Files
XCEngine/MVS/VolumeRenderer/main.cpp

309 lines
13 KiB
C++

#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.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")
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment(lib,"winmm.lib")
LPCWSTR gWindowClassName = L"BattleFire";
LRESULT CALLBACK WindowProc(HWND inHWND, UINT inMSG, WPARAM inWParam, LPARAM inLParam) {
switch (inMSG) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(inHWND, inMSG, inWParam, inLParam);
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int inShowCmd) {
AttachConsole(ATTACH_PARENT_PROCESS);
freopen("CONOUT$", "w", stdout);
freopen("CONOUT$", "w", stderr);
printf("XCVolumeRenderer started\n");
printf("Initializing D3D12...\n");
//register
WNDCLASSEX wndClassEx;
wndClassEx.cbSize = sizeof(WNDCLASSEX);
wndClassEx.style = CS_HREDRAW | CS_VREDRAW;
wndClassEx.cbClsExtra = NULL;//class
wndClassEx.cbWndExtra = NULL;//instance
wndClassEx.hInstance = hInstance;
wndClassEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wndClassEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
wndClassEx.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClassEx.hbrBackground = NULL;
wndClassEx.lpszMenuName = NULL;
wndClassEx.lpszClassName = gWindowClassName;
wndClassEx.lpfnWndProc = WindowProc;
if (!RegisterClassEx(&wndClassEx)) {
MessageBox(NULL, L"Register Class Failed!", L"Error", MB_OK | MB_ICONERROR);
return -1;
}
//create
int viewportWidth = 1280;
int viewportHeight = 720;
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = viewportWidth;
rect.bottom = viewportHeight;
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
int windowWidth = rect.right - rect.left;
int windowHeight = rect.bottom - rect.top;
HWND hwnd = CreateWindowEx(NULL,
gWindowClassName,
L"My Render Window",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
windowWidth, windowHeight,
NULL,
NULL,
hInstance,
NULL);
if (!hwnd) {
MessageBox(NULL, L"Create Window Failed!", L"Error", MB_OK | MB_ICONERROR);
return -1;
}
//show
InitD3D12(hwnd, 1280, 720);
printf("D3D12 initialized\n");
ID3D12GraphicsCommandList* commandList = GetCommandList();
ID3D12CommandAllocator* commandAllocator = GetCommandAllocator();
NanoVDBData nanoVDBData = {};
LoadNanoVDB("Res/NanoVDB/cloud.nvdb", nanoVDBData, commandList, commandAllocator);
printf("NanoVDB loaded: %llu bytes\n", (unsigned long long)nanoVDBData.byteSize);
printf("NanoVDB BBox: [%.2f, %.2f, %.2f] - [%.2f, %.2f, %.2f]\n",
nanoVDBData.worldBBox[0], nanoVDBData.worldBBox[1], nanoVDBData.worldBBox[2],
nanoVDBData.worldBBox[3], nanoVDBData.worldBBox[4], nanoVDBData.worldBBox[5]);
float bboxMin[3] = { (float)nanoVDBData.worldBBox[0], (float)nanoVDBData.worldBBox[1], (float)nanoVDBData.worldBBox[2] };
float bboxMax[3] = { (float)nanoVDBData.worldBBox[3], (float)nanoVDBData.worldBBox[4], (float)nanoVDBData.worldBBox[5] };
float bboxCenter[3] = { (bboxMin[0] + bboxMax[0]) / 2, (bboxMin[1] + bboxMax[1]) / 2, (bboxMin[2] + bboxMax[2]) / 2 };
float bboxSize[3] = { bboxMax[0] - bboxMin[0], bboxMax[1] - bboxMin[1], bboxMax[2] - bboxMin[2] };
printf("BBox center: [%.2f, %.2f, %.2f], size: [%.2f, %.2f, %.2f]\n",
bboxCenter[0], bboxCenter[1], bboxCenter[2],
bboxSize[0], bboxSize[1], bboxSize[2]);
float quadVertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
};
uint32_t quadIndices[] = { 0, 1, 2, 0, 2, 3 };
ID3D12Resource* quadVBO = CreateBufferObject(commandList, quadVertices, sizeof(quadVertices), D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER);
ID3D12Resource* quadIBO = CreateBufferObject(commandList, quadIndices, sizeof(quadIndices), D3D12_RESOURCE_STATE_INDEX_BUFFER);
printf("Quad mesh created\n");
StaticMeshComponent staticMeshComponent;
staticMeshComponent.InitFromFile(commandList, "Res/Model/Sphere.lhsm");
printf("Mesh loaded\n");
ID3D12RootSignature* rootSignature = InitRootSignature();
printf("Root signature created\n");
D3D12_SHADER_BYTECODE vs,gs,ps;
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainVS", "vs_5_1", &vs);
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainGS", "gs_5_1", &gs);
CreateShaderFromFile(L"Res/Shader/gs.hlsl", "MainPS", "ps_5_1", &ps);
ID3D12PipelineState*pso=CreatePSO(rootSignature, vs, ps, gs);
printf("PSO created\n");
ID3D12RootSignature* volumeRootSignature = InitVolumeRootSignature();
printf("Volume root signature created\n");
D3D12_SHADER_BYTECODE volumeVS, volumePS;
memset(&volumeVS, 0, sizeof(volumeVS));
memset(&volumePS, 0, sizeof(volumePS));
CreateShaderFromFile(L"Res/Shader/volume.hlsl", "MainVS", "vs_5_1", &volumeVS);
CreateShaderFromFile(L"Res/Shader/volume.hlsl", "MainPS", "ps_5_1", &volumePS);
printf("Volume VS: ptr=%p, size=%zu\n", volumeVS.pShaderBytecode, volumeVS.BytecodeLength);
printf("Volume PS: ptr=%p, size=%zu\n", volumePS.pShaderBytecode, volumePS.BytecodeLength);
ID3D12PipelineState* quadPSO = CreateQuadPSO(volumeRootSignature, volumeVS, volumePS);
if (!quadPSO) {
printf("Quad PSO creation failed!\n");
} else {
printf("Quad PSO created: %p\n", quadPSO);
}
ID3D12Resource* volumeCB = CreateConstantBufferObject(65536);
ID3D12Resource* cb = CreateConstantBufferObject(65536);//1024x64(4x4)
DirectX::XMMATRIX projectionMatrix=DirectX::XMMatrixPerspectiveFovLH(
(45.0f*3.141592f)/180.0f,1280.0f/720.0f,0.1f,1000.0f);
DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixLookAtLH(
DirectX::XMVectorSet(-10.0f, 300.0f, -1200.0f, 1.0f),
DirectX::XMVectorSet(-10.0f, 73.0f, 0.0f, 1.0f),
DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 1.0f));
DirectX::XMMATRIX modelMatrix = DirectX::XMMatrixTranslation(0.0f,0.0f,5.0f);
//modelMatrix *= DirectX::XMMatrixRotationZ(90.0f*3.141592f/180.0f);
DirectX::XMFLOAT4X4 tempMatrix;
float matrices[64];
DirectX::XMStoreFloat4x4(&tempMatrix, projectionMatrix);
memcpy(matrices, &tempMatrix, sizeof(float) * 16);
DirectX::XMStoreFloat4x4(&tempMatrix, viewMatrix);
memcpy(matrices+16, &tempMatrix, sizeof(float) * 16);
DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
memcpy(matrices + 32, &tempMatrix, sizeof(float) * 16);;
DirectX::XMVECTOR determinant;
DirectX::XMMATRIX inverseModelMatrix = DirectX::XMMatrixInverse(&determinant, modelMatrix);
if (DirectX::XMVectorGetX(determinant) != 0.0f) {
DirectX::XMMATRIX normalMatrix = DirectX::XMMatrixTranspose(inverseModelMatrix);
DirectX::XMStoreFloat4x4(&tempMatrix, modelMatrix);
memcpy(matrices + 48, &tempMatrix, sizeof(float) * 16);;
}
UpdateConstantBuffer(cb, matrices, sizeof(float) * 64);
ID3D12Resource* sb = CreateConstantBufferObject(65536);//1024x64(4x4)
struct MaterialData {
float r;
};
MaterialData* materialDatas = new MaterialData[3000];
for (int i=0;i<3000;i++){
materialDatas[i].r = srandom() * 0.1f + 0.1f;//0.0~1.0
}
UpdateConstantBuffer(sb, materialDatas, sizeof(MaterialData) * 3000);
int imageWidth, imageHeight,imageChannel;
stbi_uc* pixels = stbi_load("Res/Image/earth_d.jpg", &imageWidth, &imageHeight, &imageChannel, 4);
printf("Texture loaded: %dx%d\n", imageWidth, imageHeight);
ID3D12Resource* texture = CreateTexture2D(commandList, pixels,
imageWidth * imageHeight * imageChannel, imageWidth, imageHeight,DXGI_FORMAT_R8G8B8A8_UNORM);
delete[]pixels;
ID3D12Device* d3dDevice = GetD3DDevice();
ID3D12DescriptorHeap* srvHeap = nullptr;
D3D12_DESCRIPTOR_HEAP_DESC d3dDescriptorHeapDescSRV = {};
d3dDescriptorHeapDescSRV.NumDescriptors = 3;
d3dDescriptorHeapDescSRV.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
d3dDescriptorHeapDescSRV.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
d3dDevice->CreateDescriptorHeap(&d3dDescriptorHeapDescSRV, IID_PPV_ARGS(&srvHeap));
ID3D12DescriptorHeap* descriptorHeaps[] = {srvHeap};
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
D3D12_CPU_DESCRIPTOR_HANDLE srvHeapPtr = srvHeap->GetCPUDescriptorHandleForHeapStart();
d3dDevice->CreateShaderResourceView(texture, &srvDesc, srvHeapPtr);
srvHeapPtr.ptr += d3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
EndCommandList();
WaitForCompletionOfCommandList();
printf("All resources uploaded to GPU\n");
ShowWindow(hwnd, inShowCmd);
UpdateWindow(hwnd);
printf("Window shown, entering render loop\n");
float color[] = {0.5f,0.5f,0.5f,1.0f};
MSG msg;
DWORD last_time = timeGetTime();
DWORD appStartTime = last_time;
int frameCount = 0;
while (true){
ZeroMemory(&msg, sizeof(MSG));
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
//rendering
WaitForCompletionOfCommandList();
DWORD current_time = timeGetTime();//ms
DWORD frameTime = current_time - last_time;
DWORD timeSinceAppStartInMS = current_time - appStartTime;
last_time = current_time;
float frameTimeInSecond = float(frameTime) / 1000.0f;//second
float timeSinceAppStartInSecond = float(timeSinceAppStartInMS) / 1000.0f;
color[0] = timeSinceAppStartInSecond;
commandAllocator->Reset();
commandList->Reset(commandAllocator, nullptr);
BeginRenderToSwapChain(commandList);
//draw
commandList->SetPipelineState(pso);
commandList->SetGraphicsRootSignature(rootSignature);
commandList->SetDescriptorHeaps(_countof(descriptorHeaps),descriptorHeaps);
commandList->SetGraphicsRootConstantBufferView(0, cb->GetGPUVirtualAddress());
commandList->SetGraphicsRoot32BitConstants(1, 4, color, 0);
commandList->SetGraphicsRootDescriptorTable(2, srvHeap->GetGPUDescriptorHandleForHeapStart());
commandList->SetGraphicsRootShaderResourceView(3, sb->GetGPUVirtualAddress());
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
if (frameCount == 1) {
printf("Drawing mesh with %d vertices, VBO=%p, subMeshes=%zu\n",
staticMeshComponent.mVertexCount, staticMeshComponent.mVBO, staticMeshComponent.mSubMeshes.size());
}
staticMeshComponent.Render(commandList);
DirectX::XMMATRIX viewProj = viewMatrix * projectionMatrix;
DirectX::XMMATRIX invViewProj = DirectX::XMMatrixInverse(nullptr, viewProj);
DirectX::XMFLOAT4X4 invViewProjMat;
DirectX::XMStoreFloat4x4(&invViewProjMat, invViewProj);
float volumeCBData[36];
memcpy(volumeCBData, &invViewProjMat, sizeof(float) * 16);
volumeCBData[16] = -10.0f;
volumeCBData[17] = 300.0f;
volumeCBData[18] = -1200.0f;
volumeCBData[19] = 0.2f; // DensityScale
volumeCBData[20] = (float)nanoVDBData.worldBBox[0];
volumeCBData[21] = (float)nanoVDBData.worldBBox[1];
volumeCBData[22] = (float)nanoVDBData.worldBBox[2];
volumeCBData[23] = 1.0f; // StepSize
volumeCBData[24] = (float)nanoVDBData.worldBBox[3];
volumeCBData[25] = (float)nanoVDBData.worldBBox[4];
volumeCBData[26] = (float)nanoVDBData.worldBBox[5];
volumeCBData[27] = 2000.0f; // MaxSteps as float
volumeCBData[28] = timeSinceAppStartInSecond * 0.3f; // RotationY
volumeCBData[29] = 0.0f; // Pad0
volumeCBData[30] = 0.0f; // Pad1
volumeCBData[31] = 0.0f; // Pad2
volumeCBData[32] = 0.5f; // LightDir X
volumeCBData[33] = 0.8f; // LightDir Y
volumeCBData[34] = 0.3f; // LightDir Z
volumeCBData[35] = 8.0f; // LightSamples as float
UpdateConstantBuffer(volumeCB, volumeCBData, sizeof(float) * 36);
if (frameCount == 1) {
printf("Volume BBox: [%.2f, %.2f, %.2f] - [%.2f, %.2f, %.2f]\n",
volumeCBData[20], volumeCBData[21], volumeCBData[22],
volumeCBData[24], volumeCBData[25], volumeCBData[26]);
}
if (quadPSO) {
commandList->SetPipelineState(quadPSO);
commandList->SetGraphicsRootSignature(volumeRootSignature);
commandList->SetGraphicsRootConstantBufferView(0, volumeCB->GetGPUVirtualAddress());
commandList->SetGraphicsRootShaderResourceView(1, nanoVDBData.gpuBuffer->GetGPUVirtualAddress());
commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
commandList->IASetVertexBuffers(0, 1, &D3D12_VERTEX_BUFFER_VIEW{ quadVBO->GetGPUVirtualAddress(), sizeof(quadVertices), sizeof(float) * 4 });
commandList->IASetIndexBuffer(&D3D12_INDEX_BUFFER_VIEW{ quadIBO->GetGPUVirtualAddress(), sizeof(quadIndices), DXGI_FORMAT_R32_UINT });
commandList->DrawIndexedInstanced(6, 1, 0, 0, 0);
}
EndRenderToSwapChain(commandList);
EndCommandList();
SwapD3D12Buffers();
frameCount++;
if (frameCount <= 3) {
printf("Frame %d rendered\n", frameCount);
}
}
}
return 0;
}