- Normal render target (R16G16B16A16_SNORM) as MRT SV_TARGET1 in all 3 pixel
shaders (voxelPS, voxelTopingPS, voxelSmoothPS) for future RT shadow/AO
- BLAS extraction compute shader (voxelBLASExtractCS.hlsl): converts PackedQuad
StructuredBuffer to float3 position buffer for DXR BLAS input
- Blocky BLAS: single BLAS from all GPU-meshed quads (~1.5M triangles)
- Smooth BLAS: single BLAS from smooth vertex buffer directly
- TLAS: 2 instances (blocky + smooth), identity transforms, CreateBuffer2 with
callback to avoid UpdateBuffer on RAY_TRACING flagged buffers
- Fix: Wicked always accesses index_buffer in CreateRaytracingAccelerationStructure
via to_internal() even for non-indexed geometry — provide dummy valid buffer
Implement CPU-side Naive Surface Nets for smooth voxel surfaces (SmoothStone,
Snow) coexisting with blocky voxels (Grass, Dirt, Stone, Sand).
Key features:
- SmoothMesher with binary SDF, centroid vertex placement, per-axis boundary
clamping to align with blocky grid at smooth↔blocky transitions
- Cross-chunk connectivity: PAD=2 SDF grid, vertex range [-1, CHUNK_SIZE),
canonical edge ownership (no duplicate triangles, no z-fighting)
- Face normals oriented by edge axis+sign (robust with binary SDF, unlike
SDF gradient dot or centroid sampling approaches)
- Y-axis winding fix: sharing cells have different spatial arrangement,
requiring opposite winding from X and Z axes
- GPU mesher treats smooth neighbors as solid (no blocky faces toward smooth)
- Material blending: primary (smooth-only) + secondary (all counts) per vertex
- Dedicated shaders: voxelSmoothVS (vertex pulling t6) + voxelSmoothPS
(triplanar + lerp blending between two materials)
- Separate render pass with LoadOp::LOAD after voxels+topings
- New materials: SmoothStone (mat 6), blocky Stone (mat 3) and Dirt patches
added to world generation for boundary testing
Mega-buffer architecture replacing per-chunk GPU buffers:
- Single StructuredBuffer<PackedQuad> for all chunks (2M quads, 16 MB)
- StructuredBuffer<GPUChunkInfo> with per-chunk metadata (position, quad offsets, face groups)
- VS reads chunk info via push constants (b999) for driver-safe chunk indexing
- CPU frustum culling with wi::primitive::Frustum + AABB per chunk
- Quads sorted by face direction in greedy mesher (faceOffsets/faceCounts)
- GPU frustum + backface cull compute shader (voxelCullCS.hlsl)
- GPU binary mesher compute shader baseline (voxelMeshCS.hlsl)
- Indirect draw buffers and timestamp query infrastructure
- README with build instructions and project architecture