Commit graph

3 commits

Author SHA1 Message Date
abc640c2d0 cleanup 2026-03-25 19:38:50 +01:00
46e8f50f37 Phase 2 complete: per-face-group backface culling, frustum planes, GPU cull infrastructure
- VS supports dual mode: CPU path (push constants) and MDI path (binary search)
- CPU render loop now does per-face-group draws with backface culling (6 draws/chunk max)
- Frustum planes extracted and populated in constant buffer for GPU cull shader
- GPU cull + MDI path fully implemented but disabled (barrier/state debugging needed)
- GPU timestamp query infrastructure with readback for cull/draw timing
- HUD shows rendering mode (GPU cull vs CPU fallback)
2026-03-25 14:50:55 +01:00
5f346bb14a Phase 2: GPU-driven voxel rendering pipeline
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
2026-03-25 14:24:05 +01:00