Phase 5.1: smooth PS blending uses same logic as blocky PS + debug scene

Rewrote voxelSmoothPS.hlsl to derive a dominant face axis from the smooth
normal, then use the exact same neighbor verification as voxelPS.hlsl:
faceU/faceV tangent tables, stair-priority getNeighborMat(), face-aligned
fractional coords, blendZone 0.25, corner attenuation, bleedMask checks.

Added generateDebugSmooth() with 11 isolated test configurations
(smooth↔blocky transitions, staircases, surrounded patches, reference
blocky pairs). Launch with: BVLEVoxels.exe debugsmooth
This commit is contained in:
Samuel Bouchet 2026-03-27 14:21:35 +01:00
parent aab38bb9b9
commit b45d5a1884
9 changed files with 350 additions and 58 deletions

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@ -473,10 +473,18 @@ Système de biseaux décoratifs (« topings ») sur les faces +Y exposées pour
- **SDF gradient dot product** : NE PAS utiliser pour orienter les normals (échoue quand le gradient est nul ou ambigu avec SDF binaire) - **SDF gradient dot product** : NE PAS utiliser pour orienter les normals (échoue quand le gradient est nul ou ambigu avec SDF binaire)
- **Centroid SDF sampling** : NE PAS utiliser non plus (les deux côtés arrondissent souvent au même voxel) - **Centroid SDF sampling** : NE PAS utiliser non plus (les deux côtés arrondissent souvent au même voxel)
**Material blending** : **Material blending (per-pixel, same as blocky PS)** :
- **Deux matériaux par vertex** : primaryMat (smooth-only counts, évite subsurface bleed) + secondaryMat (all counts, inclut blocky pour le blending aux frontières) - **Dominant axis detection** : le PS smooth dérive un « face virtuelle » depuis la normale lisse. L'axe avec la plus grande composante `|N|` détermine la face dominante (0-5). Cela donne accès aux mêmes tables `faceNormals`, `faceUDirs`, `faceVDirs` que le PS blocky
- **blendWeight** : uint8 0-255, ratio du secondaire dans le vote des 8 corners - **Même voxelCoord** : `floor(worldPos - normalDir * 0.001)` — tiny offset le long de la normale dominante (PAS `N * 0.5` qui est trop large et tombe dans le mauvais voxel)
- **PS** : `lerp(primaryColor, secondaryColor, blendWeight)` entre deux samplings triplanar - **Même `getNeighborMat()` avec stair priority** : vérifie `pos + edgeDir + normalDir` en premier (le bloc qui masque visuellement l'arête), puis fallback `pos + edgeDir`
- **Face-aligned U/V** : `frac(dot(worldPos, uDir))` / `frac(dot(worldPos, vDir))` — position fractionnaire dans le voxel selon les tangentes de la face dominante
- **Même blend zone (0.25)**, corner attenuation subtractive, winner-takes-all heightmap avec sharpness=16
- **Même bleedMask/resistBleedMask** checks via CB
- **PIÈGE** : NE PAS utiliser les 3 axes world-space avec un filtre `dirDotN > 0.6` — ça ne filtre pas correctement les voisins souterrains et donne des blends incorrects. La dérivation d'un face dominant + U/V alignés est la seule approche correcte
**Debug scene smooth** :
- Lancé avec `BVLEVoxels.exe debugsmooth`
- 11 configurations isolées dans un seul chunk : SmoothStone↔Grass, SmoothStone↔Dirt, SmoothStone↔Sand, SmoothStone↔Stone, Snow↔Grass, Snow↔Sand, références blocky (Sand↔Dirt, Grass↔Dirt), escalier SmoothStone, patch smooth entouré de grass, bloc smooth isolé
#### Phase 5.2 - Optimisations et polish [A FAIRE] #### Phase 5.2 - Optimisations et polish [A FAIRE]

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@ -1,57 +1,213 @@
// BVLE Voxels - Smooth Surface Nets Pixel Shader (Phase 5.1) // BVLE Voxels - Smooth Surface Nets Pixel Shader (Phase 5.1)
// Triplanar texture sampling + material blending + same lighting as voxel PS. // Per-pixel heightmap blending using the SAME neighbor verification as voxelPS.hlsl.
// Derives a dominant face axis from the smooth normal, then uses identical
// faceU/faceV/stair-priority logic as the blocky pixel shader.
#include "voxelCommon.hlsli" #include "voxelCommon.hlsli"
Texture2DArray<float4> materialTextures : register(t1); Texture2DArray<float4> materialTextures : register(t1);
StructuredBuffer<GPUChunkInfo> chunkInfoBuffer : register(t2);
StructuredBuffer<uint> voxelData : register(t3);
SamplerState texSampler : register(s0); SamplerState texSampler : register(s0);
struct PSInput { struct PSInput {
float4 position : SV_POSITION; float4 position : SV_POSITION;
float3 worldPos : WORLDPOS; float3 worldPos : WORLDPOS;
float3 normal : NORMAL; float3 normal : NORMAL;
nointerpolation uint matPacked : MATERIALID; nointerpolation uint primaryMat : PRIMARYMAT;
nointerpolation uint chunkIndex : CHUNKINDEX;
}; };
// Sample triplanar texture for a given material index static const uint CSIZE = 32;
float3 sampleTriplanar(float3 worldPos, float3 blend, float tiling, uint matIdx) { static const uint CVOL = CSIZE * CSIZE * CSIZE;
uint texIdx = clamp(matIdx - 1u, 0u, 5u);
float4 xS = materialTextures.Sample(texSampler, float3(worldPos.yz * tiling, (float)texIdx)); // ── Face direction tables (SAME as voxelPS.hlsl) ────────────────
float4 yS = materialTextures.Sample(texSampler, float3(worldPos.xz * tiling, (float)texIdx)); // Face normals: +X, -X, +Y, -Y, +Z, -Z
float4 zS = materialTextures.Sample(texSampler, float3(worldPos.xy * tiling, (float)texIdx)); static const int3 faceNormals[6] = {
return xS.rgb * blend.x + yS.rgb * blend.y + zS.rgb * blend.z; int3( 1, 0, 0), int3(-1, 0, 0),
int3( 0, 1, 0), int3( 0,-1, 0),
int3( 0, 0, 1), int3( 0, 0,-1)
};
// Face tangent axes (U, V) — must match voxelPS.hlsl
static const int3 faceUDirs[6] = {
int3(0, 1, 0), int3(0, 1, 0),
int3(1, 0, 0), int3(1, 0, 0),
int3(1, 0, 0), int3(1, 0, 0)
};
static const int3 faceVDirs[6] = {
int3(0, 0, 1), int3(0, 0, 1),
int3(0, 0, 1), int3(0, 0, 1),
int3(0, 1, 0), int3(0, 1, 0)
};
// ── Voxel data read (same as voxelPS.hlsl) ───────────────────────
uint readVoxelMat(int3 coord, uint chunkIdx) {
GPUChunkInfo info = chunkInfoBuffer[chunkIdx];
int3 local = coord - (int3)info.worldPos.xyz;
if (any(local < 0) || any(local >= (int3)CSIZE))
return 0;
uint flatIdx = (uint)local.x + (uint)local.y * CSIZE + (uint)local.z * CSIZE * CSIZE;
uint pairIndex = flatIdx >> 1;
uint shift = (flatIdx & 1) * 16;
uint voxel = (voxelData[chunkIdx * (CVOL / 2) + pairIndex] >> shift) & 0xFFFF;
return voxel >> 8;
} }
// ── Stair-priority neighbor lookup (SAME as voxelPS.hlsl) ────────
uint getNeighborMat(int3 voxelCoord, int3 edgeDir, int3 normalDir, uint chunkIdx) {
// Stair neighbor (priority): block at edge AND offset by normal
int3 stairPos = voxelCoord + edgeDir + normalDir;
uint stairMat = readVoxelMat(stairPos, chunkIdx);
if (stairMat > 0)
return stairMat;
// Planar neighbor (fallback): adjacent block in face plane
int3 planarPos = voxelCoord + edgeDir;
return readVoxelMat(planarPos, chunkIdx);
}
// ── Triplanar helpers ────────────────────────────────────────────
float3 triplanarWeights(float3 n, float sharpness) {
float3 w = abs(n);
w = pow(w, (float3)sharpness);
return w / (w.x + w.y + w.z + 0.0001);
}
float3 sampleTriplanar(float3 wp, float3 n, uint texIdx, float tiling) {
float3 w = triplanarWeights(n, 4.0);
float3 cx = materialTextures.Sample(texSampler, float3(wp.yz * tiling, (float)texIdx)).rgb;
float3 cy = materialTextures.Sample(texSampler, float3(wp.xz * tiling, (float)texIdx)).rgb;
float3 cz = materialTextures.Sample(texSampler, float3(wp.xy * tiling, (float)texIdx)).rgb;
return cx * w.x + cy * w.y + cz * w.z;
}
float4 sampleTriplanarRGBA(float3 wp, float3 n, uint texIdx, float tiling) {
float3 w = triplanarWeights(n, 4.0);
float4 cx = materialTextures.Sample(texSampler, float3(wp.yz * tiling, (float)texIdx));
float4 cy = materialTextures.Sample(texSampler, float3(wp.xz * tiling, (float)texIdx));
float4 cz = materialTextures.Sample(texSampler, float3(wp.xy * tiling, (float)texIdx));
return cx * w.x + cy * w.y + cz * w.z;
}
// ── Main PS ──────────────────────────────────────────────────────
[RootSignature(VOXEL_ROOTSIG)] [RootSignature(VOXEL_ROOTSIG)]
float4 main(PSInput input) : SV_TARGET0 { float4 main(PSInput input) : SV_TARGET0 {
float3 N = normalize(input.normal); float3 N = normalize(input.normal);
float tiling = textureTiling; float tiling = textureTiling;
// Unpack materials: materialID(8) | secondaryMat(8) | blendWeight(8) | pad(8) // ── Derive dominant face from smooth normal (same tables as blocky PS) ──
uint primaryMat = input.matPacked & 0xFF; // Find the axis with the largest absolute normal component
uint secondaryMat = (input.matPacked >> 8) & 0xFF; float3 absN = abs(N);
float blendWeight = ((input.matPacked >> 16) & 0xFF) / 255.0; uint dominantAxis;
if (absN.x >= absN.y && absN.x >= absN.z)
dominantAxis = 0; // X
else if (absN.y >= absN.z)
dominantAxis = 1; // Y
else
dominantAxis = 2; // Z
// Triplanar blend weights // Map to face index: axis*2 + (negative ? 1 : 0)
float3 blend = abs(N); uint face = dominantAxis * 2;
blend = blend / (blend.x + blend.y + blend.z + 0.001); if (N[dominantAxis] < 0.0) face += 1;
// Sample primary and secondary materials int3 normalDir = faceNormals[face];
float3 primaryColor = sampleTriplanar(input.worldPos, blend, tiling, primaryMat); int3 uDir = faceUDirs[face];
float3 texColor; int3 vDir = faceVDirs[face];
if (blendWeight > 0.01 && secondaryMat != primaryMat) {
float3 secondaryColor = sampleTriplanar(input.worldPos, blend, tiling, secondaryMat); // ── Compute voxel coordinate (SAME as blocky PS) ──
texColor = lerp(primaryColor, secondaryColor, blendWeight); // Tiny offset inward along dominant normal to handle integer boundaries
float3 samplePos = input.worldPos - (float3)normalDir * 0.001;
int3 voxelCoord = (int3)floor(samplePos);
// Read actual material at this voxel position
uint selfMat = readVoxelMat(voxelCoord, input.chunkIndex);
if (selfMat == 0u) selfMat = input.primaryMat; // air fallback
// ── Face-aligned fractional position (SAME as blocky PS) ──
float faceFracU = frac(dot(input.worldPos, (float3)uDir));
float faceFracV = frac(dot(input.worldPos, (float3)vDir));
// Distance from nearest edge (0 = at edge, 0.5 = at center)
float uDist = 0.5 - abs(faceFracU - 0.5);
float vDist = 0.5 - abs(faceFracV - 0.5);
// Nearest edge direction
int uSign = (faceFracU >= 0.5) ? 1 : -1;
int vSign = (faceFracV >= 0.5) ? 1 : -1;
int3 uEdgeDir = uDir * uSign;
int3 vEdgeDir = vDir * vSign;
// ── Stair-priority neighbor lookup (SAME as blocky PS) ──
uint uNeighborMat = getNeighborMat(voxelCoord, uEdgeDir, normalDir, input.chunkIndex);
uint vNeighborMat = getNeighborMat(voxelCoord, vEdgeDir, normalDir, input.chunkIndex);
// ── Blend weights (SAME params as blocky PS) ──
float blendZone = 0.25;
float uEdge = abs(faceFracU - 0.5) * 2.0;
float vEdge = abs(faceFracV - 0.5) * 2.0;
// Corner attenuation — subtractive (same as blocky PS)
float blendStart = 1.0 - blendZone * 2.0;
float uAdj = uEdge - saturate(vEdge - 0.80);
float vAdj = vEdge - saturate(uEdge - 0.80);
float uWeight = saturate((uAdj - blendStart) / (1.0 - blendStart)) * 0.5;
float vWeight = saturate((vAdj - blendStart) / (1.0 - blendStart)) * 0.5;
// Blend conditions (same as blocky PS, with bleed mask checks)
bool mainResists = (resistBleedMask >> selfMat) & 1u;
bool uNeighCanBleed = (bleedMask >> uNeighborMat) & 1u;
bool vNeighCanBleed = (bleedMask >> vNeighborMat) & 1u;
bool uBlend = (uNeighborMat > 0u && uNeighborMat != selfMat && uWeight > 0.001
&& !mainResists && uNeighCanBleed);
bool vBlend = (vNeighborMat > 0u && vNeighborMat != selfMat && vWeight > 0.001
&& !mainResists && vNeighCanBleed);
// ── Texturing ──
uint selfTexIdx = clamp(selfMat - 1u, 0u, 5u);
float3 albedo;
if (uBlend || vBlend) {
float4 mainTex = sampleTriplanarRGBA(input.worldPos, N, selfTexIdx, tiling);
float3 result = mainTex.rgb;
float sharpness = 16.0;
if (uBlend) {
uint uTexIdx = clamp(uNeighborMat - 1u, 0u, 5u);
float4 uTex = sampleTriplanarRGBA(input.worldPos, N, uTexIdx, tiling);
float bias = 0.5 - uWeight;
float mainScore = mainTex.a + bias;
float neighScore = uTex.a - bias;
float blend = saturate((neighScore - mainScore) * sharpness + 0.5);
result = lerp(result, uTex.rgb, blend);
}
if (vBlend) {
uint vTexIdx = clamp(vNeighborMat - 1u, 0u, 5u);
float4 vTex = sampleTriplanarRGBA(input.worldPos, N, vTexIdx, tiling);
float bias = 0.5 - vWeight;
float mainScore = mainTex.a + bias;
float neighScore = vTex.a - bias;
float blend = saturate((neighScore - mainScore) * sharpness + 0.5);
result = lerp(result, vTex.rgb, blend);
}
albedo = result;
} else { } else {
texColor = primaryColor; albedo = sampleTriplanar(input.worldPos, N, selfTexIdx, tiling);
} }
// Lighting (same model as voxel PS) // Lighting
float3 L = normalize(-sunDirection.xyz); float3 L = normalize(-sunDirection.xyz);
float NdotL = max(dot(N, L), 0.0); float NdotL = max(dot(N, L), 0.0);
float3 ambient = float3(0.15, 0.18, 0.25); float3 ambient = float3(0.15, 0.18, 0.25);
float3 lit = texColor * (sunColor.rgb * NdotL + ambient); float3 color = albedo * (sunColor.rgb * NdotL + ambient);
return float4(lit, 1.0); // Distance fog
float dist = length(input.worldPos - cameraPosition.xyz);
float fog = 1.0 - exp(-dist * 0.003);
float3 fogColor = float3(0.55, 0.70, 0.90);
color = lerp(color, fogColor, saturate(fog));
return float4(color, 1.0);
} }

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@ -1,6 +1,6 @@
// BVLE Voxels - Smooth Surface Nets Vertex Shader (Phase 5.1) // BVLE Voxels - Smooth Surface Nets Vertex Shader (Phase 5.1)
// Vertex pulling from StructuredBuffer<SmoothVertex>. // Vertex pulling from StructuredBuffer<SmoothVertex>.
// Each vertex is 32 bytes: float3 pos, float3 normal, uint matPacked, uint16 chunkIndex. // Passes primaryMat + chunkIndex for per-pixel blending in PS.
#include "voxelCommon.hlsli" #include "voxelCommon.hlsli"
@ -17,7 +17,8 @@ struct VSOutput {
float4 position : SV_POSITION; float4 position : SV_POSITION;
float3 worldPos : WORLDPOS; float3 worldPos : WORLDPOS;
float3 normal : NORMAL; float3 normal : NORMAL;
nointerpolation uint matPacked : MATERIALID; nointerpolation uint primaryMat : PRIMARYMAT;
nointerpolation uint chunkIndex : CHUNKINDEX;
}; };
[RootSignature(VOXEL_ROOTSIG)] [RootSignature(VOXEL_ROOTSIG)]
@ -25,9 +26,10 @@ VSOutput main(uint vertexID : SV_VertexID) {
SmoothVtx vtx = smoothVertices[vertexID]; SmoothVtx vtx = smoothVertices[vertexID];
VSOutput output; VSOutput output;
output.position = mul(viewProjection, float4(vtx.position, 1.0)); output.position = mul(viewProjection, float4(vtx.position, 1.0));
output.worldPos = vtx.position; output.worldPos = vtx.position;
output.normal = vtx.normal; output.normal = vtx.normal;
output.matPacked = vtx.matPacked; // pass all packed material data to PS output.primaryMat = vtx.matPacked & 0xFF;
output.chunkIndex = vtx.chunkIndex & 0xFFFF;
return output; return output;
} }

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@ -165,6 +165,10 @@ int APIENTRY wWinMain(
if (wi::arguments::HasArgument("debug")) { if (wi::arguments::HasArgument("debug")) {
renderPath.debugMode = true; renderPath.debugMode = true;
} }
// Check for "debugsmooth" argument to enable smooth blending debug scene
if (wi::arguments::HasArgument("debugsmooth")) {
renderPath.debugSmooth = true;
}
// Activate our custom voxel render path // Activate our custom voxel render path
application.ActivatePath(&renderPath); application.ActivatePath(&renderPath);

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@ -489,17 +489,34 @@ uint32_t SmoothMesher::meshChunk(Chunk& chunk, const VoxelWorld& world) {
bestMat = (uint8_t)m; bestCount = primaryCounts[m]; bestMat = (uint8_t)m; bestCount = primaryCounts[m];
} }
} }
// Secondary material: search ALL materials (including blocky) for blending // Secondary material: only count SURFACE-EXPOSED voxels (at least one
// empty neighbor). This prevents underground materials (dirt under stone)
// from bleeding through — same principle as blocky face blending.
static const int dirs6[6][3] = {{1,0,0},{-1,0,0},{0,1,0},{0,-1,0},{0,0,1},{0,0,-1}};
uint8_t surfaceMatCounts[256] = {};
for (int c = 0; c < 8; c++) {
if (corner[c] >= 0.0f) continue;
int cx = x + cornerOff[c][0], cy = y + cornerOff[c][1], cz = z + cornerOff[c][2];
VoxelData v = readVoxel(chunk, world, cx, cy, cz);
if (v.isEmpty()) continue;
// Check if this voxel is on the surface
bool onSurface = false;
for (int d = 0; d < 6 && !onSurface; d++) {
if (sdf[gridIdx(cx + dirs6[d][0], cy + dirs6[d][1], cz + dirs6[d][2])] > 0.0f)
onSurface = true;
}
if (onSurface) surfaceMatCounts[v.getMaterialID()]++;
}
uint8_t secMat = bestMat, secCount = 0; uint8_t secMat = bestMat, secCount = 0;
for (int m = 1; m < 256; m++) { for (int m = 1; m < 256; m++) {
if (m == bestMat) continue; if (m == bestMat) continue;
if (allMatCounts[m] > secCount) { if (surfaceMatCounts[m] > secCount) {
secMat = (uint8_t)m; secCount = allMatCounts[m]; secMat = (uint8_t)m; secCount = surfaceMatCounts[m];
} }
} }
uint8_t blendW = 0; // blendWeight: binary flag — 255 at material boundary, 0 at interior.
if (secCount > 0 && bestCount + secCount > 0) // GPU interpolation creates the smooth edge-to-interior falloff.
blendW = (uint8_t)(255u * secCount / (bestCount + secCount)); uint8_t blendW = (secCount > 0 && secMat != bestMat) ? 255 : 0;
// Normal from SDF gradient (used later for face normal orientation check) // Normal from SDF gradient (used later for face normal orientation check)
float gnx, gny, gnz; float gnx, gny, gnz;

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@ -1344,16 +1344,22 @@ void VoxelRenderer::renderTopings(
void VoxelRenderer::uploadSmoothData(VoxelWorld& world) { void VoxelRenderer::uploadSmoothData(VoxelWorld& world) {
if (!device_ || !smoothPso_.IsValid()) return; if (!device_ || !smoothPso_.IsValid()) return;
// Collect all smooth vertices from all chunks // Collect all smooth vertices from all chunks, stamping each with its chunkIndex.
// The chunkIndex must match the order in chunkInfoBuffer_ (assigned by forEachChunk).
std::vector<SmoothVertex> allVerts; std::vector<SmoothVertex> allVerts;
allVerts.reserve(64 * 1024); // rough estimate allVerts.reserve(64 * 1024);
uint32_t chunkIdx = 0;
world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) { world.forEachChunk([&](const ChunkPos& pos, Chunk& chunk) {
if (!chunk.hasSmooth || chunk.smoothVertexCount == 0) return; if (chunk.hasSmooth && chunk.smoothVertexCount > 0) {
for (auto& sv : chunk.smoothVertices) {
allVerts.insert(allVerts.end(), sv.chunkIndex = (uint16_t)chunkIdx;
chunk.smoothVertices.begin(), }
chunk.smoothVertices.end()); allVerts.insert(allVerts.end(),
chunk.smoothVertices.begin(),
chunk.smoothVertices.end());
}
chunkIdx++;
}); });
smoothVertexCount_ = (uint32_t)std::min(allVerts.size(), (size_t)MAX_SMOOTH_VERTICES); smoothVertexCount_ = (uint32_t)std::min(allVerts.size(), (size_t)MAX_SMOOTH_VERTICES);
@ -1425,7 +1431,9 @@ void VoxelRenderer::renderSmooth(
dev->BindPipelineState(&smoothPso_, cmd); dev->BindPipelineState(&smoothPso_, cmd);
dev->BindConstantBuffer(&constantBuffer_, 0, cmd); dev->BindConstantBuffer(&constantBuffer_, 0, cmd);
dev->BindResource(&textureArray_, 1, cmd); dev->BindResource(&textureArray_, 1, cmd);
dev->BindResource(&smoothVertexBuffer_, 6, cmd); // t6 dev->BindResource(&chunkInfoBuffer_, 2, cmd); // t2: chunk info for PS voxel lookups
dev->BindResource(&voxelDataBuffer_, 3, cmd); // t3: voxel data for PS neighbor blending
dev->BindResource(&smoothVertexBuffer_, 6, cmd); // t6: smooth vertices
dev->BindSampler(&sampler_, 0, cmd); dev->BindSampler(&sampler_, 0, cmd);
// Push constants (unused by smooth VS, but must be valid 48 bytes) // Push constants (unused by smooth VS, but must be valid 48 bytes)
@ -1452,7 +1460,12 @@ void VoxelRenderPath::Start() {
renderer.debugFaceColors_ = debugMode; renderer.debugFaceColors_ = debugMode;
// Generate world // Generate world
if (debugMode) { if (debugSmooth) {
world.generateDebugSmooth();
cameraPos = { 15.0f, 12.0f, -5.0f };
cameraPitch = -0.5f;
cameraYaw = 0.8f;
} else if (debugMode) {
world.generateDebug(); world.generateDebug();
cameraPos = { 10.0f, 10.0f, 0.0f }; cameraPos = { 10.0f, 10.0f, 0.0f };
cameraPitch = -0.4f; cameraPitch = -0.4f;

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@ -236,6 +236,7 @@ public:
TopingSystem topingSystem; TopingSystem topingSystem;
bool debugMode = false; bool debugMode = false;
bool debugSmooth = false;
float cameraSpeed = 50.0f; float cameraSpeed = 50.0f;
float cameraSensitivity = 0.003f; float cameraSensitivity = 0.003f;

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@ -140,17 +140,19 @@ void VoxelWorld::generateChunk(Chunk& chunk, float timeOffset) {
uint8_t surfaceMat; uint8_t surfaceMat;
bool surfaceSmooth = false; bool surfaceSmooth = false;
if (matVal < -0.25f) { if (matVal < -0.30f) {
surfaceMat = 4; // Sand surfaceMat = 4; // Sand
} else if (matVal < -0.10f) { } else if (matVal < -0.15f) {
surfaceMat = 2; // Dirt (adjacent to sand for sand↔dirt testing)
} else if (matVal < -0.05f) {
surfaceMat = 3; // Stone (blocky, with topings) surfaceMat = 3; // Stone (blocky, with topings)
} else if (matVal < 0.0f) { } else if (matVal < 0.05f) {
surfaceMat = 6; // SmoothStone (smooth surface) surfaceMat = 6; // SmoothStone (smooth surface)
surfaceSmooth = true; surfaceSmooth = true;
} else if (matVal < 0.15f) { } else if (matVal < 0.20f) {
surfaceMat = 2; // Dirt (blocky)
} else if (matVal < 0.30f) {
surfaceMat = 1; // Grass surfaceMat = 1; // Grass
} else if (matVal < 0.30f) {
surfaceMat = 4; // Sand (adjacent to grass for sand↔grass testing)
} else if (matNoise3 > 0.1f) { } else if (matNoise3 > 0.1f) {
surfaceMat = 5; // Snow (smooth) surfaceMat = 5; // Snow (smooth)
surfaceSmooth = true; surfaceSmooth = true;
@ -346,4 +348,90 @@ void VoxelWorld::generateDebug() {
chunks_[cp] = std::move(chunk); chunks_[cp] = std::move(chunk);
} }
void VoxelWorld::generateDebugSmooth() {
chunks_.clear();
// Create two chunks at Y=0 to have enough space
// Chunk (0,0,0) and (1,0,0) for 64 blocks along X
auto makeChunk = [&](int cx, int cy, int cz) -> Chunk& {
ChunkPos cp = {cx, cy, cz};
auto chunk = std::make_unique<Chunk>();
chunk->pos = cp;
std::memset(chunk->voxels, 0, sizeof(chunk->voxels));
chunks_[cp] = std::move(chunk);
return *chunks_[cp];
};
Chunk& c00 = makeChunk(0, 0, 0);
// Helper: place a filled platform of a given material
auto fillBlock = [](Chunk& c, int x0, int y0, int z0, int x1, int y1, int z1,
uint8_t mat, uint8_t flags = 0) {
for (int z = z0; z <= z1; z++)
for (int y = y0; y <= y1; y++)
for (int x = x0; x <= x1; x++)
if (c.isInBounds(x, y, z))
c.at(x, y, z) = VoxelData(mat, flags);
};
// ── Config 1 (X=2..6): SmoothStone (6) next to Grass (1) ──
// SmoothStone 3x3x3 block
fillBlock(c00, 2, 2, 2, 4, 4, 4, 6, VoxelData::FLAG_SMOOTH);
// Grass 3x3x3 block touching on +X side
fillBlock(c00, 5, 2, 2, 7, 4, 4, 1);
// ── Config 2 (X=2..6, Z=8): SmoothStone (6) next to Dirt (2) ──
fillBlock(c00, 2, 2, 8, 4, 4, 10, 6, VoxelData::FLAG_SMOOTH);
fillBlock(c00, 5, 2, 8, 7, 4, 10, 2);
// ── Config 3 (X=2..6, Z=14): SmoothStone (6) next to Sand (4) ──
fillBlock(c00, 2, 2, 14, 4, 4, 16, 6, VoxelData::FLAG_SMOOTH);
fillBlock(c00, 5, 2, 14, 7, 4, 16, 4);
// ── Config 4 (X=2..6, Z=20): SmoothStone (6) next to Stone (3, blocky) ──
fillBlock(c00, 2, 2, 20, 4, 4, 22, 6, VoxelData::FLAG_SMOOTH);
fillBlock(c00, 5, 2, 20, 7, 4, 22, 3);
// ── Config 5 (X=2..6, Z=26): Snow (5, smooth) next to Grass (1) ──
fillBlock(c00, 2, 2, 26, 4, 4, 28, 5, VoxelData::FLAG_SMOOTH);
fillBlock(c00, 5, 2, 26, 7, 4, 28, 1);
// ── Config 6 (X=12..16): Sand (4) next to Dirt (2) — blocky reference ──
fillBlock(c00, 12, 2, 2, 14, 4, 4, 4);
fillBlock(c00, 15, 2, 2, 17, 4, 4, 2);
// ── Config 7 (X=12..16, Z=8): Grass (1) next to Dirt (2) — blocky reference ──
fillBlock(c00, 12, 2, 8, 14, 4, 10, 1);
fillBlock(c00, 15, 2, 8, 17, 4, 10, 2);
// ── Config 8 (X=12..16, Z=14): SmoothStone staircase ──
// Step 1 (low)
fillBlock(c00, 12, 2, 14, 14, 2, 16, 6, VoxelData::FLAG_SMOOTH);
// Step 2 (mid)
fillBlock(c00, 15, 2, 14, 17, 3, 16, 6, VoxelData::FLAG_SMOOTH);
// Step 3 (high)
fillBlock(c00, 18, 2, 14, 20, 4, 16, 6, VoxelData::FLAG_SMOOTH);
// ── Config 9 (X=12..20, Z=20): Large smooth terrain patch ──
// SmoothStone ground with grass neighbors on all sides
fillBlock(c00, 14, 2, 20, 18, 3, 24, 6, VoxelData::FLAG_SMOOTH);
// Grass borders
fillBlock(c00, 12, 2, 20, 13, 3, 24, 1);
fillBlock(c00, 19, 2, 20, 20, 3, 24, 1);
fillBlock(c00, 14, 2, 18, 18, 3, 19, 1);
fillBlock(c00, 14, 2, 25, 18, 3, 26, 1);
// ── Config 10 (X=24..28, Z=2): Snow smooth next to Sand ──
fillBlock(c00, 24, 2, 2, 26, 4, 4, 5, VoxelData::FLAG_SMOOTH);
fillBlock(c00, 27, 2, 2, 29, 4, 4, 4);
// ── Config 11 (X=24..28, Z=8): Isolated smooth block (no blending) ──
fillBlock(c00, 25, 2, 9, 27, 4, 11, 6, VoxelData::FLAG_SMOOTH);
// Mark all chunks dirty
for (auto& [pos, chunk] : chunks_) {
chunk->dirty = true;
}
}
} // namespace voxel } // namespace voxel

View file

@ -56,6 +56,9 @@ public:
// Generate debug world: isolated blocks for face visibility testing // Generate debug world: isolated blocks for face visibility testing
void generateDebug(); void generateDebug();
// Generate debug world for smooth blending: isolated material transitions
void generateDebugSmooth();
// Get a chunk (nullptr if not loaded) // Get a chunk (nullptr if not loaded)
Chunk* getChunk(const ChunkPos& pos); Chunk* getChunk(const ChunkPos& pos);
const Chunk* getChunk(const ChunkPos& pos) const; const Chunk* getChunk(const ChunkPos& pos) const;