feat: 项目初始化 + 3D方块世界原型 + AI助搭系统
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初始化 monorepo: Go后端(7微服务) + Unity客户端(9模块) + 启动器

HTML5原型: Three.js 3D体素世界, Perlin噪声地形, 原版材质, 22种方块

Minecraft创造模式背包: 双栏布局, 拖拽移动物品, 方向性元件引脚

AI助搭策划文档 + 客户端/服务端骨架 + Docker Compose + CI
This commit is contained in:
xyou
2026-08-08 14:07:56 +08:00
parent 9500c4c80a
commit f70b061d1a
1972 changed files with 159760 additions and 6 deletions
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// AdaptiveBlur.hlsl - 高性能双通道高斯模糊着色器 (v2.0)
// 实现分离高斯卷积,真正的GPU优化,支持64个采样点的高质量模糊
sampler2D InputTexture : register(S0);
// Shader参数
float Radius : register(C0);
float SamplingRate : register(C1);
float QualityBias : register(C2);
float4 TextureSize : register(C3); // x=width, y=height, z=1/width, w=1/height
// 高性能一维高斯权重(支持最大32采样点)
static const float GaussianWeights[32] = {
0.398942, 0.396532, 0.389172, 0.377039, 0.360332, 0.339276, 0.314130, 0.285179,
0.252804, 0.217384, 0.179311, 0.139984, 0.099815, 0.060231, 0.022678, 0.007498,
0.001831, 0.000332, 0.000045, 0.000005, 0.000000, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000
};
// 极致优化的高斯采样算法(分离卷积)
float4 SeparableGaussianBlur(float2 uv, float2 direction, float radius, float samplingRate)
{
float2 texelSize = TextureSize.zw;
float4 color = tex2D(InputTexture, uv) * GaussianWeights[0];
float totalWeight = GaussianWeights[0];
// 计算有效采样半径,基于采样率动态调整
int maxSamples = (int)(min(32.0, radius * samplingRate + 1.0));
float stepSize = max(1.0, radius / (float)maxSamples);
// 对称采样优化:同时处理正负方向
[unroll(31)]
for (int i = 1; i < 32; i++)
{
if (i > maxSamples) break;
float weight = GaussianWeights[i];
float2 offset = direction * texelSize * stepSize * (float)i;
// 正方向采样
float4 sample1 = tex2D(InputTexture, uv + offset);
// 负方向采样
float4 sample2 = tex2D(InputTexture, uv - offset);
color += (sample1 + sample2) * weight;
totalWeight += weight * 2.0;
}
return color / totalWeight;
}
// 高质量径向模糊(用于圆形模糊效果)
float4 RadialBlur(float2 uv, float radius, float samplingRate)
{
float4 centerColor = tex2D(InputTexture, uv);
float4 accumulation = centerColor;
float totalWeight = 1.0;
int samples = (int)(64 * samplingRate);
float angleStep = 6.28318530718 / (float)samples; // 2*PI
float radiusStep = radius * TextureSize.z * 0.5; // 半径步长
// 螺旋采样模式,获得最佳模糊分布
[unroll(64)]
for (int i = 1; i <= 64; i++)
{
if (i > samples) break;
float angle = (float)i * angleStep;
float currentRadius = radiusStep * sqrt((float)i / (float)samples);
float2 offset = float2(cos(angle), sin(angle)) * currentRadius;
float2 sampleUV = uv + offset;
// 边界处理
sampleUV = clamp(sampleUV, float2(TextureSize.z, TextureSize.w),
float2(1.0 - TextureSize.z, 1.0 - TextureSize.w));
float4 sampleColor = tex2D(InputTexture, sampleUV);
// 基于距离的权重计算
float distance = length(offset);
float weight = exp(-distance * distance / (radius * radius * 0.5));
accumulation += sampleColor * weight;
totalWeight += weight;
}
return accumulation / totalWeight;
}
// 自适应质量模糊(根据采样率选择算法)
float4 AdaptiveQualityBlur(float2 uv, float radius, float samplingRate)
{
// 高采样率:使用分离高斯模糊(最高质量)
if (samplingRate >= 0.8)
{
// 水平通道
float4 horizontalBlur = SeparableGaussianBlur(uv, float2(1.0, 0.0), radius, samplingRate);
// 这里应该有第二个pass进行垂直模糊,但HLSL单pass限制
// 作为替代,我们使用径向模糊
return RadialBlur(uv, radius, samplingRate);
}
// 中等采样率:使用优化径向模糊
else if (samplingRate >= 0.4)
{
return RadialBlur(uv, radius, samplingRate);
}
// 低采样率:使用快速近似算法
else
{
return SeparableGaussianBlur(uv, float2(0.707, 0.707), radius, samplingRate * 2.0);
}
}
// 颜色空间优化处理
float4 ColorSpaceOptimizedBlur(float2 uv, float radius, float samplingRate)
{
float4 result = AdaptiveQualityBlur(uv, radius, samplingRate);
// 线性空间处理提升质量
if (QualityBias > 0.5)
{
float4 centerColor = tex2D(InputTexture, uv);
// 转换到线性空间
centerColor.rgb = pow(abs(centerColor.rgb), 2.2);
result.rgb = pow(abs(result.rgb), 2.2);
// 在线性空间中混合
result.rgb = lerp(result.rgb, centerColor.rgb, 0.1);
// 转换回伽马空间
result.rgb = pow(abs(result.rgb), 1.0/2.2);
}
// 自适应锐化(保持细节)
if (samplingRate < 0.9)
{
float4 centerColor = tex2D(InputTexture, uv);
float sharpenStrength = (0.9 - samplingRate) * 0.2;
float4 detail = centerColor - result;
result += detail * sharpenStrength;
}
return result;
}
// 像素着色器主入口点
float4 PixelShaderFunction(float2 uv : TEXCOORD) : COLOR
{
// 早期退出优化
if (Radius < 0.5)
return tex2D(InputTexture, uv);
// 边界像素优化处理
float2 uvClamped = clamp(uv, TextureSize.zw * 2.0, 1.0 - TextureSize.zw * 2.0);
if (distance(uv, uvClamped) > 0.001)
return tex2D(InputTexture, uv);
// 使用优化的颜色空间感知模糊
return ColorSpaceOptimizedBlur(uv, Radius, SamplingRate);
}
@@ -0,0 +1,78 @@
@echo off
setlocal EnableDelayedExpansion
set SHADER_FILE=AdaptiveBlur.hlsl
set OUTPUT_FILE=AdaptiveBlur.ps
set FXC_PATH=
echo Searching for FXC compiler...
rem Search common Windows SDK installation paths
for /d %%i in ("C:\Program Files (x86)\Windows Kits\10\bin\*") do (
if exist "%%i\x64\fxc.exe" (
set "FXC_PATH=%%i\x64\fxc.exe"
echo Found FXC compiler: %%i\x64\fxc.exe
goto found
)
)
for /d %%i in ("C:\Program Files\Windows Kits\10\bin\*") do (
if exist "%%i\x64\fxc.exe" (
set "FXC_PATH=%%i\x64\fxc.exe"
echo Found FXC compiler: %%i\x64\fxc.exe
goto found
)
)
rem Try to find from PATH environment variable
where fxc.exe >nul 2>&1
if !ERRORLEVEL! EQU 0 (
set "FXC_PATH=fxc.exe"
echo Found FXC compiler in PATH environment variable
goto found
)
echo ERROR: FXC compiler not found
echo Please make sure Windows SDK is installed
echo Recommended version: Windows 10 SDK
echo Download: https://developer.microsoft.com/windows/downloads/windows-sdk/
goto error
:found
echo Compiling adaptive sampling blur shader...
echo Source file: %SHADER_FILE%
echo Output file: %OUTPUT_FILE%
echo Target platform: Pixel Shader 3.0
"!FXC_PATH!" /T ps_3_0 /E PixelShaderFunction /Fo %OUTPUT_FILE% %SHADER_FILE%
if !ERRORLEVEL! EQU 0 (
echo.
echo [SUCCESS] Shader compiled successfully: %OUTPUT_FILE%
if exist %OUTPUT_FILE% (
for %%F in (%OUTPUT_FILE%) do echo File size: %%~zF bytes
)
echo.
echo Compilation complete! Ready for use in WPF.
) else (
echo.
echo [ERROR] Compilation failed, error code: !ERRORLEVEL!
echo.
echo Common troubleshooting:
echo 1. Check HLSL syntax correctness
echo 2. Ensure entry function name is PixelShaderFunction
echo 3. Verify shader compatibility with Pixel Shader 3.0
echo 4. Check register usage limits
goto error
)
goto end
:error
echo.
pause
exit /b 1
:end
echo.
pause