实现 NanoVDB 体积云渲染
完成步骤2:读取 NanoVDB 密度并渲染体积云 修改内容: 1. NanoVDBLoader: 添加 voxel_size 输出用于调试 2. volume.hlsl: 实现完整的 ray marching 体积渲染 - 初始化 NanoVDB 访问器 - 密度采样函数 - 光线步进和累积 3. wireframe.hlsl: 新增边界框线框着色器 4. main.cpp: - 移动相机到云的外部 - 添加独立的常量缓冲区避免冲突 - 同时渲染体积云和边界框 已知问题: - 边界框位置计算需要改进 - bunny.nvdb 渲染效果不佳 - 需要进一步优化密度和步进参数
This commit is contained in:
75
main.cpp
75
main.cpp
@@ -79,7 +79,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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ID3D12CommandAllocator* commandAllocator = GetCommandAllocator();
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NanoVDBData nanoVDBData = {};
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LoadNanoVDB("Res/NanoVDB/bunny.nvdb", nanoVDBData, commandList, commandAllocator);
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LoadNanoVDB("Res/NanoVDB/cloud.nvdb", nanoVDBData, commandList, commandAllocator);
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printf("NanoVDB loaded: %llu bytes\n", (unsigned long long)nanoVDBData.byteSize);
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printf("NanoVDB BBox: [%.2f, %.2f, %.2f] - [%.2f, %.2f, %.2f]\n",
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nanoVDBData.worldBBox[0], nanoVDBData.worldBBox[1], nanoVDBData.worldBBox[2],
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@@ -138,6 +138,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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ID3D12RootSignature* volumeRootSignature = InitVolumeRootSignature();
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printf("Volume root signature created\n");
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D3D12_SHADER_BYTECODE volumeVS, volumePS;
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memset(&volumeVS, 0, sizeof(volumeVS));
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memset(&volumePS, 0, sizeof(volumePS));
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@@ -145,13 +146,7 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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CreateShaderFromFile(L"Res/Shader/volume.hlsl", "MainPS", "ps_5_1", &volumePS);
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printf("Volume VS: ptr=%p, size=%zu\n", volumeVS.pShaderBytecode, volumeVS.BytecodeLength);
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printf("Volume PS: ptr=%p, size=%zu\n", volumePS.pShaderBytecode, volumePS.BytecodeLength);
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ID3D12PipelineState* volumePSO = CreateVolumePSO(volumeRootSignature, volumeVS, volumePS);
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if (!volumePSO) {
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printf("Volume PSO creation failed!\n");
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} else {
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printf("Volume PSO created: %p\n", volumePSO);
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}
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ID3D12PipelineState* quadPSO = CreateQuadPSO(volumeRootSignature, volumeVS, volumePS);
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if (!quadPSO) {
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printf("Quad PSO creation failed!\n");
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@@ -159,12 +154,31 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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printf("Quad PSO created: %p\n", quadPSO);
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}
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D3D12_SHADER_BYTECODE wireframeVS, wireframePS;
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memset(&wireframeVS, 0, sizeof(wireframeVS));
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memset(&wireframePS, 0, sizeof(wireframePS));
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CreateShaderFromFile(L"Res/Shader/wireframe.hlsl", "MainVS", "vs_5_1", &wireframeVS);
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CreateShaderFromFile(L"Res/Shader/wireframe.hlsl", "MainPS", "ps_5_1", &wireframePS);
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printf("Wireframe VS: ptr=%p, size=%zu\n", wireframeVS.pShaderBytecode, wireframeVS.BytecodeLength);
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printf("Wireframe PS: ptr=%p, size=%zu\n", wireframePS.pShaderBytecode, wireframePS.BytecodeLength);
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ID3D12PipelineState* volumePSO = CreateVolumePSO(volumeRootSignature, wireframeVS, wireframePS);
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if (!volumePSO) {
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printf("Volume PSO creation failed!\n");
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} else {
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printf("Volume PSO created: %p\n", volumePSO);
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}
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ID3D12Resource* volumeCB = CreateConstantBufferObject(65536);
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ID3D12Resource* wireframeCB = CreateConstantBufferObject(65536);
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ID3D12Resource* cb = CreateConstantBufferObject(65536);//1024x64(4x4)
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DirectX::XMMATRIX projectionMatrix=DirectX::XMMatrixPerspectiveFovLH(
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(45.0f*3.141592f)/180.0f,1280.0f/720.0f,0.1f,1000.0f);
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DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixIdentity();
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DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixLookAtLH(
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DirectX::XMVectorSet(-10.0f, 73.0f, -600.0f, 1.0f),
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DirectX::XMVectorSet(-10.0f, 73.0f, 0.0f, 1.0f),
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DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 1.0f));
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DirectX::XMMATRIX modelMatrix = DirectX::XMMatrixTranslation(0.0f,0.0f,5.0f);
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//modelMatrix *= DirectX::XMMatrixRotationZ(90.0f*3.141592f/180.0f);
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DirectX::XMFLOAT4X4 tempMatrix;
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@@ -278,17 +292,17 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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float volumeCBData[32];
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memcpy(volumeCBData, &invViewProjMat, sizeof(float) * 16);
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volumeCBData[16] = 0.0f;
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volumeCBData[17] = 0.0f;
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volumeCBData[18] = -5.0f;
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volumeCBData[19] = 1.0f;
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volumeCBData[20] = bboxMin[0] - bboxCenter[0];
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volumeCBData[21] = bboxMin[1] - bboxCenter[1];
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volumeCBData[22] = bboxMin[2] - bboxCenter[2] + 80.0f;
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volumeCBData[23] = 0.5f;
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volumeCBData[24] = bboxMax[0] - bboxCenter[0];
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volumeCBData[25] = bboxMax[1] - bboxCenter[1];
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volumeCBData[26] = bboxMax[2] - bboxCenter[2] + 80.0f;
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volumeCBData[16] = -10.0f;
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volumeCBData[17] = 73.0f;
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volumeCBData[18] = -600.0f;
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volumeCBData[19] = 0.01f; // DensityScale
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volumeCBData[20] = (float)nanoVDBData.worldBBox[0];
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volumeCBData[21] = (float)nanoVDBData.worldBBox[1];
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volumeCBData[22] = (float)nanoVDBData.worldBBox[2];
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volumeCBData[23] = 0.5f; // StepSize
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volumeCBData[24] = (float)nanoVDBData.worldBBox[3];
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volumeCBData[25] = (float)nanoVDBData.worldBBox[4];
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volumeCBData[26] = (float)nanoVDBData.worldBBox[5];
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volumeCBData[27] = 128;
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UpdateConstantBuffer(volumeCB, volumeCBData, sizeof(float) * 28);
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if (frameCount == 1) {
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@@ -308,6 +322,27 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLi
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commandList->DrawIndexedInstanced(6, 1, 0, 0, 0);
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}
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DirectX::XMMATRIX bboxScale = DirectX::XMMatrixScaling(bboxSize[0], bboxSize[1], bboxSize[2]);
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DirectX::XMMATRIX bboxTranslate = DirectX::XMMatrixTranslation(bboxCenter[0], bboxCenter[1], bboxCenter[2]);
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DirectX::XMMATRIX bboxModel = bboxScale * bboxTranslate;
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DirectX::XMMATRIX bboxViewProj = bboxModel * viewMatrix * projectionMatrix;
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DirectX::XMFLOAT4X4 bboxViewProjMat;
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DirectX::XMStoreFloat4x4(&bboxViewProjMat, bboxViewProj);
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float wireframeCBData[16];
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memcpy(wireframeCBData, &bboxViewProjMat, sizeof(float) * 16);
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UpdateConstantBuffer(wireframeCB, wireframeCBData, sizeof(float) * 16);
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if (volumePSO) {
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commandList->SetPipelineState(volumePSO);
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commandList->SetGraphicsRootSignature(volumeRootSignature);
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commandList->SetGraphicsRootConstantBufferView(0, wireframeCB->GetGPUVirtualAddress());
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commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_LINELIST);
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commandList->IASetVertexBuffers(0, 1, &D3D12_VERTEX_BUFFER_VIEW{ cubeVBO->GetGPUVirtualAddress(), 8 * 3 * sizeof(float), sizeof(float) * 3 });
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commandList->IASetIndexBuffer(&D3D12_INDEX_BUFFER_VIEW{ cubeIBO->GetGPUVirtualAddress(), 24 * sizeof(uint32_t), DXGI_FORMAT_R32_UINT });
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commandList->DrawIndexedInstanced(24, 1, 0, 0, 0);
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}
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EndRenderToSwapChain(commandList);
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EndCommandList();
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SwapD3D12Buffers();
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