Add NanoVDBLoader with test support

This commit is contained in:
2026-03-11 17:56:05 +08:00
parent f3c6fdc303
commit f89fb93d17
4 changed files with 176 additions and 0 deletions

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@@ -11,6 +11,7 @@ set(SOURCES
StaticMeshComponent.cpp
Utils.cpp
stbi/stb_image.cpp
NanoVDBLoader.cpp
)
set(HEADERS

117
NanoVDBLoader.cpp Normal file
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@@ -0,0 +1,117 @@
#define NOMINMAX
#include "NanoVDBLoader.h"
#include <windows.h>
#include "BattleFireDirect.h"
#include <nanovdb/io/IO.h>
#include <nanovdb/GridHandle.h>
#include <nanovdb/HostBuffer.h>
#include <cstring>
#include <iostream>
bool LoadNanoVDB(const char* filePath, NanoVDBData& outData, ID3D12GraphicsCommandList* cmdList) {
try {
nanovdb::GridHandle<nanovdb::HostBuffer> gridHandle = nanovdb::io::readGrid(filePath);
const uint64_t byteSize = gridHandle.buffer().bufferSize();
const uint64_t elementCount = byteSize / sizeof(uint32_t);
void* bufferData = malloc(byteSize);
if (!bufferData) {
std::cerr << "Failed to allocate memory for NanoVDB" << std::endl;
return false;
}
memcpy(bufferData, gridHandle.buffer().data(), byteSize);
outData.cpuData = bufferData;
outData.byteSize = byteSize;
outData.elementCount = elementCount;
ID3D12Device* device = GetD3DDevice();
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Width = byteSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDesc.SampleDesc.Count = 1;
HRESULT hr = device->CreateCommittedResource(
&heapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
nullptr,
IID_PPV_ARGS(&outData.gpuBuffer)
);
if (FAILED(hr)) {
std::cerr << "Failed to create GPU buffer for NanoVDB" << std::endl;
free(bufferData);
return false;
}
D3D12_HEAP_PROPERTIES uploadHeapProps = {};
uploadHeapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
ID3D12Resource* uploadBuffer = nullptr;
hr = device->CreateCommittedResource(
&uploadHeapProps,
D3D12_HEAP_FLAG_NONE,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(&uploadBuffer)
);
if (SUCCEEDED(hr)) {
void* mappedData = nullptr;
D3D12_RANGE readRange = {0, 0};
uploadBuffer->Map(0, &readRange, &mappedData);
memcpy(mappedData, bufferData, byteSize);
uploadBuffer->Unmap(0, nullptr);
cmdList->CopyBufferRegion(outData.gpuBuffer, 0, uploadBuffer, 0, byteSize);
D3D12_RESOURCE_BARRIER barrier = {};
barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
barrier.Transition.pResource = outData.gpuBuffer;
barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST;
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_GENERIC_READ;
cmdList->ResourceBarrier(1, &barrier);
uploadBuffer->Release();
}
std::cout << "[NanoVDB] Loaded: " << byteSize << " bytes, " << elementCount << " elements" << std::endl;
std::cout.flush();
return true;
}
catch (const std::exception& e) {
std::cerr << "[NanoVDB] Error: " << e.what() << std::endl;
std::cerr.flush();
return false;
}
}
void FreeNanoVDB(NanoVDBData& data) {
if (data.gpuBuffer) {
data.gpuBuffer->Release();
data.gpuBuffer = nullptr;
}
if (data.cpuData) {
free(data.cpuData);
data.cpuData = nullptr;
}
data.byteSize = 0;
data.elementCount = 0;
}

15
NanoVDBLoader.h Normal file
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@@ -0,0 +1,15 @@
#pragma once
#include <d3d12.h>
#include <string>
#include <vector>
struct NanoVDBData {
ID3D12Resource* gpuBuffer;
void* cpuData;
uint64_t byteSize;
uint64_t elementCount;
};
bool LoadNanoVDB(const char* filePath, NanoVDBData& outData, ID3D12GraphicsCommandList* cmdList = nullptr);
void FreeNanoVDB(NanoVDBData& data);

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@@ -1,8 +1,11 @@
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include "BattleFireDirect.h"
#include "StaticMeshComponent.h"
#include "stbi/stb_image.h"
#include "Utils.h"
#include "NanoVDBLoader.h"
#pragma comment(lib,"d3d12.lib")
#pragma comment(lib,"dxgi.lib")
@@ -11,6 +14,35 @@
LPCWSTR gWindowClassName = L"BattleFire";
void RunNanoVDBTest() {
ID3D12GraphicsCommandList* commandList = GetCommandList();
const char* vdbFiles[] = {
"Res/NanoVDB/sphere2.nvdb",
"Res/NanoVDB/bunny.nvdb",
"Res/NanoVDB/torus_knot_helix.nvdb",
"Res/NanoVDB/boat_points.nvdb",
"Res/NanoVDB/explosion.nvdb",
"Res/NanoVDB/nano_wdas_cloud_half.nvdb"
};
for (int i = 0; i < sizeof(vdbFiles) / sizeof(vdbFiles[0]); i++) {
const char* currentVdbFile = vdbFiles[i];
printf("[NanoVDB Test] Loading: %s\n", currentVdbFile);
NanoVDBData vdbData;
bool loadSuccess = LoadNanoVDB(currentVdbFile, vdbData, commandList);
if (loadSuccess) {
printf(" SUCCESS - %llu bytes, %llu elements\n",
(unsigned long long)vdbData.byteSize,
(unsigned long long)vdbData.elementCount);
FreeNanoVDB(vdbData);
} else {
printf(" FAILED\n");
}
}
printf("[NanoVDB Test] Done.\n");
}
LRESULT CALLBACK WindowProc(HWND inHWND, UINT inMSG, WPARAM inWParam, LPARAM inLParam) {
switch (inMSG) {
case WM_CLOSE:
@@ -70,6 +102,17 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
StaticMeshComponent staticMeshComponent;
staticMeshComponent.InitFromFile(commandList, "Res/Model/Sphere.lhsm");
bool runTest = false;
for (int i = 0; i < __argc; i++) {
if (strcmp(__argv[i], "-test") == 0) {
runTest = true;
break;
}
}
if (runTest) {
RunNanoVDBTest();
}
ID3D12RootSignature* rootSignature = InitRootSignature();
D3D12_SHADER_BYTECODE vs,gs,ps;
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainVS", "vs_5_1", &vs);