refactor: 重构项目结构为 MVS 多示例版本,添加 README 文档

This commit is contained in:
2026-03-13 15:07:03 +08:00
parent faf99dfc68
commit 5efa171050
76 changed files with 23925 additions and 53 deletions

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
Texture2D T_DiffuseTexture:register(t0);
SamplerState samplerState:register(s0);
struct MaterialData{
float r;
};
StructuredBuffer<MaterialData> materialData:register(t0,space1);
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float4 positionWS=mul(ModelMatrix,inVertexData.position);
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
//vo.position=float4(positionWS.xyz+vo.normal.xyz*sin(misc.x)*0.2f,1.0f);
vo.texcoord=inVertexData.texcoord;
return vo;
}
[maxvertexcount(4)]
void MainGS(triangle VSOut inPoint[3],uint inPrimitiveID:SV_PrimitiveID,
inout TriangleStream<VSOut> outTriangleStream){
outTriangleStream.Append(inPoint[0]);
outTriangleStream.Append(inPoint[1]);
outTriangleStream.Append(inPoint[2]);
/*VSOut vo;
float3 positionWS=inPoint[0].position.xyz;
float3 N=normalize(inPoint[0].normal.xyz);
vo.normal=float4(N,0.0f);
float3 helperVec=abs(N.y)>0.999?float3(0.0f,0.0f,1.0f):float3(0.0f,1.0f,0.0f);
float3 tangent=normalize(cross(N,helperVec));//u
float3 bitangent=normalize(cross(tangent,N));//v
float scale=materialData[inPrimitiveID].r;
float3 p0WS=positionWS-(bitangent*0.5f-tangent*0.5f)*scale;//left bottom
float4 p0VS=mul(ViewMatrix,float4(p0WS,1.0f));
vo.position=mul(ProjectionMatrix,p0VS);
vo.texcoord=float4(0.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p1WS=positionWS-(bitangent*0.5f+tangent*0.5f)*scale;//right bottom
float4 p1VS=mul(ViewMatrix,float4(p1WS,1.0f));
vo.position=mul(ProjectionMatrix,p1VS);
vo.texcoord=float4(1.0f,1.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p2WS=positionWS+(bitangent*0.5f+tangent*0.5f)*scale;//left top
float4 p2VS=mul(ViewMatrix,float4(p2WS,1.0f));
vo.position=mul(ProjectionMatrix,p2VS);
vo.texcoord=float4(0.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);
float3 p3WS=positionWS+(bitangent*0.5f-tangent*0.5f)*scale;//right top
float4 p3VS=mul(ViewMatrix,float4(p3WS,1.0f));
vo.position=mul(ProjectionMatrix,p3VS);
vo.texcoord=float4(1.0f,0.0f,0.0f,0.0f);
outTriangleStream.Append(vo);*/
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=1.0;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float4 diffuseColor=T_DiffuseTexture.Sample(samplerState,inPSInput.texcoord.xy);
float3 surfaceColor=diffuseColor.rgb;
return float4(surfaceColor,1.0f);
}

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struct VertexData{
float4 position:POSITION;
float4 texcoord:TEXCOORD0;
float4 normal:NORMAL;
float4 tangent:TANGENT;
};
struct VSOut{
float4 position:SV_POSITION;
float4 normal:NORMAL;
float4 texcoord:TEXCOORD0;
float4 positionWS:TEXCOORD1;
};
static const float PI=3.141592;
cbuffer globalConstants:register(b0){
float4 misc;
};
cbuffer DefaultVertexCB:register(b1){
float4x4 ProjectionMatrix;
float4x4 ViewMatrix;
float4x4 ModelMatrix;
float4x4 IT_ModelMatrix;
float4x4 ReservedMemory[1020];
};
VSOut MainVS(VertexData inVertexData){
VSOut vo;
vo.normal=mul(IT_ModelMatrix,inVertexData.normal);
float3 positionMS=inVertexData.position.xyz+vo.normal*sin(misc.x);
float4 positionWS=mul(ModelMatrix,float4(positionMS,1.0));
float4 positionVS=mul(ViewMatrix,positionWS);
vo.position=mul(ProjectionMatrix,positionVS);
vo.positionWS=positionWS;
vo.texcoord=inVertexData.texcoord;
return vo;
}
float4 MainPS(VSOut inPSInput):SV_TARGET{
float3 N=normalize(inPSInput.normal.xyz);
float3 bottomColor=float3(0.1f,0.4f,0.6f);
float3 topColor=float3(0.7f,0.7f,0.7f);
float theta=asin(N.y);//-PI/2 ~ PI/2
theta/=PI;//-0.5~0.5
theta+=0.5f;//0.0~1.0
float ambientColorIntensity=0.2;
float3 ambientColor=lerp(bottomColor,topColor,theta)*ambientColorIntensity;
float3 L=normalize(float3(1.0f,1.0f,-1.0f));
float diffuseIntensity=max(0.0f,dot(N,L));
float3 diffuseLightColor=float3(0.1f,0.4f,0.6f);
float3 diffuseColor=diffuseLightColor*diffuseIntensity;
float3 specularColor=float3(0.0f,0.0f,0.0f);
if(diffuseIntensity>0.0f){
float3 cameraPositionWS=float3(0.0f,0.0f,0.0f);
float3 V=normalize(cameraPositionWS.xyz-inPSInput.positionWS.xyz);
float3 R=normalize(reflect(-L,N));
float specularIntensity=pow(max(0.0f,dot(V,R)),128.0f);
specularColor=float3(1.0f,1.0f,1.0f)*specularIntensity;
}
float3 surfaceColor=ambientColor+diffuseColor+specularColor;
return float4(surfaceColor,1.0f);
}

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#define PNANOVDB_HLSL
#define PNANOVDB_ADDRESS_32
#include "PNanoVDB.hlsl"
cbuffer CB0 : register(b1)
{
float4x4 _InverseViewProjection; // 64 bytes
float4 _CameraPos_Density; // xyz = CameraPos, w = DensityScale
float4 _BBoxMin_Step; // xyz = BBoxMin, w = StepSize
float4 _BBoxMax_MaxSteps; // xyz = BBoxMax, w = MaxSteps
float4 _Rotation_Pad_LightSamples; // x = RotationY, yzw = pad, but we'll use differently
float4 _LightDir_Samples; // xyz = LightDir, w = LightSamples
};
StructuredBuffer<uint> buf : register(t1);
struct VSInput
{
float2 position : POSITION;
float2 texcoord : TEXCOORD0;
};
struct PSInput
{
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 worldPos : TEXCOORD1;
};
struct NanoVolume
{
pnanovdb_grid_handle_t grid;
pnanovdb_grid_type_t grid_type;
pnanovdb_readaccessor_t acc;
};
void initVolume(inout NanoVolume volume)
{
pnanovdb_grid_handle_t grid;
grid.address.byte_offset = 0;
pnanovdb_grid_type_t grid_type = pnanovdb_buf_read_uint32(buf, PNANOVDB_GRID_OFF_GRID_TYPE);
pnanovdb_tree_handle_t tree = pnanovdb_grid_get_tree(buf, grid);
pnanovdb_root_handle_t root = pnanovdb_tree_get_root(buf, tree);
pnanovdb_readaccessor_t acc;
pnanovdb_readaccessor_init(acc, root);
volume.grid = grid;
volume.grid_type = grid_type;
volume.acc = acc;
}
float get_value_coord(inout pnanovdb_readaccessor_t acc, float3 pos)
{
pnanovdb_vec3_t p = pos;
pnanovdb_coord_t ijk = pnanovdb_hdda_pos_to_ijk(p);
pnanovdb_address_t address = pnanovdb_readaccessor_get_value_address(PNANOVDB_GRID_TYPE_FLOAT, buf, acc, ijk);
return pnanovdb_read_float(buf, address);
}
uint get_dim_coord(inout pnanovdb_readaccessor_t acc, float3 pos)
{
pnanovdb_vec3_t p = pos;
pnanovdb_coord_t ijk = pnanovdb_hdda_pos_to_ijk(p);
return pnanovdb_readaccessor_get_dim(PNANOVDB_GRID_TYPE_FLOAT, buf, acc, ijk);
}
bool get_hdda_hit(inout pnanovdb_readaccessor_t acc, inout float tmin, float3 origin, float3 direction, float tmax, out float valueAtHit)
{
pnanovdb_vec3_t p_origin = origin;
pnanovdb_vec3_t p_direction = direction;
float thit;
bool hit = pnanovdb_hdda_tree_marcher(
PNANOVDB_GRID_TYPE_FLOAT,
buf,
acc,
p_origin, tmin,
p_direction, tmax,
thit,
valueAtHit
);
tmin = thit;
return hit;
}
float phase_function()
{
return 1.0;
}
uint rand_xorshift(uint seed)
{
seed ^= (seed << 13);
seed ^= (seed >> 17);
seed ^= (seed << 5);
return seed;
}
float random_float(float3 pos)
{
uint seed = asuint(pos.x + pos.y + pos.z);
float res = float(rand_xorshift(seed)) * (1.0 / 4294967296.0);
res = float(rand_xorshift(asuint(res))) * (1.0 / 4294967296.0);
return res;
}
float volumetric_shadow(float3 pos, float densityScale, inout pnanovdb_readaccessor_t acc)
{
float lightSamples = _LightDir_Samples.w;
if (lightSamples < 1) { return 0.0; }
float3 light_dir = _LightDir_Samples.xyz;
float shadow = 1.0;
float sigmaS = 0.0;
float sigmaE = 0.0;
float step_size = 1.0;
float jitter = 0;
int steps = 10;
for (int step = 0; step < steps; step++)
{
float3 sample_pos = pos + (jitter + step_size) * light_dir;
sigmaS = get_value_coord(acc, sample_pos) * densityScale;
sigmaE = max(0.000001, sigmaS);
sigmaE *= 0.3;
shadow *= exp(-sigmaE * step_size);
step_size *= 2.0;
}
return shadow;
}
PSInput MainVS(VSInput input)
{
PSInput output;
output.position = float4(input.position, 0.0, 1.0);
output.texcoord = input.texcoord;
float4 worldPosH = mul(_InverseViewProjection, float4(input.position, 0.5, 1.0));
output.worldPos = worldPosH.xyz / worldPosH.w;
return output;
}
bool intersectBox(float3 origin, float3 dir, float3 boxMin, float3 boxMax, out float tmin, out float tmax)
{
float3 invDir = 1.0 / dir;
float3 t1 = (boxMin - origin) * invDir;
float3 t2 = (boxMax - origin) * invDir;
tmin = max(max(min(t1.x, t2.x), min(t1.y, t2.y)), min(t1.z, t2.z));
tmax = min(min(max(t1.x, t2.x), max(t1.y, t2.y)), max(t1.z, t2.z));
return tmax >= tmin && tmax > 0;
}
float4 MainPS(PSInput input) : SV_TARGET
{
float3 rayDir = normalize(input.worldPos - _CameraPos_Density.xyz);
float tmin = 0.01;
float tmax = 5000.0;
NanoVolume volume;
initVolume(volume);
float3 color = float3(0, 0, 0);
float transmittance = 1.0;
float acc_density = 0.0;
float3 ambient_light = 0.005;
float _DensityScale = _CameraPos_Density.w;
float _StepSize = _BBoxMin_Step.w;
float _MaxSteps = _BBoxMax_MaxSteps.w;
float _RotationY = _Rotation_Pad_LightSamples.x;
float _LightSamples = _LightDir_Samples.w;
float cosR = cos(_RotationY);
float sinR = sin(_RotationY);
float3x3 invRotY = float3x3(
cosR, 0, sinR,
0, 1, 0,
-sinR, 0, cosR
);
float3 localCameraPos = mul(invRotY, _CameraPos_Density.xyz);
float3 localRayDir = mul(invRotY, rayDir);
float not_used;
bool hit = get_hdda_hit(volume.acc, tmin, localCameraPos, localRayDir, tmax, not_used);
if (!hit) { return float4(0, 0, 0, 0); }
float skip = 0;
for (int i = 0; i < (int)_MaxSteps; i++) {
if (tmin >= tmax) break;
float3 localPos = localCameraPos + localRayDir * tmin;
uint dim = get_dim_coord(volume.acc, localPos);
if (dim > 1) {
float skip_step = 15.0;
tmin += skip_step;
skip = skip_step;
continue;
}
float density = get_value_coord(volume.acc, localPos) * _DensityScale;
if (density < 0.01) {
float skip_step = 5.0;
tmin += skip_step;
skip = skip_step;
continue;
}
if (skip > 0) {
tmin -= skip * 0.8;
localPos = localCameraPos + localRayDir * tmin;
skip = 0;
}
float sigmaS = density;
float sigmaE = max(0.000001, sigmaS);
acc_density += sigmaS;
float shadow = volumetric_shadow(localPos, _DensityScale, volume.acc);
float3 S = sigmaS * phase_function() * shadow * float3(1, 1, 1);
float3 Sint = (S - S * exp(-sigmaE * _StepSize)) / sigmaE;
color += transmittance * Sint;
transmittance *= exp(-sigmaE * _StepSize);
if (acc_density > 1.0) break;
if (transmittance < 0.05)
{
transmittance = 0;
break;
}
tmin += _StepSize;
}
float3 final_color = (color + ambient_light) * acc_density;
final_color = pow(final_color, 1.0 / 2.2);
return float4(final_color, acc_density);
}

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cbuffer CB0 : register(b1)
{
float4x4 _ViewProjection;
};
struct VSInput
{
float3 position : POSITION;
};
struct PSInput
{
float4 position : SV_POSITION;
};
PSInput MainVS(VSInput input)
{
PSInput output;
output.position = mul(_ViewProjection, float4(input.position, 1.0));
return output;
}
float4 MainPS(PSInput input) : SV_TARGET
{
return float4(0.0, 1.0, 0.0, 1.0);
}