
TF_VERIFY(renderIndex);
UsdImagingDelegate sceneDelegate(renderIndex, SdfPath::AbsoluteRootPath());
sceneDelegate.Populate(stage->GetPseudoRoot());
sceneDelegate.SetTime(0);
sceneDelegate.SetRefineLevelFallback(4);
const double meterPerUnit = UsdGeomGetStageMetersPerUnit(stage);
// Init camera from scene
SdfPath cameraPath = SdfPath::EmptyPath();
HdCamera* camera = FindCamera(stage, renderIndex, cameraPath);
UsdGeomCamera cam;
if (camera)
{
cam = UsdGeomCamera::Get(stage, cameraPath);
}
else
{
// Init default camera
cameraPath = SdfPath("/defaultCamera");
cam = UsdGeomCamera::Define(stage, cameraPath);
setDefaultCamera(cam);
}
CameraController cameraController(cam, upAxis == UsdGeomTokens->y);
// std::vector<std::pair<HdCamera*, SdfPath>> cameras = FindAllCameras(stage, renderIndex);
std::array<HdRenderBuffer*, 3> renderBuffers{};
for (int i = 0; i < 3; ++i)
{
renderBuffers[i] = (HdRenderBuffer*)renderDelegate->CreateFallbackBprim(HdPrimTypeTokens->renderBuffer);
renderBuffers[i]->Allocate(GfVec3i(imageWidth, imageHeight, 1), HdFormatFloat32Vec4, false);
}
CameraUtilFraming framing;
framing.dataWindow = GfRect2i(GfVec2i(0, 0), GfVec2i(imageWidth, imageHeight));
framing.displayWindow = GfRange2f(GfVec2f(0.0f, 0.0f), GfVec2f((float)imageWidth, (float)imageHeight));
framing.pixelAspectRatio = 1.0f;
const std::optional<CameraUtilConformWindowPolicy> overrideWindowPolicy(CameraUtilFit);
// TODO: add UI control here
TfTokenVector renderTags{ HdRenderTagTokens->geometry, HdRenderTagTokens->render };
HdRprimCollection renderCollection(HdTokens->geometry, HdReprSelector(HdReprTokens->refined));
HdRenderPassSharedPtr renderPass = renderDelegate->CreateRenderPass(renderIndex, renderCollection);
std::shared_ptr<HdRenderPassState> renderPassState[3];
std::shared_ptr<SimpleRenderTask> renderTasks[3];
for (int i = 0; i < 3; ++i)
{
renderPassState[i] = std::make_shared<HdRenderPassState>();
renderPassState[i]->SetCamera(camera);
renderPassState[i]->SetFraming(framing);
renderPassState[i]->SetOverrideWindowPolicy(overrideWindowPolicy);
HdRenderPassAovBindingVector aovBindings(1);
aovBindings[0].aovName = HdAovTokens->color;
aovBindings[0].renderBuffer = renderBuffers[i];
renderPassState[i]->SetAovBindings(aovBindings);
renderTasks[i] = std::make_shared<SimpleRenderTask>(renderPass, renderPassState[i], renderTags);
}
// Perform rendering.
TfStopwatch timerRender;
timerRender.Start();
HdEngine engine;
display->setInputHandler(&cameraController);
RenderSurfaceController surfaceController(ctx->mSettingsManager, renderBuffers);
display->setResizeHandler(&surfaceController);
uint64_t frameCount = 0;
while (!display->windowShouldClose())
{
auto start = std::chrono::high_resolution_clock::now();
HdTaskSharedPtrVector tasks;
const uint32_t versionId = frameCount % oka::MAX_FRAMES_IN_FLIGHT;
// relocation?
surfaceController.acquire(versionId);
if (surfaceController.isDirty(versionId))
{
HdRenderPassAovBindingVector aovBindings(1);
aovBindings[0].aovName = HdAovTokens->color;
surfaceController.release(versionId);
aovBindings[0].renderBuffer = surfaceController.getRenderBuffer(versionId);
surfaceController.acquire(versionId);
renderPassState[versionId]->SetAovBindings(aovBindings);
renderTasks[versionId] =
std::make_shared<SimpleRenderTask>(renderPass, renderPassState[versionId], renderTags);
}
tasks.push_back(renderTasks[versionId]);
sceneDelegate.SetTime(1.0f);
display->pollEvents();
static auto prevTime = std::chrono::high_resolution_clock::now();
auto currentTime = std::chrono::high_resolution_clock::now();
const double deltaTime = std::chrono::duration<double, std::milli>(currentTime - prevTime).count() / 1000.0;
const auto cameraSpeed = ctx->mSettingsManager->getAs<float>("render/cameraSpeed");
cameraController.update(deltaTime, cameraSpeed);
prevTime = currentTime;
cam.SetFromCamera(cameraController.getCamera(), 0.0);
display->onBeginFrame();
engine.Execute(renderIndex, &tasks); // main path tracing rendering in fixed render resolution
auto* outputBuffer =
surfaceController.getRenderBuffer(versionId)->GetResource(false).UncheckedGet<oka::Buffer*>();
oka::ImageBuffer outputImage;
// upload to host
outputBuffer->map();
outputImage.data = outputBuffer->getHostPointer();
outputImage.dataSize = outputBuffer->getHostDataSize();
outputImage.height = outputBuffer->height();
outputImage.width = outputBuffer->width();
outputImage.pixel_format = outputBuffer->getFormat();
const auto totalSpp = ctx->mSettingsManager->getAs<uint32_t>("render/pt/sppTotal");
const uint32_t currentSpp = ctx->mSubframeIndex;
bool needScreenshot = ctx->mSettingsManager->getAs<bool>("render/pt/needScreenshot");
if (ctx->mSettingsManager->getAs<bool>("render/pt/screenshotSPP") && (currentSpp == totalSpp))
{
needScreenshot = true;
// need to store screen only once
ctx->mSettingsManager->setAs<bool>("render/pt/screenshotSPP", false);
}
if (needScreenshot)
{
const std::size_t foundSlash = usdPath.find_last_of("/\\");
const std::size_t foundDot = usdPath.find_last_of('.');
std::string fileName = usdPath.substr(0, foundDot);
fileName = fileName.substr(foundSlash + 1);
auto generateName = [&](const uint32_t attempt) {
std::string outputFilePath = fileName + "_" + std::to_string(currentSpp) + "i_" +
std::to_string(ctx->mSettingsManager->getAs<uint32_t>("render/pt/depth")) +
"d_" + std::to_string(totalSpp) + "spp_" + std::to_string(attempt) + ".png";
return outputFilePath;
};
uint32_t attempt = 0;
std::string outputFilePath;
do
{
outputFilePath = generateName(attempt++);
} while (std::filesystem::exists(std::filesystem::path(outputFilePath.c_str())));
unsigned char* mappedMem = (unsigned char*)outputImage.data;
if (saveScreenshot(outputFilePath, mappedMem, outputImage.width, outputImage.height))
{
ctx->mSettingsManager->setAs<bool>("render/pt/needScreenshot", false);
}
}
display->drawFrame(outputImage); // blit rendered image to swapchain
display->drawUI(); // render ui to swapchain image in window resolution
display->onEndFrame(); // submit command buffer and present
auto finish = std::chrono::high_resolution_clock::now();
const double frameTime = std::chrono::duration<double, std::milli>(finish - start).count();
surfaceController.release(versionId);
display->setWindowTitle((std::string("Strelka") + " [" + std::to_string(frameTime) + " ms]" + " [" +
std::to_string(currentSpp) + " spp]")
.c_str());
++frameCount;
}
// renderBuffer->Resolve();
// TF_VERIFY(renderBuffer->IsConverged());
timerRender.Stop();
display->destroy();
STRELKA_INFO("Rendering finished {}", timerRender.GetSeconds());
for (int i = 0; i < 3; ++i)
{
renderDelegate->DestroyBprim(renderBuffers[i]);
}
return EXIT_SUCCESS;
}
| 26,275 | C++ | 32.687179 | 121 | 0.61785 |
arhix52/Strelka/src/scene/camera.cpp | #include "camera.h"
#include <glm/gtx/quaternion.hpp>
#include <glm-wrapper.hpp>
namespace oka
{
void Camera::updateViewMatrix()
{
const glm::float4x4 rotM{ mOrientation };
const glm::float4x4 transM = glm::translate(glm::float4x4(1.0f), -position);
if (type == CameraType::firstperson)
{
matrices.view = rotM * transM;
}
else
{
matrices.view = transM * rotM;
}
updated = true;
}
glm::float3 Camera::getFront() const
{
return glm::conjugate(mOrientation) * glm::float3(0.0f, 0.0f, -1.0f);
}
glm::float3 Camera::getUp() const
{
return glm::conjugate(mOrientation) * glm::float3(0.0f, 1.0f, 0.0f);
}
glm::float3 Camera::getRight() const
{
return glm::conjugate(mOrientation) * glm::float3(1.0f, 0.0f, 0.0f);
}
bool Camera::moving() const
{
return keys.left || keys.right || keys.up || keys.down || keys.forward || keys.back || mouseButtons.right || mouseButtons.left || mouseButtons.middle;
}
float Camera::getNearClip() const
{
return znear;
}
float Camera::getFarClip() const
{
return zfar;
}
void Camera::setFov(float fov)
{
this->fov = fov;
}
// original implementation: https://vincent-p.github.io/notes/20201216234910-the_projection_matrix_in_vulkan/
glm::float4x4 perspective(float fov, float aspect_ratio, float n, float f, glm::float4x4* inverse)
{
const float focal_length = 1.0f / std::tan(glm::radians(fov) / 2.0f);
const float x = focal_length / aspect_ratio;
const float y = focal_length;
const float A = n / (f - n);
const float B = f * A;
//glm::float4x4 projection = glm::perspective(fov, aspect_ratio, n, f);
//if (inverse)
//{
// *inverse = glm::inverse(projection);
//}
glm::float4x4 projection({
x,
0.0f,
0.0f,
0.0f,
0.0f,
y,
0.0f,
0.0f,
0.0f,
0.0f,
A,
B,
0.0f,
0.0f,
-1.0f,
0.0f,
});
if (inverse)
{
*inverse = glm::transpose(glm::float4x4({ // glm inverse
1 / x,
0.0f,
0.0f,
0.0f,
0.0f,
1 / y,
0.0f,
0.0f,
0.0f,
0.0f,
0.0f,
-1.0f,
0.0f,
0.0f,
1 / B,
A / B,
}));
}
return glm::transpose(projection);
}
void Camera::setPerspective(float _fov, float _aspect, float _znear, float _zfar)
{
fov = _fov;
znear = _znear;
zfar = _zfar;
// swap near and far plane for reverse z
matrices.perspective = perspective(fov, _aspect, zfar, znear, &matrices.invPerspective);
}
void Camera::setWorldUp(const glm::float3 up)
{
mWorldUp = up;
}
glm::float3 Camera::getWorldUp()
{
return mWorldUp;
}
void Camera::setWorldForward(const glm::float3 forward)
{
mWorldForward = forward;
}
glm::float3 Camera::getWorldForward()
{
return mWorldForward;
}
glm::float4x4& Camera::getPerspective()
{
return matrices.perspective;
}
glm::float4x4 Camera::getView()
{
return matrices.view;
}
void Camera::updateAspectRatio(float _aspect)
{
setPerspective(fov, _aspect, znear, zfar);
}
void Camera::setPosition(glm::float3 _position)
{
position = _position;
updateViewMatrix();
}
glm::float3 Camera::getPosition()
{
return position;
}
void Camera::setRotation(glm::quat rotation)
{
mOrientation = rotation;
updateViewMatrix();
}
void Camera::rotate(float rightAngle, float upAngle)
{
const glm::quat a = glm::angleAxis(glm::radians(upAngle) * rotationSpeed, glm::float3(1.0f, 0.0f, 0.0f));
const glm::quat b = glm::angleAxis(glm::radians(rightAngle) * rotationSpeed, glm::float3(0.0f, 1.0f, 0.0f));
// const glm::quat a = glm::angleAxis(glm::radians(upAngle) * rotationSpeed, getRight());
// const glm::quat b = glm::angleAxis(glm::radians(rightAngle) * rotationSpeed, getWorldUp());
// auto c = a * b;
// c = glm::normalize(c);
mOrientation = glm::normalize(a * mOrientation * b);
// mOrientation = glm::normalize(c * mOrientation);
updateViewMatrix();
}
glm::quat Camera::getOrientation()
{
return mOrientation;
}
void Camera::setTranslation(glm::float3 translation)
{
position = translation;
updateViewMatrix();
}
void Camera::translate(glm::float3 delta)
{
position += glm::conjugate(mOrientation) * delta;
updateViewMatrix();
}
void Camera::update(float deltaTime)
{
updated = false;
if (type == CameraType::firstperson)
{
if (moving())
{
float moveSpeed = deltaTime * movementSpeed;
if (keys.up)
position += getWorldUp() * moveSpeed;
if (keys.down)
position -= getWorldUp() * moveSpeed;
if (keys.left)
position -= getRight() * moveSpeed;
if (keys.right)
position += getRight() * moveSpeed;
if (keys.forward)
position += getFront() * moveSpeed;
if (keys.back)
position -= getFront() * moveSpeed;
updateViewMatrix();
}
}
}
} // namespace oka
| 5,209 | C++ | 20.618257 | 154 | 0.582261 |
arhix52/Strelka/src/scene/scene.cpp | #include "scene.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/norm.hpp>
#include <algorithm>
#include <array>
#include <filesystem>
#include <map>
#include <utility>
namespace fs = std::filesystem;
namespace oka
{
uint32_t Scene::createMesh(const std::vector<Vertex>& vb, const std::vector<uint32_t>& ib)
{
std::scoped_lock lock(mMeshMutex);
Mesh* mesh = nullptr;
uint32_t meshId = -1;
if (mDelMesh.empty())
{
meshId = mMeshes.size(); // add mesh to storage
mMeshes.push_back({});
mesh = &mMeshes.back();
}
else
{
meshId = mDelMesh.top(); // get index from stack
mDelMesh.pop(); // del taken index from stack
mesh = &mMeshes[meshId];
}
mesh->mIndex = mIndices.size(); // Index of 1st index in index buffer
mesh->mCount = ib.size(); // amount of indices in mesh
mesh->mVbOffset = mVertices.size();
mesh->mVertexCount = vb.size();
// const uint32_t ibOffset = mVertices.size(); // adjust indices for global index buffer
// for (int i = 0; i < ib.size(); ++i)
// {
// mIndices.push_back(ibOffset + ib[i]);
// }
mIndices.insert(mIndices.end(), ib.begin(), ib.end());
mVertices.insert(mVertices.end(), vb.begin(), vb.end()); // copy vertices
return meshId;
}
uint32_t Scene::createInstance(const Instance::Type type,
const uint32_t geomId,
const uint32_t materialId,
const glm::mat4& transform,
const uint32_t lightId)
{
std::scoped_lock lock(mInstanceMutex);
Instance* inst = nullptr;
uint32_t instId = -1;
if (mDelInstances.empty())
{
instId = mInstances.size(); // add instance to storage
mInstances.push_back({});
inst = &mInstances.back();
}
else
{
instId = mDelInstances.top(); // get index from stack
mDelInstances.pop(); // del taken index from stack
inst = &mInstances[instId];
}
inst->type = type;
if (inst->type == Instance::Type::eMesh || inst->type == Instance::Type::eLight)
{
inst->mMeshId = geomId;
}
else if (inst->type == Instance::Type::eCurve)
{
inst->mCurveId = geomId;
}
inst->mMaterialId = materialId;
inst->transform = transform;
inst->mLightId = lightId;
mOpaqueInstances.push_back(instId);
return instId;
}
uint32_t Scene::addMaterial(const MaterialDescription& material)
{
// TODO: fix here
uint32_t res = mMaterialsDescs.size();
mMaterialsDescs.push_back(material);
return res;
}
std::string Scene::getSceneFileName()
{
fs::path p(modelPath);
return p.filename().string();
};
std::string Scene::getSceneDir()
{
fs::path p(modelPath);
return p.parent_path().string();
};
// valid range of coordinates [-1; 1]
uint32_t packNormals(const glm::float3& normal)
{
uint32_t packed = (uint32_t)((normal.x + 1.0f) / 2.0f * 511.99999f);
packed += (uint32_t)((normal.y + 1.0f) / 2.0f * 511.99999f) << 10;
packed += (uint32_t)((normal.z + 1.0f) / 2.0f * 511.99999f) << 20;
return packed;
}
uint32_t Scene::createRectLightMesh()
{
if (mRectLightMeshId != -1)
{
return mRectLightMeshId;
}
std::vector<Scene::Vertex> vb;
Scene::Vertex v1, v2, v3, v4;
v1.pos = glm::float4(0.5f, 0.5f, 0.0f, 1.0f); // top right 0
v2.pos = glm::float4(-0.5f, 0.5f, 0.0f, 1.0f); // top left 1
v3.pos = glm::float4(-0.5f, -0.5f, 0.0f, 1.0f); // bottom left 2
v4.pos = glm::float4(0.5f, -0.5f, 0.0f, 1.0f); // bottom right 3
glm::float3 normal = glm::float3(0.f, 0.f, 1.f);
v1.normal = v2.normal = v3.normal = v4.normal = packNormals(normal);
std::vector<uint32_t> ib = { 0, 1, 2, 2, 3, 0 };
vb.push_back(v1);
vb.push_back(v2);
vb.push_back(v3);
vb.push_back(v4);
uint32_t meshId = createMesh(vb, ib);
assert(meshId != -1);
return meshId;
}
uint32_t Scene::createSphereLightMesh()
{
if (mSphereLightMeshId != -1)
{
return mSphereLightMeshId;
}
std::vector<Scene::Vertex> vertices;
std::vector<uint32_t> indices;
const int segments = 16;
const int rings = 16;
const float radius = 1.0f;
// Generate vertices and normals
for (int i = 0; i <= rings; ++i)
{
float theta = static_cast<float>(i) * static_cast<float>(M_PI) / static_cast<float>(rings);
float sinTheta = sin(theta);
float cosTheta = cos(theta);
for (int j = 0; j <= segments; ++j)
{
float phi = static_cast<float>(j) * 2.0f * static_cast<float>(M_PI) / static_cast<float>(segments);
float sinPhi = sin(phi);
float cosPhi = cos(phi);
float x = cosPhi * sinTheta;
float y = cosTheta;
float z = sinPhi * sinTheta;
glm::float3 pos = { radius * x, radius * y, radius * z };
glm::float3 normal = { x, y, z };
vertices.push_back(Scene::Vertex{ pos, 0, packNormals(normal) });
}
}
// Generate indices
for (int i = 0; i < rings; ++i)
{
for (int j = 0; j < segments; ++j)
{
int p0 = i * (segments + 1) + j;
int p1 = p0 + 1;
int p2 = (i + 1) * (segments + 1) + j;
int p3 = p2 + 1;
indices.push_back(p0);
indices.push_back(p1);
indices.push_back(p2);
indices.push_back(p2);
indices.push_back(p1);
indices.push_back(p3);
}
}
const uint32_t meshId = createMesh(vertices, indices);
assert(meshId != -1);
return meshId;
}
uint32_t Scene::createDiscLightMesh()
{
if (mDiskLightMeshId != -1)
{
return mDiskLightMeshId;
}
std::vector<Scene::Vertex> vertices;
std::vector<uint32_t> indices;
Scene::Vertex v1, v2;
v1.pos = glm::float4(0.f, 0.f, 0.f, 1.f);
v2.pos = glm::float4(1.0f, 0.f, 0.f, 1.f);
glm::float3 normal = glm::float3(0.f, 0.f, 1.f);
v1.normal = v2.normal = packNormals(normal);
vertices.push_back(v1); // central point
vertices.push_back(v2); // first point
const float diskRadius = 1.0f; // param
const float step = 2.0f * M_PI / 16;
float angle = 0;
for (int i = 0; i < 16; ++i)
{
indices.push_back(0); // each triangle have central point
indices.push_back(vertices.size() - 1); // prev vertex
angle += step;
const float x = cos(angle) * diskRadius;
const float y = sin(angle) * diskRadius;
Scene::Vertex v;
v.pos = glm::float4(x, y, 0.0f, 1.0f);
v.normal = packNormals(normal);
vertices.push_back(v);
indices.push_back(vertices.size() - 1); // added vertex
}
uint32_t meshId = createMesh(vertices, indices);
assert(meshId != -1);
return meshId;
}
void Scene::updateAnimation(const float time)
{
if (mAnimations.empty())
{
return;
}
auto& animation = mAnimations[0];
for (auto& channel : animation.channels)
{
assert(channel.node < mNodes.size());
auto& sampler = animation.samplers[channel.samplerIndex];
if (sampler.inputs.size() > sampler.outputsVec4.size())
{
continue;
}
for (size_t i = 0; i < sampler.inputs.size() - 1; i++)
{
if ((time >= sampler.inputs[i]) && (time <= sampler.inputs[i + 1]))
{
float u = std::max(0.0f, time - sampler.inputs[i]) / (sampler.inputs[i + 1] - sampler.inputs[i]);
if (u <= 1.0f)
{
switch (channel.path)
{
case AnimationChannel::PathType::TRANSLATION: {
glm::vec4 trans = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u);
mNodes[channel.node].translation = glm::float3(trans);
break;
}
case AnimationChannel::PathType::SCALE: {
glm::vec4 scale = glm::mix(sampler.outputsVec4[i], sampler.outputsVec4[i + 1], u);
mNodes[channel.node].scale = glm::float3(scale);
break;
}
case AnimationChannel::PathType::ROTATION: {
float floatRotation[4] = { (float)sampler.outputsVec4[i][3], (float)sampler.outputsVec4[i][0],
(float)sampler.outputsVec4[i][1], (float)sampler.outputsVec4[i][2] };
float floatRotation1[4] = { (float)sampler.outputsVec4[i + 1][3],
(float)sampler.outputsVec4[i + 1][0],
(float)sampler.outputsVec4[i + 1][1],
(float)sampler.outputsVec4[i + 1][2] };
glm::quat q1 = glm::make_quat(floatRotation);
glm::quat q2 = glm::make_quat(floatRotation1);
mNodes[channel.node].rotation = glm::normalize(glm::slerp(q1, q2, u));
break;
}
}
}
}
}
}
mCameras[0].matrices.view = getTransform(mCameras[0].node);
}
uint32_t Scene::createLight(const UniformLightDesc& desc)
{
uint32_t lightId = (uint32_t)mLights.size();
Light l;
mLights.push_back(l);
mLightDesc.push_back(desc);
updateLight(lightId, desc);
// TODO: only for rect light
// Lazy init light mesh
glm::float4x4 scaleMatrix = glm::float4x4(0.f);
uint32_t currentLightMeshId = 0;
if (desc.type == 0)
{
mRectLightMeshId = createRectLightMesh();
currentLightMeshId = mRectLightMeshId;
scaleMatrix = glm::scale(glm::float4x4(1.0f), glm::float3(desc.width, desc.height, 1.0f));
}
else if (desc.type == 1)
{
mDiskLightMeshId = createDiscLightMesh();
currentLightMeshId = mDiskLightMeshId;
scaleMatrix = glm::scale(glm::float4x4(1.0f), glm::float3(desc.radius, desc.radius, desc.radius));
}
else if (desc.type == 2)
{
mSphereLightMeshId = createSphereLightMesh();
currentLightMeshId = mSphereLightMeshId;
scaleMatrix = glm::scale(glm::float4x4(1.0f), glm::float3(desc.radius, desc.radius, desc.radius));
}
else if (desc.type == 3)
{
// distant light
currentLightMeshId = 0; // empty
scaleMatrix = glm::scale(glm::float4x4(1.0f), glm::float3(desc.radius, desc.radius, desc.radius));
}
const glm::float4x4 transform = desc.useXform ? desc.xform * scaleMatrix : getTransform(desc);
uint32_t instId = createInstance(Instance::Type::eLight, currentLightMeshId, (uint32_t)-1, transform, lightId);
assert(instId != -1);
mLightIdToInstanceId[lightId] = instId;
return lightId;
}
void Scene::updateLight(const uint32_t lightId, const UniformLightDesc& desc)
{
const float intensityPerPoint = desc.intensity; // light intensity
// transform to GPU light
// Rect Light
if (desc.type == 0)
{
const glm::float4x4 scaleMatrix = glm::scale(glm::float4x4(1.0f), glm::float3(desc.width, desc.height, 1.0f));
const glm::float4x4 localTransform = desc.useXform ? desc.xform * scaleMatrix : getTransform(desc);
mLights[lightId].points[0] = localTransform * glm::float4(0.5f, 0.5f, 0.0f, 1.0f);
mLights[lightId].points[1] = localTransform * glm::float4(-0.5f, 0.5f, 0.0f, 1.0f);
mLights[lightId].points[2] = localTransform * glm::float4(-0.5f, -0.5f, 0.0f, 1.0f);
mLights[lightId].points[3] = localTransform * glm::float4(0.5f, -0.5f, 0.0f, 1.0f);
mLights[lightId].type = 0;
}
else if (desc.type == 1)
{
// Disk Light
const glm::float4x4 scaleMatrix =
glm::scale(glm::float4x4(1.0f), glm::float3(desc.radius, desc.radius, desc.radius));
const glm::float4x4 localTransform = desc.useXform ? desc.xform * scaleMatrix : getTransform(desc);
mLights[lightId].points[0] = glm::float4(desc.radius, 0.f, 0.f, 0.f); // save radius
mLights[lightId].points[1] = localTransform * glm::float4(0.f, 0.f, 0.f, 1.f); // save O
mLights[lightId].points[2] = localTransform * glm::float4(1.f, 0.f, 0.f, 0.f); // OXws
mLights[lightId].points[3] = localTransform * glm::float4(0.f, 1.f, 0.f, 0.f); // OYws
glm::float4 normal = localTransform * glm::float4(0, 0, 1.f, 0.0f);
mLights[lightId].normal = normal;
mLights[lightId].type = 1;
}
else if (desc.type == 2)
{
// Sphere Light
const glm::float4x4 scaleMatrix = glm::scale(glm::float4x4(1.0f), glm::float3(1.0f, 1.0f, 1.0f));
const glm::float4x4 localTransform = desc.useXform ? scaleMatrix * desc.xform : getTransform(desc);
mLights[lightId].points[0] = glm::float4(desc.radius, 0.f, 0.f, 0.f); // save radius
mLights[lightId].points[1] = localTransform * glm::float4(0.f, 0.f, 0.f, 1.f); // save O
mLights[lightId].type = 2;
}
else if (desc.type == 3)
{
// distant light https://openusd.org/release/api/class_usd_lux_distant_light.html
mLights[lightId].type = 3;
mLights[lightId].halfAngle = desc.halfAngle;
const glm::float4x4 scaleMatrix = glm::float4x4(1.0f);
const glm::float4x4 localTransform = desc.useXform ? desc.xform * scaleMatrix : getTransform(desc);
mLights[lightId].normal = glm::normalize(localTransform * glm::float4(0.0f, 0.0f, -1.0f, 0.0f)); // -Z
}
mLights[lightId].color = glm::float4(desc.color, 1.0f) * intensityPerPoint;
}
void Scene::removeInstance(const uint32_t instId)
{
mDelInstances.push(instId); // marked as removed
}
void Scene::removeMesh(const uint32_t meshId)
{
mDelMesh.push(meshId); // marked as removed
}
void Scene::removeMaterial(const uint32_t materialId)
{
mDelMaterial.push(materialId); // marked as removed
}
std::vector<uint32_t>& Scene::getOpaqueInstancesToRender(const glm::float3& camPos)
{
return mOpaqueInstances;
}
std::vector<uint32_t>& Scene::getTransparentInstancesToRender(const glm::float3& camPos)
{
return mTransparentInstances;
}
std::set<uint32_t> Scene::getDirtyInstances()
{
return this->mDirtyInstances;
}
bool Scene::getFrMod()
{
return this->FrMod;
}
void Scene::updateInstanceTransform(uint32_t instId, glm::float4x4 newTransform)
{
Instance& inst = mInstances[instId];
inst.transform = newTransform;
mDirtyInstances.insert(instId);
}
void Scene::beginFrame()
{
FrMod = true;
mDirtyInstances.clear();
}
void Scene::endFrame()
{
FrMod = false;
}
uint32_t Scene::createCurve(const Curve::Type type,
const std::vector<uint32_t>& vertexCounts,
const std::vector<glm::float3>& points,
const std::vector<float>& widths)
{
Curve c = {};
c.mPointsStart = mCurvePoints.size();
c.mPointsCount = points.size();
mCurvePoints.insert(mCurvePoints.end(), points.begin(), points.end());
c.mVertexCountsStart = mCurveVertexCounts.size();
c.mVertexCountsCount = vertexCounts.size();
mCurveVertexCounts.insert(mCurveVertexCounts.end(), vertexCounts.begin(), vertexCounts.end());
if (!widths.empty())
{
c.mWidthsCount = widths.size();
c.mWidthsStart = mCurveWidths.size();
mCurveWidths.insert(mCurveWidths.end(), widths.begin(), widths.end());
}
else
{
c.mWidthsCount = -1;
c.mWidthsStart = -1;
}
uint32_t res = mCurves.size();
mCurves.push_back(c);
return res;
}
} // namespace oka
| 15,925 | C++ | 31.108871 | 120 | 0.576641 |
arhix52/Strelka/src/log/logmanager.cpp | #include "logmanager.h"
#include <spdlog/spdlog.h>
#include <spdlog/cfg/env.h>
#include <spdlog/sinks/stdout_color_sinks.h>
#include <spdlog/sinks/basic_file_sink.h>
#include <memory>
#include <vector>
oka::Logmanager::Logmanager()
{
initialize();
}
oka::Logmanager::~Logmanager()
{
shutdown();
}
void oka::Logmanager::initialize()
{
auto logger = spdlog::get("Strelka");
if (!logger)
{
spdlog::cfg::load_env_levels();
auto consolesink = std::make_shared<spdlog::sinks::stdout_color_sink_mt>();
auto fileSink = std::make_shared<spdlog::sinks::basic_file_sink_mt>("strelka.log");
std::vector<spdlog::sink_ptr> sinks = { consolesink, fileSink };
logger = std::make_shared<spdlog::logger>("Strelka", sinks.begin(), sinks.end());
// TODO: env var doesn't work on linux
logger->set_level(spdlog::level::trace);
logger->flush_on(spdlog::level::trace);
#if defined(WIN32)
logger->set_level(spdlog::level::trace);
logger->flush_on(spdlog::level::trace);
#endif
spdlog::register_logger(logger);
}
}
void oka::Logmanager::shutdown()
{
spdlog::shutdown();
}
| 1,170 | C++ | 23.914893 | 91 | 0.637607 |
arhix52/Strelka/src/sceneloader/gltfloader.cpp | #include "gltfloader.h"
#include "camera.h"
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_IMPLEMENTATION
#include "tiny_gltf.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/compatibility.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <iostream>
#include <log/log.h>
namespace fs = std::filesystem;
#include "nlohmann/json.hpp"
using json = nlohmann::json;
namespace oka
{
// valid range of coordinates [-10; 10]
uint32_t packUV(const glm::float2& uv)
{
int32_t packed = (uint32_t)((uv.x + 10.0f) / 20.0f * 16383.99999f);
packed += (uint32_t)((uv.y + 10.0f) / 20.0f * 16383.99999f) << 16;
return packed;
}
// valid range of coordinates [-1; 1]
uint32_t packNormal(const glm::float3& normal)
{
uint32_t packed = (uint32_t)((normal.x + 1.0f) / 2.0f * 511.99999f);
packed += (uint32_t)((normal.y + 1.0f) / 2.0f * 511.99999f) << 10;
packed += (uint32_t)((normal.z + 1.0f) / 2.0f * 511.99999f) << 20;
return packed;
}
// valid range of coordinates [-10; 10]
uint32_t packTangent(const glm::float3& tangent)
{
uint32_t packed = (uint32_t)((tangent.x + 10.0f) / 20.0f * 511.99999f);
packed += (uint32_t)((tangent.y + 10.0f) / 20.0f * 511.99999f) << 10;
packed += (uint32_t)((tangent.z + 10.0f) / 20.0f * 511.99999f) << 20;
return packed;
}
glm::float2 unpackUV(uint32_t val)
{
glm::float2 uv;
uv.y = ((val & 0xffff0000) >> 16) / 16383.99999f * 10.0f - 5.0f;
uv.x = (val & 0x0000ffff) / 16383.99999f * 10.0f - 5.0f;
return uv;
}
void computeTangent(std::vector<Scene::Vertex>& vertices,
const std::vector<uint32_t>& indices)
{
const size_t lastIndex = indices.size();
Scene::Vertex& v0 = vertices[indices[lastIndex - 3]];
Scene::Vertex& v1 = vertices[indices[lastIndex - 2]];
Scene::Vertex& v2 = vertices[indices[lastIndex - 1]];
glm::float2 uv0 = unpackUV(v0.uv);
glm::float2 uv1 = unpackUV(v1.uv);
glm::float2 uv2 = unpackUV(v2.uv);
glm::float3 deltaPos1 = v1.pos - v0.pos;
glm::float3 deltaPos2 = v2.pos - v0.pos;
glm::vec2 deltaUV1 = uv1 - uv0;
glm::vec2 deltaUV2 = uv2 - uv0;
glm::vec3 tangent{ 0.0f, 0.0f, 1.0f };
const float d = deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x;
if (abs(d) > 1e-6)
{
float r = 1.0f / d;
tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y) * r;
}
glm::uint32_t packedTangent = packTangent(tangent);
v0.tangent = packedTangent;
v1.tangent = packedTangent;
v2.tangent = packedTangent;
}
void processPrimitive(const tinygltf::Model& model, oka::Scene& scene, const tinygltf::Primitive& primitive, const glm::float4x4& transform, const float globalScale)
{
using namespace std;
assert(primitive.attributes.find("POSITION") != primitive.attributes.end());
const tinygltf::Accessor& positionAccessor = model.accessors[primitive.attributes.find("POSITION")->second];
const tinygltf::BufferView& positionView = model.bufferViews[positionAccessor.bufferView];
const float* positionData = reinterpret_cast<const float*>(&model.buffers[positionView.buffer].data[positionAccessor.byteOffset + positionView.byteOffset]);
assert(positionData != nullptr);
const uint32_t vertexCount = static_cast<uint32_t>(positionAccessor.count);
assert(vertexCount != 0);
const int byteStride = positionAccessor.ByteStride(positionView);
assert(byteStride > 0); // -1 means invalid glTF
int posStride = byteStride / sizeof(float);
// Normals
const float* normalsData = nullptr;
int normalStride = 0;
if (primitive.attributes.find("NORMAL") != primitive.attributes.end())
{
const tinygltf::Accessor& normalAccessor = model.accessors[primitive.attributes.find("NORMAL")->second];
const tinygltf::BufferView& normView = model.bufferViews[normalAccessor.bufferView];
normalsData = reinterpret_cast<const float*>(&(model.buffers[normView.buffer].data[normalAccessor.byteOffset + normView.byteOffset]));
assert(normalsData != nullptr);
normalStride = normalAccessor.ByteStride(normView) / sizeof(float);
assert(normalStride > 0);
}
// UVs
const float* texCoord0Data = nullptr;
int texCoord0Stride = 0;
if (primitive.attributes.find("TEXCOORD_0") != primitive.attributes.end())
{
const tinygltf::Accessor& uvAccessor = model.accessors[primitive.attributes.find("TEXCOORD_0")->second];
const tinygltf::BufferView& uvView = model.bufferViews[uvAccessor.bufferView];
texCoord0Data = reinterpret_cast<const float*>(&(model.buffers[uvView.buffer].data[uvAccessor.byteOffset + uvView.byteOffset]));
texCoord0Stride = uvAccessor.ByteStride(uvView) / sizeof(float);
}
int matId = primitive.material;
if (matId == -1)
{
matId = 0; // TODO: should be index of default material
}
glm::float3 sum = glm::float3(0.0f, 0.0f, 0.0f);
std::vector<oka::Scene::Vertex> vertices;
vertices.reserve(vertexCount);
for (uint32_t v = 0; v < vertexCount; ++v)
{
oka::Scene::Vertex vertex{};
vertex.pos = glm::make_vec3(&positionData[v * posStride]) * globalScale;
vertex.normal = packNormal(glm::normalize(glm::vec3(normalsData ? glm::make_vec3(&normalsData[v * normalStride]) : glm::vec3(0.0f))));
vertex.uv = packUV(texCoord0Data ? glm::make_vec2(&texCoord0Data[v * texCoord0Stride]) : glm::vec3(0.0f));
vertices.push_back(vertex);
sum += vertex.pos;
}
const glm::float3 massCenter = sum / (float)vertexCount;
uint32_t indexCount = 0;
std::vector<uint32_t> indices;
const bool hasIndices = (primitive.indices != -1);
assert(hasIndices); // currently support only this mode
if (hasIndices)
{
const tinygltf::Accessor& accessor = model.accessors[primitive.indices > -1 ? primitive.indices : 0];
const tinygltf::BufferView& bufferView = model.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = model.buffers[bufferView.buffer];
indexCount = static_cast<uint32_t>(accessor.count);
assert(indexCount != 0 && (indexCount % 3 == 0));
const void* dataPtr = &(buffer.data[accessor.byteOffset + bufferView.byteOffset]);
indices.reserve(indexCount);
switch (accessor.componentType)
{
case TINYGLTF_PARAMETER_TYPE_UNSIGNED_INT: {
const uint32_t* buf = static_cast<const uint32_t*>(dataPtr);
for (size_t index = 0; index < indexCount; index++)
{
indices.push_back(buf[index]);
}
computeTangent(vertices, indices);
break;
}
case TINYGLTF_PARAMETER_TYPE_UNSIGNED_SHORT: {
const uint16_t* buf = static_cast<const uint16_t*>(dataPtr);
for (size_t index = 0; index < indexCount; index++)
{
indices.push_back(buf[index]);
}
computeTangent(vertices, indices);
break;
}
case TINYGLTF_PARAMETER_TYPE_UNSIGNED_BYTE: {
const uint8_t* buf = static_cast<const uint8_t*>(dataPtr);
for (size_t index = 0; index < indexCount; index++)
{
indices.push_back(buf[index]);
}
computeTangent(vertices, indices);
break;
}
default:
std::cerr << "Index component type " << accessor.componentType << " not supported!" << std::endl;
return;
}
}
uint32_t meshId = scene.createMesh(vertices, indices);
assert(meshId != -1);
uint32_t instId = scene.createInstance(Instance::Type::eMesh, meshId, matId, transform);
assert(instId != -1);
}
void processMesh(const tinygltf::Model& model, oka::Scene& scene, const tinygltf::Mesh& mesh, const glm::float4x4& transform, const float globalScale)
{
using namespace std;
cout << "Mesh name: " << mesh.name << endl;
cout << "Primitive count: " << mesh.primitives.size() << endl;
for (size_t i = 0; i < mesh.primitives.size(); ++i)
{
processPrimitive(model, scene, mesh.primitives[i], transform, globalScale);
}
}
glm::float4x4 getTransform(const tinygltf::Node& node, const float globalScale)
{
if (node.matrix.empty())
{
glm::float3 scale{ 1.0f };
if (!node.scale.empty())
{
scale = glm::float3((float)node.scale[0], (float)node.scale[1], (float)node.scale[2]);
// check that scale is uniform, otherwise we have to support it in shader
// assert(scale.x == scale.y && scale.y == scale.z);
}
glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
if (!node.rotation.empty())
{
const float floatRotation[4] = {
(float)node.rotation[3],
(float)node.rotation[0],
(float)node.rotation[1],
(float)node.rotation[2],
};
rotation = glm::make_quat(floatRotation);
}
glm::float3 translation{ 0.0f };
if (!node.translation.empty())
{
translation = glm::float3((float)node.translation[0], (float)node.translation[1], (float)node.translation[2]);
translation *= globalScale;
}
const glm::float4x4 translationMatrix = glm::translate(glm::float4x4(1.0f), translation);
const glm::float4x4 rotationMatrix{ rotation };
const glm::float4x4 scaleMatrix = glm::scale(glm::float4x4(1.0f), scale);
const glm::float4x4 localTransform = translationMatrix * rotationMatrix * scaleMatrix;
return localTransform;
}
else
{
glm::float4x4 localTransform = glm::make_mat4(node.matrix.data());
return localTransform;
}
}
void processNode(const tinygltf::Model& model, oka::Scene& scene, const tinygltf::Node& node, const uint32_t currentNodeId, const glm::float4x4& baseTransform, const float globalScale)
{
using namespace std;
cout << "Node name: " << node.name << endl;
const glm::float4x4 localTransform = getTransform(node, globalScale);
const glm::float4x4 globalTransform = baseTransform * localTransform;
if (node.mesh != -1) // mesh exist
{
const tinygltf::Mesh& mesh = model.meshes[node.mesh];
processMesh(model, scene, mesh, globalTransform, globalScale);
}
else if (node.camera != -1) // camera node
{
glm::vec3 scale;
glm::quat rotation;
glm::vec3 translation;
glm::vec3 skew;
glm::vec4 perspective;
glm::decompose(globalTransform, scale, rotation, translation, skew, perspective);
rotation = glm::conjugate(rotation);
scene.getCamera(node.camera).node = currentNodeId;
scene.getCamera(node.camera).position = translation * scale;
scene.getCamera(node.camera).mOrientation = rotation;
scene.getCamera(node.camera).updateViewMatrix();
}
for (int i = 0; i < node.children.size(); ++i)
{
scene.mNodes[node.children[i]].parent = currentNodeId;
processNode(model, scene, model.nodes[node.children[i]], node.children[i], globalTransform, globalScale);
}
}
oka::Scene::MaterialDescription convertToOmniPBR(const tinygltf::Model& model, const tinygltf::Material& material)
{
const std::string& fileUri = "OmniPBR.mdl";
const std::string& name = "OmniPBR";
oka::Scene::MaterialDescription materialDesc{};
materialDesc.file = fileUri;
materialDesc.name = name;
materialDesc.type = oka::Scene::MaterialDescription::Type::eMdl;
materialDesc.color =
glm::float3(material.pbrMetallicRoughness.baseColorFactor[0], material.pbrMetallicRoughness.baseColorFactor[1],
material.pbrMetallicRoughness.baseColorFactor[2]);
materialDesc.hasColor = true;
oka::MaterialManager::Param colorParam = {};
colorParam.name = "diffuse_color_constant";
colorParam.type = oka::MaterialManager::Param::Type::eFloat3;
colorParam.value.resize(sizeof(float) * 3);
memcpy(colorParam.value.data(), glm::value_ptr(materialDesc.color), sizeof(float) * 3);
materialDesc.params.push_back(colorParam);
auto addFloat = [&](float value, const char* materialParamName) {
oka::MaterialManager::Param param{};
param.name = materialParamName;
param.type = oka::MaterialManager::Param::Type::eFloat;
param.value.resize(sizeof(float));
*((float*)param.value.data()) = value;
materialDesc.params.push_back(param);
};
addFloat((float)material.pbrMetallicRoughness.roughnessFactor, "reflection_roughness_constant");
addFloat((float)material.pbrMetallicRoughness.metallicFactor, "metallic_constant");
auto addTexture = [&](int texId, const char* materialParamName) {
const auto imageId = model.textures[texId].source;
const auto textureUri = model.images[imageId].uri;
oka::MaterialManager::Param paramTexture{};
paramTexture.name = materialParamName;
paramTexture.type = oka::MaterialManager::Param::Type::eTexture;
paramTexture.value.resize(textureUri.size());
memcpy(paramTexture.value.data(), textureUri.data(), textureUri.size());
materialDesc.params.push_back(paramTexture);
};
auto texId = material.pbrMetallicRoughness.baseColorTexture.index;
if (texId >= 0)
{
addTexture(texId, "diffuse_texture");
}
auto normalTexId = material.normalTexture.index;
if (normalTexId >= 0)
{
addTexture(normalTexId, "normalmap_texture");
}
return materialDesc;
}
oka::Scene::MaterialDescription convertToOmniGlass(const tinygltf::Model& model, const tinygltf::Material& material)
{
oka::Scene::MaterialDescription materialDesc{};
materialDesc.file = "OmniGlass.mdl";
materialDesc.name = "OmniGlass";
materialDesc.type = oka::Scene::MaterialDescription::Type::eMdl;
oka::MaterialManager::Param param{};
param.name = "enable_opacity";
param.type = oka::MaterialManager::Param::Type::eBool;
param.value.resize(sizeof(bool));
*((bool*)param.value.data()) = true;
materialDesc.params.push_back(param);
// materialDesc.color =
// glm::float3(material.pbrMetallicRoughness.baseColorFactor[0], material.pbrMetallicRoughness.baseColorFactor[1],
// material.pbrMetallicRoughness.baseColorFactor[2]);
// oka::MaterialManager::Param colorParam = {};
// colorParam.name = "glass_color";
// colorParam.type = oka::MaterialManager::Param::Type::eFloat3;
// colorParam.value.resize(sizeof(float) * 3);
// memcpy(colorParam.value.data(), glm::value_ptr(materialDesc.color), sizeof(float) * 3);
// materialDesc.params.push_back(colorParam);
auto addBool = [&](bool value, const char* materialParamName) {
oka::MaterialManager::Param param{};
param.name = materialParamName;
param.type = oka::MaterialManager::Param::Type::eBool;
param.value.resize(sizeof(float));
*((bool*)param.value.data()) = value;
materialDesc.params.push_back(param);
};
addBool(false, "thin_walled");
auto addFloat = [&](float value, const char* materialParamName) {
oka::MaterialManager::Param param{};
param.name = materialParamName;
param.type = oka::MaterialManager::Param::Type::eFloat;
param.value.resize(sizeof(float));
*((float*)param.value.data()) = value;
materialDesc.params.push_back(param);
};
addFloat((float)material.pbrMetallicRoughness.roughnessFactor, "frosting_roughness");
return materialDesc;
}
void loadMaterials(const tinygltf::Model& model, oka::Scene& scene)
{
for (const tinygltf::Material& material : model.materials)
{
if (material.alphaMode == "OPAQUE")
{
scene.addMaterial(convertToOmniPBR(model, material));
}
else
{
scene.addMaterial(convertToOmniGlass(model, material));
}
}
}
void loadCameras(const tinygltf::Model& model, oka::Scene& scene)
{
for (uint32_t i = 0; i < model.cameras.size(); ++i)
{
const tinygltf::Camera& cameraGltf = model.cameras[i];
if (strcmp(cameraGltf.type.c_str(), "perspective") == 0)
{
oka::Camera camera;
camera.fov = cameraGltf.perspective.yfov * (180.0f / 3.1415926f);
camera.znear = cameraGltf.perspective.znear;
camera.zfar = cameraGltf.perspective.zfar;
camera.name = cameraGltf.name;
scene.addCamera(camera);
}
else
{
// not supported
}
}
if (scene.getCameraCount() == 0)
{
// add default camera
Camera camera;
camera.updateViewMatrix();
scene.addCamera(camera);
}
}
void loadAnimation(const tinygltf::Model& model, oka::Scene& scene)
{
std::vector<oka::Scene::Animation> animations;
using namespace std;
for (const tinygltf::Animation& animation : model.animations)
{
oka::Scene::Animation anim{};
cout << "Animation name: " << animation.name << endl;
for (const tinygltf::AnimationSampler& sampler : animation.samplers)
{
oka::Scene::AnimationSampler samp{};
{
const tinygltf::Accessor& accessor = model.accessors[sampler.input];
const tinygltf::BufferView& bufferView = model.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = model.buffers[bufferView.buffer];
assert(accessor.componentType == TINYGLTF_COMPONENT_TYPE_FLOAT);
const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset];
const float* buf = static_cast<const float*>(dataPtr);
for (size_t index = 0; index < accessor.count; index++)
{
samp.inputs.push_back(buf[index]);
}
for (auto input : samp.inputs)
{
if (input < anim.start)
{
anim.start = input;
};
if (input > anim.end)
{
anim.end = input;
}
}
}
{
const tinygltf::Accessor& accessor = model.accessors[sampler.output];
const tinygltf::BufferView& bufferView = model.bufferViews[accessor.bufferView];
const tinygltf::Buffer& buffer = model.buffers[bufferView.buffer];
assert(accessor.componentType == TINYGLTF_COMPONENT_TYPE_FLOAT);
const void* dataPtr = &buffer.data[accessor.byteOffset + bufferView.byteOffset];
switch (accessor.type)
{
case TINYGLTF_TYPE_VEC3: {
const glm::vec3* buf = static_cast<const glm::vec3*>(dataPtr);
for (size_t index = 0; index < accessor.count; index++)
{
samp.outputsVec4.push_back(glm::vec4(buf[index], 0.0f));
}
break;
}
case TINYGLTF_TYPE_VEC4: {
const glm::vec4* buf = static_cast<const glm::vec4*>(dataPtr);
for (size_t index = 0; index < accessor.count; index++)
{
samp.outputsVec4.push_back(buf[index]);
}
break;
}
default: {
std::cout << "unknown type" << std::endl;
break;
}
}
anim.samplers.push_back(samp);
}
}
for (const tinygltf::AnimationChannel& channel : animation.channels)
{
oka::Scene::AnimationChannel chan{};
if (channel.target_path == "rotation")
{
chan.path = oka::Scene::AnimationChannel::PathType::ROTATION;
}
if (channel.target_path == "translation")
{
chan.path = oka::Scene::AnimationChannel::PathType::TRANSLATION;
}
if (channel.target_path == "scale")
{
chan.path = oka::Scene::AnimationChannel::PathType::SCALE;
}
if (channel.target_path == "weights")
{
std::cout << "weights not yet supported, skipping channel" << std::endl;
continue;
}
chan.samplerIndex = channel.sampler;
chan.node = channel.target_node;
if (chan.node < 0)
{
std::cout << "skipping channel" << std::endl;
continue;
}
anim.channels.push_back(chan);
}
animations.push_back(anim);
}
scene.mAnimations = animations;
}
void loadNodes(const tinygltf::Model& model, oka::Scene& scene, const float globalScale = 1.0f)
{
for (const auto& node : model.nodes)
{
oka::Scene::Node n{};
n.name = node.name;
n.children = node.children;
glm::float3 scale{ 1.0f };
if (!node.scale.empty())
{
scale = glm::float3((float)node.scale[0], (float)node.scale[1], (float)node.scale[2]);
// check that scale is uniform, otherwise we have to support it in shader
// assert(scale.x == scale.y && scale.y == scale.z);
}
n.scale = scale;
//glm::quat rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
glm::quat rotation = glm::quat_cast(glm::float4x4(1.0f));
if (!node.rotation.empty())
{
const float floatRotation[4] = {
(float)node.rotation[3],
(float)node.rotation[0],
(float)node.rotation[1],
(float)node.rotation[2],
};
rotation = glm::make_quat(floatRotation);
}
n.rotation = rotation;
glm::float3 translation{ 0.0f };
if (!node.translation.empty())
{
translation = glm::float3((float)node.translation[0], (float)node.translation[1], (float)node.translation[2]);
translation *= globalScale;
}
n.translation = translation;
scene.mNodes.push_back(n);
}
}
oka::Scene::UniformLightDesc parseFromJson(const json& light)
{
oka::Scene::UniformLightDesc desc{};
const auto position = light["position"];
desc.position = glm::float3(position[0], position[1], position[2]);
const auto orientation = light["orientation"];
desc.orientation = glm::float3(orientation[0], orientation[1], orientation[2]);
desc.width = float(light["width"]);
desc.height = light["height"];
const auto color = light["color"];
desc.color = glm::float3(color[0], color[1], color[2]);
desc.intensity = float(light["intensity"]);
desc.useXform = false;
desc.type = 0;
return desc;
}
bool loadLightsFromJson(const std::string& modelPath, oka::Scene& scene)
{
std::string fileName = modelPath.substr(0, modelPath.rfind('.')); // w/o extension
std::string jsonPath = fileName + "_light" + ".json";
if (fs::exists(jsonPath))
{
STRELKA_INFO("Found light file, loading lights from it");
std::ifstream i(jsonPath);
json light;
i >> light;
for (const auto& light : light["lights"])
{
Scene::UniformLightDesc desc = parseFromJson(light);
scene.createLight(desc);
}
return true;
}
return false;
}
bool GltfLoader::loadGltf(const std::string& modelPath, oka::Scene& scene)
{
if (modelPath.empty())
{
return false;
}
using namespace std;
tinygltf::Model model;
tinygltf::TinyGLTF gltf_ctx;
std::string err;
std::string warn;
bool res = gltf_ctx.LoadASCIIFromFile(&model, &err, &warn, modelPath.c_str());
if (!res)
{
STRELKA_ERROR("Unable to load file: {}", modelPath);
return res;
}
int sceneId = model.defaultScene;
loadMaterials(model, scene);
if (loadLightsFromJson(modelPath, scene) == false)
{
STRELKA_WARNING("No light is scene, adding default distant light");
oka::Scene::UniformLightDesc lightDesc {};
// lightDesc.xform = glm::mat4(1.0f);
// lightDesc.useXform = true;
lightDesc.useXform = false;
lightDesc.position = glm::float3(0.0f, 0.0f, 0.0f);
lightDesc.orientation = glm::float3(-45.0f, 15.0f, 0.0f);
lightDesc.type = 3; // distant light
lightDesc.halfAngle = 10.0f * 0.5f * (M_PI / 180.0f);
lightDesc.intensity = 100000;
lightDesc.color = glm::float3(1.0);
scene.createLight(lightDesc);
}
loadCameras(model, scene);
const float globalScale = 1.0f;
loadNodes(model, scene, globalScale);
for (int i = 0; i < model.scenes[sceneId].nodes.size(); ++i)
{
const int rootNodeIdx = model.scenes[sceneId].nodes[i];
processNode(model, scene, model.nodes[rootNodeIdx], rootNodeIdx, glm::float4x4(1.0f), globalScale);
}
loadAnimation(model, scene);
return res;
}
} // namespace oka
| 25,554 | C++ | 35.982634 | 184 | 0.604406 |
arhix52/Strelka/src/display/DisplayFactory.cpp | #ifdef __APPLE__
#include "metal/glfwdisplay.h"
#else
#include "opengl/glfwdisplay.h"
#endif
using namespace oka;
Display* DisplayFactory::createDisplay()
{
return new glfwdisplay();
}
| 191 | C++ | 13.76923 | 40 | 0.727749 |
arhix52/Strelka/src/display/Display.cpp | #include "Display.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
using namespace oka;
void Display::framebufferResizeCallback(GLFWwindow* window, int width, int height)
{
assert(window);
if (width == 0 || height == 0)
{
return;
}
auto app = reinterpret_cast<Display*>(glfwGetWindowUserPointer(window));
// app->framebufferResized = true;
ResizeHandler* handler = app->getResizeHandler();
if (handler)
{
handler->framebufferResize(width, height);
}
}
void Display::keyCallback(GLFWwindow* window,
[[maybe_unused]] int key,
[[maybe_unused]] int scancode,
[[maybe_unused]] int action,
[[maybe_unused]] int mods)
{
assert(window);
auto app = reinterpret_cast<Display*>(glfwGetWindowUserPointer(window));
InputHandler* handler = app->getInputHandler();
assert(handler);
handler->keyCallback(key, scancode, action, mods);
}
void Display::mouseButtonCallback(GLFWwindow* window,
[[maybe_unused]] int button,
[[maybe_unused]] int action,
[[maybe_unused]] int mods)
{
assert(window);
auto app = reinterpret_cast<Display*>(glfwGetWindowUserPointer(window));
InputHandler* handler = app->getInputHandler();
if (handler)
{
handler->mouseButtonCallback(button, action, mods);
}
}
void Display::handleMouseMoveCallback(GLFWwindow* window, [[maybe_unused]] double xpos, [[maybe_unused]] double ypos)
{
assert(window);
auto app = reinterpret_cast<Display*>(glfwGetWindowUserPointer(window));
InputHandler* handler = app->getInputHandler();
if (handler)
{
handler->handleMouseMoveCallback(xpos, ypos);
}
}
void Display::scrollCallback(GLFWwindow* window, [[maybe_unused]] double xoffset, [[maybe_unused]] double yoffset)
{
assert(window);
}
void Display::drawUI()
{
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGuiIO& io = ImGui::GetIO();
const char* debugItems[] = { "None", "Normals", "Diffuse AOV", "Specular AOV" };
static int currentDebugItemId = 0;
/*
bool openFD = false;
static uint32_t showPropertiesId = -1;
static uint32_t lightId = -1;
static bool isLight = false;
static bool openInspector = false;
const char* stratifiedSamplingItems[] = { "None", "Random", "Stratified", "Optimized" };
static int currentSamplingItemId = 1;
*/
ImGui::Begin("Menu:"); // begin window
if (ImGui::BeginCombo("Debug view", debugItems[currentDebugItemId]))
{
for (int n = 0; n < IM_ARRAYSIZE(debugItems); n++)
{
bool is_selected = (currentDebugItemId == n);
if (ImGui::Selectable(debugItems[n], is_selected))
{
currentDebugItemId = n;
}
if (is_selected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
mCtx->mSettingsManager->setAs<uint32_t>("render/pt/debug", currentDebugItemId);
if (ImGui::TreeNode("Path Tracer"))
{
const char* rectlightSamplingMethodItems[] = { "Uniform", "Advanced" };
static int currentRectlightSamplingMethodItemId = 0;
if (ImGui::BeginCombo("Rect Light Sampling", rectlightSamplingMethodItems[currentRectlightSamplingMethodItemId]))
{
for (int n = 0; n < IM_ARRAYSIZE(rectlightSamplingMethodItems); n++)
{
bool is_selected = (currentRectlightSamplingMethodItemId == n);
if (ImGui::Selectable(rectlightSamplingMethodItems[n], is_selected))
{
currentRectlightSamplingMethodItemId = n;
}
if (is_selected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
mCtx->mSettingsManager->setAs<uint32_t>(
"render/pt/rectLightSamplingMethod", currentRectlightSamplingMethodItemId);
uint32_t maxDepth = mCtx->mSettingsManager->getAs<uint32_t>("render/pt/depth");
ImGui::SliderInt("Max Depth", (int*)&maxDepth, 1, 16);
mCtx->mSettingsManager->setAs<uint32_t>("render/pt/depth", maxDepth);
uint32_t sppTotal = mCtx->mSettingsManager->getAs<uint32_t>("render/pt/sppTotal");
ImGui::SliderInt("SPP Total", (int*)&sppTotal, 1, 10000);
mCtx->mSettingsManager->setAs<uint32_t>("render/pt/sppTotal", sppTotal);
uint32_t sppSubframe = mCtx->mSettingsManager->getAs<uint32_t>("render/pt/spp");
ImGui::SliderInt("SPP Subframe", (int*)&sppSubframe, 1, 32);
mCtx->mSettingsManager->setAs<uint32_t>("render/pt/spp", sppSubframe);
bool enableAccumulation = mCtx->mSettingsManager->getAs<bool>("render/pt/enableAcc");
ImGui::Checkbox("Enable Path Tracer Acc", &enableAccumulation);
mCtx->mSettingsManager->setAs<bool>("render/pt/enableAcc", enableAccumulation);
/*
if (ImGui::BeginCombo("Stratified Sampling", stratifiedSamplingItems[currentSamplingItemId]))
{
for (int n = 0; n < IM_ARRAYSIZE(stratifiedSamplingItems); n++)
{
bool is_selected = (currentSamplingItemId == n);
if (ImGui::Selectable(stratifiedSamplingItems[n], is_selected))
{
currentSamplingItemId = n;
}
if (is_selected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
mCtx->mSettingsManager->setAs<uint32_t>("render/pt/stratifiedSamplingType", currentSamplingItemId);
*/
ImGui::TreePop();
}
if (ImGui::Button("Capture Screen"))
{
mCtx->mSettingsManager->setAs<bool>("render/pt/needScreenshot", true);
}
float cameraSpeed = mCtx->mSettingsManager->getAs<float>("render/cameraSpeed");
ImGui::InputFloat("Camera Speed", (float*)&cameraSpeed, 0.5);
mCtx->mSettingsManager->setAs<float>("render/cameraSpeed", cameraSpeed);
const char* tonemapItems[] = { "None", "Reinhard", "ACES", "Filmic" };
static int currentTonemapItemId = 1;
if (ImGui::BeginCombo("Tonemap", tonemapItems[currentTonemapItemId]))
{
for (int n = 0; n < IM_ARRAYSIZE(tonemapItems); n++)
{
bool is_selected = (currentTonemapItemId == n);
if (ImGui::Selectable(tonemapItems[n], is_selected))
{
currentTonemapItemId = n;
}
if (is_selected)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
mCtx->mSettingsManager->setAs<uint32_t>("render/pt/tonemapperType", currentTonemapItemId);
float gamma = mCtx->mSettingsManager->getAs<float>("render/post/gamma");
ImGui::InputFloat("Gamma", (float*)&gamma, 0.5);
mCtx->mSettingsManager->setAs<float>("render/post/gamma", gamma);
float materialRayTmin = mCtx->mSettingsManager->getAs<float>("render/pt/dev/materialRayTmin");
ImGui::InputFloat("Material ray T min", (float*)&materialRayTmin, 0.1);
mCtx->mSettingsManager->setAs<float>("render/pt/dev/materialRayTmin", materialRayTmin);
float shadowRayTmin = mCtx->mSettingsManager->getAs<float>("render/pt/dev/shadowRayTmin");
ImGui::InputFloat("Shadow ray T min", (float*)&shadowRayTmin, 0.1);
mCtx->mSettingsManager->setAs<float>("render/pt/dev/shadowRayTmin", shadowRayTmin);
/*
bool enableUpscale = mCtx->mSettingsManager->getAs<bool>("render/pt/enableUpscale");
ImGui::Checkbox("Enable Upscale", &enableUpscale);
mCtx->mSettingsManager->setAs<bool>("render/pt/enableUpscale", enableUpscale);
float upscaleFactor = 0.0f;
if (enableUpscale)
{
upscaleFactor = 0.5f;
}
else
{
upscaleFactor = 1.0f;
}
mCtx->mSettingsManager->setAs<float>("render/pt/upscaleFactor", upscaleFactor);
if (ImGui::Button("Capture Screen"))
{
mCtx->mSettingsManager->setAs<bool>("render/pt/needScreenshot", true);
}
// bool isRecreate = ImGui::Button("Recreate BVH");
// renderConfig.recreateBVH = isRecreate ? true : false;
*/
ImGui::End(); // end window
// Rendering
ImGui::Render();
}
| 8,486 | C++ | 34.3625 | 121 | 0.603936 |
arhix52/Strelka/src/display/metal/metalcpphelp.cpp | #define NS_PRIVATE_IMPLEMENTATION
#define MTL_PRIVATE_IMPLEMENTATION
// #define MTK_PRIVATE_IMPLEMENTATION
#define CA_PRIVATE_IMPLEMENTATION
#include <Metal/Metal.hpp>
#include <QuartzCore/QuartzCore.hpp>
| 205 | C++ | 28.428567 | 37 | 0.819512 |
arhix52/Strelka/src/display/metal/glfwdisplay.h | #pragma once
#define GLFW_INCLUDE_NONE
#define GLFW_EXPOSE_NATIVE_COCOA
#include "Display.h"
#include <Metal/Metal.hpp>
#include <QuartzCore/QuartzCore.hpp>
namespace oka
{
class glfwdisplay : public Display
{
public:
glfwdisplay()
{
}
virtual ~glfwdisplay()
{
}
virtual void init(int width, int height, oka::SharedContext* ctx) override;
virtual void destroy() override;
virtual void onBeginFrame() override;
virtual void onEndFrame() override;
virtual void drawFrame(ImageBuffer& result) override;
virtual void drawUI() override;
private:
static constexpr size_t kMaxFramesInFlight = 3;
MTL::Device* _pDevice;
MTL::CommandQueue* _pCommandQueue;
MTL::Library* _pShaderLibrary;
MTL::RenderPipelineState* _pPSO;
MTL::Texture* mTexture;
uint32_t mTexWidth = 32;
uint32_t mTexHeight = 32;
dispatch_semaphore_t _semaphore;
CA::MetalLayer* layer;
MTL::RenderPassDescriptor *renderPassDescriptor;
MTL::Texture* buildTexture(uint32_t width, uint32_t heigth);
void buildShaders();
MTL::CommandBuffer* commandBuffer;
MTL::RenderCommandEncoder* renderEncoder;
CA::MetalDrawable* drawable;
};
} // namespace oka
| 1,226 | C | 22.596153 | 79 | 0.700653 |
arhix52/Strelka/src/display/opengl/glfwdisplay.h | #pragma once
#include <glad/glad.h>
#include "Display.h"
namespace oka
{
class glfwdisplay : public Display
{
private:
/* data */
GLuint m_render_tex = 0u;
GLuint m_program = 0u;
GLint m_render_tex_uniform_loc = -1;
GLuint m_quad_vertex_buffer = 0;
GLuint m_dislpayPbo = 0;
static const std::string s_vert_source;
static const std::string s_frag_source;
public:
glfwdisplay(/* args */);
virtual ~glfwdisplay();
public:
virtual void init(int width, int height, oka::SharedContext* ctx) override;
void destroy();
void onBeginFrame();
void onEndFrame();
void drawFrame(ImageBuffer& result);
void drawUI();
void display(const int32_t screen_res_x,
const int32_t screen_res_y,
const int32_t framebuf_res_x,
const int32_t framebuf_res_y,
const uint32_t pbo) const;
};
} // namespace oka
| 927 | C | 20.090909 | 79 | 0.618123 |
arhix52/Strelka/src/display/opengl/glfwdisplay.cpp | #include "glfwdisplay.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#define GL_SILENCE_DEPRECATION
#include <sstream>
using namespace oka;
inline const char* getGLErrorString(GLenum error)
{
switch (error)
{
case GL_NO_ERROR:
return "No error";
case GL_INVALID_ENUM:
return "Invalid enum";
case GL_INVALID_VALUE:
return "Invalid value";
case GL_INVALID_OPERATION:
return "Invalid operation";
// case GL_STACK_OVERFLOW: return "Stack overflow";
// case GL_STACK_UNDERFLOW: return "Stack underflow";
case GL_OUT_OF_MEMORY:
return "Out of memory";
// case GL_TABLE_TOO_LARGE: return "Table too large";
default:
return "Unknown GL error";
}
}
inline void glCheck(const char* call, const char* file, unsigned int line)
{
GLenum err = glGetError();
if (err != GL_NO_ERROR)
{
std::stringstream ss;
ss << "GL error " << getGLErrorString(err) << " at " << file << "(" << line << "): " << call << '\n';
std::cerr << ss.str() << std::endl;
// throw Exception(ss.str().c_str());
assert(0);
}
}
#define GL_CHECK(call) \
do \
{ \
call; \
glCheck(#call, __FILE__, __LINE__); \
} while (false)
const std::string glfwdisplay::s_vert_source = R"(
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
out vec2 UV;
void main()
{
gl_Position = vec4(vertexPosition_modelspace,1);
UV = (vec2( vertexPosition_modelspace.x, vertexPosition_modelspace.y )+vec2(1,1))/2.0;
}
)";
const std::string glfwdisplay::s_frag_source = R"(
#version 330 core
in vec2 UV;
out vec3 color;
uniform sampler2D render_tex;
uniform bool correct_gamma;
void main()
{
color = texture( render_tex, UV ).xyz;
}
)";
GLuint createGLShader(const std::string& source, GLuint shader_type)
{
GLuint shader = glCreateShader(shader_type);
{
const GLchar* source_data = reinterpret_cast<const GLchar*>(source.data());
glShaderSource(shader, 1, &source_data, nullptr);
glCompileShader(shader);
GLint is_compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &is_compiled);
if (is_compiled == GL_FALSE)
{
GLint max_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length);
std::string info_log(max_length, '\0');
GLchar* info_log_data = reinterpret_cast<GLchar*>(&info_log[0]);
glGetShaderInfoLog(shader, max_length, nullptr, info_log_data);
glDeleteShader(shader);
std::cerr << "Compilation of shader failed: " << info_log << std::endl;
return 0;
}
}
// GL_CHECK_ERRORS();
return shader;
}
GLuint createGLProgram(const std::string& vert_source, const std::string& frag_source)
{
GLuint vert_shader = createGLShader(vert_source, GL_VERTEX_SHADER);
if (vert_shader == 0)
return 0;
GLuint frag_shader = createGLShader(frag_source, GL_FRAGMENT_SHADER);
if (frag_shader == 0)
{
glDeleteShader(vert_shader);
return 0;
}
GLuint program = glCreateProgram();
glAttachShader(program, vert_shader);
glAttachShader(program, frag_shader);
glLinkProgram(program);
GLint is_linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &is_linked);
if (is_linked == GL_FALSE)
{
GLint max_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &max_length);
std::string info_log(max_length, '\0');
GLchar* info_log_data = reinterpret_cast<GLchar*>(&info_log[0]);
glGetProgramInfoLog(program, max_length, nullptr, info_log_data);
std::cerr << "Linking of program failed: " << info_log << std::endl;
glDeleteProgram(program);
glDeleteShader(vert_shader);
glDeleteShader(frag_shader);
return 0;
}
glDetachShader(program, vert_shader);
glDetachShader(program, frag_shader);
// GL_CHECK_ERRORS();
return program;
}
GLint getGLUniformLocation(GLuint program, const std::string& name)
{
GLint loc = glGetUniformLocation(program, name.c_str());
return loc;
}
glfwdisplay::glfwdisplay(/* args */)
{
}
glfwdisplay::~glfwdisplay()
{
}
void glfwdisplay::init(int width, int height, oka::SharedContext* ctx)
{
mWindowWidth = width;
mWindowHeight = height;
mCtx = ctx;
glfwInit();
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
mWindow = glfwCreateWindow(mWindowWidth, mWindowHeight, "Strelka", nullptr, nullptr);
glfwSetWindowUserPointer(mWindow, this);
glfwSetFramebufferSizeCallback(mWindow, framebufferResizeCallback);
glfwSetKeyCallback(mWindow, keyCallback);
glfwSetMouseButtonCallback(mWindow, mouseButtonCallback);
glfwSetCursorPosCallback(mWindow, handleMouseMoveCallback);
glfwSetScrollCallback(mWindow, scrollCallback);
glfwMakeContextCurrent(mWindow);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
std::cout << "Failed to initialize GLAD" << std::endl;
assert(0);
}
GLuint m_vertex_array;
GL_CHECK(glGenVertexArrays(1, &m_vertex_array));
GL_CHECK(glBindVertexArray(m_vertex_array));
m_program = createGLProgram(s_vert_source, s_frag_source);
m_render_tex_uniform_loc = getGLUniformLocation(m_program, "render_tex");
GL_CHECK(glGenTextures(1, &m_render_tex));
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_render_tex));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
GL_CHECK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
static const GLfloat g_quad_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f,
};
GL_CHECK(glGenBuffers(1, &m_quad_vertex_buffer));
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_quad_vertex_buffer));
GL_CHECK(glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW));
// GL_CHECK_ERRORS();
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
// ImGui::StyleColorsLight();
// Setup Platform/Renderer backends
ImGui_ImplGlfw_InitForOpenGL(mWindow, true);
ImGui_ImplOpenGL3_Init(glsl_version);
}
void glfwdisplay::display(const int32_t screen_res_x,
const int32_t screen_res_y,
const int32_t framebuf_res_x,
const int32_t framebuf_res_y,
const uint32_t pbo) const
{
GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0));
GL_CHECK(glViewport(0, 0, framebuf_res_x, framebuf_res_y));
GL_CHECK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
GL_CHECK(glUseProgram(m_program));
// Bind our texture in Texture Unit 0
GL_CHECK(glActiveTexture(GL_TEXTURE0));
GL_CHECK(glBindTexture(GL_TEXTURE_2D, m_render_tex));
GL_CHECK(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
GL_CHECK(glPixelStorei(GL_UNPACK_ALIGNMENT, 4)); // TODO!!!!!!
size_t elmt_size = 4 * sizeof(float); // pixelFormatSize(m_image_format);
if (elmt_size % 8 == 0)
glPixelStorei(GL_UNPACK_ALIGNMENT, 8);
else if (elmt_size % 4 == 0)
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
else if (elmt_size % 2 == 0)
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
else
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
bool convertToSrgb = true;
// if (m_image_format == BufferImageFormat::UNSIGNED_BYTE4)
// {
// // input is assumed to be in srgb since it is only 1 byte per channel in
// // size
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, screen_res_x, screen_res_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// convertToSrgb = false;
// }
// else if (m_image_format == BufferImageFormat::FLOAT3)
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, screen_res_x, screen_res_y, 0, GL_RGB, GL_FLOAT, nullptr);
// else if (m_image_format == BufferImageFormat::FLOAT4)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, screen_res_x, screen_res_y, 0, GL_RGBA, GL_FLOAT, nullptr);
convertToSrgb = false;
// else
// throw Exception("Unknown buffer format");
GL_CHECK(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
GL_CHECK(glUniform1i(m_render_tex_uniform_loc, 0));
// 1st attribute buffer : vertices
GL_CHECK(glEnableVertexAttribArray(0));
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_quad_vertex_buffer));
GL_CHECK(glVertexAttribPointer(0, // attribute 0. No particular reason for 0,
// but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
));
if (convertToSrgb)
GL_CHECK(glEnable(GL_FRAMEBUFFER_SRGB));
else
GL_CHECK(glDisable(GL_FRAMEBUFFER_SRGB));
// Draw the triangles !
GL_CHECK(glDrawArrays(GL_TRIANGLES, 0,
6)); // 2*3 indices starting at 0 -> 2 triangles
GL_CHECK(glDisableVertexAttribArray(0));
GL_CHECK(glDisable(GL_FRAMEBUFFER_SRGB));
// GL_CHECK_ERRORS();
}
void glfwdisplay::drawFrame(ImageBuffer& result)
{
glClear(GL_COLOR_BUFFER_BIT);
int framebuf_res_x = 0, framebuf_res_y = 0;
glfwGetFramebufferSize(mWindow, &framebuf_res_x, &framebuf_res_y);
if (m_dislpayPbo == 0)
{
GL_CHECK(glGenBuffers(1, &m_dislpayPbo));
}
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, m_dislpayPbo));
GL_CHECK(glBufferData(GL_ARRAY_BUFFER, result.dataSize, result.data, GL_STREAM_DRAW));
GL_CHECK(glBindBuffer(GL_ARRAY_BUFFER, 0));
display(result.width, result.height, framebuf_res_x, framebuf_res_y, m_dislpayPbo);
}
void glfwdisplay::destroy()
{
}
void glfwdisplay::onBeginFrame()
{
}
void glfwdisplay::onEndFrame()
{
glfwSwapBuffers(mWindow);
}
void glfwdisplay::drawUI()
{
ImGui_ImplOpenGL3_NewFrame();
Display::drawUI();
int display_w, display_h;
glfwGetFramebufferSize(mWindow, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
| 11,703 | C++ | 31.065753 | 122 | 0.604375 |
arhix52/Strelka/include/HdStrelka/RendererPlugin.h | #pragma once
#include <pxr/imaging/hd/rendererPlugin.h>
#include <memory>
#include <log/logmanager.h>
#include "MaterialNetworkTranslator.h"
PXR_NAMESPACE_OPEN_SCOPE
class HdStrelkaRendererPlugin final : public HdRendererPlugin
{
public:
HdStrelkaRendererPlugin();
~HdStrelkaRendererPlugin() override;
public:
HdRenderDelegate* CreateRenderDelegate() override;
HdRenderDelegate* CreateRenderDelegate(const HdRenderSettingsMap& settingsMap) override;
void DeleteRenderDelegate(HdRenderDelegate* renderDelegate) override;
bool IsSupported(bool gpuEnabled = true) const override;
private:
oka::Logmanager mLoggerManager;
std::unique_ptr<MaterialNetworkTranslator> m_translator;
bool m_isSupported;
};
PXR_NAMESPACE_CLOSE_SCOPE
| 772 | C | 21.085714 | 92 | 0.782383 |
arhix52/Strelka/include/materialmanager/mdlLogger.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <mi/base/interface_implement.h>
#include <mi/base/ilogger.h>
#include <mi/neuraylib/imdl_execution_context.h>
namespace oka
{
class MdlLogger : public mi::base::Interface_implement<mi::base::ILogger>
{
public:
void message(mi::base::Message_severity level,
const char* moduleCategory,
const mi::base::Message_details& details,
const char* message) override;
void message(mi::base::Message_severity level,
const char* moduleCategory,
const char* message) override;
void message(mi::base::Message_severity level,
const char* message);
void flushContextMessages(mi::neuraylib::IMdl_execution_context* context);
};
}
| 1,561 | C | 36.190475 | 106 | 0.647662 |
arhix52/Strelka/include/materialmanager/materialmanager.h | #pragma once
#include <memory>
#include <stdint.h>
#include <string>
#include <vector>
namespace oka
{
class MaterialManager
{
class Context;
std::unique_ptr<Context> mContext;
public:
struct Module;
struct MaterialInstance;
struct CompiledMaterial;
struct TargetCode;
struct TextureDescription;
bool addMdlSearchPath(const char* paths[], uint32_t numPaths);
Module* createModule(const char* file);
Module* createMtlxModule(const char* file);
void destroyModule(Module* module);
MaterialInstance* createMaterialInstance(Module* module, const char* materialName);
void destroyMaterialInstance(MaterialInstance* material);
struct Param
{
enum class Type : uint32_t
{
eFloat = 0,
eInt,
eBool,
eFloat2,
eFloat3,
eFloat4,
eTexture
};
Type type;
std::string name;
std::vector<uint8_t> value;
};
void dumpParams(const TargetCode* targetCode, uint32_t materialIdx, CompiledMaterial* material);
bool setParam(TargetCode* targetCode, uint32_t materialIdx, CompiledMaterial* material, const Param& param);
TextureDescription* createTextureDescription(const char* name, const char* gamma);
const char* getTextureDbName(TextureDescription* texDesc);
CompiledMaterial* compileMaterial(MaterialInstance* matInstance);
void destroyCompiledMaterial(CompiledMaterial* compMaterial);
const char* getName(CompiledMaterial* compMaterial);
TargetCode* generateTargetCode(CompiledMaterial** materials, const uint32_t numMaterials);
const char* getShaderCode(const TargetCode* targetCode, uint32_t materialId);
uint32_t getReadOnlyBlockSize(const TargetCode* targetCode);
const uint8_t* getReadOnlyBlockData(const TargetCode* targetCode);
uint32_t getArgBufferSize(const TargetCode* targetCode);
const uint8_t* getArgBufferData(const TargetCode* targetCode);
uint32_t getResourceInfoSize(const TargetCode* targetCode);
const uint8_t* getResourceInfoData(const TargetCode* targetCode);
int registerResource(TargetCode* targetCode, int index);
uint32_t getMdlMaterialSize(const TargetCode* targetCode);
const uint8_t* getMdlMaterialData(const TargetCode* targetCode);
uint32_t getArgBlockOffset(const TargetCode* targetCode, uint32_t materialId);
uint32_t getReadOnlyOffset(const TargetCode* targetCode, uint32_t materialId);
uint32_t getTextureCount(const TargetCode* targetCode, uint32_t materialId);
const char* getTextureName(const TargetCode* targetCode, uint32_t materialId, uint32_t index);
const float* getTextureData(const TargetCode* targetCode, uint32_t materialId, uint32_t index);
const char* getTextureType(const TargetCode* targetCode, uint32_t materialId, uint32_t index);
uint32_t getTextureWidth(const TargetCode* targetCode, uint32_t materialId, uint32_t index);
uint32_t getTextureHeight(const TargetCode* targetCode, uint32_t materialId, uint32_t index);
uint32_t getTextureBytesPerTexel(const TargetCode* targetCode, uint32_t materialId, uint32_t index);
MaterialManager();
~MaterialManager();
};
} // namespace oka
| 3,244 | C | 34.65934 | 112 | 0.733046 |
arhix52/Strelka/include/materialmanager/mdlPtxCodeGen.h | #pragma once
#include "mdlLogger.h"
#include "mdlRuntime.h"
#include <MaterialXCore/Document.h>
#include <MaterialXFormat/File.h>
#include <MaterialXGenShader/ShaderGenerator.h>
#include <mi/mdl_sdk.h>
namespace oka
{
class MdlPtxCodeGen
{
public:
explicit MdlPtxCodeGen(){};
bool init(MdlRuntime& runtime);
struct InternalMaterialInfo
{
mi::Size argument_block_index;
};
bool setOptionBinary(const char* name, const char* data, size_t size);
mi::base::Handle<const mi::neuraylib::ITarget_code> translate(
const mi::neuraylib::ICompiled_material* material,
std::string& ptxSrc,
InternalMaterialInfo& internalsInfo);
mi::base::Handle<const mi::neuraylib::ITarget_code> translate(
const std::vector<const mi::neuraylib::ICompiled_material*>& materials,
std::string& ptxSrc,
std::vector<InternalMaterialInfo>& internalsInfo);
private:
bool appendMaterialToLinkUnit(uint32_t idx,
const mi::neuraylib::ICompiled_material* compiledMaterial,
mi::neuraylib::ILink_unit* linkUnit,
mi::Size& argBlockIndex);
std::unique_ptr<MdlNeurayLoader> mLoader;
mi::base::Handle<MdlLogger> mLogger;
mi::base::Handle<mi::neuraylib::IMdl_backend> mBackend;
mi::base::Handle<mi::neuraylib::IDatabase> mDatabase;
mi::base::Handle<mi::neuraylib::ITransaction> mTransaction;
mi::base::Handle<mi::neuraylib::IMdl_execution_context> mContext;
};
} // namespace oka
| 1,564 | C | 29.096153 | 92 | 0.663683 |
arhix52/Strelka/include/materialmanager/mdlNeurayLoader.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <mi/base/handle.h>
#include <mi/neuraylib/ineuray.h>
namespace oka
{
class MdlNeurayLoader
{
public:
MdlNeurayLoader();
~MdlNeurayLoader();
public:
bool init(const char* resourcePath, const char* imagePluginPath);
mi::base::Handle<mi::neuraylib::INeuray> getNeuray() const;
private:
bool loadDso(const char* resourcePath);
bool loadNeuray();
bool loadPlugin(const char* imagePluginPath);
void unloadDso();
private:
void* mDsoHandle;
mi::base::Handle<mi::neuraylib::INeuray> mNeuray;
};
}
| 1,359 | C | 29.222222 | 106 | 0.668138 |
arhix52/Strelka/include/materialmanager/mdlMaterialCompiler.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <string>
#include <mi/base/handle.h>
#include <mi/neuraylib/icompiled_material.h>
#include <mi/neuraylib/idatabase.h>
#include <mi/neuraylib/itransaction.h>
#include <mi/neuraylib/imaterial_instance.h>
#include <mi/neuraylib/imdl_impexp_api.h>
#include <mi/neuraylib/imdl_execution_context.h>
#include <mi/neuraylib/imdl_factory.h>
#include "mdlRuntime.h"
namespace oka
{
class MdlMaterialCompiler
{
public:
MdlMaterialCompiler(MdlRuntime& runtime);
public:
bool createModule(const std::string& identifier,
std::string& moduleName);
bool createMaterialInstace(const char* moduleName, const char* identifier,
mi::base::Handle<mi::neuraylib::IFunction_call>& matInstance);
bool compileMaterial(mi::base::Handle<mi::neuraylib::IFunction_call>& instance,
mi::base::Handle<mi::neuraylib::ICompiled_material>& compiledMaterial);
mi::base::Handle<mi::neuraylib::IMdl_factory>& getFactory();
mi::base::Handle<mi::neuraylib::ITransaction>& getTransaction();
private:
mi::base::Handle<MdlLogger> mLogger;
mi::base::Handle<mi::neuraylib::IDatabase> mDatabase;
mi::base::Handle<mi::neuraylib::ITransaction> mTransaction;
mi::base::Handle<mi::neuraylib::IMdl_factory> mFactory;
mi::base::Handle<mi::neuraylib::IMdl_impexp_api> mImpExpApi;
};
}
| 2,165 | C | 35.711864 | 106 | 0.687298 |
arhix52/Strelka/include/materialmanager/mdlRuntime.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include "mdlLogger.h"
#include "mdlNeurayLoader.h"
#include <mi/base/handle.h>
#include <mi/neuraylib/idatabase.h>
#include <mi/neuraylib/itransaction.h>
#include <mi/neuraylib/imdl_backend_api.h>
#include <mi/neuraylib/imdl_impexp_api.h>
#include <mi/neuraylib/imdl_factory.h>
#include <mi/mdl_sdk.h>
#include <memory>
#include <vector>
namespace oka
{
class MdlRuntime
{
public:
MdlRuntime();
~MdlRuntime();
public:
bool init(const char* paths[], uint32_t numPaths, const char* neurayPath, const char* imagePluginPath);
mi::base::Handle<MdlLogger> getLogger();
mi::base::Handle<mi::neuraylib::IDatabase> getDatabase();
mi::base::Handle<mi::neuraylib::ITransaction> getTransaction();
mi::base::Handle<mi::neuraylib::IMdl_factory> getFactory();
mi::base::Handle<mi::neuraylib::IMdl_impexp_api> getImpExpApi();
mi::base::Handle<mi::neuraylib::IMdl_backend_api> getBackendApi();
mi::base::Handle<mi::neuraylib::INeuray> getNeuray();
mi::base::Handle<mi::neuraylib::IMdl_configuration> getConfig();
std::unique_ptr<MdlNeurayLoader> mLoader;
private:
mi::base::Handle<MdlLogger> mLogger;
mi::base::Handle<mi::neuraylib::IDatabase> mDatabase;
mi::base::Handle<mi::neuraylib::ITransaction> mTransaction;
mi::base::Handle<mi::neuraylib::IMdl_factory> mFactory;
mi::base::Handle<mi::neuraylib::IMdl_backend_api> mBackendApi;
mi::base::Handle<mi::neuraylib::IMdl_impexp_api> mImpExpApi;
mi::base::Handle<mi::neuraylib::IMdl_configuration> mConfig;
};
} // namespace oka
| 2,369 | C | 34.373134 | 107 | 0.68721 |
arhix52/Strelka/include/materialmanager/mtlxMdlCodeGen.h | // Copyright (C) 2021 Pablo Delgado Krämer
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
#pragma once
#include <stdint.h>
#include <string>
#include <MaterialXCore/Document.h>
#include <MaterialXFormat/File.h>
#include <MaterialXGenShader/ShaderGenerator.h>
#include "mdlRuntime.h"
namespace oka
{
class MtlxMdlCodeGen
{
public:
explicit MtlxMdlCodeGen(const char* mtlxlibPath, MdlRuntime* mdlRuntime);
public:
bool translate(const char* mtlxSrc, std::string& mdlSrc, std::string& subIdentifier);
private:
const MaterialX::FileSearchPath mMtlxlibPath;
MaterialX::DocumentPtr mStdLib;
MaterialX::ShaderGeneratorPtr mShaderGen;
MdlRuntime* mMdlRuntime;
};
}
| 1,400 | C | 30.840908 | 106 | 0.695714 |
arhix52/Strelka/include/render/buffer.h | #pragma once
#include "common.h"
#include <stdint.h>
#include <vector>
namespace oka
{
enum class BufferFormat : char
{
UNSIGNED_BYTE4,
FLOAT4,
FLOAT3
};
struct BufferDesc
{
uint32_t width;
uint32_t height;
BufferFormat format;
};
class Buffer
{
public:
virtual ~Buffer() = default;
virtual void resize(uint32_t width, uint32_t height) = 0;
virtual void* map() = 0;
virtual void unmap() = 0;
uint32_t width() const
{
return mWidth;
}
uint32_t height() const
{
return mHeight;
}
// Get output buffer
virtual void* getHostPointer()
{
return mHostData.data();
}
virtual size_t getHostDataSize()
{
return mHostData.size();
}
static size_t getElementSize(BufferFormat format)
{
switch (format)
{
case BufferFormat::FLOAT4:
return 4 * sizeof(float);
break;
case BufferFormat::FLOAT3:
return 3 * sizeof(float);
break;
case BufferFormat::UNSIGNED_BYTE4:
return 4 * sizeof(char);
break;
default:
break;
}
assert(0);
return 0;
}
size_t getElementSize() const
{
return Buffer::getElementSize(mFormat);
}
BufferFormat getFormat() const
{
return mFormat;
}
protected:
uint32_t mWidth = 0u;
uint32_t mHeight = 0u;
BufferFormat mFormat;
std::vector<char> mHostData;
};
struct ImageBuffer
{
void* data = nullptr;
size_t dataSize = 0;
unsigned int width = 0;
unsigned int height = 0;
BufferFormat pixel_format;
};
} // namespace oka
| 1,699 | C | 16 | 61 | 0.567393 |
arhix52/Strelka/include/render/Lights.h | #pragma once
#include <vector_types.h>
#include <sutil/vec_math.h>
struct UniformLight
{
float4 points[4];
float4 color;
float4 normal;
int type;
float halfAngle;
float pad0;
float pad1;
};
struct LightSampleData
{
float3 pointOnLight;
float pdf;
float3 normal;
float area;
float3 L;
float distToLight;
};
__forceinline__ __device__ float misWeightBalance(const float a, const float b)
{
return 1.0f / ( 1.0f + (b / a) );
}
static __inline__ __device__ float calcLightArea(const UniformLight& l)
{
float area = 0.0f;
if (l.type == 0) // rectangle area
{
float3 e1 = make_float3(l.points[1]) - make_float3(l.points[0]);
float3 e2 = make_float3(l.points[3]) - make_float3(l.points[0]);
area = length(cross(e1, e2));
}
else if (l.type == 1) // disc area
{
area = M_PIf * l.points[0].x * l.points[0].x; // pi * radius^2
}
else if (l.type == 2) // sphere area
{
area = 4.0f * M_PIf * l.points[0].x * l.points[0].x; // 4 * pi * radius^2
}
return area;
}
static __inline__ __device__ float3 calcLightNormal(const UniformLight& l, const float3 hitPoint)
{
float3 norm = make_float3(0.0f);
if (l.type == 0)
{
float3 e1 = make_float3(l.points[1]) - make_float3(l.points[0]);
float3 e2 = make_float3(l.points[3]) - make_float3(l.points[0]);
norm = -normalize(cross(e1, e2));
}
else if (l.type == 1)
{
norm = make_float3(l.normal);
}
else if (l.type == 2)
{
norm = normalize(hitPoint - make_float3(l.points[1]));
}
return norm;
}
static __inline__ __device__ void fillLightData(const UniformLight& l, const float3 hitPoint, LightSampleData& lightSampleData)
{
lightSampleData.area = calcLightArea(l);
lightSampleData.normal = calcLightNormal(l, hitPoint);
const float3 toLight = lightSampleData.pointOnLight - hitPoint;
const float lenToLight = length(toLight);
lightSampleData.L = toLight / lenToLight;
lightSampleData.distToLight = lenToLight;
}
struct SphQuad
{
float3 o, x, y, z;
float z0, z0sq;
float x0, y0, y0sq; // rectangle coords in ’R’
float x1, y1, y1sq;
float b0, b1, b0sq, k;
float S;
};
// Precomputation of constants for the spherical rectangle Q.
static __device__ SphQuad init(const UniformLight& l, const float3 o)
{
SphQuad squad;
float3 ex = make_float3(l.points[1]) - make_float3(l.points[0]);
float3 ey = make_float3(l.points[3]) - make_float3(l.points[0]);
float3 s = make_float3(l.points[0]);
float exl = length(ex);
float eyl = length(ey);
squad.o = o;
squad.x = ex / exl;
squad.y = ey / eyl;
squad.z = cross(squad.x, squad.y);
// compute rectangle coords in local reference system
float3 d = s - o;
squad.z0 = dot(d, squad.z);
// flip ’z’ to make it point against ’Q’
if (squad.z0 > 0)
{
squad.z *= -1;
squad.z0 *= -1;
}
squad.z0sq = squad.z0 * squad.z0;
squad.x0 = dot(d, squad.x);
squad.y0 = dot(d, squad.y);
squad.x1 = squad.x0 + exl;
squad.y1 = squad.y0 + eyl;
squad.y0sq = squad.y0 * squad.y0;
squad.y1sq = squad.y1 * squad.y1;
// create vectors to four vertices
float3 v00 = { squad.x0, squad.y0, squad.z0 };
float3 v01 = { squad.x0, squad.y1, squad.z0 };
float3 v10 = { squad.x1, squad.y0, squad.z0 };
float3 v11 = { squad.x1, squad.y1, squad.z0 };
// compute normals to edges
float3 n0 = normalize(cross(v00, v10));
float3 n1 = normalize(cross(v10, v11));
float3 n2 = normalize(cross(v11, v01));
float3 n3 = normalize(cross(v01, v00));
// compute internal angles (gamma_i)
float g0 = acos(-dot(n0, n1));
float g1 = acos(-dot(n1, n2));
float g2 = acos(-dot(n2, n3));
float g3 = acos(-dot(n3, n0));
// compute predefined constants
squad.b0 = n0.z;
squad.b1 = n2.z;
squad.b0sq = squad.b0 * squad.b0;
squad.k = 2.0f * M_PIf - g2 - g3;
// compute solid angle from internal angles
squad.S = g0 + g1 - squad.k;
return squad;
}
static __device__ float3 SphQuadSample(const SphQuad& squad, const float2 uv)
{
float u = uv.x;
float v = uv.y;
// 1. compute cu
float au = u * squad.S + squad.k;
float fu = (cosf(au) * squad.b0 - squad.b1) / sinf(au);
float cu = 1.0f / sqrtf(fu * fu + squad.b0sq) * (fu > 0.0f ? 1.0f : -1.0f);
cu = clamp(cu, -1.0f, 1.0f); // avoid NaNs
// 2. compute xu
float xu = -(cu * squad.z0) / sqrtf(1.0f - cu * cu);
xu = clamp(xu, squad.x0, squad.x1); // avoid Infs
// 3. compute yv
float d = sqrtf(xu * xu + squad.z0sq);
float h0 = squad.y0 / sqrtf(d * d + squad.y0sq);
float h1 = squad.y1 / sqrtf(d * d + squad.y1sq);
float hv = h0 + v * (h1 - h0);
float hv2 = hv * hv;
float eps = 1e-5f;
float yv = (hv < 1.0f - eps) ? (hv * d) / sqrtf(1 - hv2) : squad.y1;
// 4. transform (xu, yv, z0) to world coords
return (squad.o + xu * squad.x + yv * squad.y + squad.z0 * squad.z);
}
static __inline__ __device__ float getLightPdf(const UniformLight& l, const float3 hitPoint)
{
SphQuad quad = init(l, hitPoint);
if (quad.S <= 0.0f)
{
return 0.0f;
}
return 1.0f / quad.S;
}
static __inline__ __device__ float getRectLightPdf(const UniformLight& l, const float3 lightHitPoint, const float3 surfaceHitPoint)
{
LightSampleData lightSampleData {};
lightSampleData.pointOnLight = lightHitPoint;
fillLightData(l, surfaceHitPoint, lightSampleData);
lightSampleData.pdf = lightSampleData.distToLight * lightSampleData.distToLight /
(dot(-lightSampleData.L, lightSampleData.normal) * lightSampleData.area);
return lightSampleData.pdf;
}
static __inline__ __device__ float getDirectLightPdf(float angle)
{
return 1.0f / (2.0f * M_PIf * (1.0f - cos(angle)));
}
static __inline__ __device__ float getSphereLightPdf()
{
return 1.0f / (4.0f * M_PIf);
}
static __inline__ __device__ float getLightPdf(const UniformLight& l,
const float3 lightHitPoint,
const float3 surfaceHitPoint)
{
switch (l.type)
{
case 0:
// Rect
return getRectLightPdf(l, lightHitPoint, surfaceHitPoint);
break;
case 2:
// sphere
return getSphereLightPdf();
break;
case 3:
// Distant
return getDirectLightPdf(l.halfAngle);
break;
default:
break;
}
return 0.0f;
}
static __inline__ __device__ LightSampleData SampleRectLight(const UniformLight& l, const float2 u, const float3 hitPoint)
{
LightSampleData lightSampleData;
float3 e1 = make_float3(l.points[1]) - make_float3(l.points[0]);
float3 e2 = make_float3(l.points[3]) - make_float3(l.points[0]);
// lightSampleData.pointOnLight = make_float3(l.points[0]) + e1 * u.x + e2 * u.y;
// https://www.arnoldrenderer.com/research/egsr2013_spherical_rectangle.pdf
SphQuad quad = init(l, hitPoint);
if (quad.S <= 0.0f)
{
lightSampleData.pdf = 0.0f;
lightSampleData.pointOnLight = make_float3(l.points[0]) + e1 * u.x + e2 * u.y;
fillLightData(l, hitPoint, lightSampleData);
return lightSampleData;
}
if (quad.S < 1e-3f)
{
// just use uniform, because rectangle too small
lightSampleData.pointOnLight = make_float3(l.points[0]) + e1 * u.x + e2 * u.y;
fillLightData(l, hitPoint, lightSampleData);
lightSampleData.pdf = lightSampleData.distToLight * lightSampleData.distToLight /
(-dot(lightSampleData.L, lightSampleData.normal) * lightSampleData.area);
return lightSampleData;
}
lightSampleData.pointOnLight = SphQuadSample(quad, u);
fillLightData(l, hitPoint, lightSampleData);
lightSampleData.pdf = 1.0f / quad.S;
return lightSampleData;
}
static __inline__ __device__ LightSampleData SampleRectLightUniform(const UniformLight& l, const float2 u, const float3 hitPoint)
{
LightSampleData lightSampleData;
// // uniform sampling
float3 e1 = make_float3(l.points[1]) - make_float3(l.points[0]);
float3 e2 = make_float3(l.points[3]) - make_float3(l.points[0]);
lightSampleData.pointOnLight = make_float3(l.points[0]) + e1 * u.x + e2 * u.y;
fillLightData(l, hitPoint, lightSampleData);
// here is conversion from are to solid angle: dist2 / cos
lightSampleData.pdf = lightSampleData.distToLight * lightSampleData.distToLight /
(-dot(lightSampleData.L, lightSampleData.normal) * lightSampleData.area);
return lightSampleData;
}
static __device__ void createCoordinateSystem(const float3& N, float3& Nt, float3& Nb) {
if (fabs(N.x) > fabs(N.y)) {
float invLen = 1.0f / sqrt(N.x * N.x + N.z * N.z);
Nt = make_float3(-N.z * invLen, 0.0f, N.x * invLen);
} else {
float invLen = 1.0f / sqrt(N.y * N.y + N.z * N.z);
Nt = make_float3(0.0f, N.z * invLen, -N.y * invLen);
}
Nb = cross(N, Nt);
}
static __device__ float3 SampleCone(float2 uv, float angle, float3 direction, float& pdf) {
float phi = 2.0 * M_PIf * uv.x;
float cosTheta = 1.0 - uv.y * (1.0 - cos(angle));
// Convert spherical coordinates to 3D direction
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
float3 u, v;
createCoordinateSystem(direction, u, v);
float3 sampledDir = normalize(cos(phi) * sinTheta * u + sin(phi) * sinTheta * v + cosTheta * direction);
// Calculate the PDF for the sampled direction
pdf = 1.0 / (2.0 * M_PIf * (1.0 - cos(angle)));
return sampledDir;
}
static __inline__ __device__ LightSampleData SampleDistantLight(const UniformLight& l, const float2 u, const float3 hitPoint)
{
LightSampleData lightSampleData;
float pdf = 0.0f;
float3 coneSample = SampleCone(u, l.halfAngle, -make_float3(l.normal), pdf);
lightSampleData.area = 0.0f;
lightSampleData.distToLight = 1e9;
lightSampleData.L = coneSample;
lightSampleData.normal = make_float3(l.normal);
lightSampleData.pdf = pdf;
lightSampleData.pointOnLight = coneSample;
return lightSampleData;
}
static __inline__ __device__ LightSampleData SampleSphereLight(const UniformLight& l, const float2 u, const float3 hitPoint)
{
LightSampleData lightSampleData;
// Generate a random direction on the sphere using solid angle sampling
float cosTheta = 1.0f - 2.0f * u.x; // cosTheta is uniformly distributed between [-1, 1]
float sinTheta = sqrt(1.0f - cosTheta * cosTheta);
float phi = 2.0f * M_PIf * u.y; // phi is uniformly distributed between [0, 2*pi]
const float radius = l.points[0].x;
// Convert spherical coordinates to Cartesian coordinates
float3 sphereDirection = make_float3(sinTheta * cos(phi), sinTheta * sin(phi), cosTheta);
// Scale the direction by the radius of the sphere and move it to the light position
float3 lightPoint = make_float3(l.points[1]) + radius * sphereDirection;
// Calculate the direction from the hit point to the sampled point on the light
lightSampleData.L = normalize(lightPoint - hitPoint);
// Calculate the distance to the light
lightSampleData.distToLight = length(lightPoint - hitPoint);
lightSampleData.area = 0.0f;
lightSampleData.normal = sphereDirection;
lightSampleData.pdf = 1.0f / (4.0f * M_PIf);
lightSampleData.pointOnLight = lightPoint;
return lightSampleData;
}
| 11,611 | C | 30.988981 | 131 | 0.623374 |
arhix52/Strelka/include/render/Camera.h | #pragma once
#include <glm/glm.hpp>
#include <glm/gtx/compatibility.hpp>
class Camera
{
public:
Camera()
: m_eye(glm::float3(1.0f)),
m_lookat(glm::float3(0.0f)),
m_up(glm::float3(0.0f, 1.0f, 0.0f)),
m_fovY(35.0f),
m_aspectRatio(1.0f)
{
}
Camera(const glm::float3& eye, const glm::float3& lookat, const glm::float3& up, float fovY, float aspectRatio)
: m_eye(eye), m_lookat(lookat), m_up(up), m_fovY(fovY), m_aspectRatio(aspectRatio)
{
}
glm::float3 direction() const
{
return glm::normalize(m_lookat - m_eye);
}
void setDirection(const glm::float3& dir)
{
m_lookat = m_eye + glm::length(m_lookat - m_eye) * dir;
}
const glm::float3& eye() const
{
return m_eye;
}
void setEye(const glm::float3& val)
{
m_eye = val;
}
const glm::float3& lookat() const
{
return m_lookat;
}
void setLookat(const glm::float3& val)
{
m_lookat = val;
}
const glm::float3& up() const
{
return m_up;
}
void setUp(const glm::float3& val)
{
m_up = val;
}
const float& fovY() const
{
return m_fovY;
}
void setFovY(const float& val)
{
m_fovY = val;
}
const float& aspectRatio() const
{
return m_aspectRatio;
}
void setAspectRatio(const float& val)
{
m_aspectRatio = val;
}
// UVW forms an orthogonal, but not orthonormal basis!
void UVWFrame(glm::float3& U, glm::float3& V, glm::float3& W) const
{
W = m_lookat - m_eye; // Do not normalize W -- it implies focal length
float wlen = glm::length(W);
U = glm::normalize(glm::cross(W, m_up));
V = glm::normalize(glm::cross(U, W));
float vlen = wlen * tanf(0.5f * m_fovY * M_PI / 180.0f);
V *= vlen;
float ulen = vlen * m_aspectRatio;
U *= ulen;
}
private:
glm::float3 m_eye;
glm::float3 m_lookat;
glm::float3 m_up;
float m_fovY;
float m_aspectRatio;
};
| 2,098 | C | 21.329787 | 115 | 0.534795 |
arhix52/Strelka/include/render/render.h | #pragma once
#include "common.h"
#include "buffer.h"
#include <scene/scene.h>
namespace oka
{
enum class RenderType : int
{
eOptiX = 0,
eMetal,
eCompute,
};
/**
* Render interface
*/
class Render
{
public:
virtual ~Render() = default;
virtual void init() = 0;
virtual void render(Buffer* output) = 0;
virtual Buffer* createBuffer(const BufferDesc& desc) = 0;
virtual void* getNativeDevicePtr()
{
return nullptr;
}
void setSharedContext(SharedContext* ctx)
{
mSharedCtx = ctx;
}
SharedContext& getSharedContext()
{
return *mSharedCtx;
}
void setScene(Scene* scene)
{
mScene = scene;
}
Scene* getScene()
{
return mScene;
}
protected:
SharedContext* mSharedCtx = nullptr;
oka::Scene* mScene = nullptr;
};
class RenderFactory
{
public:
static Render* createRender(RenderType type);
};
} // namespace oka
| 954 | C | 13.692307 | 61 | 0.610063 |
arhix52/Strelka/include/render/common.h | #pragma once
#include <glm/glm.hpp>
#include <glm/gtx/compatibility.hpp>
#include <settings/settings.h>
namespace oka
{
static constexpr int MAX_FRAMES_IN_FLIGHT = 3;
#ifdef __APPLE__
struct float3;
struct float4;
#else
using Float3 = glm::float3;
using Float4 = glm::float4;
#endif
class Render;
struct SharedContext
{
size_t mFrameNumber = 0;
size_t mSubframeIndex = 0;
SettingsManager* mSettingsManager = nullptr;
Render* mRender = nullptr;
};
enum class Result : uint32_t
{
eOk,
eFail,
eOutOfMemory,
};
} // namespace oka
| 562 | C | 13.815789 | 48 | 0.69395 |
arhix52/Strelka/include/render/materials.h | #pragma once
#ifdef __cplusplus
# define GLM_FORCE_SILENT_WARNINGS
# define GLM_LANG_STL11_FORCED
# define GLM_ENABLE_EXPERIMENTAL
# define GLM_FORCE_CTOR_INIT
# define GLM_FORCE_RADIANS
# define GLM_FORCE_DEPTH_ZERO_TO_ONE
# include <glm/glm.hpp>
# include <glm/gtx/compatibility.hpp>
# define float4 glm::float4
# define float3 glm::float3
# define uint glm::uint
#endif
struct MdlMaterial
{
int arg_block_offset = 0; // in bytes
int ro_data_segment_offset = 0; // in bytes
int functionId = 0;
int pad1;
};
/// Information passed to GPU for mapping id requested in the runtime functions to buffer
/// views of the corresponding type.
struct Mdl_resource_info
{
// index into the tex2d, tex3d, ... buffers, depending on the type requested
uint gpu_resource_array_start;
uint pad0;
uint pad1;
uint pad2;
};
#ifdef __cplusplus
# undef float4
# undef float3
# undef uint
#endif
| 958 | C | 22.390243 | 89 | 0.679541 |
arhix52/Strelka/include/settings/settings.h | #pragma once
#include <iostream>
#include <string>
#include <unordered_map>
#include <cassert>
namespace oka
{
class SettingsManager
{
private:
/* data */
std::unordered_map<std::string, std::string> mMap;
void isNameValid(const char* name)
{
if (mMap.find(name) == mMap.end())
{
std::cerr << "The setting " << name << " does not exist" << std::endl;
assert(0);
}
}
public:
SettingsManager(/* args */) = default;
~SettingsManager() = default;
template <typename T>
void setAs(const char* name, const T& value)
{
// mMap[name] = std::to_string(value);
mMap[name] = toString(value);
}
template <typename T>
T getAs(const char* name)
{
isNameValid(name);
return convertValue<T>(mMap[name]);
}
private:
template <typename T>
T convertValue(const std::string& value)
{
// Default implementation for non-specialized types
return T{};
}
static std::string toString(const std::string& value)
{
return value;
}
template <typename T>
std::string toString(const T& value)
{
// Default implementation for non-specialized types
return std::to_string(value);
}
};
template<>
inline void SettingsManager::setAs(const char* name, const std::string& value)
{
mMap[name] = value;
}
template <>
inline bool SettingsManager::convertValue(const std::string& value)
{
return static_cast<bool>(atoi(value.c_str()));
}
template <>
inline float SettingsManager::convertValue(const std::string& value)
{
return static_cast<float>(atof(value.c_str()));
}
template <>
inline uint32_t SettingsManager::convertValue(const std::string& value)
{
return static_cast<uint32_t>(atoi(value.c_str()));
}
template <>
inline std::string SettingsManager::convertValue(const std::string& value)
{
return value;
}
template <>
inline std::string SettingsManager::toString(const std::string& value)
{
return value;
}
} // namespace oka
| 2,057 | C | 19.17647 | 82 | 0.628585 |
arhix52/Strelka/include/scene/camera.h | #pragma once
#define GLM_FORCE_SILENT_WARNINGS
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/compatibility.hpp>
#include <string>
namespace oka
{
class Camera
{
public:
std::string name = "Default camera";
int node = -1;
enum class CameraType : uint32_t
{
lookat,
firstperson
};
CameraType type = CameraType::firstperson;
float fov = 45.0f;
float znear = 0.1f, zfar = 1000.0f;
// View dir -Z
glm::quat mOrientation = { 1.0f, 0.0f, 0.0f, 0.0f };
glm::float3 position = { 0.0f, 0.0f, 10.0f };
glm::float3 mWorldUp = {0.0, 1.0, 0.0};
glm::float3 mWorldForward = {0.0, 0.0, -1.0};
glm::quat getOrientation();
float rotationSpeed = 0.025f;
float movementSpeed = 5.0f;
bool updated = false;
bool isDirty = true;
struct MouseButtons
{
bool left = false;
bool right = false;
bool middle = false;
} mouseButtons;
glm::float2 mousePos;
struct Matrices
{
glm::float4x4 perspective;
glm::float4x4 invPerspective;
glm::float4x4 view;
};
Matrices matrices;
void updateViewMatrix();
struct
{
bool left = false;
bool right = false;
bool up = false;
bool down = false;
bool forward = false;
bool back = false;
} keys;
glm::float3 getFront() const;
glm::float3 getUp() const;
glm::float3 getRight() const;
bool moving() const;
float getNearClip() const;
float getFarClip() const;
void setFov(float fov);
void setPerspective(float fov, float aspect, float znear, float zfar);
void setWorldUp(const glm::float3 up);
glm::float3 getWorldUp();
void setWorldForward(const glm::float3 forward);
glm::float3 getWorldForward();
glm::float4x4& getPerspective();
glm::float4x4 getView();
void updateAspectRatio(float aspect);
void setPosition(glm::float3 position);
glm::float3 getPosition();
void setRotation(glm::quat rotation);
void rotate(float, float);
void setTranslation(glm::float3 translation);
void translate(glm::float3 delta);
void update(float deltaTime);
};
} // namespace oka
| 2,328 | C | 23.010309 | 74 | 0.629725 |
arhix52/Strelka/include/scene/scene.h | #pragma once
#include "camera.h"
#include "glm-wrapper.hpp"
// #include "materials.h"
// #undef float4
// #undef float3
#include <cstdint>
#include <mutex>
#include <set>
#include <stack>
#include <unordered_map>
#include <vector>
#include <mutex>
#include <materialmanager/materialmanager.h>
namespace oka
{
struct Mesh
{
uint32_t mIndex; // Index of 1st index in index buffer
uint32_t mCount; // amount of indices in mesh
uint32_t mVbOffset; // start in vb
uint32_t mVertexCount; // number of vertices in mesh
};
struct Curve
{
enum class Type : uint8_t
{
eLinear,
eCubic,
};
uint32_t mVertexCountsStart;
uint32_t mVertexCountsCount;
uint32_t mPointsStart;
uint32_t mPointsCount;
uint32_t mWidthsStart;
uint32_t mWidthsCount;
};
struct Instance
{
glm::mat4 transform;
enum class Type : uint8_t
{
eMesh,
eLight,
eCurve
} type;
union
{
uint32_t mMeshId;
uint32_t mCurveId;
};
uint32_t mMaterialId = 0;
uint32_t mLightId = (uint32_t)-1;
};
class Scene
{
public:
struct MaterialDescription
{
enum class Type
{
eMdl,
eMaterialX
} type;
std::string code;
std::string file;
std::string name;
bool hasColor = false;
glm::float3 color;
std::vector<MaterialManager::Param> params;
};
struct Vertex
{
glm::float3 pos;
uint32_t tangent;
uint32_t normal;
uint32_t uv;
float pad0;
float pad1;
};
struct Node
{
std::string name;
glm::float3 translation;
glm::float3 scale;
glm::quat rotation;
int parent = -1;
std::vector<int> children;
};
std::vector<Node> mNodes;
enum class AnimationState : uint32_t
{
eStop,
ePlay,
eScroll,
};
AnimationState mAnimState = AnimationState::eStop;
struct AnimationSampler
{
enum class InterpolationType
{
LINEAR,
STEP,
CUBICSPLINE
};
InterpolationType interpolation;
std::vector<float> inputs;
std::vector<glm::float4> outputsVec4;
};
struct AnimationChannel
{
enum class PathType
{
TRANSLATION,
ROTATION,
SCALE
};
PathType path;
int node;
uint32_t samplerIndex;
};
struct Animation
{
std::string name;
std::vector<AnimationSampler> samplers;
std::vector<AnimationChannel> channels;
float start = std::numeric_limits<float>::max();
float end = std::numeric_limits<float>::min();
};
std::vector<Animation> mAnimations;
// GPU side structure
struct Light
{
glm::float4 points[4];
glm::float4 color = glm::float4(1.0f);
glm::float4 normal;
int type;
float halfAngle;
float pad0;
float pad1;
};
// CPU side structure
struct UniformLightDesc
{
int32_t type;
glm::float4x4 xform{ 1.0 };
glm::float3 position; // world position
glm::float3 orientation; // euler angles in degrees
bool useXform;
// OX - axis of light or normal
glm::float3 color;
float intensity;
// rectangle light
float width; // OY
float height; // OZ
// disc/sphere light
float radius;
// distant light
float halfAngle;
};
std::vector<UniformLightDesc> mLightDesc;
enum class DebugView : uint32_t
{
eNone = 0,
eNormals = 1,
eShadows = 2,
eLTC = 3,
eMotion = 4,
eCustomDebug = 5,
ePTDebug = 11
};
DebugView mDebugViewSettings = DebugView::eNone;
bool transparentMode = true;
bool opaqueMode = true;
glm::float4 mLightPosition{ 10.0, 10.0, 10.0, 1.0 };
std::mutex mMeshMutex;
std::mutex mInstanceMutex;
std::vector<Vertex> mVertices;
std::vector<uint32_t> mIndices;
std::vector<glm::float3> mCurvePoints;
std::vector<float> mCurveWidths;
std::vector<uint32_t> mCurveVertexCounts;
std::string modelPath;
std::string getSceneFileName();
std::string getSceneDir();
std::vector<Mesh> mMeshes;
std::vector<Curve> mCurves;
std::vector<Instance> mInstances;
std::vector<Light> mLights;
std::vector<uint32_t> mTransparentInstances;
std::vector<uint32_t> mOpaqueInstances;
Scene() = default;
~Scene() = default;
std::unordered_map<uint32_t, uint32_t> mLightIdToInstanceId{};
std::unordered_map<int32_t, std::string> mTexIdToTexName{};
std::vector<Vertex>& getVertices()
{
return mVertices;
}
std::vector<uint32_t>& getIndices()
{
return mIndices;
}
std::vector<MaterialDescription>& getMaterials()
{
return mMaterialsDescs;
}
std::vector<Light>& getLights()
{
return mLights;
}
std::vector<UniformLightDesc>& getLightsDesc()
{
return mLightDesc;
}
uint32_t findCameraByName(const std::string& name)
{
std::scoped_lock lock(mCameraMutex);
if (mNameToCamera.find(name) != mNameToCamera.end())
{
return mNameToCamera[name];
}
return (uint32_t)-1;
}
uint32_t addCamera(Camera& camera)
{
std::scoped_lock lock(mCameraMutex);
mCameras.push_back(camera);
// store camera index
mNameToCamera[camera.name] = (uint32_t)mCameras.size() - 1;
return (uint32_t)mCameras.size() - 1;
}
void updateCamera(Camera& camera, uint32_t index)
{
assert(index < mCameras.size());
std::scoped_lock lock(mCameraMutex);
mCameras[index] = camera;
}
Camera& getCamera(uint32_t index)
{
assert(index < mCameras.size());
std::scoped_lock lock(mCameraMutex);
return mCameras[index];
}
const std::vector<Camera>& getCameras()
{
std::scoped_lock lock(mCameraMutex);
return mCameras;
}
size_t getCameraCount()
{
std::scoped_lock lock(mCameraMutex);
return mCameras.size();
}
const std::vector<Instance>& getInstances() const
{
return mInstances;
}
const std::vector<Mesh>& getMeshes() const
{
return mMeshes;
}
const std::vector<Curve>& getCurves() const
{
return mCurves;
}
const std::vector<glm::float3>& getCurvesPoint() const
{
return mCurvePoints;
}
const std::vector<float>& getCurvesWidths() const
{
return mCurveWidths;
}
const std::vector<uint32_t>& getCurvesVertexCounts() const
{
return mCurveVertexCounts;
}
void updateCamerasParams(int width, int height)
{
for (Camera& camera : mCameras)
{
camera.updateAspectRatio((float)width / height);
}
}
glm::float4x4 getTransform(const Scene::UniformLightDesc& desc)
{
const glm::float4x4 translationMatrix = glm::translate(glm::float4x4(1.0f), desc.position);
glm::quat rotation = glm::quat(glm::radians(desc.orientation)); // to quaternion
const glm::float4x4 rotationMatrix{ rotation };
glm::float3 scale = { desc.width, desc.height, 1.0f };
const glm::float4x4 scaleMatrix = glm::scale(glm::float4x4(1.0f), scale);
const glm::float4x4 localTransform = translationMatrix * rotationMatrix * scaleMatrix;
return localTransform;
}
glm::float4x4 getTransformFromRoot(int nodeIdx)
{
std::stack<glm::float4x4> xforms;
while (nodeIdx != -1)
{
const Node& n = mNodes[nodeIdx];
glm::float4x4 xform = glm::translate(glm::float4x4(1.0f), n.translation) * glm::float4x4(n.rotation) *
glm::scale(glm::float4x4(1.0f), n.scale);
xforms.push(xform);
nodeIdx = n.parent;
}
glm::float4x4 xform = glm::float4x4(1.0);
while (!xforms.empty())
{
xform = xform * xforms.top();
xforms.pop();
}
return xform;
}
glm::float4x4 getTransform(int nodeIdx)
{
glm::float4x4 xform = glm::float4x4(1.0);
while (nodeIdx != -1)
{
const Node& n = mNodes[nodeIdx];
xform = glm::translate(glm::float4x4(1.0f), n.translation) * glm::float4x4(n.rotation) *
glm::scale(glm::float4x4(1.0f), n.scale) * xform;
nodeIdx = n.parent;
}
return xform;
}
glm::float4x4 getCameraTransform(int nodeIdx)
{
int child = mNodes[nodeIdx].children[0];
return getTransform(child);
}
void updateAnimation(const float dt);
void updateLight(uint32_t lightId, const UniformLightDesc& desc);
/// <summary>
/// Create Mesh geometry
/// </summary>
/// <param name="vb">Vertices</param>
/// <param name="ib">Indices</param>
/// <returns>Mesh id in scene</returns>
uint32_t createMesh(const std::vector<Vertex>& vb, const std::vector<uint32_t>& ib);
/// <summary>
/// Creates Instance
/// </summary>
/// <param name="meshId">valid mesh id</param>
/// <param name="materialId">valid material id</param>
/// <param name="transform">transform</param>
/// <returns>Instance id in scene</returns>
uint32_t createInstance(const Instance::Type type,
const uint32_t geomId,
const uint32_t materialId,
const glm::mat4& transform,
const uint32_t lightId = (uint32_t)-1);
uint32_t addMaterial(const MaterialDescription& material);
uint32_t createCurve(const Curve::Type type,
const std::vector<uint32_t>& vertexCounts,
const std::vector<glm::float3>& points,
const std::vector<float>& widths);
uint32_t createLight(const UniformLightDesc& desc);
/// <summary>
/// Removes instance/mesh/material
/// </summary>
/// <param name="meshId">valid mesh id</param>
/// <param name="materialId">valid material id</param>
/// <param name="instId">valid instance id</param>
/// <returns>Nothing</returns>
void removeInstance(uint32_t instId);
void removeMesh(uint32_t meshId);
void removeMaterial(uint32_t materialId);
std::vector<uint32_t>& getOpaqueInstancesToRender(const glm::float3& camPos);
std::vector<uint32_t>& getTransparentInstancesToRender(const glm::float3& camPos);
/// <summary>
/// Get set of DirtyInstances
/// </summary>
/// <returns>Set of instances</returns>
std::set<uint32_t> getDirtyInstances();
/// <summary>
/// Get Frame mode (bool)
/// </summary>
/// <returns>Bool</returns>
bool getFrMod();
/// <summary>
/// Updates Instance matrix(transform)
/// </summary>
/// <param name="instId">valid instance id</param>
/// <param name="newTransform">new transformation matrix</param>
/// <returns>Nothing</returns>
void updateInstanceTransform(uint32_t instId, glm::float4x4 newTransform);
/// <summary>
/// Changes status of scene and cleans up mDirty* sets
/// </summary>
/// <returns>Nothing</returns>
void beginFrame();
/// <summary>
/// Changes status of scene
/// </summary>
/// <returns>Nothing</returns>
void endFrame();
private:
std::vector<Camera> mCameras;
std::unordered_map<std::string, uint32_t> mNameToCamera;
std::mutex mCameraMutex;
std::stack<uint32_t> mDelInstances;
std::stack<uint32_t> mDelMesh;
std::stack<uint32_t> mDelMaterial;
std::vector<MaterialDescription> mMaterialsDescs;
uint32_t createRectLightMesh();
uint32_t createDiscLightMesh();
uint32_t createSphereLightMesh();
bool FrMod{};
std::set<uint32_t> mDirtyInstances;
uint32_t mRectLightMeshId = (uint32_t)-1;
uint32_t mDiskLightMeshId = (uint32_t)-1;
uint32_t mSphereLightMeshId = (uint32_t)-1;
};
} // namespace oka
| 12,324 | C | 24.256147 | 114 | 0.586498 |
arhix52/Strelka/include/scene/glm-wrapper.hpp | #pragma once
#define GLM_FORCE_SILENT_WARNINGS
#define GLM_LANG_STL11_FORCED
#define GLM_ENABLE_EXPERIMENTAL
#define GLM_FORCE_CTOR_INIT
#define GLM_FORCE_RADIANS
#define GLM_FORCE_DEPTH_ZERO_TO_ONE
#include <glm/vec2.hpp>
#include <glm/vec3.hpp>
#include <glm/vec4.hpp>
#include <glm/mat4x4.hpp>
#include <glm/gtx/hash.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/compatibility.hpp>
| 403 | C++ | 24.249998 | 39 | 0.769231 |
arhix52/Strelka/include/log/logmanager.h | #pragma once
#include <spdlog/spdlog.h>
namespace oka
{
class Logmanager
{
public:
Logmanager(/* args */);
~Logmanager();
void initialize();
void shutdown();
};
} // namespace oka
| 200 | C | 10.166666 | 27 | 0.625 |
arhix52/Strelka/include/log/log.h | #pragma once
#include <spdlog/spdlog.h>
#define STRELKA_DEFAULT_LOGGER_NAME "Strelka"
#ifndef RELEASE
#define STRELKA_TRACE(...) if (spdlog::get(STRELKA_DEFAULT_LOGGER_NAME) != nullptr) {spdlog::get(STRELKA_DEFAULT_LOGGER_NAME)->trace(__VA_ARGS__);}
#define STRELKA_DEBUG(...) if (spdlog::get(STRELKA_DEFAULT_LOGGER_NAME) != nullptr) {spdlog::get(STRELKA_DEFAULT_LOGGER_NAME)->debug(__VA_ARGS__);}
#define STRELKA_INFO(...) if (spdlog::get(STRELKA_DEFAULT_LOGGER_NAME) != nullptr) {spdlog::get(STRELKA_DEFAULT_LOGGER_NAME)->info(__VA_ARGS__);}
#define STRELKA_WARNING(...) if (spdlog::get(STRELKA_DEFAULT_LOGGER_NAME) != nullptr) {spdlog::get(STRELKA_DEFAULT_LOGGER_NAME)->warn(__VA_ARGS__);}
#define STRELKA_ERROR(...) if (spdlog::get(STRELKA_DEFAULT_LOGGER_NAME) != nullptr) {spdlog::get(STRELKA_DEFAULT_LOGGER_NAME)->error(__VA_ARGS__);}
#define STRELKA_FATAL(...) if (spdlog::get(STRELKA_DEFAULT_LOGGER_NAME) != nullptr) {spdlog::get(STRELKA_DEFAULT_LOGGER_NAME)->critical(__VA_ARGS__);}
#else
define STRELKA_TRACE(...) void(0);
define STRELKA_DEBUG(...) void(0);
define STRELKA_INFO(...) void(0);
define STRELKA_WARNING(...) void(0);
define STRELKA_ERROR(...) void(0);
define STRELKA_FATAL(...) void(0);
#endif
| 1,219 | C | 54.454543 | 150 | 0.700574 |
arhix52/Strelka/include/sceneloader/gltfloader.h | #pragma once
#include <scene/scene.h>
#include <string>
#include <vector>
namespace oka
{
class GltfLoader
{
private:
public:
explicit GltfLoader(){}
bool loadGltf(const std::string& modelPath, Scene& mScene);
void computeTangent(std::vector<Scene::Vertex>& _vertices,
const std::vector<uint32_t>& _indices) const;
};
} // namespace oka
| 380 | C | 14.874999 | 69 | 0.655263 |
arhix52/Strelka/include/display/Display.h | #pragma once
#include <render/common.h>
#include <render/buffer.h>
#include <GLFW/glfw3.h>
namespace oka
{
class InputHandler
{
public:
virtual void keyCallback(int key, [[maybe_unused]] int scancode, int action, [[maybe_unused]] int mods) = 0;
virtual void mouseButtonCallback(int button, int action, [[maybe_unused]] int mods) = 0;
virtual void handleMouseMoveCallback([[maybe_unused]] double xpos, [[maybe_unused]] double ypos) = 0;
};
class ResizeHandler
{
public:
virtual void framebufferResize(int newWidth, int newHeight) = 0;
};
class Display
{
public:
Display()
{
}
virtual ~Display()
{
}
virtual void init(int width, int height, oka::SharedContext* ctx) = 0;
virtual void destroy() = 0;
void setWindowTitle(const char* title)
{
glfwSetWindowTitle(mWindow, title);
}
void setInputHandler(InputHandler* handler)
{
mInputHandler = handler;
}
InputHandler* getInputHandler()
{
return mInputHandler;
}
void setResizeHandler(ResizeHandler* handler)
{
mResizeHandler = handler;
}
ResizeHandler* getResizeHandler()
{
return mResizeHandler;
}
bool windowShouldClose()
{
return glfwWindowShouldClose(mWindow);
}
void pollEvents()
{
glfwPollEvents();
}
virtual void onBeginFrame() = 0;
virtual void onEndFrame() = 0;
virtual void drawFrame(ImageBuffer& result) = 0;
virtual void drawUI();
protected:
static void framebufferResizeCallback(GLFWwindow* window, int width, int height);
static void keyCallback(
GLFWwindow* window, int key, [[maybe_unused]] int scancode, int action, [[maybe_unused]] int mods);
static void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
static void handleMouseMoveCallback(GLFWwindow* window, double xpos, double ypos);
static void scrollCallback(GLFWwindow* window, double xoffset, double yoffset);
int mWindowWidth = 800;
int mWindowHeight = 600;
InputHandler* mInputHandler = nullptr;
ResizeHandler* mResizeHandler = nullptr;
oka::SharedContext* mCtx = nullptr;
GLFWwindow* mWindow;
};
class DisplayFactory
{
public:
static Display* createDisplay();
};
} // namespace oka
| 2,313 | C | 21.25 | 112 | 0.671855 |