实现全屏四边形 Ray Marching 体积渲染基础
步骤 1 完成: 1. 创建全屏四边形顶点数据 2. 实现 Ray Marching 着色器: - 从相机发射光线 - 光线与边界框相交检测 - 固定密度采样 - Alpha 混合输出 3. 添加 CreateQuadPSO 函数 4. 更新渲染管线 验证结果: - 整个背景变成淡蓝色 - Ray marching 基础逻辑工作正常
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@@ -24,6 +24,8 @@ ID3D12PipelineState* CreatePSO(ID3D12RootSignature* inID3D12RootSignature,
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D3D12_SHADER_BYTECODE inGSShader);
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ID3D12PipelineState* CreateVolumePSO(ID3D12RootSignature* inID3D12RootSignature,
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D3D12_SHADER_BYTECODE inVertexShader, D3D12_SHADER_BYTECODE inPixelShader);
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ID3D12PipelineState* CreateQuadPSO(ID3D12RootSignature* inID3D12RootSignature,
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D3D12_SHADER_BYTECODE inVertexShader, D3D12_SHADER_BYTECODE inPixelShader);
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bool InitD3D12(HWND inHWND, int inWidth, int inHeight);
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ID3D12GraphicsCommandList* GetCommandList();
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ID3D12CommandAllocator* GetCommandAllocator();
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