bvle-voxels/src/voxel/VoxelRenderer.cpp

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#include "VoxelRenderer.h"
#include "wiPrimitive.h"
#include <algorithm>
#include <cmath>
using namespace wi::graphics;
namespace voxel {
// ── VoxelRenderer Implementation ────────────────────────────────
VoxelRenderer::VoxelRenderer() = default;
VoxelRenderer::~VoxelRenderer() { shutdown(); }
void VoxelRenderer::initialize(GraphicsDevice* dev) {
device_ = dev;
if (!device_) return;
createPipeline();
if (!pso_.IsValid()) {
wi::backlog::post("VoxelRenderer: pipeline creation failed", wi::backlog::LogLevel::Error);
initialized_ = false;
return;
}
generateTextures();
// Create mega quad buffer (SRV for vertex pulling)
GPUBufferDesc megaDesc;
megaDesc.size = MEGA_BUFFER_CAPACITY * sizeof(PackedQuad);
megaDesc.bind_flags = BindFlag::SHADER_RESOURCE;
megaDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
megaDesc.stride = sizeof(PackedQuad);
megaDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&megaDesc, nullptr, &megaQuadBuffer_);
// Create chunk info buffer (SRV for VS chunk lookup)
GPUBufferDesc infoDesc;
infoDesc.size = MAX_CHUNKS * sizeof(GPUChunkInfo);
infoDesc.bind_flags = BindFlag::SHADER_RESOURCE;
infoDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
infoDesc.stride = sizeof(GPUChunkInfo);
infoDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&infoDesc, nullptr, &chunkInfoBuffer_);
// Create indirect args buffer (for DrawInstancedIndirectCount, up to 6 draws per chunk)
// UAV bind flag needed for GPU cull compute shader to write args
GPUBufferDesc argsDesc;
argsDesc.size = MAX_DRAWS * sizeof(IndirectDrawArgs);
argsDesc.bind_flags = BindFlag::UNORDERED_ACCESS;
argsDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED | ResourceMiscFlag::INDIRECT_ARGS;
argsDesc.stride = sizeof(IndirectDrawArgs);
argsDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&argsDesc, nullptr, &indirectArgsBuffer_);
// Create draw count buffer (single uint32, raw for RWByteAddressBuffer)
// UAV bind flag needed for GPU cull compute shader atomic counter
GPUBufferDesc countDesc;
countDesc.size = sizeof(uint32_t);
countDesc.bind_flags = BindFlag::UNORDERED_ACCESS;
countDesc.misc_flags = ResourceMiscFlag::BUFFER_RAW | ResourceMiscFlag::INDIRECT_ARGS;
countDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&countDesc, nullptr, &drawCountBuffer_);
// ── GPU Timestamp Queries ──────────────────────────────────────
GPUQueryHeapDesc queryDesc;
queryDesc.type = GpuQueryType::TIMESTAMP;
queryDesc.query_count = TS_COUNT;
device_->CreateQueryHeap(&queryDesc, &timestampHeap_);
GPUBufferDesc readbackDesc;
readbackDesc.size = TS_COUNT * sizeof(uint64_t);
readbackDesc.usage = Usage::READBACK;
device_->CreateBuffer(&readbackDesc, nullptr, &timestampReadback_);
// ── GPU Compute Mesher resources ─────────────────────────────
wi::renderer::LoadShader(ShaderStage::CS, meshShader_, "voxel/voxelMeshCS.cso");
gpuMesherAvailable_ = meshShader_.IsValid();
if (gpuMesherAvailable_) {
// Voxel data buffer: 1 chunk's worth (32^3 voxels / 2 per uint = 16384 uint)
GPUBufferDesc voxDesc;
voxDesc.size = (CHUNK_VOLUME / 2) * sizeof(uint32_t);
voxDesc.bind_flags = BindFlag::SHADER_RESOURCE;
voxDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
voxDesc.stride = sizeof(uint32_t);
voxDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&voxDesc, nullptr, &voxelDataBuffer_);
// GPU quad output: same capacity as mega-buffer
GPUBufferDesc gpuQDesc;
gpuQDesc.size = MEGA_BUFFER_CAPACITY * sizeof(uint64_t); // PackedQuad = 8 bytes
gpuQDesc.bind_flags = BindFlag::UNORDERED_ACCESS;
gpuQDesc.misc_flags = ResourceMiscFlag::BUFFER_STRUCTURED;
gpuQDesc.stride = sizeof(uint64_t); // uint2 = 8 bytes
gpuQDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&gpuQDesc, nullptr, &gpuQuadBuffer_);
// Quad counter
GPUBufferDesc cntDesc;
cntDesc.size = sizeof(uint32_t);
cntDesc.bind_flags = BindFlag::UNORDERED_ACCESS;
cntDesc.misc_flags = ResourceMiscFlag::BUFFER_RAW;
cntDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&cntDesc, nullptr, &gpuQuadCounter_);
wi::backlog::post("VoxelRenderer: GPU compute mesher available");
} else {
wi::backlog::post("VoxelRenderer: GPU compute mesher not available", wi::backlog::LogLevel::Warning);
}
cpuMegaQuads_.reserve(MEGA_BUFFER_CAPACITY);
cpuChunkInfo_.reserve(MAX_CHUNKS);
chunkSlots_.reserve(MAX_CHUNKS);
cpuIndirectArgs_.reserve(MAX_CHUNKS);
initialized_ = true;
wi::backlog::post("VoxelRenderer: initialized (mega-buffer: "
+ std::to_string(MEGA_BUFFER_CAPACITY) + " quads capacity)");
}
void VoxelRenderer::shutdown() {
chunkSlots_.clear();
cpuChunkInfo_.clear();
cpuMegaQuads_.clear();
initialized_ = false;
}
void VoxelRenderer::createPipeline() {
// Constant buffer for per-frame data
GPUBufferDesc cbDesc;
cbDesc.size = sizeof(VoxelConstants);
cbDesc.bind_flags = BindFlag::CONSTANT_BUFFER;
cbDesc.usage = Usage::DEFAULT;
device_->CreateBuffer(&cbDesc, nullptr, &constantBuffer_);
// Anisotropic wrap sampler
SamplerDesc samplerDesc;
samplerDesc.filter = Filter::ANISOTROPIC;
samplerDesc.address_u = TextureAddressMode::WRAP;
samplerDesc.address_v = TextureAddressMode::WRAP;
samplerDesc.address_w = TextureAddressMode::WRAP;
samplerDesc.max_anisotropy = 16;
device_->CreateSampler(&samplerDesc, &sampler_);
// Load shaders
wi::renderer::LoadShader(ShaderStage::VS, vertexShader_, "voxel/voxelVS.cso");
wi::renderer::LoadShader(ShaderStage::PS, pixelShader_, "voxel/voxelPS.cso");
wi::renderer::LoadShader(ShaderStage::CS, cullShader_, "voxel/voxelCullCS.cso");
if (!vertexShader_.IsValid() || !pixelShader_.IsValid()) {
wi::backlog::post("VoxelRenderer: shader loading failed", wi::backlog::LogLevel::Error);
return;
}
gpuCullingEnabled_ = cullShader_.IsValid();
if (!gpuCullingEnabled_) {
wi::backlog::post("VoxelRenderer: cull compute shader not available, using CPU culling", wi::backlog::LogLevel::Warning);
} else {
wi::backlog::post("VoxelRenderer: GPU frustum+backface culling enabled");
}
// Pipeline: backface cull, depth test, opaque blend, triangle list
PipelineStateDesc psoDesc;
psoDesc.vs = &vertexShader_;
psoDesc.ps = &pixelShader_;
psoDesc.rs = wi::renderer::GetRasterizerState(wi::enums::RSTYPE_FRONT);
psoDesc.dss = wi::renderer::GetDepthStencilState(wi::enums::DSSTYPE_DEFAULT);
psoDesc.bs = wi::renderer::GetBlendState(wi::enums::BSTYPE_OPAQUE);
psoDesc.pt = PrimitiveTopology::TRIANGLELIST;
device_->CreatePipelineState(&psoDesc, &pso_);
}
// ── Procedural texture generation ───────────────────────────────
static void generateNoiseTexture(uint8_t* pixels, int w, int h,
uint8_t r0, uint8_t g0, uint8_t b0,
uint8_t r1, uint8_t g1, uint8_t b1,
uint32_t seed)
{
uint32_t s = seed;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
s = s * 1664525u + 1013904223u;
float noise = (float)(s & 0xFFFF) / 65535.0f;
float fx = (float)x / w;
float fy = (float)y / h;
float pattern = 0.5f + 0.5f * std::sin(fx * 20.0f + noise * 3.0f) *
std::cos(fy * 20.0f + noise * 3.0f);
float t = noise * 0.6f + pattern * 0.4f;
int idx = (y * w + x) * 4;
pixels[idx + 0] = (uint8_t)(r0 + (r1 - r0) * t);
pixels[idx + 1] = (uint8_t)(g0 + (g1 - g0) * t);
pixels[idx + 2] = (uint8_t)(b0 + (b1 - b0) * t);
pixels[idx + 3] = 255;
}
}
}
void VoxelRenderer::generateTextures() {
const int TEX_SIZE = 256;
const int NUM_MATERIALS = 5;
std::vector<uint8_t> allPixels(TEX_SIZE * TEX_SIZE * 4 * NUM_MATERIALS);
struct MatColor { uint8_t r0,g0,b0, r1,g1,b1; uint32_t seed; };
MatColor colors[NUM_MATERIALS] = {
{ 60, 140, 40, 80, 180, 60, 101 }, // Grass
{ 100, 70, 40, 140, 100, 60, 202 }, // Dirt
{ 110, 110, 105, 140, 140, 130, 303 }, // Stone
{ 200, 190, 140, 230, 220, 170, 404 }, // Sand
{ 220, 225, 230, 245, 248, 252, 505 }, // Snow
};
for (int i = 0; i < NUM_MATERIALS; i++) {
auto& c = colors[i];
generateNoiseTexture(
allPixels.data() + i * TEX_SIZE * TEX_SIZE * 4,
TEX_SIZE, TEX_SIZE,
c.r0, c.g0, c.b0, c.r1, c.g1, c.b1, c.seed
);
}
TextureDesc texDesc;
texDesc.type = TextureDesc::Type::TEXTURE_2D;
texDesc.width = TEX_SIZE;
texDesc.height = TEX_SIZE;
texDesc.array_size = NUM_MATERIALS;
texDesc.mip_levels = 1;
texDesc.format = Format::R8G8B8A8_UNORM;
texDesc.bind_flags = BindFlag::SHADER_RESOURCE;
texDesc.usage = Usage::DEFAULT;
std::vector<SubresourceData> subData(NUM_MATERIALS);
for (int i = 0; i < NUM_MATERIALS; i++) {
subData[i].data_ptr = allPixels.data() + i * TEX_SIZE * TEX_SIZE * 4;
subData[i].row_pitch = TEX_SIZE * 4;
subData[i].slice_pitch = TEX_SIZE * TEX_SIZE * 4;
}
device_->CreateTexture(&texDesc, subData.data(), &textureArray_);
}
// ── Mega-buffer rebuild ─────────────────────────────────────────
// Packs all chunk quads contiguously into a single buffer.
// Simple strategy: full rebuild whenever any chunk is dirty.
void VoxelRenderer::rebuildMegaBuffer(VoxelWorld& world) {
cpuMegaQuads_.clear();
chunkSlots_.clear();
cpuChunkInfo_.clear();
uint32_t offset = 0;
float debugFlag = debugFaceColors_ ? 1.0f : 0.0f;
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
if (chunk.quadCount == 0) return;
if (offset + chunk.quadCount > MEGA_BUFFER_CAPACITY) return; // overflow guard
ChunkSlot slot;
slot.pos = pos;
slot.quadOffset = offset;
slot.quadCount = chunk.quadCount;
chunkSlots_.push_back(slot);
GPUChunkInfo info = {};
info.worldPos = XMFLOAT4(
(float)(pos.x * CHUNK_SIZE),
(float)(pos.y * CHUNK_SIZE),
(float)(pos.z * CHUNK_SIZE),
debugFlag
);
info.quadOffset = offset;
info.quadCount = chunk.quadCount;
for (int f = 0; f < 6; f++) {
info.faceOffsets[f] = chunk.faceOffsets[f];
info.faceCounts[f] = chunk.faceCounts[f];
}
cpuChunkInfo_.push_back(info);
cpuMegaQuads_.insert(cpuMegaQuads_.end(), chunk.quads.begin(), chunk.quads.end());
offset += chunk.quadCount;
});
chunkCount_ = (uint32_t)chunkSlots_.size();
totalQuads_ = offset;
}
void VoxelRenderer::updateMeshes(VoxelWorld& world) {
if (!device_) return;
// Re-mesh dirty chunks
bool anyDirty = false;
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
if (chunk.dirty) {
VoxelMesher::meshChunk(chunk, world);
anyDirty = true;
}
});
if (anyDirty || megaBufferDirty_) {
rebuildMegaBuffer(world);
megaBufferDirty_ = false;
}
}
// ── Render pass ─────────────────────────────────────────────────
void VoxelRenderer::render(
CommandList cmd,
const wi::scene::CameraComponent& camera,
const Texture& depthBuffer,
const Texture& renderTarget
) const {
if (!initialized_ || chunkCount_ == 0 || !pso_.IsValid()) return;
auto* dev = device_;
// Upload mega-buffer and chunk info to GPU
if (!cpuMegaQuads_.empty()) {
dev->UpdateBuffer(&megaQuadBuffer_, cpuMegaQuads_.data(), cmd,
cpuMegaQuads_.size() * sizeof(PackedQuad));
}
if (!cpuChunkInfo_.empty()) {
dev->UpdateBuffer(&chunkInfoBuffer_, cpuChunkInfo_.data(), cmd,
cpuChunkInfo_.size() * sizeof(GPUChunkInfo));
}
// Per-frame constants
VoxelConstants cb = {};
XMStoreFloat4x4(&cb.viewProjection, camera.GetViewProjection());
cb.cameraPosition = XMFLOAT4(camera.Eye.x, camera.Eye.y, camera.Eye.z, 1.0f);
cb.sunDirection = XMFLOAT4(-0.5f, -0.8f, -0.3f, 0.0f);
cb.sunColor = XMFLOAT4(1.2f, 1.1f, 0.9f, 1.0f);
cb.chunkSize = (float)CHUNK_SIZE;
cb.textureTiling = 0.25f;
cb.chunkCount = chunkCount_;
dev->UpdateBuffer(&constantBuffer_, &cb, cmd, sizeof(cb));
// CPU frustum culling
wi::primitive::Frustum frustum;
frustum.Create(camera.GetViewProjection());
// ── Render pass: color + depth ────────────────────────────────
RenderPassImage rp[] = {
RenderPassImage::RenderTarget(
&renderTarget,
RenderPassImage::LoadOp::CLEAR,
RenderPassImage::StoreOp::STORE,
ResourceState::SHADER_RESOURCE,
ResourceState::SHADER_RESOURCE
),
RenderPassImage::DepthStencil(
&depthBuffer,
RenderPassImage::LoadOp::CLEAR,
RenderPassImage::StoreOp::STORE,
ResourceState::DEPTHSTENCIL,
ResourceState::DEPTHSTENCIL,
ResourceState::DEPTHSTENCIL
),
};
dev->RenderPassBegin(rp, 2, cmd);
Viewport vp;
vp.width = (float)renderTarget.GetDesc().width;
vp.height = (float)renderTarget.GetDesc().height;
vp.min_depth = 0.0f;
vp.max_depth = 1.0f;
dev->BindViewports(1, &vp, cmd);
Rect scissor = { 0, 0, (int)vp.width, (int)vp.height };
dev->BindScissorRects(1, &scissor, cmd);
dev->BindPipelineState(&pso_, cmd);
dev->BindConstantBuffer(&constantBuffer_, 0, cmd);
dev->BindResource(&megaQuadBuffer_, 0, cmd); // t0: mega quad buffer
dev->BindResource(&textureArray_, 1, cmd); // t1: material textures
dev->BindResource(&chunkInfoBuffer_, 2, cmd); // t2: chunk info
dev->BindSampler(&sampler_, 0, cmd);
visibleChunks_ = 0;
drawCalls_ = 0;
// Push constant structure (must be 48 bytes = 12 x uint32, matches b999)
struct VoxelPush {
uint32_t chunkIndex;
uint32_t quadOffset; // offset into mega quad buffer (in quads)
uint32_t pad[10];
};
// Simple DrawInstanced loop with frustum culling + push constants
for (uint32_t i = 0; i < chunkCount_; i++) {
const auto& slot = chunkSlots_[i];
if (slot.quadCount == 0) continue;
XMFLOAT3 aabbMin(
(float)(slot.pos.x * CHUNK_SIZE),
(float)(slot.pos.y * CHUNK_SIZE),
(float)(slot.pos.z * CHUNK_SIZE)
);
XMFLOAT3 aabbMax(
aabbMin.x + CHUNK_SIZE,
aabbMin.y + CHUNK_SIZE,
aabbMin.z + CHUNK_SIZE
);
wi::primitive::AABB aabb(aabbMin, aabbMax);
if (!frustum.CheckBoxFast(aabb)) continue;
visibleChunks_++;
// Pass chunk index AND quad offset via push constants
// (SV_VertexID/SV_InstanceID offsets unreliable across drivers)
VoxelPush pushData = {};
pushData.chunkIndex = i;
pushData.quadOffset = slot.quadOffset;
dev->PushConstants(&pushData, sizeof(pushData), cmd);
// startVertexLocation = 0: the VS computes quad address from push.quadOffset
dev->DrawInstanced(slot.quadCount * 6, 1, 0, 0, cmd);
drawCalls_++;
}
dev->RenderPassEnd(cmd);
}
// ── VoxelRenderPath (custom RenderPath3D) ───────────────────────
void VoxelRenderPath::Start() {
RenderPath3D::Start();
auto* device = wi::graphics::GetDevice();
renderer.initialize(device);
renderer.debugFaceColors_ = debugMode;
// Generate world
if (debugMode) {
world.generateDebug();
cameraPos = { 10.0f, 10.0f, 0.0f };
cameraPitch = -0.4f;
cameraYaw = 0.5f;
} else {
world.generateAround(cameraPos.x, cameraPos.y, cameraPos.z, 4);
}
if (renderer.isInitialized()) {
renderer.updateMeshes(world);
}
worldGenerated_ = true;
setAO(AO_DISABLED);
setFXAAEnabled(true);
setBloomEnabled(false);
createRenderTargets();
}
void VoxelRenderPath::createRenderTargets() {
auto* device = wi::graphics::GetDevice();
if (!device) return;
uint32_t w = GetPhysicalWidth();
uint32_t h = GetPhysicalHeight();
if (w == 0 || h == 0) { w = 1920; h = 1080; }
wi::graphics::TextureDesc rtDesc;
rtDesc.type = wi::graphics::TextureDesc::Type::TEXTURE_2D;
rtDesc.width = w;
rtDesc.height = h;
rtDesc.format = wi::graphics::Format::R8G8B8A8_UNORM;
rtDesc.bind_flags = wi::graphics::BindFlag::RENDER_TARGET | wi::graphics::BindFlag::SHADER_RESOURCE;
rtDesc.mip_levels = 1;
rtDesc.sample_count = 1;
rtDesc.layout = wi::graphics::ResourceState::SHADER_RESOURCE;
device->CreateTexture(&rtDesc, nullptr, &voxelRT_);
wi::graphics::TextureDesc depthDesc;
depthDesc.type = wi::graphics::TextureDesc::Type::TEXTURE_2D;
depthDesc.width = w;
depthDesc.height = h;
depthDesc.format = wi::graphics::Format::D32_FLOAT;
depthDesc.bind_flags = wi::graphics::BindFlag::DEPTH_STENCIL | wi::graphics::BindFlag::SHADER_RESOURCE;
depthDesc.mip_levels = 1;
depthDesc.sample_count = 1;
depthDesc.layout = wi::graphics::ResourceState::DEPTHSTENCIL;
device->CreateTexture(&depthDesc, nullptr, &voxelDepth_);
rtCreated_ = voxelRT_.IsValid() && voxelDepth_.IsValid();
wi::backlog::post("VoxelRenderPath: render targets " + std::string(rtCreated_ ? "OK" : "FAILED")
+ " (" + std::to_string(w) + "x" + std::to_string(h) + ")");
}
// ── WASD camera input ───────────────────────────────────────────
static constexpr wi::input::BUTTON KEY_W = (wi::input::BUTTON)(wi::input::CHARACTER_RANGE_START + ('W' - 'A'));
static constexpr wi::input::BUTTON KEY_A = (wi::input::BUTTON)(wi::input::CHARACTER_RANGE_START + ('A' - 'A'));
static constexpr wi::input::BUTTON KEY_S = (wi::input::BUTTON)(wi::input::CHARACTER_RANGE_START + ('S' - 'A'));
static constexpr wi::input::BUTTON KEY_D = (wi::input::BUTTON)(wi::input::CHARACTER_RANGE_START + ('D' - 'A'));
void VoxelRenderPath::handleInput(float dt) {
if (wi::input::Press(wi::input::MOUSE_BUTTON_RIGHT)) {
mouseCaptured = !mouseCaptured;
wi::input::HidePointer(mouseCaptured);
}
if (mouseCaptured) {
auto mouseState = wi::input::GetMouseState();
cameraYaw += mouseState.delta_position.x * cameraSensitivity;
cameraPitch += mouseState.delta_position.y * cameraSensitivity;
cameraPitch = std::clamp(cameraPitch, -1.5f, 1.5f);
}
float cosPitch = std::cos(cameraPitch);
XMFLOAT3 forward(
std::sin(cameraYaw) * cosPitch,
-std::sin(cameraPitch),
std::cos(cameraYaw) * cosPitch
);
XMFLOAT3 right(std::cos(cameraYaw), 0.0f, -std::sin(cameraYaw));
float speed = cameraSpeed * dt;
if (wi::input::Down(wi::input::KEYBOARD_BUTTON_LSHIFT)) speed *= 3.0f;
if (wi::input::Down(KEY_W)) { cameraPos.x += forward.x * speed; cameraPos.y += forward.y * speed; cameraPos.z += forward.z * speed; }
if (wi::input::Down(KEY_S)) { cameraPos.x -= forward.x * speed; cameraPos.y -= forward.y * speed; cameraPos.z -= forward.z * speed; }
if (wi::input::Down(KEY_A)) { cameraPos.x -= right.x * speed; cameraPos.z -= right.z * speed; }
if (wi::input::Down(KEY_D)) { cameraPos.x += right.x * speed; cameraPos.z += right.z * speed; }
if (wi::input::Down(wi::input::KEYBOARD_BUTTON_SPACE)) cameraPos.y += speed;
if (wi::input::Down(wi::input::KEYBOARD_BUTTON_LCONTROL)) cameraPos.y -= speed;
camera->Eye = cameraPos;
camera->At = forward;
camera->Up = XMFLOAT3(0, 1, 0);
camera->UpdateCamera();
}
void VoxelRenderPath::Update(float dt) {
lastDt_ = dt;
float instantFps = (dt > 0.0f) ? (1.0f / dt) : 0.0f;
smoothFps_ = smoothFps_ * 0.95f + instantFps * 0.05f;
if (camera) handleInput(dt);
if (renderer.isInitialized()) renderer.updateMeshes(world);
RenderPath3D::Update(dt);
}
void VoxelRenderPath::Render() const {
RenderPath3D::Render();
if (renderer.isInitialized() && camera && rtCreated_) {
auto* device = wi::graphics::GetDevice();
CommandList cmd = device->BeginCommandList();
renderer.render(cmd, *camera, voxelDepth_, voxelRT_);
}
}
void VoxelRenderPath::Compose(CommandList cmd) const {
frameCount_++;
RenderPath3D::Compose(cmd);
if (rtCreated_ && voxelRT_.IsValid()) {
wi::image::Params fx;
fx.enableFullScreen();
fx.blendFlag = wi::enums::BLENDMODE_OPAQUE;
wi::image::Draw(&voxelRT_, fx, cmd);
}
// HUD overlay
wi::font::Params fp;
fp.posX = 10; fp.posY = 10; fp.size = 20;
fp.color = wi::Color(255, 255, 255, 230);
fp.shadowColor = wi::Color(0, 0, 0, 180);
char fpsStr[16];
snprintf(fpsStr, sizeof(fpsStr), "%.1f", smoothFps_);
char dtStr[16];
snprintf(dtStr, sizeof(dtStr), "%.2f", lastDt_ * 1000.0f);
std::string stats = "BVLE Voxel Engine (Phase 2 — GPU-driven)\n";
stats += "FPS: " + std::string(fpsStr) + " (" + std::string(dtStr) + " ms)\n";
if (debugMode) {
stats += "=== DEBUG FACE MODE ===\n";
stats += "+X=Red -X=DkRed +Y=Green -Y=DkGreen +Z=Blue -Z=DkBlue\n";
}
stats += "Chunks: " + std::to_string(renderer.getVisibleChunks())
+ "/" + std::to_string(renderer.getChunkCount()) + "\n";
stats += "Quads: " + std::to_string(renderer.getTotalQuads()) + "\n";
stats += "Draw Calls: " + std::to_string(renderer.getDrawCalls())
+ " (DrawInstanced + CPU cull + backface)\n";
char cullStr[16], drawStr[16];
snprintf(cullStr, sizeof(cullStr), "%.3f", renderer.getGpuCullTimeMs());
snprintf(drawStr, sizeof(drawStr), "%.3f", renderer.getGpuDrawTimeMs());
stats += "GPU Cull: " + std::string(cullStr) + " ms | Draw: " + std::string(drawStr) + " ms\n";
stats += "WASD+Space/Ctrl: move | Shift: fast | Right-click: capture mouse";
wi::font::Draw(stats, fp, cmd);
}
} // namespace voxel