Fix NanoVDB volume loading and rendering

This commit is contained in:
2026-04-09 01:11:59 +08:00
parent b839fd98af
commit fde99a4d34
13 changed files with 628024 additions and 55 deletions

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#include <gtest/gtest.h>
#include "../RenderingIntegrationImageAssert.h"
#include "../RenderingIntegrationMain.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/VolumeRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/Execution/SceneRenderer.h>
#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Volume/VolumeField.h>
#include <XCEngine/Resources/Volume/VolumeFieldLoader.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Scene/Scene.h>
#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
#include <filesystem>
#include <memory>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Math;
using namespace XCEngine::Rendering;
using namespace XCEngine::Resources;
using namespace XCEngine::RHI;
using namespace XCEngine::RHI::Integration;
namespace {
constexpr const char* kD3D12Screenshot = "volume_scene_d3d12.ppm";
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
constexpr const char* kVolumeFixtureRelativePath = "Res/Volumes/cloud.nvdb";
Material* CreateVolumetricMaterial() {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = "VolumeMaterial";
params.path = "Tests/Rendering/VolumeScene/Volume.material";
params.guid = ResourceGUID::Generate(params.path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinVolumetricShaderPath()));
material->SetRenderQueue(MaterialRenderQueue::Transparent);
material->SetFloat4("_Tint", Vector4(1.0f, 1.0f, 1.0f, 1.0f));
material->SetFloat("_DensityScale", 0.2f);
material->SetFloat("_StepSize", 1.0f);
material->SetFloat("_MaxSteps", 2000.0f);
material->SetFloat("_AmbientStrength", 0.005f);
material->SetFloat4("_LightDirection", Vector4(0.5f, 0.8f, 0.3f, 0.0f));
material->SetFloat("_LightSamples", 8.0f);
return material;
}
const char* GetScreenshotFilename(RHIType backendType) {
switch (backendType) {
case RHIType::D3D12:
default:
return kD3D12Screenshot;
}
}
class VolumeSceneTest : public RHIIntegrationFixture {
protected:
void SetUp() override;
void TearDown() override;
void RenderFrame() override;
private:
RHIResourceView* GetCurrentBackBufferView();
std::unique_ptr<Scene> mScene;
std::unique_ptr<SceneRenderer> mSceneRenderer;
std::vector<RHIResourceView*> mBackBufferViews;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
Material* mVolumeMaterial = nullptr;
VolumeField* mVolumeField = nullptr;
};
void VolumeSceneTest::SetUp() {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>("VolumeScene");
mVolumeMaterial = CreateVolumetricMaterial();
ASSERT_NE(mVolumeMaterial, nullptr);
const std::filesystem::path fixturePath =
RenderingIntegrationTestUtils::ResolveRuntimePath(kVolumeFixtureRelativePath);
ASSERT_TRUE(std::filesystem::exists(fixturePath)) << fixturePath.string();
VolumeFieldLoader volumeFieldLoader;
LoadResult volumeResult = volumeFieldLoader.Load(fixturePath.string().c_str());
ASSERT_TRUE(volumeResult);
ASSERT_NE(volumeResult.resource, nullptr);
mVolumeField = static_cast<VolumeField*>(volumeResult.resource);
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetFieldOfView(45.0f);
camera->SetNearClipPlane(0.1f);
camera->SetFarClipPlane(5000.0f);
camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.04f, 0.06f, 1.0f));
cameraObject->GetTransform()->SetLocalPosition(Vector3(-10.0f, 300.0f, -1200.0f));
cameraObject->GetTransform()->LookAt(Vector3(-10.0f, 73.0f, 0.0f));
GameObject* volumeObject = mScene->CreateGameObject("CloudVolume");
auto* volumeRenderer = volumeObject->AddComponent<VolumeRendererComponent>();
volumeRenderer->SetVolumeField(mVolumeField);
volumeRenderer->SetMaterial(mVolumeMaterial);
volumeRenderer->SetCastShadows(false);
volumeRenderer->SetReceiveShadows(false);
TextureDesc depthDesc = {};
depthDesc.width = kFrameWidth;
depthDesc.height = kFrameHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
mDepthTexture = GetDevice()->CreateTexture(depthDesc);
ASSERT_NE(mDepthTexture, nullptr);
ResourceViewDesc depthViewDesc = {};
depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthViewDesc.dimension = ResourceViewDimension::Texture2D;
depthViewDesc.mipLevel = 0;
mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
ASSERT_NE(mDepthView, nullptr);
mBackBufferViews.resize(2, nullptr);
RenderSceneExtractor extractor;
const RenderSceneData sceneData = extractor.Extract(*mScene, nullptr, kFrameWidth, kFrameHeight);
ASSERT_EQ(sceneData.visibleItems.size(), 0u);
ASSERT_EQ(sceneData.visibleVolumes.size(), 1u);
}
void VolumeSceneTest::TearDown() {
mSceneRenderer.reset();
if (mDepthView != nullptr) {
mDepthView->Shutdown();
delete mDepthView;
mDepthView = nullptr;
}
if (mDepthTexture != nullptr) {
mDepthTexture->Shutdown();
delete mDepthTexture;
mDepthTexture = nullptr;
}
for (RHIResourceView*& backBufferView : mBackBufferViews) {
if (backBufferView != nullptr) {
backBufferView->Shutdown();
delete backBufferView;
backBufferView = nullptr;
}
}
mBackBufferViews.clear();
mScene.reset();
delete mVolumeField;
mVolumeField = nullptr;
delete mVolumeMaterial;
mVolumeMaterial = nullptr;
RHIIntegrationFixture::TearDown();
}
RHIResourceView* VolumeSceneTest::GetCurrentBackBufferView() {
const int backBufferIndex = GetCurrentBackBufferIndex();
if (backBufferIndex < 0) {
return nullptr;
}
if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
}
if (mBackBufferViews[backBufferIndex] == nullptr) {
ResourceViewDesc viewDesc = {};
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
viewDesc.dimension = ResourceViewDimension::Texture2D;
viewDesc.mipLevel = 0;
mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
}
return mBackBufferViews[backBufferIndex];
}
void VolumeSceneTest::RenderFrame() {
ASSERT_NE(mScene, nullptr);
ASSERT_NE(mSceneRenderer, nullptr);
RHICommandList* commandList = GetCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
RenderSurface surface(kFrameWidth, kFrameHeight);
surface.SetColorAttachment(GetCurrentBackBufferView());
surface.SetDepthAttachment(mDepthView);
RenderContext renderContext = {};
renderContext.device = GetDevice();
renderContext.commandList = commandList;
renderContext.commandQueue = GetCommandQueue();
renderContext.backendType = GetBackendType();
ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface));
commandList->Close();
void* commandLists[] = { commandList };
GetCommandQueue()->ExecuteCommandLists(1, commandLists);
}
TEST_P(VolumeSceneTest, RenderNanoVdbVolumeScene) {
RHICommandQueue* commandQueue = GetCommandQueue();
RHISwapChain* swapChain = GetSwapChain();
ASSERT_NE(swapChain, nullptr);
const int targetFrameCount = 30;
const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
if (frameCount > 0) {
commandQueue->WaitForPreviousFrame();
}
BeginRender();
RenderFrame();
if (frameCount >= targetFrameCount) {
commandQueue->WaitForIdle();
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", 0.0f));
break;
}
swapChain->Present(0, 0);
}
}
} // namespace
INSTANTIATE_TEST_SUITE_P(D3D12, VolumeSceneTest, ::testing::Values(RHIType::D3D12));
GTEST_API_ int main(int argc, char** argv) {
return RunRenderingIntegrationTestMain(argc, argv);
}