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3 commits

Author SHA1 Message Date
d7e69f97ca Phase 3: PS-based texture blending with winner-takes-all heightmap
Replace pre-encoded quad blend data (v1) with per-pixel voxel data
lookups in the pixel shader. The PS reads voxelDataBuffer (SRV t3)
to find neighbor materials dynamically, enabling 2 independent blend
axes, stair-priority neighbor detection, and winner-takes-all
heightmap-driven transitions.

Key design decisions validated through 6 iterations (see
blending_experiments.md):
- Winner-takes-all: material with highest heightmap score wins 100%
  (sharp but organic transitions, not smooth gradient)
- Symmetric bias: bias = 0.5 - weight ensures equal chance at border
- Subtractive corner attenuation (param=0.80): xAdj = xEdge -
  saturate(yEdge - 0.80) reduces blend at corners naturally
- Blend zone = 0.25 voxels from each edge (50% of face)
- Debug mode (F4) visualizes blend zones as colors
2026-03-26 12:14:08 +01:00
45af49a659 Phase 2.2: MDI rendering with CPU-filled indirect args
Replace per-chunk DrawInstanced loop with a single DrawInstancedIndirectCount.
CPU fills indirect args buffer with same frustum+backface cull logic as Phase 2.1.

Key discoveries:
- Wicked Engine command signature includes push constant (20-byte stride, not 16)
- SV_VertexID does not reliably include startVertexLocation with ExecuteIndirect
- Solution: pack chunkIndex|(faceIndex<<16) in push constant, VS reconstructs
  quad offset from GPUChunkInfo lookup
- No explicit DX12 barriers needed (implicit promotion from COMMON suffices)

Also adds voxel_engine_spec.md and updates references from .docx to .md.
2026-03-25 22:07:22 +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